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SpawnManager.gd
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308 lines (291 loc) · 9.62 KB
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extends Node2D
var rng : RandomNumberGenerator = RandomNumberGenerator.new()
var beetleAsset = load("res://Assets/beetle.png")
var ghostieAsset = load("res://Assets/beetle.png")
var barqueAsset = load("res://Assets/barque.png")
var eyeAsset = load("res://Assets/Eye_of_Ra/sun_disk_body.png")
var lastSummon = 100.0
var summonDelay = 1.0
var elapsed_time = 0.0
var difficulty = 0.0
var lastBoss = 0.0
var enemies = {
"beetle": {
"texture": beetleAsset,
"speed": 0.7,
"hp": 5,
"scale": 3,
"rotate": true,
"flip": false,
"movement": "attracted",
"shooter": false,
"orbName": "Orb of Power",
"boss": false
},
"ghostie": {
"texture": ghostieAsset,
"speed": 2,
"hp": 3,
"scale": 2,
"rotate": true,
"flip": false,
"movement": "homing",
"shooter": false,
"orbName": "Water Gun Orb",
"boss": false
},
"barque": {
"texture": barqueAsset,
"speed": 0.5,
"hp": 2,
"scale": 3,
"rotate": false,
"flip": false,
"movement": "attracted",
"shooter": true,
"orbName": "Crossbow Orb",
"boss": false
},
"bossM":{
"texture": eyeAsset,
"speed": 0.2,
"hp": 200,
"scale": 3,
"rotate": false,
"flip": false,
"movement": "homing",
"shooter": false,
"orbName": "Orb of Power",
"boss": true
},
"bossF":{
"texture": eyeAsset,
"speed": 1,
"hp": 50,
"scale": 3,
"rotate": false,
"flip": false,
"movement": "homing",
"shooter": false,
"orbName": "Water Gun Orb",
"boss": true
},
"bossS":{
"texture": eyeAsset,
"speed": 1,
"hp": 50,
"scale": 3,
"rotate": false,
"flip": false,
"movement": "attracted",
"shooter": true,
"orbName": "Crossbow Orb",
"boss": true
}
}
var enemyWaves = [
{
"delay": 5.0,
"enemies": {
"beetle": 10
},
"difficulty": 0
},
{
"delay": 2.0,
"enemies": {
"bossM": 1,
"beetle": 10
},
"difficulty": 1,
"boss": true
},
{
"delay": 2.0,
"enemies": {
"bossF": 2,
"ghostie": 10
},
"difficulty": 1,
"boss": true
},
{
"delay": 1.0,
"enemies": {
"bossS": 3,
},
"difficulty": 1,
"boss": true
},
{
"delay": 3.0,
"enemies": {"ghostie" : 3},
"difficulty": 0.1
},
{
"delay": 2,
"enemies": {
"barque": 5
},
"difficulty": 0.2
},
{
"delay": 1.0,
"enemies": {
"beetle": 20
},
"difficulty": 0.5
},
{
"delay": 2.0,
"enemies": {
"beetle": 100,
"ghostie": 10
},
"difficulty": 5
},
{
"delay": 1.0,
"enemies": {
"beetle": 20,
"barque": 10
},
"difficulty": 7
},
]
func _ready():
rng.randomize()
randomize()
for wave in enemyWaves:
wave["lastSpawning"] = wave["delay"]
if not "speedBonus" in wave:
wave["speedBonus"] = 0.0
while true:
var appropiateWaves = []
# print("difficulty " + str(difficulty))
for wave in enemyWaves:
if wave["difficulty"] <= difficulty:
if "boss" in wave and lastBoss >= 10:
appropiateWaves.append(wave)
elif not "boss" in wave:
appropiateWaves.append(wave)
# print(len(appropiateWaves))
var index = rng.randi() % len(appropiateWaves)
var wave = appropiateWaves[index]
# for wave in enemyWaves:
if "boss" in wave:
lastBoss = 0.0
yield(spawnWave(wave, true), "completed")
# get_parent().get_node("Player").getUpgrade()
else:
yield(spawnWave(wave, false), "completed")
yield(get_tree().create_timer(2/(1+difficulty/10), false), "timeout")
difficulty += 1.0
lastBoss += 1
# func _process(delta):
# if len(enemyWaves) == 0:
# lastSummon += delta
# if lastSummon >= summonDelay:
# lastSummon = 0.0
# spawnFromWave({
# "start": 0,
# "amount": 1,
# "delay": 0.0,
# "enemy": "beetle",
# "speedBonus": elapsed_time/100.0
# })
# # spawnBeetle()
# elapsed_time += delta
# var removeWaves = []
# var i = 0
# while i < len(enemyWaves):
# var wave = enemyWaves[i]
# wave["lastSpawning"] += delta
# if wave["start"] <= elapsed_time and wave["lastSpawning"] >= wave["delay"]:
# wave["lastSpawning"] = 0.0
# wave["amount"] -= 1
# if wave["amount"] <= 0:
# removeWaves.append(i)
# spawnFromWave(wave)
# i += 1
# for index in removeWaves:
# enemyWaves.remove(index)
func spawnEnemy(enemyName):
var enemy = Enemy.new(enemies[enemyName]["hp"]*(1+difficulty/100), enemies[enemyName]["speed"]*(1+difficulty/100), true, enemies[enemyName]["texture"], enemies[enemyName]["scale"], enemies[enemyName]["rotate"], enemies[enemyName]["flip"], enemies[enemyName]["movement"], enemies[enemyName]["shooter"], enemies[enemyName]["orbName"], enemies[enemyName]["boss"])
var location = rng.randi_range(0, 3)
if location == 0:
enemy.position = Vector2(rng.randi_range(0, int(get_viewport_rect().size.x)), 0)
elif location == 1:
enemy.position = Vector2(rng.randi_range(0, int(get_viewport_rect().size.x)), int(get_viewport_rect().size.y))
elif location == 2:
enemy.position = Vector2(0, rng.randi_range(0, int(get_viewport_rect().size.y)))
elif location == 3:
enemy.position = Vector2(int(get_viewport_rect().size.x), rng.randi_range(0, int(get_viewport_rect().size.y)))
add_child(enemy)
func spawnWave(wave, isBoss):
var delay = wave["delay"]/(1+difficulty*0.1)
if isBoss:
for enemy in wave["enemies"]:
for i in wave["enemies"][enemy]:
spawnEnemy(enemy)
yield(get_tree().create_timer(delay, false), "timeout")
yield(get_tree().create_timer(delay, false), "timeout")
else:
var enemies_ = wave["enemies"].duplicate()
var totalAmount = 0
for enemy in enemies_:
totalAmount += wave["enemies"][enemy]
var i = 0
while i < totalAmount:
var enemyIndex = rng.randi_range(0, len(enemies_)-1)
var enemy = enemies_.keys()[enemyIndex]
enemies_[enemy] -= 1
if wave["enemies"][enemy] <= 0:
enemies_.erase(enemy)
spawnEnemy(enemy)
yield(get_tree().create_timer(delay, false), "timeout")
i+=1
yield(get_tree(), "idle_frame")
# emit_signal("finished")
# func spawnGhost():
# var ghost = Enemy.new(5, 0.7, true, load("res://Assets/ghostie.png"), 0.2)
# # var ghost = Enemy.new(10, 2, true, load("res://Assets/spot.png"))
# # ghost.visible = true
# var location = rng.randi_range(0, 3)
# if location == 0:
# ghost.position = Vector2(rng.randi_range(0, int(get_viewport_rect().size.x)), 0)
# elif location == 1:
# ghost.position = Vector2(rng.randi_range(0, int(get_viewport_rect().size.x)), int(get_viewport_rect().size.y))
# elif location == 2:
# ghost.position = Vector2(0, rng.randi_range(0, int(get_viewport_rect().size.y)))
# elif location == 3:
# ghost.position = Vector2(int(get_viewport_rect().size.x), rng.randi_range(0, int(get_viewport_rect().size.y)))
# # ghost.position = Vector2(get_viewport_rect().size.x, location)
# add_child(ghost)
# # Called every frame. 'delta' is the elapsed time since the previous frame.
# # func _process(delta):
# # pass
# func spawnBeetle():
# var beetle = Enemy.new(5, 0.7, true, beetleAsset, 2)
# var location = rng.randi_range(0, 3)
# if location == 0:
# beetle.position = Vector2(rng.randi_range(0, int(get_viewport_rect().size.x)), 0)
# elif location == 1:
# beetle.position = Vector2(rng.randi_range(0, int(get_viewport_rect().size.x)), int(get_viewport_rect().size.y))
# elif location == 2:
# beetle.position = Vector2(0, rng.randi_range(0, int(get_viewport_rect().size.y)))
# elif location == 3:
# beetle.position = Vector2(int(get_viewport_rect().size.x), rng.randi_range(0, int(get_viewport_rect().size.y)))
# add_child(beetle)
func spawnFromWave(wave):
var enemy = Enemy.new(enemies[wave["enemy"]]["hp"], enemies[wave["enemy"]]["speed"]*(1.0+wave["speedBonus"]), true, enemies[wave["enemy"]]["texture"], enemies[wave["enemy"]]["scale"], enemies[wave["enemy"]]["rotate"], enemies[wave["enemy"]]["flip"], enemies[wave["enemy"]]["movement"])
var location = rng.randi_range(0, 3)
if location == 0:
enemy.position = Vector2(rng.randi_range(0, int(get_viewport_rect().size.x)), 0)
elif location == 1:
enemy.position = Vector2(rng.randi_range(0, int(get_viewport_rect().size.x)), int(get_viewport_rect().size.y))
elif location == 2:
enemy.position = Vector2(0, rng.randi_range(0, int(get_viewport_rect().size.y)))
elif location == 3:
enemy.position = Vector2(int(get_viewport_rect().size.x), rng.randi_range(0, int(get_viewport_rect().size.y)))
add_child(enemy)