extends Control @export var debug = false @export var spawnTimerValue = 5.0 var deltaCount := 0 var enemyMoveSpeed := 5.0 var questsComplete := false var middleX var playerPos func _ready() -> void: middleX = get_viewport_rect().size.x / 2 playerPos = Vector2(middleX, get_viewport_rect().size.y * (0.75)) if not debug: $MarginContainer/Menus/MenuButtons/DebugMenu.hide() $SpawnTimer.start(spawnTimerValue) _spawn_enemies(1) # _spawn_enemies(5) func _process(delta: float) -> void: playerPos = Vector2(middleX, get_viewport_rect().size.y * (0.75)) if questsComplete: $SpawnTimer.stop() if _get_enemies().is_empty(): print("Area Complete!") get_tree().quit() func _create_enemy(): var enemy = load("res://scenes/enemy.tscn").instantiate() enemy.scale = Vector2.ONE * 0.5 enemy.position = Vector2(randi_range(0, get_viewport_rect().size.x), -50) enemy.speed *= randf_range(0.5, 2.0) enemy.target = playerPos return enemy func _get_enemies() -> Array: var enemies := get_tree().get_nodes_in_group("enemies") return enemies func _get_num_enemies() -> int: var enemies := get_tree().get_nodes_in_group("enemies") return len(enemies) func _spawn_enemies(numEnemies: int) -> void: #await get_tree().create_timer(time).timeout # var numEnemies = randi_range(1, maxEnemies) for i in range(numEnemies): var enemy = _create_enemy() %SpawnArea.add_child(enemy) # var randEnemyMoveSpeed := randf_range(0.5, 2.0)*enemyMoveSpeed # create_tween().tween_property(enemy, "position", playerPos, randEnemyMoveSpeed) func _on_button_test_pressed() -> void: questsComplete = true func _on_button_exit_pressed() -> void: get_tree().quit() func _on_spawn_timer_timeout() -> void: _spawn_enemies(1)