extends Control @export var debug = false @export var spawnTimerValue = 5.0 var deltaCount := 0 var enemyMoveSpeed := 5.0 var questComplete := false var middleX var playerPos func _ready() -> void: if not debug: $MarginContainer/Menus/MenuButtons/DebugMenu.hide() SignalBus.quest_completed.connect(_on_quest_completed) middleX = get_viewport_rect().size.x / 2 playerPos = Vector2(middleX, get_viewport_rect().size.y * (0.75)) $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 _get_enemies().is_empty() and questComplete: 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() %WorldArea.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: pass func _on_button_exit_pressed() -> void: get_tree().quit() func _on_spawn_timer_timeout() -> void: _spawn_enemies(1) # TODO: move all quest stuff to quest class func _on_quest_completed() -> void: $SpawnTimer.stop() questComplete = true $MarginContainer/UITop/QuestsContainer/PHQuest.hide() var quest_complete_indicator = Label.new() quest_complete_indicator.text = "Quest Complete!" $"%QuestsContainer".add_child(quest_complete_indicator)