semi-idle-arpg/scripts/test_scroll_scene.gd

115 lines
3.4 KiB
GDScript

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)
func _create_enemy():
var enemy = load("res://scenes/npc.tscn").instantiate()
enemy.scale = Vector2.ONE*0.5
enemy.position = Vector2(randi_range(0, get_viewport_rect().size.x), -50)
#enemy.get_node("%NPCNameLabel").text = "Test"
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 _get_distance_to_player(enemy: Node) -> float:
return enemy.position.distance_squared_to(playerPos)
func _get_target() -> Node:
# arrays of enemies by difficulty
var enemies := _get_enemies()
var numEnemies := _get_num_enemies()
#var highestDifficulty
var enemyDists
var closestEnemy
# get array of difficulties using map
if not enemies.is_empty():
# get index of largest non-zero val in numEnemies array, ignoring minions
#highestDifficulty = numEnemies.find(0, 1) - 1
enemyDists = enemies.map(_get_distance_to_player)
closestEnemy = enemies[enemyDists.find(enemyDists.min())]
#var closestDist = INF
#for enemy in enemies:
#var enemyPos = enemy.position
#var enemyDist = playerPos.distance_squared_to(enemyPos)
#if enemyDist < closestDist:
#closestEnemy = enemy
print(enemies)
#print(highestDifficulty)
print(enemyDists)
print(closestEnemy)
return closestEnemy
func _spawn_enemies(maxEnemies: 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 _process(delta: float) -> void:
#var closestEnemy = _get_closest_enemy()
deltaCount += 1
#if numEnemies != 0:
#print(playerPos.distance_squared_to(closestEnemy.position))
# change movement test, not sure it's working right...
#create_tween().tween_property(enemies[randi_range(0, numEnemies-1)], "position", Vector2(100, 100), 1.0)
#if deltaCount % 200 == 0:
#%SpawnArea.remove_child(closestEnemy)
if not _get_enemies().is_empty() and deltaCount % 100 == 0:
var targetEnemy = _get_target()
$SpawnArea.remove_child(targetEnemy)
# change to signal
if questsComplete:
$SpawnTimer.stop()
if _get_enemies().is_empty():
print("Area Complete!")
func _on_button_test_pressed() -> void:
# remove all existing enemies from scene and array
#for enemy in enemies:
#remove_child(enemy)
#enemies = []
questsComplete = true
func _on_button_exit_pressed() -> void:
get_tree().quit()
func _on_spawn_timer_timeout() -> void:
_spawn_enemies(5)