93 lines
2.3 KiB
GDScript
93 lines
2.3 KiB
GDScript
# TODO: convert to just combat UI, instancing appropriate zone
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extends Control
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@export var debug = false
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@export var spawnTimerValue = 5.0
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var deltaCount := 0
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var enemyMoveSpeed := 5.0
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# var questComplete := false
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var canContinue := false
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var middleX
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var playerPos
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func _ready() -> void:
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if debug:
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$MarginContainer/UIBottom/UIBottomCenter/MenuButtons/DebugMenu.show()
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Engine.time_scale = 3.0
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SignalBus.quest_completed.connect(_on_quest_completed)
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_generate_quest()
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middleX = get_viewport_rect().size.x / 2
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playerPos = Vector2(middleX, get_viewport_rect().size.y * (0.75))
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$SpawnTimer.start(spawnTimerValue)
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_spawn_enemies(1)
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# _spawn_enemies(5)
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func _process(_delta: float) -> void:
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deltaCount += 1
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playerPos = Vector2(middleX, get_viewport_rect().size.y * (0.75))
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func _generate_quest() -> void:
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var quest = load("res://scenes/quest.tscn").instantiate()
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%QuestsContainer.add_child(quest)
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func _create_enemy():
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var enemy = load("res://scenes/enemy.tscn").instantiate()
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enemy.scale = Vector2.ONE * 0.5
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enemy.position = Vector2(randi_range(0, get_viewport_rect().size.x), -50)
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enemy.speed *= randf_range(0.67, 1.5)
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enemy.target = playerPos
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return enemy
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func _get_enemies() -> Array:
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var enemies := get_tree().get_nodes_in_group("enemies")
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return enemies
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func _get_num_enemies() -> int:
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var enemies := get_tree().get_nodes_in_group("enemies")
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return len(enemies)
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func _spawn_enemies(numEnemies: int) -> void:
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#await get_tree().create_timer(time).timeout
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# var numEnemies = randi_range(1, maxEnemies)
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for i in range(numEnemies):
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var enemy = _create_enemy()
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%WorldArea.add_child(enemy)
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# var randEnemyMoveSpeed := randf_range(0.5, 2.0)*enemyMoveSpeed
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# create_tween().tween_property(enemy, "position", playerPos, randEnemyMoveSpeed)
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func _on_button_test_pressed() -> void:
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pass
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func _on_button_exit_pressed() -> void:
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get_tree().quit()
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func _on_spawn_timer_timeout() -> void:
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_spawn_enemies(1)
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# TODO: move all quest stuff to quest class?
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func _on_quest_completed() -> void:
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$SpawnTimer.stop()
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# questComplete = true
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if _get_enemies().is_empty(): # and questComplete:
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canContinue = true
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# print("Area Complete!")
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# get_tree().quit()
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