108 lines
2.6 KiB
GDScript
108 lines
2.6 KiB
GDScript
extends Node2D
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class_name Spawner
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@export var spawn_area_size := Vector2(1000, 500)
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@export var waves_data: Array[WaveData]
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@export var enemy_collection: Array[UnitStats]
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@onready var spawn_timer: Timer = $SpawnTimer
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@onready var wave_timer: Timer = $WaveTimer
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var wave_index := 1
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var current_wave_data: WaveData
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var spawned_enemies: Array[Enemy] = []
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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start_wave()
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func find_wave_data() -> WaveData:
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for wave in waves_data:
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if wave and wave.is_vaild_index(wave_index):
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return wave
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return null
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func start_wave() -> void:
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current_wave_data = find_wave_data()
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if not current_wave_data:
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printerr("No valid wave.")
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spawn_timer.stop()
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wave_timer.stop()
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return
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wave_timer.wait_time = current_wave_data.wave_time
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wave_timer.start()
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set_spawn_timer()
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func set_spawn_timer() -> void:
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match current_wave_data.spawn_type:
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WaveData.SpawnType.FIXED:
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spawn_timer.wait_time = current_wave_data.fixed_spawn_time
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WaveData.SpawnType.RANDOM:
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var min_t := current_wave_data.min_spawn_time
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var max_t := current_wave_data.max_spawn_time
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spawn_timer.wait_time = randf_range(min_t, max_t)
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if spawn_timer.is_stopped():
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spawn_timer.start()
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func get_random_spawn_position() -> Vector2:
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var random_x := randf_range(-spawn_area_size.x, spawn_area_size.x)
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var random_y := randf_range(-spawn_area_size.y, spawn_area_size.y)
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return Vector2(random_x, random_y)
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func spawn_enemy() -> void:
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var enemy_scene := current_wave_data.get_randon_unit_scene() as PackedScene
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if enemy_scene:
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var spawn_pos := get_random_spawn_position()
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var enemy_instance := enemy_scene.instantiate() as Enemy
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enemy_instance.global_position = spawn_pos
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get_parent().add_child(enemy_instance)
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spawned_enemies.append(enemy_instance)
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set_spawn_timer()
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func update_enemies_new_wave() -> void:
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for stat: UnitStats in enemy_collection:
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stat.health += stat.health_increase_per_wave
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stat.damage += stat.damage_increase_per_wave
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func clear_enemies() -> void:
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if spawned_enemies.size()>0:
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for enemy: Enemy in spawned_enemies:
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if is_instance_valid(enemy):
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enemy.destroy_enemy()
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spawned_enemies.clear()
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func get_wave_text() -> String:
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return "Wave %s" % wave_index
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func get_wave_timer_text() -> String:
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return str(max(0, int(wave_timer.time_left)))
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func _on_spawn_timer_timeout() -> void:
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if not current_wave_data or wave_timer.is_stopped():
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spawn_timer.stop()
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return
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spawn_enemy()
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func _on_wave_timer_timeout() -> void:
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Global.game_paused = true
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spawn_timer.stop()
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clear_enemies()
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update_enemies_new_wave()
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