Files
Bullosseum/matador_spawn.gd
T

71 lines
1.7 KiB
GDScript

extends Node3D
signal matador_killed
const MATADOR := preload("res://Matador.tscn")
const RESPAWN_COOLDOWN := 8.0
var _respawn_cooldown: float = 0.0
var _wave_count: int = 1
var _alive: int = 0
func _ready() -> void:
add_to_group(&"matador_spawn")
_wave_count = maxi(1, int(DP.f("mat_spawn_count")))
_spawn.call_deferred()
func _process(delta: float) -> void:
_respawn_cooldown = maxf(0.0, _respawn_cooldown - delta)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo:
if event.physical_keycode == KEY_R and _respawn_cooldown <= 0.0:
_respawn_cooldown = RESPAWN_COOLDOWN
reset_spawn()
func _spawn() -> void:
var positions := _spread_positions(_wave_count)
for pos: Vector3 in positions:
_spawn_at(pos)
func _spread_positions(count: int) -> Array[Vector3]:
var positions: Array[Vector3] = []
var arena_r := DP.f("mat_wander_radius") * 0.72
var min_r := 5.0
for i: int in count:
var sector := TAU / count
var angle := sector * i + randf_range(-sector * 0.35, sector * 0.35)
var radius := randf_range(min_r, arena_r)
positions.append(Vector3(cos(angle) * radius, 1.0, sin(angle) * radius))
return positions
func _spawn_at(pos: Vector3) -> void:
var m: Node3D = MATADOR.instantiate()
m.position = pos
get_parent().add_child(m)
m.killed.connect(_on_matador_killed)
_alive += 1
func _on_matador_killed() -> void:
matador_killed.emit()
_alive -= 1
if _alive <= 0:
_wave_count *= 2
_spawn.call_deferred()
func reset_spawn() -> void:
for m: Node in get_tree().get_nodes_in_group(&"matador"):
m.queue_free()
await get_tree().process_frame
_wave_count = maxi(1, int(DP.f("mat_spawn_count")))
_alive = 0
_spawn()