added models and changed spawnpoint
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1007 changed files with 120779 additions and 37 deletions
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@ -6,23 +6,23 @@ extends Node3D
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# a spawnpoint that can spawn monsters
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# monsters are only spawned, if the player is not looking
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# list that holds all spawnable monsters
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@export var spawnable_monsters: Array[MonsterData]
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## List that holds all spawnable monsters
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@export var spawnable_monsters: Array[MonsterSpawnpointProbability]
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# ignore spawning only if visible
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## Ignore spawning only if visible
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@export var ignore_visibility: bool = false
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# the maximum amount of spawned monsters
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# no monsters will spawn, when this number is reached
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## The maximum amount of spawned monsters.
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## No monsters will spawn, when this number is reached.
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@export var max_monsters: int = 5
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# the maximum lifetime a monster can be in the world
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# a monster is then deleted if the following conditions are met:
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# the monster has exceeded its maximum lifetime and it is not on screen
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# TODO: figure out how to check for the exceeded lifetime and delete
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## The maximum lifetime a monster can be in the world
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@export var max_lifetime: float = 60.0 # seconds
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# only spawn a monster every x seconds
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## A monster can only spawn every x seconds
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@export var spawn_cooldown: float = 3.0 # seconds
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@onready var spawn_timer: Timer = Timer.new()
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@ -38,6 +38,9 @@ var active_monsters: Array[Monster] = []
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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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if spawnable_monsters.is_empty():
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printerr("Spawnpoint (%s) does not have monsters to spawn." % self.name)
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spawn_timer.wait_time = spawn_cooldown
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spawn_timer.autostart = true
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spawn_timer.timeout.connect(spawn)
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@ -45,21 +48,28 @@ func _ready() -> void:
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spawn_timer.start()
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spawn_point = position
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label.text = "%s / %s" % [len(active_monsters), max_monsters]
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func spawn() -> void:
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if len(active_monsters) >= max_monsters:
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print("Spawnpoint reached maximum amount of monsters")
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#print("Spawnpoint reached maximum amount of monsters")
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return
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if ignore_visibility == false and $VisibleOnScreenNotifier3D.is_on_screen():
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print("Spawnpoint is visible on screen. Not spawning a monster.")
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#print("Spawnpoint is visible on screen. Not spawning a monster.")
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return
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# TODO: Add a check to not spawn enemies X units near the player
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# instantiate a monster .tscn scene
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var monster_to_spawn = monster_tscn.instantiate()
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monster_to_spawn.stats = spawnable_monsters[0]
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# get a random monster data
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var random := randi() % spawnable_monsters.size()
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var data : MonsterData = spawnable_monsters[random].monster_data
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monster_to_spawn.data = data
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# keep track of the current monster
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active_monsters.append(monster_to_spawn)
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@ -71,7 +81,7 @@ func spawn() -> void:
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var debug_level_node = get_parent_node_3d()
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debug_level_node.add_child(monster_to_spawn)
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print("Spawning Mob \"%s\"" % monster_to_spawn.stats.display_name)
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#print("Spawning Mob \"%s\"" % monster_to_spawn.data.display_name)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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