added models and changed spawnpoint

This commit is contained in:
Luca 2024-09-27 13:01:28 +02:00
parent 2cf0846597
commit 877ebafc74
1007 changed files with 120779 additions and 37 deletions

View file

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