cleanup, folder restructure and ui restructure
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28 changed files with 473 additions and 367 deletions
82
scenes/monster_spawnpoint/monster_spawnpoint.gd
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82
scenes/monster_spawnpoint/monster_spawnpoint.gd
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class_name MonsterSpawnpoint
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extends Node3D
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@onready var monster_tscn = preload("res://scenes/monster/monster.tscn")
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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[MonsterStats]
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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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@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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@export var max_lifetime: float = 60.0 # seconds
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# only spawn a monster 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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@onready var time: float = 16.0
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@onready var frequency: float = 1.0
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@onready var amplitude: float = 0.5
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@onready var spawn_point: Vector3 = Vector3(0, 0, 0)
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@onready var label: Label3D = $Label3D
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# a spawnpoint should keep track of spawned entities
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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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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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add_child(spawn_timer)
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spawn_timer.start()
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spawn_point = position
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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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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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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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# keep track of the current monster
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active_monsters.append(monster_to_spawn)
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label.text = "%s / %s" % [len(active_monsters), max_monsters]
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# calculate the position of the monster and add the offset of the spawnpoint itself
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var monster_position = Vector3(position.x, position.y + 1, position.z)
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monster_to_spawn.position = monster_position
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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.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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time += delta
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var diamond_rotation: float = sin(time * frequency) * amplitude
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var diamond_height: float = sin(time * frequency) * amplitude
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$Diamond.rotation.y = diamond_rotation
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$Diamond.position.y = 2.0 + diamond_height
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