monsterfangen/scripts/monster_spawnpoint.gd

65 lines
2.3 KiB
GDScript

class_name MonsterSpawnpoint
extends Node3D
# a spawnpoint that can spawn monsters around the center point
# with a given distance
# monsters are only spawned, if the player is not looking
@onready var spawn_timer: Timer = Timer.new()
# list that holds all spawnable monsters
@export var spawnable_monsters: Array[PackedScene]
# the maximum amount of spawned monsters
# no monsters will spawn, when this number is reached
@export var max_monsters: int = 5
# the maximum distance a monster can spawn around the spawnpoint
@export var max_distance_spawn: float = 10.0
# 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
@export var max_lifetime: float = 60.0 # seconds
@export var spawn_cooldown: float = 3.0 # seconds
# a spawnpoint should keep track of spawned entities
#var active_monsters: Array[Monster] = []
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
spawn_timer.wait_time = spawn_cooldown
spawn_timer.autostart = true
spawn_timer.timeout.connect(spawn)
add_child(spawn_timer)
spawn_timer.start()
func spawn() -> void:
if $VisibleOnScreenNotifier3D.is_on_screen():
print("Spawnpoint is visible on screen. Not spawning a monster.")
return
# TODO: Add a check to not spawn enemies X units near the player
# get a random position near the spawn point
var spawn_point_x = randf_range(-max_distance_spawn, max_distance_spawn)
var spawn_point_z = randf_range(-max_distance_spawn, max_distance_spawn)
# instantiate a monster .tscn scene
var monster_to_spawn = spawnable_monsters[0].instantiate()
# calculate the position of the monster and add the offset of the spawnpoint itself
var monster_position = Vector3(spawn_point_x, 0.2, spawn_point_z)
monster_to_spawn.position = monster_position + position
var debug_level_node = get_node("/root/Main/CurrentLevel/DebugLevel")
debug_level_node.add_child(monster_to_spawn)
print("spawning mob")
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
var time = Time.get_ticks_msec()
$Diamond.rotation.y = sin(time / 800.0) * 2
$Diamond.position.y = 1.5 + sin(time / 800.0) * 0.3