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swear-jar/spawner/spawner.gd

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GDScript3
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extends Area2D
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class_name Spawner
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## A node which spawns things!
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## The scene to spawn.
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@export var scene: PackedScene
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## The node to add new scenes to.
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@export var target: Node
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## Count of how many items should be spawned when possible.
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var buffer: int = 0
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## Maximum amount of items whose spawn can be buffered.
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@export var buffer_cap: int
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## Rect in which scenes can be spawned randomly in.
@export var spawn_rect: Rect2
## Minimum rotation degrees that an object can spawn with.
@export_range(0, 360) var spawn_rotation_degrees_min: float
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## Maximum rotation degrees that an object can spawn with.
@export_range(0, 360) var spawn_rotation_degrees_max: float
## Maximum amount of bodies overlapping the spawner's area before the spawner stops spawning.
@export_range(0, 16, 1, "or_greater") var overlapping_body_count_limit: int
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signal spawned(what: Node2D)
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func spawn():
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buffer += 1
if buffer > buffer_cap:
buffer = buffer_cap
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func _select_spawn_position() -> Vector2:
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return Vector2(
Randomizer.rng.randf_range(spawn_rect.position.x, spawn_rect.end.x),
Randomizer.rng.randf_range(spawn_rect.position.y, spawn_rect.end.y),
)
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func _select_spawn_rotation() -> float:
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return Randomizer.rng.randf_range(
spawn_rotation_degrees_min,
spawn_rotation_degrees_max
)
func _do_spawn():
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if len(get_overlapping_bodies()) > overlapping_body_count_limit:
return
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var instantiated = scene.instantiate()
instantiated.position = position - target.position + _select_spawn_position()
instantiated.rotation_degrees = _select_spawn_rotation()
target.add_child(instantiated)
emit_signal("spawned", instantiated)
buffer -= 1
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func _physics_process(_delta):
if buffer > 0:
_do_spawn()