2023-10-01 22:57:14 +00:00
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extends Area2D
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class_name Spawner
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2023-10-01 22:57:14 +00:00
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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.
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@export var spawn_rect: Rect2
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## Minimum rotation degrees that an object can spawn with.
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@export_range(0, 360) var spawn_rotation_degrees_min: float
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## Maximum rotation degrees that an object can spawn with.
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@export_range(0, 360) var spawn_rotation_degrees_max: float
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## Maximum amount of bodies overlapping the spawner's area before the spawner stops spawning.
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@export_range(0, 16, 1, "or_greater") var overlapping_body_count_limit: int
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2023-10-01 00:57:06 +00:00
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signal spawned(what: Node2D)
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func spawn():
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buffer += 1
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if buffer > buffer_cap:
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buffer = buffer_cap
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func _select_spawn_position() -> Vector2:
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return Vector2(
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Randomizer.rng.randf_range(spawn_rect.position.x, spawn_rect.end.x),
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Randomizer.rng.randf_range(spawn_rect.position.y, spawn_rect.end.y),
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)
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func _select_spawn_rotation() -> float:
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return Randomizer.rng.randf_range(
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spawn_rotation_degrees_min,
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spawn_rotation_degrees_max
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)
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func _do_spawn():
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var overlapping_bodies = get_overlapping_bodies()
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if len(overlapping_bodies) > overlapping_body_count_limit:
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return
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if scene == null:
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return
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if scene._bundled["names"][0]=="Coal":
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var scene = PackedScene.new()
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scene.pack(get_node("Diamond"))
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print("ehi")
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var instantiated = scene.instantiate()
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instantiated.global_position = global_position + _select_spawn_position()
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instantiated.rotation_degrees = _select_spawn_rotation()
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target.add_child(instantiated)
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spawned.emit()
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buffer -= 1
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func _physics_process(_delta):
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if buffer > 0:
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_do_spawn()
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