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swear-jar/spawner/spawner.gd

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GDScript3
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extends Node2D
class_name Spawner
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@export var scene: PackedScene
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var buffer: int = 0
@export var buffer_cap: int
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@onready var area: Area2D = $Area
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@export var spawn_position_range_x: float
@export_range(0, 90) var spawn_rotation_range: float
@onready var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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@export_flags_2d_physics var overlapping_bodies_collision_mask: int
@export_range(0, 16) var overlapping_body_count_limit: int
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signal spawned(what: RigidBody2D)
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func spawn():
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buffer += 1
if buffer > buffer_cap:
buffer = buffer_cap
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func _count_overlapping_bodies() -> int:
var overlapping_bodies = area.get_overlapping_bodies()
var overlapping_body_count = 0
for overlapping_body in overlapping_bodies:
if overlapping_body.collision_layer && overlapping_bodies_collision_mask:
overlapping_body_count += 1
return overlapping_body_count
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func _select_spawn_position() -> Vector2:
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return Vector2(rng.randf_range(-spawn_position_range_x, +spawn_position_range_x), 0)
func _select_spawn_rotation() -> float:
return rng.randf_range(-spawn_rotation_range, spawn_rotation_range)
func _do_spawn():
if _count_overlapping_bodies() > overlapping_body_count_limit:
return
var scene_instant = scene.instantiate()
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scene_instant.position = _select_spawn_position()
scene_instant.rotation_degrees = _select_spawn_rotation()
add_child(scene_instant)
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emit_signal("spawned", scene_instant)
buffer -= 1
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func _physics_process(_delta):
if buffer > 0:
_do_spawn()