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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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## Sound to play when spawning an item.
##
## Doesn't spawn anything if not set.
@export var sound_complete: AudioStreamPlayer
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@export_range(0.01, 8.0, 0.01, "or_greater") var sound_complete_pitch_min: float = 1.00
@export_range(0.01, 8.0, 0.01, "or_greater") var sound_complete_pitch_max: float = 1.00
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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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var overlapping_bodies = get_overlapping_bodies()
if len(overlapping_bodies) > overlapping_body_count_limit:
return
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if scene == null:
return
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# if scene._bundled["names"][0]=="Coal":
# var scene = PackedScene.new()
# scene.pack(get_node(""))
# 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()
target.add_child(instantiated)
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if sound_complete:
sound_complete.pitch_scale = Randomizer.rng.randf_range(sound_complete_pitch_min, sound_complete_pitch_max)
sound_complete.play()
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spawned.emit(instantiated)
buffer -= 1
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func _physics_process(_delta):
if buffer > 0:
_do_spawn()