ft: improved npc spawning logic
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parent
1a532a5afb
commit
e4b3919b81
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@ -1,10 +1,11 @@
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[gd_scene load_steps=6 format=3 uid="uid://b55w56d4twno1"]
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[gd_scene load_steps=7 format=3 uid="uid://b55w56d4twno1"]
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[ext_resource type="Texture2D" uid="uid://dnlrq8gxiix6" path="res://molecular/assets/bg-far-placeholder.jpg" id="1_cthuy"]
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[ext_resource type="Texture2D" uid="uid://bfjf6dxvbq5cj" path="res://dirt-specs.png" id="2_a5cls"]
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[ext_resource type="PackedScene" uid="uid://dxluckxdkpv4f" path="res://molecular/molecular_player.tscn" id="3_b1jr0"]
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[ext_resource type="Script" uid="uid://ceut2lrvkns75" path="res://debug_label.gd" id="4_mys4o"]
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[ext_resource type="Script" uid="uid://2pmjtnrg5471" path="res://molecular/preyManager.gd" id="5_ojt85"]
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[ext_resource type="Script" uid="uid://umx4w11edif" path="res://molecular/prey_manager.gd" id="5_cthuy"]
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[ext_resource type="PackedScene" uid="uid://c3iw2v3x6ngrb" path="res://molecular/nucleotide_prey.tscn" id="6_a5cls"]
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[node name="MolecularStage" type="Node2D"]
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@ -57,5 +58,10 @@ text = "Debug: You made it into the game!
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This is running from C++: "
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script = ExtResource("4_mys4o")
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[node name="Prey" type="Node" parent="."]
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script = ExtResource("5_ojt85")
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[node name="PreyManager" type="Node" parent="." node_paths=PackedStringArray("cam")]
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script = ExtResource("5_cthuy")
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cam = NodePath("../player/Camera2D")
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scene = ExtResource("6_a5cls")
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minCount = 500
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maxCount = 1000
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metadata/_custom_type_script = "uid://coetidfssb80w"
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@ -6,7 +6,6 @@ extends AbstractPrey2D
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func _ready() -> void:
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$AnimatedSprite2D.animation = "Healthy"
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$AnimatedSprite2D.play()
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@ -1,27 +0,0 @@
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extends Node
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var preyScene = preload("res://molecular/nucleotide_prey.tscn")
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#var predatorScene = preload("res://Predator.tscn")
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var score
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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for i in range(0, 100, 10):
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spawn_creature(preyScene, Vector2(i, i))
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spawn_random()
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spawn_random()
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spawn_random()
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spawn_random()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func spawn_random() -> void:
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spawn_creature(preyScene, Vector2(randfn(100, 100), randfn(100, 100)))
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func spawn_creature(scene, position: Vector2) -> void:
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var instance = scene.instantiate()
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instance.position = position
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add_child(instance)
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@ -1 +0,0 @@
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uid://2pmjtnrg5471
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@ -0,0 +1,13 @@
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extends SpawnManager2D
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@export var cam: Camera2D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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spawnRange = cam.get_viewport_rect()
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_spawn_minimum()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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@ -0,0 +1 @@
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uid://umx4w11edif
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@ -4,6 +4,8 @@ class_name NPC2D
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@export var maxHealth: int = 0
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var health: int = maxHealth
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signal died
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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spawn()
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@ -30,6 +32,7 @@ func feed(source ) -> void:
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push_error("Function feed() not implemented.")
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func die() -> void:
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died.emit()
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queue_free()
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# TODO: should associate this class with a loot table (or equivalent), and can then implement logic for dying in parent class here.
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@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=3 uid="uid://dje58m1cj34gn"]
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[ext_resource type="Script" uid="uid://coetidfssb80w" path="res://shared/npc/spawn_manager_2d.gd" id="1_624qc"]
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[node name="SpawnManager2d" type="Node"]
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script = ExtResource("1_624qc")
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@ -0,0 +1,41 @@
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extends Node
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class_name SpawnManager2D
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#var scene = preload("res://molecular/nucleotide_prey.tscn")
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@export var scene: PackedScene
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@export var minCount = 1
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@export var maxCount = 2
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@export var spawnRange: Rect2
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var _currentCount = 0
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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_spawn_minimum()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _spawn_minimum() -> void:
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while _currentCount < minCount and _currentCount < maxCount:
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_spawn_random()
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func _random_pos() -> Vector2:
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return Vector2(randf_range(spawnRange.position[0], spawnRange.size[0]), randf_range(spawnRange.position[1], spawnRange.size[1]))
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func _spawn_random() -> void:
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var pos = _random_pos()
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_spawn_creature(pos)
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_currentCount += 1
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func _spawn_creature(position: Vector2) -> void:
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var instance = scene.instantiate()
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instance.position = position
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add_child(instance)
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if instance.has_signal("died"):
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instance.died.connect(_on_entity_died)
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func _on_entity_died() -> void:
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_currentCount = max(0, _currentCount-1)
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_spawn_minimum()
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@ -0,0 +1 @@
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uid://coetidfssb80w
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