ft: improved npc spawning logic
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41
evolve-die-repeat/shared/npc/spawn_manager_2d.gd
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41
evolve-die-repeat/shared/npc/spawn_manager_2d.gd
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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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