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notSpore/evolve-die-repeat/molecular/food/food_manager.gd

50 lines
1.3 KiB
GDScript

extends Node
class_name FoodManager2D
var minCount: int = 20
var _currentCount: int = 0
var rng = RandomNumberGenerator.new()
@export var foodTypes: Array[PackedScene] = []
## The probabilities have to add up to 1.0
@export var foodProbs: Array[float] = []
@export var spawnRange: Rect2 = Rect2(0, 0, 0, 0)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
spawnRange = GameManager.extent
call_deferred("_spawn_minimum")
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _spawn_minimum() -> void:
while _currentCount < minCount:
_spawn_random()
func _random_pos() -> Vector2:
return Vector2(randf_range(spawnRange.position[0], spawnRange.size[0]), randf_range(spawnRange.position[1], spawnRange.size[1]))
func _spawn_random() -> void:
var pos = _random_pos()
_spawn_food(pos)
_currentCount += 1
func _spawn_food(position: Vector2) -> void:
var instance = foodTypes[rng.rand_weighted(foodProbs)].instantiate()
instance.position = position
call_deferred("add_child", instance)
if instance.has_signal("consumed"):
instance.consumed.connect(_on_entity_consumed)
func _on_entity_consumed() -> void:
_currentCount = max(0, _currentCount-1)
call_deferred("_spawn_minimum")