Wave generation
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@ -12,23 +12,43 @@ const enemies = [FORKMAN, COBOLD, ORK]
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func _ready() -> void:
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get_node("CanvasLayer/SidePanel").Update_Lifes(20)
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get_node("CanvasLayer/SidePanel").Update_Coins(2000)
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#the meaning of the columns inside my wave generation matris:
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# Number of enemies need to be spawned, chance of spawn an enemy, chance of forkman, chance of gobline, chance of ork
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var waves = [
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[10, 0.2, 0.8, 0.2, 0.0], #wave 1
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[20, 0.4, 0.5, 0.5, 0.0], #wave 2
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[30, 0.5, 0.4, 0.4, 0.1], #wave 3
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[40, 0.8, 0.3, 0.2, 0.5], #wave 4
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[50, 0.9, 0.1, 0.2, 0.7], #wave 5
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]
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func _on_timer_timeout() -> void:
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spawnMonster()
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func spawnMonster():
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var path = PathFollow2D.new()
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var monster = enemies.pick_random().instantiate()
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path.add_child(monster)
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path_2d.add_child(path)
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for w in waves:
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if w[0] > 0:
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if randf() < w[1]: #chance of generating any kind of enemy
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w[0] -= 1
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var chosen = randf()
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var sum = 0.0
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for i in range(2,5):
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sum += w[i]
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if chosen < sum:
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var monster = enemies[i-2].instantiate()
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var path = PathFollow2D.new()
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path.add_child(monster)
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path_2d.add_child(path)
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break
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break
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func decrease_life(damage) -> void:
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get_node("CanvasLayer/SidePanel").Update_Lifes(-damage)
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if get_node("CanvasLayer/SidePanel").get_Lifes() <= 0:
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game_over()
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func game_over()-> void:
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get_node("Timer").stop()
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var enemy = get_node("Path2D").get_children()
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@ -1549,7 +1549,7 @@ texture = ExtResource("65_ef8wx")
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curve = SubResource("Curve2D_6abe5")
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[node name="Timer" type="Timer" parent="."]
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wait_time = 1.5
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wait_time = 0.5
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autostart = true
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[node name="TrapArea" type="Area2D" parent="."]
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@ -83,6 +83,7 @@ collision_mask = 2
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shape = SubResource("CircleShape2D_be2t6")
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[node name="Timer" type="Timer" parent="."]
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wait_time = 0.5
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autostart = true
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[node name="Area2D" type="Area2D" parent="."]
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