85 lines
2.1 KiB
GDScript
85 lines
2.1 KiB
GDScript
extends Node2D
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var paths = []
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var waves = []
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const FORKMAN = preload("res://Game/Mobs/forkman.tscn")
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const ORK = preload("res://Game/Mobs/ork.tscn")
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const COBOLD = preload("res://Game/Mobs/cobold.tscn")
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const enemies = [FORKMAN, COBOLD, ORK]
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var pause = 40
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func _ready() -> void:
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get_node("CanvasLayer/SidePanel").set_Lifes(get_node("Setup").lives)
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get_node("CanvasLayer/SidePanel").Update_Coins(get_node("Setup").coins)
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for i in self.get_children():
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if i.name.contains("Path2D"):
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paths.append(i)
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waves = get_node("Setup").waves
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print(waves)
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print(paths)
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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 currentwave = 0
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var endwave = false
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func _on_timer_timeout() -> void:
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if pause <= 0:
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if endwave:
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var checkend = false
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for i in paths:
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if i.get_children():
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break
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checkend = true
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currentwave += 1
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if checkend:
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endwave = false
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get_node("CanvasLayer/SidePanel").Update_waves(currentwave + 1) #updating waves
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if currentwave >= waves[0].size():
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get_node("CanvasLayer/SidePanel").Update_waves(currentwave) #updating waves
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get_node("Timer").stop()
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get_node("CanvasLayer/SidePanel").GameWon()
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else:
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spawnMonster()
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else:
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pause -= 1
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func spawnMonster():
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for ROUTE in range(waves.size()):
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var w = waves[ROUTE][currentwave]
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if w[0] > 0:
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if randf() < w[1]:
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w[0] -= 1
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for i in waves:
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if i[currentwave][0] > 0:
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break
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endwave = true
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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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paths[ROUTE].add_child(path)
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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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for i in enemy:
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i.get_children()[0].set_process(false)
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