FlatWhite/Wall_Spawner.gd

85 lines
2.0 KiB
GDScript

extends Node2D
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
signal wall_spawned(gap_pos,gap_size,shift_pos);
signal laser_spawned(pos)
var prev_pos = 0
var prev_gap_size = 0
var active = true
func _ready():
# Called when the node is added to the scene for the first time.
# Initialization here
$spawntimer.set_wait_time(1)
$spawntimer.connect("timeout",self, "spawn_wall")
$spawntimer.start()
$lasertimer.set_wait_time(1)
$lasertimer.connect("timeout",self, "spawn_laser")
$lasertimer.start()
func toggle_spawner(wall,laser):
if wall:
$spawntimer.start()
else:
$spawntimer.stop()
if laser:
$lasertimer.start()
else:
$lasertimer.stop()
func activate_spawner():
$spawntimer.start()
func spawn_wall():
var gap_size = math.randint(0,5)
var shifting = false
if gap_size >1:
shifting = math.randint(1,gap_size)>1
var gap_grid_pos
if not prev_pos:
gap_grid_pos = math.randint(5,20)
else:
#gap_grid_pos = prev_pos + pow(-1,math.randint(0,1)) * math.randint(5,15)
if randf() > int(prev_pos/24):
gap_grid_pos = prev_pos + math.randint(7,12)
else:
gap_grid_pos = prev_pos - math.randint(7,15)
gap_grid_pos = math.bound_val(gap_grid_pos,3,24)
var shift_pos
if shifting:
#print('shift set')
if randf() > int(gap_grid_pos/24):
shift_pos = gap_grid_pos + math.randint(5,8)
else:
shift_pos = gap_grid_pos - math.randint(5,8)
shift_pos = math.bound_val(shift_pos,5,24)
else:
shift_pos = gap_grid_pos
prev_pos = shift_pos
prev_gap_size = gap_size
emit_signal("wall_spawned",Vector2(position.x, gap_grid_pos),gap_size,shift_pos)
#emit_signal("wall_spawned",Vector2(position.x, gap_grid_pos),gap_size,shift_pos)
func spawn_laser():
var n_lasers;
if $spawntimer.is_stopped():
n_lasers = min(math.randint(1,4) + Global.diff_level - 3,8)
else:
n_lasers = math.randint(1,3)
for i in range(n_lasers):
var grid_pos = math.randint(2,29)
if prev_gap_size<1 and grid_pos == prev_pos:
grid_pos += pow(-1,math.randint(0,1))
emit_signal("laser_spawned",grid_pos)