Files
ludum_dare_46/src/World.gd

53 lines
1.6 KiB
GDScript

extends Node2D
export(int) var WinRounds = 10
export(PackedScene) var HeroTemplate
export(Vector2) var InitialSpawnPoint=Vector2(344,125)
export(Rect2) var SpawnBoxRange=Rect2(40,40,450,140)
export(float) var MinDistanceToBoss=100.0
var round_counter = 0
var passed_final_Round = false
func _ready():
randomize()
var point = determine_spawnpoint()
spawn_new_hero(point.x,point.y)
#spawn_new_hero(InitialSpawnPoint.x,InitialSpawnPoint.y)
func determine_spawnpoint():
var point = Vector2(rand_range(SpawnBoxRange.position.x,SpawnBoxRange.position.x+SpawnBoxRange.size.x),rand_range(SpawnBoxRange.position.y,SpawnBoxRange.position.y+SpawnBoxRange.size.y))
while(point.distance_to($YSort/SlimeBoss.position) < MinDistanceToBoss):
point = Vector2(rand_range(SpawnBoxRange.position.x,SpawnBoxRange.position.x+SpawnBoxRange.size.x),rand_range(SpawnBoxRange.position.y,SpawnBoxRange.position.y+SpawnBoxRange.size.y))
return point
func hero_has_died():
round_counter += 1
if (round_counter >= WinRounds and not passed_final_Round):
passed_final_Round = true
$CanvasLayer/Win.show()
Engine.time_scale = 0
var point = determine_spawnpoint()
spawn_new_hero(point.x, point.y)
$CanvasLayer/SelectUpgradeUI.show()
$CanvasLayer/SelectUpgradeUI/Button.show()
$CanvasLayer/SelectUpgradeUI.starting()
func spawn_new_hero(x:float,y:float):
var hero = HeroTemplate.instance()
hero.position = Vector2(x, y)
hero.name = "Player"
$YSort.add_child(hero)
func _on_Win_pressed():
if passed_final_Round:
# TODO CHANGE SCENE TO WINSCREEN
pass
pass # Replace with function body.