prototype vibe
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@@ -2,34 +2,55 @@ extends Node
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const PORTAL_SCENE: PackedScene = preload("res://scenes/portal/portal.tscn")
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const GATE_SCENE: PackedScene = preload("res://scenes/portal/gate.tscn")
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const SPAWN_INTERVAL := 30.0
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const MAX_PORTALS := 3
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const RED_PORTAL_STATS: Resource = preload("res://scenes/portal/red_portal_stats.tres")
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const MAX_NORMAL_PORTALS := 3
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const MIN_DISTANCE := 20.0
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const MAX_DISTANCE := 40.0
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const RESPAWN_DELAY := 1.0
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var portals: Array[Node] = []
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var timer := 0.0
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func _ready() -> void:
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EventBus.portal_defeated.connect(_on_portal_defeated)
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EventBus.wave_started.connect(_on_wave_started)
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if PlayerData.portal_position != Vector3.ZERO and not PlayerData.dungeon_cleared:
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call_deferred("_restore_gate")
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else:
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if PlayerData.dungeon_cleared:
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PlayerData.clear_cache()
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call_deferred("_spawn_portal")
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call_deferred("_ensure_portals")
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func _restore_gate() -> void:
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var gate: Node3D = GATE_SCENE.instantiate()
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get_parent().add_child(gate)
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gate.global_position = PlayerData.portal_position
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func _process(delta: float) -> void:
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timer += delta
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if timer >= SPAWN_INTERVAL:
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timer = 0.0
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_cleanup_dead()
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if portals.size() < MAX_PORTALS:
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_spawn_portal()
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func _ensure_portals() -> void:
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_cleanup_dead()
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while portals.size() < MAX_NORMAL_PORTALS:
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_spawn_portal()
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func _on_portal_defeated(portal: Node) -> void:
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if portal.is_in_group("red_portal"):
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return
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portals.erase(portal)
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await get_tree().create_timer(RESPAWN_DELAY).timeout
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_ensure_portals()
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func _on_wave_started(_wave_number: int) -> void:
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_spawn_red_portal()
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func _spawn_red_portal() -> void:
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for p in get_tree().get_nodes_in_group("red_portal"):
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if is_instance_valid(p):
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return
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var angle: float = randf() * TAU
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var distance: float = randf_range(MIN_DISTANCE, MAX_DISTANCE)
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var pos := Vector3(cos(angle) * distance, 0, sin(angle) * distance)
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var portal: Node3D = PORTAL_SCENE.instantiate()
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portal.stats = RED_PORTAL_STATS
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get_parent().add_child(portal)
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portal.global_position = pos
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func _spawn_portal() -> void:
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var angle: float = randf() * TAU
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