Files
mmo/scenes/world/portal_spawner.gd
Marek Lenczewski f21e30eb55 prototype vibe
2026-04-16 17:20:57 +02:00

70 lines
2.2 KiB
GDScript

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