Added enemy movement randomization
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class_name EnemySwampController
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extends Node
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@export var passage : Passage
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const SMALL_ENEMY = preload("res://game/entities/ships/enemies/small/small_enemy_ship.tscn")
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const MEDIUM_ENEMY = preload("res://game/entities/ships/enemies/medium/medium_enemy_ship.tscn")
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const HEAVY_ENEMY = preload("res://game/entities/ships/enemies/heavy/heavy_enemy_ship.tscn")
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const ENEMY_TYPES := [ SMALL_ENEMY, MEDIUM_ENEMY, HEAVY_ENEMY ]
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@onready var enemy_update_timer : Timer = $EnemyUpdateTimer
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func create_enemy() -> void:
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var enemy : AbstractEnemyShip = ENEMY_TYPES.pick_random().instantiate()
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enemy.position = Vector2(750, randi_range(0, 360))
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passage.add_child(enemy)
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_update_enemy.call_deferred(enemy)
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func _on_enemy_update_timer_timeout() -> void:
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enemy_update_timer.start(randi_range(3, 9))
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var enemies := get_tree().get_nodes_in_group("enemies")
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if enemies.is_empty(): return
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var enemy : Node = enemies.pick_random()
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if not enemy is AbstractEnemyShip: return
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_update_enemy(enemy)
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func _update_enemy(enemy: AbstractEnemyShip) -> void:
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enemy.controller.target_position = Vector2(randi_range(300, 600), randi_range(30, 330))
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@@ -0,0 +1 @@
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uid://drxv4egqcamtw
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@@ -0,0 +1,12 @@
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[gd_scene load_steps=2 format=3 uid="uid://cpn5x0ijgl7ei"]
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[ext_resource type="Script" uid="uid://drxv4egqcamtw" path="res://game/controllers/enemy_swamp_controller.gd" id="1_ol8cy"]
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[node name="EnemySwampController" type="Node"]
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script = ExtResource("1_ol8cy")
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[node name="EnemyUpdateTimer" type="Timer" parent="."]
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one_shot = true
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autostart = true
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[connection signal="timeout" from="EnemyUpdateTimer" to="." method="_on_enemy_update_timer_timeout"]
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