Added enemy spawning based on enemy data

This commit is contained in:
2025-12-15 00:40:08 +03:00
parent c9332bffca
commit e94d59718e
10 changed files with 76 additions and 56 deletions
+1 -1
View File
@@ -5,7 +5,7 @@ extends Resource
@export var seed_value : int = 0
@export var spawn_point : Vector2
@export var spawn_time : int
@export var spawn_time : float
@export var enemy_scene: String
+7 -7
View File
@@ -5,14 +5,14 @@ extends Node
enum EnemyType {
Small,
Medium,
Large,
Heavy,
}
const ENEMY_TYPES : Array[EnemyType] = [
EnemyType.Small,
EnemyType.Medium,
EnemyType.Large,
EnemyType.Heavy,
]
const ENEMY_CHANCES : Array[int] = [
45,
@@ -22,14 +22,14 @@ const ENEMY_CHANCES : Array[int] = [
const ENEMY_SCENES : Dictionary[EnemyType, String] = {
EnemyType.Small: "res://game/entities/ships/enemies/small/small_enemy_ship.tscn",
EnemyType.Medium: "res://game/entities/ships/enemies/small/medium_enemy_ship.tscn",
EnemyType.Large: "res://game/entities/ships/enemies/small/large_enemy_ship.tscn",
EnemyType.Medium: "res://game/entities/ships/enemies/medium/medium_enemy_ship.tscn",
EnemyType.Heavy: "res://game/entities/ships/enemies/heavy/heavy_enemy_ship.tscn",
}
const ENEMY_MAX_WEAPON_COUNT : Dictionary[EnemyType, int] = {
EnemyType.Small: 1,
EnemyType.Medium: 2,
EnemyType.Large: 3,
EnemyType.Heavy: 3,
}
@@ -63,8 +63,8 @@ func _get_enemy_type() -> EnemyType:
func _full_spawn(data: EnemyData) -> void:
data.spawn_point.y = 750
data.spawn_point.x = spawn_rng.randf_range(0.0, 360.0)
data.spawn_point.x = 750
data.spawn_point.y = spawn_rng.randf_range(0.0, 360.0)
func _full_scene(data: EnemyData, type: EnemyType) -> void:
+16 -14
View File
@@ -2,24 +2,23 @@ class_name PassageGenerator
extends Node
const ENEMY_COUNT_MEAN = 50.0
const ENEMY_COUNT_DEVIATION = 100.0
const ENEMY_DELAY_MEAN = 3.0
const ENEMY_DELAY_DEVIATION = 2.0
const LENGTH_MEAN = 300.0
const LENGTH_DEVIATION = 50.0
const SPAWN_START_DELAY = 3
const SPAWN_END_DELAY = 3
const SPAWN_START_DELAY = 3.0
const SPAWN_END_DELAY = 3.0
const USE_NEXT_WEAPON_CHANCE = 10
const USE_NEXT_WEAPON_CHANCE = 50
var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var weapon_ids_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var length_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var enemy_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var enemy_count_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var enemy_spawn_time_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var enemy_delay_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var enemy_weapon_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var weapon_ids : Array[String]
@@ -33,8 +32,7 @@ func generate(seed_value: int) -> PassageData:
weapon_ids_rng.seed = local_seed_rng.randi()
length_rng.seed = local_seed_rng.randi()
enemy_seed_rng.seed = local_seed_rng.randi()
enemy_count_rng.seed = local_seed_rng.randi()
enemy_spawn_time_rng.seed = local_seed_rng.randi()
enemy_delay_rng.seed = local_seed_rng.randi()
enemy_weapon_rng.seed = local_seed_rng.randi()
weapon_ids = _get_weapon_ids()
@@ -68,25 +66,29 @@ func _fill_length(data: PassageData) -> void:
func _fill_enemies(data: PassageData) -> void:
var spawn_end_time := floori(data.length - SPAWN_END_DELAY)
var enemy_count := roundi(enemy_count_rng.randfn(ENEMY_COUNT_MEAN, ENEMY_COUNT_DEVIATION))
for i in range(enemy_count):
var time := SPAWN_START_DELAY
while time < spawn_end_time:
time += enemy_delay_rng.randfn(ENEMY_DELAY_MEAN, ENEMY_DELAY_DEVIATION)
if time < SPAWN_START_DELAY: time = SPAWN_START_DELAY
elif time > spawn_end_time: time = spawn_end_time
var seed_value := enemy_seed_rng.randi()
var enemy := enemy_generator.generate(seed_value)
enemy.spawn_time = enemy_spawn_time_rng.randi_range(SPAWN_START_DELAY, spawn_end_time)
enemy.spawn_time = time
enemy.weapon_id = _get_weapon_id()
data.enemies.append(enemy)
var enemy_spawn_time_compare := func(a: EnemyData, b: EnemyData) -> bool:
return a.spawn_time > b.spawn_time
return a.spawn_time < b.spawn_time
data.enemies.sort_custom(enemy_spawn_time_compare)
func _get_weapon_id() -> String:
var index := 0
while [index < weapon_ids.size()]:
while index < weapon_ids.size() - 1:
if enemy_weapon_rng.randi_range(1, 100) <= USE_NEXT_WEAPON_CHANCE:
index += 1
else: