Added enemy spawning based on enemy data
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@@ -5,14 +5,14 @@ extends Node
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enum EnemyType {
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Small,
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Medium,
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Large,
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Heavy,
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}
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const ENEMY_TYPES : Array[EnemyType] = [
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EnemyType.Small,
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EnemyType.Medium,
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EnemyType.Large,
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EnemyType.Heavy,
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]
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const ENEMY_CHANCES : Array[int] = [
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45,
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@@ -22,14 +22,14 @@ const ENEMY_CHANCES : Array[int] = [
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const ENEMY_SCENES : Dictionary[EnemyType, String] = {
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EnemyType.Small: "res://game/entities/ships/enemies/small/small_enemy_ship.tscn",
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EnemyType.Medium: "res://game/entities/ships/enemies/small/medium_enemy_ship.tscn",
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EnemyType.Large: "res://game/entities/ships/enemies/small/large_enemy_ship.tscn",
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EnemyType.Medium: "res://game/entities/ships/enemies/medium/medium_enemy_ship.tscn",
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EnemyType.Heavy: "res://game/entities/ships/enemies/heavy/heavy_enemy_ship.tscn",
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}
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const ENEMY_MAX_WEAPON_COUNT : Dictionary[EnemyType, int] = {
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EnemyType.Small: 1,
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EnemyType.Medium: 2,
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EnemyType.Large: 3,
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EnemyType.Heavy: 3,
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}
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@@ -63,8 +63,8 @@ func _get_enemy_type() -> EnemyType:
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func _full_spawn(data: EnemyData) -> void:
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data.spawn_point.y = 750
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data.spawn_point.x = spawn_rng.randf_range(0.0, 360.0)
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data.spawn_point.x = 750
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data.spawn_point.y = spawn_rng.randf_range(0.0, 360.0)
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func _full_scene(data: EnemyData, type: EnemyType) -> void:
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