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extends Node3D
var grid: Array[Tile.Tile] = []
var grid_width: int
var grid_height: int
var enemy_inst = preload("res://prefabs/enemy.tscn")
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
func create_enemies() -> void:
var num_enemies = randi_range(4, 10)
for i in range(num_enemies):
var enemy = enemy_inst.instantiate()
# Target is controlled through enemy wander AI
enemy.target = null
var found_pos = false
while not found_pos:
var pos = Vector2i(randi_range(0, grid_width-1), randi_range(0, grid_height-1))
if grid[pos.y * grid_width + pos.x] == Tile.Tile.FLOOR:
enemy.position = Vector3(pos.x, 0, pos.y)
found_pos = true
print("Placing at ", pos)
add_child.call_deferred(enemy)
func _grid_generated(p_grid: Array[Tile.Tile], p_grid_width: int, p_grid_height: int) -> void:
grid = p_grid
grid_width = p_grid_width
grid_height = p_grid_height
create_enemies()
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