Files
Godot-projects/dodge/scripts/main.gd

63 lines
1.5 KiB
GDScript

extends Node
@export var mob_scene: PackedScene
var score = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#new_game()
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta: float) -> void:
pass
func game_over():
$ScoreTimer.stop()
$MobTimer.stop()
$HUD.show_game_over()
func new_game():
get_tree().call_group("mobs", "queue_free")
$HUD.update_score(score)
$HUD.show_message("Get Ready")
score = 0
$Player.start($StartPosition.position)
$StartTimer.start()
func _on_mob_timer_timeout():
# Create a new instance of the Mob scene.
var mob = mob_scene.instantiate()
# Choose a random location on Path2D.
var mob_spawn_location = $MobPath/MobSpawnLocation
mob_spawn_location.progress_ratio = randf()
# Set the mob's position to the random location.
mob.position = mob_spawn_location.position
# Set the mob's direction perpendicular to the path direction.
var direction = mob_spawn_location.rotation + PI / 2
# Add some randomness to the direction.
direction += randf_range(-PI / 4, PI / 4)
mob.rotation = direction
# Choose the velocity for the mob.
var velocity = Vector2(randf_range(150.0, 250.0), 0.0)
mob.linear_velocity = velocity.rotated(direction)
# Spawn the mob by adding it to the Main scene.
add_child(mob)
func _on_score_timer_timeout():
score += 1
$HUD.update_score(score)
func _on_start_timer_timeout():
$MobTimer.start()
$ScoreTimer.start()