refactor: better timer for spawn enemy
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3452c943a5
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15f5274b15
2 changed files with 4 additions and 23 deletions
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@ -39,7 +39,8 @@ func _process(_delta: float) -> void:
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STATE.SPAWNING when troopTimer.is_stopped():
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state = STATE.FIGHT
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STATE.FIGHT when enemiesAlive == 0:
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$SFX/SFXWinner.play()
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if wave != level.waves.size():
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$SFX/SFXWinner.play()
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EventBus.wave_finished.emit()
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state = STATE.WAVE_END
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STATE.WAVE_END when wave == level.waves.size():
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@ -92,16 +93,9 @@ func spawnEnemy(enemyScene: PackedScene, laneToSpawn: int, delay: float) -> void
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var enemy : PathFollow3D = createEnemy(enemyScene)
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if delay > 0:
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var enemyTimer : Timer = createTimer(delay)
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enemyTimer.timeout.connect(
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func():
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paths[laneToSpawn].add_child(enemy)
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enemyTimer.queue_free()
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)
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add_child(enemyTimer)
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else:
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paths[laneToSpawn].add_child(enemy)
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await get_tree().create_timer(delay).timeout
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paths[laneToSpawn].add_child(enemy)
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enemiesAlive += 1
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@ -113,15 +107,6 @@ func createEnemy(enemyScene: PackedScene) -> PathFollow3D :
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return PF3D
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func createTimer(delay: float) -> Timer :
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var timer : Timer = Timer.new()
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timer.wait_time = delay
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timer.one_shot = true
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timer.autostart = true
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return timer
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func addMap(mapScene : PackedScene) -> void:
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var map : Map = mapScene.instantiate()
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add_child(map)
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@ -84,10 +84,6 @@ func _process(_delta: float) -> void:
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shoot()
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func get_available_upgrades() -> Array[TowerUpgrade]:
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return upgrades.filter(func(u: TowerUpgrade): u.isLevelMax)
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func shoot() -> void:
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energy -= energy_cost
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var projectile : Projectile = projectileScene.instantiate()
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