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Created a comet spwaner/manager for the game
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8
scenes/comet_spawner.tscn
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8
scenes/comet_spawner.tscn
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[gd_scene load_steps=2 format=3 uid="uid://6c6g7e5v3ifr"]
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[ext_resource type="Script" path="res://scripts/comet_spawner.gd" id="1_ngrtm"]
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[node name="CometSpawner" type="Node2D"]
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script = ExtResource("1_ngrtm")
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[node name="Comets" type="Node" parent="."]
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38
scripts/comet_spawner.gd
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scripts/comet_spawner.gd
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extends Node2D
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signal comet_shot (size : int)
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signal screen_cleared
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const COMET = preload("res://scenes/comet.tscn")
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var comet_count := 1
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var viewport_size := Vector2.ZERO
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var random_position := Vector2.ZERO
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func _ready() -> void:
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viewport_size = get_viewport_rect().size
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for comet in range(comet_count):
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random_position.x = randf_range(viewport_size.x - 100, viewport_size.x)
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random_position.y = randf_range(viewport_size.y - 100, viewport_size.y)
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spawn_comet(0, random_position)
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func _process(_delta: float) -> void:
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viewport_size = get_viewport_rect().size
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if $Comets.get_child_count() <= 0:
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screen_cleared.emit()
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func spawn_comet(size : int, pos : Vector2) -> void:
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var comet := COMET.instantiate()
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comet.position = pos
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comet.current_size = size
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comet.exploded.connect(comet_cleanup)
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$Comets.add_child(comet)
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func comet_cleanup(new_size : int, current_position : Vector2) -> void:
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comet_shot.emit(new_size + 1)
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if new_size >= 0:
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for n in range(2):
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spawn_comet(new_size, current_position)
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