cache World node reference in spawn_control
parent
f998f37693
commit
6177d2afbb
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@ -1,5 +1,7 @@
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extends Control
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extends Control
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@onready var _world: Node2D = get_node("/root/Game/World")
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var up_left: Vector2
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var up_left: Vector2
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var down_right: Vector2
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var down_right: Vector2
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var up_right: Vector2
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var up_right: Vector2
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@ -86,7 +88,7 @@ func _active_stage_idx() -> int:
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func _spawn_elite(scene: PackedScene) -> void:
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func _spawn_elite(scene: PackedScene) -> void:
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var enemy = scene.instantiate()
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var enemy = scene.instantiate()
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enemy.global_position = get_spawn_position()
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enemy.global_position = get_spawn_position()
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get_node("/root/Game/World").add_child(enemy)
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_world.add_child(enemy)
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enemy.scale = Vector2(ELITE_SCALE, ELITE_SCALE)
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enemy.scale = Vector2(ELITE_SCALE, ELITE_SCALE)
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enemy.max_hp = enemy.max_hp * ELITE_HP_MULT
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enemy.max_hp = enemy.max_hp * ELITE_HP_MULT
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enemy.hp = enemy.max_hp
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enemy.hp = enemy.max_hp
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@ -140,4 +142,4 @@ func _spawn_one(entry: StageEntry, state: Dictionary) -> void:
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state["alive"] += 1
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state["alive"] += 1
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state["spawned_total"] += 1
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state["spawned_total"] += 1
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enemy.tree_exited.connect(func(): state["alive"] -= 1)
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enemy.tree_exited.connect(func(): state["alive"] -= 1)
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get_node("/root/Game/World").add_child(enemy)
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_world.add_child(enemy)
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