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-rw-r--r--scripts/wave_spawner.gd15
1 files changed, 8 insertions, 7 deletions
diff --git a/scripts/wave_spawner.gd b/scripts/wave_spawner.gd
index eea656f..725f3e1 100644
--- a/scripts/wave_spawner.gd
+++ b/scripts/wave_spawner.gd
@@ -4,6 +4,7 @@ extends Node2D
@onready var game_stats_config = preload("res://resources/game_stats_config.tres")
@onready var fodder_enemy = preload("res://scenes/fodder.tscn")
@onready var soldier_enemy = preload("res://scenes/soldier.tscn")
+@onready var gnome_enemy = preload("res://scenes/gnome.tscn")
@onready var map = get_node("../Map")
@onready var _wave_timer = $Timer
@@ -12,9 +13,11 @@ extends Node2D
func _ready() -> void:
_wave_pool = [
- [fodder_enemy , soldier_enemy],
+ [fodder_enemy, soldier_enemy],
+ [soldier_enemy, fodder_enemy, gnome_enemy],
+ [gnome_enemy, gnome_enemy],
]
- _wave_timer = game_stats_config.wave_time
+ _wave_timer.wait_time = game_stats_config.wave_time
var curve : Curve2D = Curve2D.new()
var points : Array[Vector2i] = map.get_enemy_path()
@@ -32,7 +35,7 @@ func _ready() -> void:
func _on_timer_timeout():
var current_wave : int = GameData.get_current_wave()
# TODO win screen should play instead
- if current_wave > 1:
+ if current_wave > game_stats_config.max_wave:
return
spawn_wave(current_wave)
@@ -41,7 +44,7 @@ func _on_timer_timeout():
func spawn_wave(current_wave):
var selected_crawlers: Array = []
var total_worth : int = 0
- var target_worth : int = game_stats_config.wave_targets[current_wave]
+ var target_worth : int = game_stats_config.wave_targets[current_wave - 1]
while total_worth < target_worth:
var crawler_type = _select_crawler(current_wave)
@@ -58,8 +61,7 @@ func spawn_wave(current_wave):
func _select_crawler(current_wave) -> PackedScene:
var curr_wave_pool = _wave_pool[current_wave - 1]
- print(curr_wave_pool)
- if randi() % 100 < 70:
+ if randi() % 100 < 80:
# spawn fodder
return curr_wave_pool[0]
else:
@@ -68,7 +70,6 @@ func _select_crawler(current_wave) -> PackedScene:
func _spawn_crawler(crawler : PackedScene):
var follow_path : PathFollow2D = PathFollow2D.new()
- follow_path.set_progress(0)
follow_path.rotates = false
follow_path.loop = false
_path.add_child(follow_path)