extends Node2D @export var waves: Array[Wave] @export var wave_label: Label var portal = preload("res://portal.tscn") var enemies_previous = false var wave_count = 0 func _ready(): spawn_loop() signal all_enemies_perished func check_enemies_loop(): var has_enemies = len(get_tree().get_nodes_in_group("enemy")) > 0 if enemies_previous and not has_enemies: all_enemies_perished.emit() enemies_previous = has_enemies func spawn_loop(): for wave in waves: wave_count += 1 wave_label.text = "Wave %d" % wave_count print("Starting Next Wave") for i in range(len(wave.enemies)): spawn_enemies(wave.quantities[i], wave.spawning_duration, wave.enemies[i]) if wave.wait_for_killed: await all_enemies_perished else: await get_tree().create_timer(wave.spawning_duration).timeout await get_tree().create_timer(wave.wait).timeout $"../GameOver".text = "YOU WIN!" $"../Player".destroy() func spawn_enemies(count: int, duration: float, enemy: WaveEnemy): var delay = duration / count for i in range(count): await get_tree().create_timer(delay).timeout spawn(enemy) func spawn(item: WaveEnemy): var spawn_loc = Vector2.ZERO if item.boss: spawn_loc = Vector2(1920/2, 1080/2) else: for i in range(10): var test_pos = Vector2(randf(), randf()) * Vector2(1920, 1080) if not $"../CollisionCheck".is_clear(test_pos, item.check_distance): continue spawn_loc = test_pos break if not item.boss: var portal_effect = portal.instantiate() portal_effect.global_position = spawn_loc portal_effect.sprite_frames = item.portal_texture $/root/Node2D.add_child(portal_effect) await get_tree().create_timer(0.6).timeout var node = item.enemy.instantiate() node.global_position = spawn_loc if not item.boss: node.rotation_degrees = 360 * randf() $/root/Node2D.add_child(node)