DuckRun/scenes/ground/spawner/ground_spawner.gd

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GDScript3
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extends Node2D
var texture_new_sprite : Texture
var biom_n_w = preload("res://assets/Ground/transisions/n_w.png")
var biom_w_n = preload("res://assets/Ground/transisions/w_n.png")
var biom_n_s = preload("res://assets/Ground/transisions/n_s.png")
var biom_s_n = preload("res://assets/Ground/transisions/s_n.png")
var biom_n = preload("res://assets/Ground/n.png")
var biom_w = preload("res://assets/Ground/w.png")
var biom_s = preload("res://assets/Ground/s.png")
var biom_f = preload("res://assets/Ground/f.png")
var active_biom = "n"
var biom_type = "n"#normal,o=other,ui=übergangin,uo=übergangout
var change_in = 3
var passed
func probability(prozent):
return randf() > 1 - (0.01 * prozent)
func change_biom():
#if active_biom == "w_n":
# active_biom = "n"
#elif active_biom == "s_n":
# active_biom = "n"
#elif active_biom == "n_w":
# active_biom = "w"
#elif active_biom == "n_s":
# active_biom = "s"
if biom_type == "n":
change_in -= 1
if probability(60):
active_biom = "n"
else:
active_biom = "f"
elif biom_type == "o":
change_in -= 1
biom_type = "o"
elif biom_type == "ui":
if active_biom == "n_w":
active_biom = "w"
elif active_biom == "n_s":
active_biom = "s"
biom_type = "o"
elif biom_type == "uo":
if active_biom == "w":
active_biom = "w_n"
biom_type = "n"
elif active_biom == "s":
active_biom = "s_n"
biom_type = "n"
biom_type = "n"
if change_in <= 0: # bei übergängen
change_in = randi_range(3,7)
if biom_type == "n": #bei normalen biom auf neues biom oder wald
if probability(10): # 50% auf Biomwechsel
biom_type = "n"
else:
biom_type = "ui" #übergang in anderes biom
if probability(50):
active_biom = "n_w"
else:
active_biom = "n_s"
elif biom_type == "o": #bei anderen biomen auf normale Biome
biom_type = "uo"
#print("type : ", biom_type)
#print("active: ", active_biom)
#print("change: ", change_in)
#print(" ")
func set_biom_texture():
if active_biom == "w":
texture_new_sprite = biom_w
elif active_biom == "n":
texture_new_sprite = biom_n
elif active_biom == "s":
texture_new_sprite = biom_s
elif active_biom == "f":
texture_new_sprite = biom_f
elif active_biom == "w_n":
texture_new_sprite = biom_w_n
elif active_biom == "n_w":
texture_new_sprite = biom_n_w
elif active_biom == "s_n":
texture_new_sprite = biom_s_n
elif active_biom == "n_s":
texture_new_sprite = biom_n_s
func _spawn(last_x_position) -> void:
var new_ground = preload("res://scenes/ground/ground.tscn").instantiate()
new_ground.texture = texture_new_sprite
new_ground.global_position.x = last_x_position + 400
add_child(new_ground)
new_ground.connect("screen_entered", _on_ground_sprite_screen_entered)
func _on_ground_sprite_screen_entered() -> void:
change_biom()
$"/root/Global".active_biom = active_biom
set_biom_texture()
_spawn(get_child(0).position.x)