AI has better detection, committing before a larger rework

This commit is contained in:
derek
2025-04-24 15:22:30 -05:00
parent 53ce4e401f
commit 9be895e89f
19 changed files with 240 additions and 48 deletions

View File

@@ -2,7 +2,7 @@ extends Node
@export_group("Main")
@export var room_lockdown : bool = false
@export var number_of_enemies : int = 20
@export var start_enemies : int = 20
@export var spawnable_enemies = preload("res://assets/spider2.tscn")
@export_group("Key")
@export var key_drop : bool = false
@@ -11,13 +11,13 @@ extends Node
@export_group("Item Drops")
@export var number_of_drops = 5
var enemies = []
var doors = []
var room_checks = []
var enemy_spawners = []
var number_enemies : int
@onready var number_of_enemies : int = start_enemies
var rot_amount : float
# Called when the node enters the scene tree for the first time.
func _ready():
SignalBus.enemy_killed.connect(enemy_in_room_killed)
@@ -29,9 +29,7 @@ func _process(delta):
pass
func assign_elements():
for i in self.get_children():
if i is Enemy:
enemies.append(i)
for i in get_children():
if i.is_in_group("door"):
doors.append(i)
if i.is_in_group("room_check"):
@@ -71,7 +69,7 @@ func room_exited():
i.open()
func spawn_enemies():
while number_of_enemies >= 0:
while number_of_enemies > 0:
number_of_enemies -= 1
var random_spawner = enemy_spawners.pick_random()
@@ -81,7 +79,3 @@ func spawn_enemies():
add_child(enemy)
enemy.global_position = set_pos
await number_enemies == 0
for i in self.get_children():
if i is Enemy:
enemies.append(i)