More tweaks but broke the enemy script

This commit is contained in:
derek
2024-12-03 13:27:44 -06:00
parent 299257e0d9
commit ad11da38f8
23 changed files with 194 additions and 86 deletions

View File

@@ -21,21 +21,11 @@ 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)
for i in self.get_children():
if i.is_in_group("enemy"):
enemies.append(i)
if i.is_in_group("door"):
doors.append(i)
if i.is_in_group("room_check"):
room_checks.append(i)
i.room_entered.connect(room_entered)
i.room_exited.connect(room_exited)
#SignalBus.enemy_count_changed.connect(assign_enemies)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if enemies.size() > 0:
#calculate move position for each child
for i in enemies:
@@ -69,6 +59,17 @@ func _process(delta):
else:
enemy_in_room_killed()
func assign_enemies():
for i in self.get_children():
if i.is_in_group("enemy"):
enemies.append(i)
if i.is_in_group("door"):
doors.append(i)
if i.is_in_group("room_check"):
room_checks.append(i)
i.room_entered.connect(room_entered)
i.room_exited.connect(room_exited)
func enemy_in_room_killed():
var enemy_count = 0
for i in self.get_children():