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- extends Node2D
- @onready var health_bar: HealthBar = $HealthBar
- @onready var transition: Transition = $Overlay/Transition
- @onready var spawn_timer: Timer = $Timer
- @onready var base_hit_sound: AudioStreamPlayer = $BaseHitSound
- @onready var main_menu: PackedScene = load("res://screens/main_menu.tscn")
- @onready var bot_scene: PackedScene = load("res://assets/scenes/bot.tscn")
- @onready var spawn_points: Array[Marker2D] = [
- $EnemySpawn_1,
- $EnemySpawn_2,
- $EnemySpawn_3,
- ]
- func _ready() -> void:
- transition.slide_out()
- await transition.game_fully_visible
- spawn_bot()
- func _process(_delta: float) -> void:
- if Input.is_action_pressed("ui_cancel"):
- var tree = get_tree()
- transition.text = ""
- transition.slide_in()
- await transition.game_fully_hidden
- tree.change_scene_to_packed(main_menu)
-
- func spawn_bot() -> void:
- var spawn = spawn_points.pick_random()
- var bot = bot_scene.instantiate()
- bot.global_position = spawn.global_position
- add_child(bot)
- func _on_timer_timeout() -> void:
- spawn_bot()
- func base_hit() -> void:
- base_hit_sound.play()
- health_bar.health -= 1
- if health_bar.health == 0:
- spawn_timer.stop()
- var foes = get_tree().get_nodes_in_group("foe")
- for foe in foes:
- foe.queue_free()
- func _on_base_area_entered(area: Area2D) -> void:
- if area.is_in_group("foe") || area.is_in_group("foe_weapons"):
- base_hit()
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