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spawner.gd
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extends Area2D
@onready var collision_shape_2d: CollisionShape2D = $"../SpawnArea/CollisionShape2D"
@onready var enemies: Node2D = $Enemies
@onready var spawn_timer: Timer = $Timer
var grid_size = 10
#var max_enemies = 1
var max_enemies = 4
const enemy_scene = preload("res://enemy.tscn")
func spawn_enemy() -> void:
var size = collision_shape_2d.shape.get_rect().size
var cell_width = size.x / grid_size
var cell_height = size.y / grid_size
var random_position = position + Vector2(
randi() % grid_size * cell_width - size.x / 2 + cell_width / 2,
randi() % grid_size * cell_height - size.y / 2 + cell_height / 2
)
var random_global_position = collision_shape_2d.to_global(random_position)
var new_enemy = enemy_scene.instantiate()
new_enemy.position = random_global_position
enemies.add_child(new_enemy)
func _on_timer_timeout() -> void:
if enemies.get_child_count() < max_enemies:
spawn_enemy()