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84
Scripts/spawner.gd
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84
Scripts/spawner.gd
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extends Node2D
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var timer: Timer
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var asteroids := [
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preload('res://Enemies/Scenes/asteroidTiny.tscn'),
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preload('res://Enemies/Scenes/asteroidSm.tscn'),
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preload('res://Enemies/Scenes/asteroid.tscn'),
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preload('res://Enemies/Scenes/asteroidBig.tscn')
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]
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var screen_size: Vector2
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func _ready():
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Game.spawner = self
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screen_size = get_viewport_rect().size
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# Call spawn_enemy() every spawn_interval seconds
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timer = Timer.new()
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timer.wait_time = spawn_time_from_score(Game.score)
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timer.timeout.connect(spawn_enemy)
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add_child(timer)
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func spawn_time_from_score(score: int) -> float:
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var min_time = 0.3
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var max_time = 2.0
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var max_score = 50000.0
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# Clamp score so it doesn’t overshoot
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var clamped_score = clamp(score, 0, max_score)
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# Normalized value [0..1]
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var t = float(clamped_score) / max_score
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# Logarithmic easing (slows down progression)
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# Use log10 but you can tweak the base for different curves
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var curved_t = log(1.0 + 9.0 * t) / log(10.0) # maps 0..1 to 0..1, but with log shape
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# Interpolate between max_time and min_time
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return lerp(max_time, min_time, curved_t)
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func spawn_enemy():
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var enemy = asteroids[randi_range(0, 3)].instantiate()
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var pos = get_random_edge_position()
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enemy.position = pos
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# Direction vector toward center
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var center = screen_size * 0.5
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var dir = (center - pos).normalized()
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# Add some randomness so it's not always perfect
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var angle_variation = randf_range(-0.5, 0.5) # radians (~±14 degrees)
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dir = dir.rotated(angle_variation)
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# Apply starting velocity
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enemy.rot_velocity = randf_range(0, PI)
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enemy.velocity = dir * randf_range(50, 200)
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enemy.rotation = randf_range(0, PI)
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var scl = randi_range(1, 5)
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enemy.scale = Vector2(scl, scl)
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enemy.add_to_group("enemies")
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add_child(enemy)
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timer.wait_time = spawn_time_from_score(Game.score)
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func get_random_edge_position() -> Vector2:
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# Pick which edge (0=top,1=bottom,2=left,3=right)
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var edge = randi() % 4
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match edge:
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0: # top
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return Vector2(randf() * screen_size.x, 0)
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1: # bottom
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return Vector2(randf() * screen_size.x, screen_size.y)
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2: # left
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return Vector2(0, randf() * screen_size.y)
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3: # right
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return Vector2(screen_size.x, randf() * screen_size.y)
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return Vector2.ZERO
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func stop():
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timer.stop()
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func start():
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timer.start()
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