extends Node class_name Generator @export_group("Scenes") @export var numbernode : PackedScene @export_group("Values") @export var max_pos_tries : int @export_subgroup("Node Count") @export var min_nodes : int @export var max_nodes : int var started : bool = false func _physics_process(_delta): #for i in 100: # print() if !started: generate() started = true func generate(): var count : int = randi_range(min_nodes, max_nodes) print(count) for i in count: var is_big : bool = false if randf() < 0.1: is_big = true var new : NumberNode = numbernode.instantiate() if is_big: new.position = Vector2(randf_range(30, 1250), randf_range(30, 690)) else: new.position = Vector2(randf_range(30, 1250), randf_range(30, 690)) # disgusting hardcoded values, or not really? get_node(GlobalVariables.NODE).add_child(new) var shape_cast : ShapeCast2D = new.get_node("ShapeCast2D") if !is_big: check_position_and_retry(new, shape_cast, 0) new.value = randi_range(0, 10) if is_big: new.value *= 20 new.modifier_operation = clamp(abs(roundi(randfn(0, 10))) - 7, 0, 4) if new.modifier_operation == NumberNode.Operations.DIVISION: new.modifier = randi_range(1, 3) else: new.modifier = snapped(randf_range(-3, 3), 0.1) new.update_visuals() func check_position_and_retry(node : NumberNode, shape_cast : ShapeCast2D, tries : int = 0): shape_cast.force_shapecast_update() var collision_count = shape_cast.get_collision_count() print(node.name + " " + str(collision_count)) if collision_count > 1: node.queue_free() # TODO: failed? screw you! DIE!!!! #tries += 1 #node.position = Vector2(randf_range(0, 1280), randf_range(0, 720)) # disgusting hardcoded values, or not really? #shape_cast.position = Vector2.ZERO #shape_cast.global_position = node.global_position #shape_cast.force_shapecast_update() #check_position_and_retry(node, shape_cast, tries) #print("retried! attempt: " + str(tries))