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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))