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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))
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