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spawner.gd
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spawner.gd
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extends Node2D
@export var pipe : PackedScene
@export var space = 300
@export var tip = 300
@export var next_space = 720
func spawn_pipes():
var spacing = space * randf_range(0.8,1.2);
var shift =tip * randf_range(-1.0,1.0)
var dn = pipe.instantiate()
if dn is Node2D :
dn.position = self.position
dn.position.y += spacing/2
dn.top_level = true
dn.position.y += shift
var up = pipe.instantiate()
if up is Node2D :
up.position = self.position
up.position.y -= spacing/2
up.rotation_degrees = 180
up.top_level = true
up.position.y += shift
# call_deferred("add_child",up)
# call_deferred("add_child",dn)
add_child.call_deferred(up)
add_child.call_deferred(dn)
var rect = RectangleShape2D.new()
rect.size = Vector2(128.0,spacing)
var collider = CollisionShape2D.new()
collider.shape = rect
collider.disabled = false
var score_area = Area2D.new()
score_area.top_level = true
score_area.position = self.position
score_area.position.y += shift
score_area.collision_layer = 0
score_area.collision_mask = 2
score_area.add_to_group("pipe")
score_area.body_exited.connect(on_score)
score_area.add_child(collider)
add_child.call_deferred(score_area)
func move(_a: Node2D):
self.position.x += next_space
spawn_pipes()
func on_score(_a : Node2D):
if SignalBus.dead:
return
SignalBus.score.emit()