spaceship/enemies/EnemySpawner.gd
Loïc Wisniewski 2f161621c3 #84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.

  buildings  core  controllers  enemies  logistics  planets
  resources  shaders  surface  ui  vessels  vfx  world

332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.

Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.

The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00

42 lines
1 KiB
GDScript

extends Node2D
@export var min_spawn_interval: float = 3.0
@export var max_spawn_interval: float = 6.0
@export var spawn_margin: float = 150.0
@onready var fleet: Node2D = get_node("../Fleet")
var enemy_scene: PackedScene = preload("res://enemies/Enemy.tscn")
var timer: float = 0.0
var next_spawn_time: float = 0.0
func _ready() -> void:
randomize()
_reset_timer()
func _process(delta: float) -> void:
timer += delta
if timer >= next_spawn_time:
timer = 0.0
_reset_timer()
_spawn_enemy()
func _reset_timer() -> void:
next_spawn_time = randf_range(min_spawn_interval, max_spawn_interval)
func _spawn_enemy() -> void:
if fleet.ships.is_empty():
return
var visible_rect: Rect2 = ViewUtils.get_visible_world_rect(self)
var radius: float = visible_rect.size.length() / 2.0 + spawn_margin
var angle: float = randf() * TAU
var spawn_pos: Vector2 = fleet.get_centroid() + Vector2(cos(angle), sin(angle)) * radius
var enemy: Node2D = enemy_scene.instantiate()
enemy.position = spawn_pos
get_parent().add_child(enemy)