class_name FoodManager extends Node2D export(PackedScene) var FOOD_BASIC: PackedScene export(PackedScene) var FOOD_SPECIAL: PackedScene export(NodePath) var WORLD_GENERATOR_NP: NodePath onready var world_generator: Node2D = get_node(WORLD_GENERATOR_NP) onready var possible_food_locations: Array = world_generator.get_valid_map_coords() # needed to know what food is available to setup var stats: Stats = SaveData.get_stats() var current_basic_food: Array = [] var current_special_food: Array = [] var max_basic_food: int var max_special_food: int func _ready(): randomize() max_basic_food = int(possible_food_locations.size() * Global.MAX_BASIC_FOOD) max_special_food = int(possible_food_locations.size() * Global.MAX_SPECIAL_FOOD) Event.connect("food_eaten", self, "_on_food_eaten") func _process(delta) -> void: if current_basic_food.size() < max_basic_food: _place_new_basic_food() if current_special_food.size() < max_special_food: _place_new_special_food() func _place_new_basic_food() -> void: var food: FoodBasic = FOOD_BASIC.instance() var type: int = _get_random_food_type(FoodBasic.Type) Event.emit_signal("food_placing_new_food", false, type) var pos_loc: Array = _get_random_pos() var pos: Vector2 = pos_loc[0] var loc: Vector2 = pos_loc[1] # need to set the position first, else it will spawn on the middle and the moved food.set_properties(pos, loc, false, type) add_child(food) food.update_texture() current_basic_food.append(loc) Event.emit_signal("food_placed_new_food", food.properties) func _place_new_special_food() -> void: var food: FoodSpecial = FOOD_SPECIAL.instance() var type: int = _get_random_food_type(FoodSpecial.Type) Event.emit_signal("food_placing_new_food", true, type) var pos_loc: Array = _get_random_pos() var pos: Vector2 = pos_loc[0] var loc: Vector2 = pos_loc[1] # need to set the position first, else it will spawn on the middle and the moved food.set_properties(pos, loc, true, type, Global.POINTS_TO_GROW) add_child(food) food.update_texture() current_special_food.append(loc) Event.emit_signal("food_placed_new_food", food.properties) func _get_random_food_type(type) -> int: return randi() % type.size() func _get_random_pos() -> Array: var found_valid_loc: bool = false var index: int var location: Vector2 while not found_valid_loc: index = randi() % possible_food_locations.size() location = possible_food_locations[index] if current_basic_food.find(location) == -1 and current_special_food.find(location) == -1: found_valid_loc = true return [world_generator.get_centered_world_position(location), location] func _on_food_eaten(properties: Dictionary) -> void: var index: int if properties["special"]: index = current_special_food.find(properties["location"]) current_special_food.remove(index) else: index = current_basic_food.find(properties["location"]) current_basic_food.remove(index)