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world.gd
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extends Node2D
var boid_scene : PackedScene = preload("res://boid.tscn")
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var random_start_boid = randi_range(10, 20)
for i in range(random_start_boid):
_boid_spawn(false)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if Input.is_action_just_pressed("reset"):
get_tree().reload_current_scene()
if Input.is_action_just_pressed("clic"):
_boid_spawn(true)
func _boid_spawn(random: bool) -> void:
var boid = boid_scene.instantiate()
var min_distance_from_player = 250
var player_position = Vector2($Player.position)
if random:
var sprite = boid.get_node("Image")
var random_color = Color(randf(), randf(), randf())
sprite.modulate = random_color
var random_position = _get_random_position_away_from_player(player_position, min_distance_from_player)
boid.location = random_position
add_child(boid)
func _get_random_position_away_from_player(player_position: Vector2, min_distance: int) -> Vector2:
var random_position: Vector2
while true:
random_position = Vector2(randf_range(0, get_viewport_rect().size.x), randf_range(0, get_viewport_rect().size.y))
if random_position.distance_to(player_position) >= min_distance:
break
return random_position