extends Location var itemDryingDelay = 0.6 var itemDryingTimer = 0.6 var waveSpawnDelay = 3.3 var waveSpawnTimer = 0 var waveScene = preload("res://Objects/Beach/Waves/MainWaterWave.tscn") var waveScene2 = preload("res://Objects/Beach/Waves/MainWaterWave2.tscn") var waveFlipped = false func initialize_entry_locations(): #From Park entryLocations.append(Vector2(-400, -2110)) #From Forest entryLocations.append(Vector2(550, -2110)) func _process(delta): if GameVariables.player.swimmingZones.size() == 0: itemDryingTimer -= delta if itemDryingTimer <= 0: itemDryingTimer = itemDryingDelay InventoryManager.dry_player_inventory() if waveSpawnTimer <= 0: waveSpawnTimer = waveSpawnDelay spawn_wave() else: waveSpawnTimer -= delta func spawn_wave(): var newWave if !waveFlipped: newWave = waveScene.instantiate() waveFlipped = true else: newWave = waveScene2.instantiate() waveFlipped = false newWave.position = Vector2(65, -1201) $MainWaves.add_child(newWave) func initialize_camera_limits(): leftCameraLimit = -880 rightCameraLimit = 880 upperCameraLimit = -2200 lowerCameraLimit = 2200