Cow_Life_Sim_RPG/Locations/Beach/Beach.gd

50 lines
1.1 KiB
GDScript

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