extends Spatial signal game_over signal got_treasure(item_type) const LootTable = preload("res://scripts/loot_table.gd") const RockScene = preload("res://scenes/rock.tscn") onready var timer : Timer = $Timer export var play_time: float = 20.0 export (Array,Resource) var loot_items = [] export (Array,int) var loot_weights = [] var loot_table = null func _ready(): loot_table = LootTable.new(loot_items, loot_weights) timer.start(play_time) spawn_rocks(10) func spawn_rocks(count: int): var locations: Array = get_tree().get_nodes_in_group("rock_spawn_location") locations.shuffle() for i in range(min(count, locations.size())): var location = locations[i] var rock = RockScene.instance() rock.treasure = loot_table.roll_for_loot() assert(rock.treasure != null) location.add_child(rock) func _on_collection_area_area_entered(area): if area.has_meta("owner"): area = area.get_meta("owner") emit_signal("got_treasure", area.treasure) area.queue_free() func _process(delta): $"%progress_bar".value = timer.time_left * 100.0 / timer.wait_time func _on_Timer_timeout(): emit_signal("game_over")