platformer-game-test/src/Scripts/SpawnPoint.gd

51 lines
929 B
GDScript

extends Position2D
tool
export var node:PackedScene = null
onready var player_ref:Player = get_parent().get_node("Player")
func _ready() -> void:
_spawn()
func _exit_tree() -> void:
if not Engine.editor_hint:
player_ref.disconnect("died", self, "_on_Player_died")
despawn()
func _on_VisibilityNotifier2D_screen_entered() -> void:
if not Engine.editor_hint:
player_ref.connect("died", self, "_on_Player_died")
respawn()
func reset():
despawn()
respawn()
func despawn():
var current_node = get_node("node")
if current_node != null:
remove_child(current_node)
func respawn():
var current_node = get_node("node")
if current_node == null and node != null:
_spawn()
else:
pass
func _on_Player_died():
yield(get_tree().create_timer(.7), "timeout")
despawn()
if $VisibilityNotifier2D.is_on_screen():
respawn()
func _spawn():
var inst = node.instance()
inst.name = "node"
add_child(inst)