extends Node2D # word stuff var word_set var word_set_file_path var word_set_file var word_set_content var word_set_array # init random var alphabet = ["A","B","C","D","E","F","G","H","I","J","K","L","M","N", "O","P","Q","R","S","T","U","V","W","X","Y","Z"] var fishs = [] var fish_speed = 75 # numbers var delay = 2 var spawn_timer = 0 # objects var fish_source = preload("res://scenes/objects/game/fish.tscn") # Runs on start func _ready() -> void: # Load Corresponding Text File word_set_file_path = "res://gameplay/word_sets/" + word_set + ".txt" word_set_file = FileAccess.open(word_set_file_path, FileAccess.READ) # Gets file contents as text word_set_content = word_set_file.get_as_text() # Splits text file contents by line and removes the first entry (its just the name) word_set_array = word_set_content.split("\n", true) word_set_array.remove_at(0) if word_set_array[len(word_set_array)-1] == "": word_set_array.remove_at(len(word_set_array)-1) #print(word_set_array) # Runs every frame func _process(delta: float) -> void: spawn_timer += delta if spawn_timer >= delay: spawn_timer = 0 spawn_word() func spawn_word(): var new_word = word_set_array[randi_range(0,len(word_set_array)-1)] var viewport_size = get_viewport_rect().size var offset = randf_range(0,800) for char in new_word: if char != " ": var new_commet = fish_source.instantiate() new_commet.position = Vector2(128+offset,-128) new_commet.get_node("Sprite").get_node("Label").text = char new_commet.speed = fish_speed add_child(new_commet) $FishTux.position = Vector2(offset,660) fishs.append(new_commet) offset += 30 func _input(event): if event is InputEventKey and event.pressed: if event.as_text() in alphabet: print(event.as_text()) if len(fishs) > 0: var fish = fishs[0] if event.as_text() == fish.get_node("Sprite").get_node("Label").text: fishs.erase(fish) fish.get_node("Sprite").get_node("Label").add_theme_color_override("font_color", Color.RED) await fish.get_node("Sprite").animation_finished fish.queue_free()