extends Node2D var apple_path : String = "res://prefabs/apple.tscn" @export var map_size : Vector2 = Vector2(10,10) @export var tile_size : Vector2 = Vector2(320,320) @export var top_left : Vector2 @export var test_area : Area2D # Called when the node enters the scene tree for the first time. func _ready() -> void: Router.eat_apple.connect(spawn_apple) pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: #spawn_apple() pass func spawn_apple(): var new_apple : Area2D = load(apple_path).instantiate() var spot_found : bool = false var rand_pos : Vector2 rand_pos = Vector2(randi_range(0,map_size.x-1),randi_range(0,map_size.y-1)) ## apple spawning collsion detection #while (!spot_found): #rand_pos = Vector2(randi_range(0,map_size.x-1),randi_range(0,map_size.y-1)) #test_area.global_position = Vector2(top_left.x + rand_pos.x * tile_size.x,top_left.y + rand_pos.y * tile_size.y) #if test_area.has_overlapping_areas(): #print("possible collision") #for i in test_area.get_overlapping_areas(): #if (i.is_in_group("apple") or i.is_in_group("wall")): #spot_found = false #else: #spot_found = true #else: #spot_found = true new_apple.global_position = Vector2(top_left.x + rand_pos.x * tile_size.x,top_left.y + rand_pos.y * tile_size.y) add_child(new_apple) pass