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In a survivor
Style game
We obviously aren't going to be placing the enemies man
I actually need to be spun
During
The game
So what we're going to do in this lesson is working
Create
Node
Second spawn the enemies in regular around the player
And that's going to allow us to play the game
Indefinitely at least until we build
Other game places
So what I'm going to do as I'm going to get control and the Creed and you know
Let me just talk a little bit about
How I decide to make a new notes for
Every piece of distinct
Functionality
That handles
On realm of responsibility
Should be a note at least that's how I
So when you need something like an enemy spawn
Behave
I would recommend against for instance
Shoving all of your code on let's say this meme
Why because this mean
Is going to have all of the nodes that are necessary for the game
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And if you start
Putting a bunch of disparate functionality
Add the main now
You're going to get a lot of different concepts and different responsibility
Together
Which is going to become very unmaintainable one thing that you should keep in mind when you're making software generally is
Single responsibility principle
Which basically means each no
Should do
One thing and
Sort of a matter of debate
It's up for interpretation
But it's just a guiding
So in our case
The main node what is it single responsibility
It single responsibility has been
A container that brings all of the game
Together
The single responsibility of the basic enum
Is to provide
The enemy behaviour that's necessary
4.com
So on and so forth and single responsibility of a child map
Is 2
Render
Is it going to take the same approach
When we create an enemy spawn
We want to have a note
There has the single responsibility
Of spawner
Enemies
And so if you think about
Your design of your notes rotter and your team structure
That lands
You're actually going to find that you start creating more maintainable and Betis
So let's go ahead and create dad enemy
Spider
So I'm just going to click other note
Right here and by the way control and
To create a new scene
And we're going to
Put the root as
Type
Node
Call this enemy
Spanner
And let's forgot where we
I want to see it
So our same structure is starting to
A little
Unwieldy
Will do some reorganize
Later but for now what I'm going to do is I'm actually going to rename
Enemy
Spawn
Manager
And I might just called us enemy manager instead any manager
And I'm going to create a new folder
Under my seems to act
I'm going to call
Managers
Ok I just manage
Singular
And
Now I'll go ahead and save this my manager seeing
In there
Location so scene
Manager
In here
So save it right there
This is what your scene structure should look like when you said
And I was going to go ahead at Usk
The default should be ok so let's go ahead and click Internet
Ok
So what I'm going to do is I'm going to start deleting these comments because we don't need these anymore
And I'm also not going to use the function
The process
You have to be careful with this because
If the process method is defined
Then that process Med
Will be called every frame even if it doesn't do it
That does add a tiny bit of overhead
So if you just remove the process method
Then that will
Remove that
So unless you need to do something on a frame-by-frame base
Don't have the process
Define ok
So let's do another export variable wine because we need to tell the enemy manager watch anime it should
So let's go ahead and do
Export at the top
We're going to do with our
Basic
Anime
Colin
Type of packs
So again this exposed
Variable in the inspector
And this colour
Tell impact scene tells us that they should be
Type
Scene
You can see that have already got this if I click on other
I've only got a basic anime scene radio
So let's go ahead and
Search in our files
Listen for that basic enemy scene
And then I'm just going to go and round it up
To assign
Perfect
So what kind of things do we need to do for the enemy man
Well
We want to spawn enemies on a certain interval
And so that means that
I want to use a timer
Let's go home
Hit ctrl a
Make sure you have the scene dark highlight
Control
We're going to say timer
Garden adder
And then we're going to turn on auto start
And the wait time
Let's leave it at one second in Seaham
So going back or script
Let's remove this past life
Dollar sign timer again to grab the time
What are we going to do
We want to connect to the time
And then connect
Timer time
Ok
Two new lines between each function
Which means I am
The top here and then funk
On timer
Time out
Now what do we want to do it
Well we want to spawn the enemy
Consideration
Which is that
Presumably we don't want the enemy to spawn
Right on top of the
We want the enemy to spawn I think ideally
Outside of the view of the player
So that it looks like enemies are just organically coming from the distance
I believe this is how vampire survivors works
There are no enemies
Appear
On the screen that's visible they all come from outside the
So that's what we're going to do with
The player
So once again we need to grab a reference to the player so far play
Get
Tree get first node in
And then in
Player
If player
Eagles now
Just going to return
So again you have to be really careful when you're doing things like this because it is possible for this to be me
For example let's say that in a future state we have the player died
Right and then we remove the player from the seams
When that happens
This code may still be able to run
Even when there's no play
You need to be a little bit defensive when your programming you need to make sure
Your cold can still run
Even when
It doesn't have a dependency that you accept
So always keep in mind that
Whenever you're getting a node from the same tree there is almost always a possibility that it won't be there now
When you're doing it in this fashion like dollar sign time
That's acceptable because the general idea is that an encapsulated seen
Like our enemy manager or our basic enemy
Is guaranteed to always have these nodes in the straw
But when you're thinking about a brother game scale
I'm not guaranteed in this code that are playing
Directions something to keep in mind while
So let's pick a random
Location
To spawn
The enemy
In the way that we're going to do that
Is weird is going to
A point
On a circle around the player
So if we go to Prague
Project setting
We go to our display
We can see that our viewport width
Is
64
So we're going to use a circle with a radius of 300
To spawn the enemy
And that's going to make sure that the enemy will not spawn
In the window
Area
So let's crab
Random Direction first
So let's call
Random Direction
Is he going to again we're going to take the car
Vector2
And then we're gonna Road
R&f
And this function by the way is a random function at available in the Global scope that's why we
Call it from here and we can I do round at range 0 and then again we're going to do tell right so again
Give me a vector that rotated in radius
Anywhere from 0 to 2
Otherwise
Known as
Set a random Direct
Let's go ahead and put a constant up here above the x
Can't
What can a CT spawn radius
Is equal to
Let's do
30
So 320 is half of the greatest Dimension of a window
Remember that's 6-ft
Wide
So half of that would be
Inappropriate radio
And then I'm adding 10 to that just to give it a little bit
Buffer space on the edges of the wind
So basically going to be spawn
10 pixels outside the boundary of the window
Select a random Direction
Let's take our so now we need to grab up position
So we'll save our spawn position
Is equal to
Play Adele global
And we're not getting the
Suggestions so I'm going to type this as no to the again
That way we can get the suggestion
Play the global position in the ad
To that position of the player
What we're going to do as we're going to add
The
Random direction in parentheses
X
The Swan
So this Prentice
Might be unnecessary but I like to do that
The group specific mathematical operations
So we want to evaluate this
Location before
Get to the player
What position
That's going to do is that's going to
Go in a random direction from the player
330
Ok so that we
The spine position was actually cream
To the enemy
So we're going to save our enemy
Is equal to
Basic anime scene.in stands
And then we're going to want to
Do you
Get pair
And so we're going to get the parent of the enemy manager
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Which will be in the main scene
Bad child
Anime
So again
When you instantiate something that creates a note
But it does not put a node into the scene tree you need to tell it
Under which pair
Do you want to add
Vienna
Never going to say enemy that global position
And again it snow
Play tears no Duty so we can do instantiated as no to die up here
Then we can say enemy global position
Is equal to
Spawn
So let's just do a quick recap of what's happening were going to grab the player
And return No Return Reddit
The players
We're going to get a random action by taking the right vector
Which again is at 0 degree
A rotator
Buy a random value between 0 and 2
And they were going to
Take a player position
Add to it that random directions
The spine race
And that will give us the news
Position
And then we instantiate the end
Add
To the parent of the enemy manager which is going to be main
And then
We assign the Global
The Swan position
We calculate
So now I'm going to go over to my main
Click on the TV
The top so I can see WhatsApp
Also I'm going to get rid of a stye
Bye
Clicking on the timer
Unchecking the tilemap at the bottom
If that doesn't appear for you then that's good I think
Little bit baggy because I'm an RC one instead
The full release
I'm going to go ahead and send you a child's under me
Any manager
I'm going to go ahead in drag the my manager up to be the first Choice
And I'm going to delete all of these other basic
So I can
Click on the first one to hold shift and click on the last one
Anime can hit the door
I'm a keyboard and then
And now I've
And what I'm going to do is I'm going to move the player into the centre of the arena solo
You take the player hitting w on my
Ender Dragon
Store in clane
Ok so now we've got a bunch of enemies
Coming out us
We can still see them
Spawning
So we probably need to increase that radius so it's go back to the
What's turn on radio
And then
Let's try
And I'm also going to go to my debugs
And
Turn off visible collision shape
So that way we
Just see everything
Ok
So you should be
Starting to see how this is going to
Like we just get a constant
Stream of enum
And I'm going to increase this really it's just a little bit more let's 23cm
And that should prevent any
Pub in net worth
Now you're going to notice about your problems for instance they are spawning outside of our Arena
We still have lots of work to do on the world general
But
The the approach that were taking at the moment
We're going to get the systems of the game implemented in a row
Fashion
And then we're going to gradually polish it
Ok so that's a base
Enemy spawn
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