AutoLoad variable and match function

extends Node2D

var enemy_counter

@onready var path: PackedScene = preload("res://scenes/enemy_path.tscn")

func _ready():
	pass
	#print(EnemyAutoload.level)
func _process(delta):
	pass


func _on_timer_interval_timeout():
	$TimerSpawner.start()
	enemy_counter = 0
	print(EnemyAutoload.level)
	EnemyAutoload.level += 1
	
	if EnemyAutoload.level >= 3:
		EnemyAutoload.level = 0

func _on_timer_spawner_timeout():
	var temp_path = path.instantiate()
	add_child(temp_path)
	enemy_counter += 1
	#print(enemy_counter)
	if enemy_counter == 3:
		$TimerSpawner.stop()
		$TimerInterval.start()
	

Another gd script

extends PathFollow2D



@onready var enemy1 :PackedScene = preload("res://scenes/enemy_1.tscn")
@onready var enemy2 :PackedScene = preload("res://scenes/enemy_2.tscn")
@onready var enemy3 :PackedScene = preload(("res://scenes/enemy_3.tscn"))

func _ready():
	enemy_level()

func _process(delta):
	pass
	

func enemy_level():
	
	var enemy1_temp = enemy1.instantiate()
	var enemy2_temp = enemy2.instantiate()
	var enemy3_temp = enemy3.instantiate()
	
	match EnemyAutoload.level:
		0:
			add_child(enemy1_temp)
			print("add_child(enemy1_temp)"  + str(EnemyAutoload.level))
		1:
			add_child(enemy2_temp)
			print("add_child(enemy2_temp)"  + str(EnemyAutoload.level))
		2:
			add_child(enemy3_temp)
			print("add_child(enemy3_temp)"  + str(EnemyAutoload.level))
		_:
			print("default")

From the scripts you posted, it’s not apparent when enemy_level is called (aside from that one time in _ready). But from the output you shared, it simply looks like you’re increasing the EnemyAutoload.level too early to get what you expect? :thinking:

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