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<li class="navelem"><a class="el" href="namespacegodot.html">godot</a></li><li class="navelem"><a class="el" href="classgodot_1_1Spawner.html">Spawner</a></li> </ul>
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<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pro-methods">Protected Member Functions</a> &#124;
<a href="#pri-methods">Private Member Functions</a> &#124;
<a href="#pri-static-methods">Static Private Member Functions</a> &#124;
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<p>Singleton managing enemy and key spawning. Spawns a single enemy at an interval, selecting drone or car based on which is required or taking turns if both. Spawns three keys at the start of the game.
<a href="classgodot_1_1Spawner.html#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="spawner_8hpp_source.html">spawner.hpp</a>&gt;</code></p>
<div class="dynheader">
Inheritance diagram for godot::Spawner:</div>
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<img src="classgodot_1_1Spawner.png" alt=""/>
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<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a2c80227ba51c370805d9ba342fd6a6ee"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a2c80227ba51c370805d9ba342fd6a6ee">_enter_tree</a> () override</td></tr>
<tr class="memdesc:a2c80227ba51c370805d9ba342fd6a6ee"><td class="mdescLeft">&#160;</td><td class="mdescRight">Spawn three keys. Store gamemode reference. <br /></td></tr>
<tr class="separator:a2c80227ba51c370805d9ba342fd6a6ee"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7085afbc2996423cb9b9cf45fc9c74d0"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a7085afbc2996423cb9b9cf45fc9c74d0">_process</a> (double delta_time) override</td></tr>
<tr class="memdesc:a7085afbc2996423cb9b9cf45fc9c74d0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Update timer, spawn new enemy as required. <br /></td></tr>
<tr class="separator:a7085afbc2996423cb9b9cf45fc9c74d0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2b5f7ad53720cd28d472f7c76f5e0965"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a2b5f7ad53720cd28d472f7c76f5e0965">max_enemy_cars</a> ()</td></tr>
<tr class="memdesc:a2b5f7ad53720cd28d472f7c76f5e0965"><td class="mdescLeft">&#160;</td><td class="mdescRight">The max number of cars, increases with number of keys found. <br /></td></tr>
<tr class="separator:a2b5f7ad53720cd28d472f7c76f5e0965"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3467614cfbab88ab6062053a44807fef"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a3467614cfbab88ab6062053a44807fef">max_enemy_drones</a> ()</td></tr>
<tr class="memdesc:a3467614cfbab88ab6062053a44807fef"><td class="mdescLeft">&#160;</td><td class="mdescRight">The max number of drones, increases with number of enemies found. <br /></td></tr>
<tr class="separator:a3467614cfbab88ab6062053a44807fef"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pro-methods" name="pro-methods"></a>
Protected Member Functions</h2></td></tr>
<tr class="memitem:a4ed6e21ca6b19040f87631366cb56bd3"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a4ed6e21ca6b19040f87631366cb56bd3">spawn_enemy_car</a> ()</td></tr>
<tr class="memdesc:a4ed6e21ca6b19040f87631366cb56bd3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Spawn an enemy car at a random spawnpoint. Increases car counter. <br /></td></tr>
<tr class="separator:a4ed6e21ca6b19040f87631366cb56bd3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a96775cab77b5bd5d1a3a80d38a65749d"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a96775cab77b5bd5d1a3a80d38a65749d">spawn_enemy_drone</a> ()</td></tr>
<tr class="memdesc:a96775cab77b5bd5d1a3a80d38a65749d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Spawn an enemy drone at a random spawnpoint. Increases drone counter. <br /></td></tr>
<tr class="separator:a96775cab77b5bd5d1a3a80d38a65749d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1f1f2f8bb83d4c28a8c10255d0581cbb"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a1f1f2f8bb83d4c28a8c10255d0581cbb">spawn_key</a> ()</td></tr>
<tr class="memdesc:a1f1f2f8bb83d4c28a8c10255d0581cbb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Spawn a key at a random spawnpoint. <br /></td></tr>
<tr class="separator:a1f1f2f8bb83d4c28a8c10255d0581cbb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aad80ef9d57bf2f1609ee1a7cde999801"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#aad80ef9d57bf2f1609ee1a7cde999801">decrement_cars</a> ()</td></tr>
<tr class="memdesc:aad80ef9d57bf2f1609ee1a7cde999801"><td class="mdescLeft">&#160;</td><td class="mdescRight">Listener for when a car is destroyed somehow. Decreases car counter. <br /></td></tr>
<tr class="separator:aad80ef9d57bf2f1609ee1a7cde999801"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a76aa8ae75eaf7c8a394f17b85944cabc"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a76aa8ae75eaf7c8a394f17b85944cabc">decrement_drones</a> ()</td></tr>
<tr class="memdesc:a76aa8ae75eaf7c8a394f17b85944cabc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Listener for when a drone is destroyed somehow. Decreases drone counter. <br /></td></tr>
<tr class="separator:a76aa8ae75eaf7c8a394f17b85944cabc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a774763b8f415988a9067ed2b5a46370d"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a774763b8f415988a9067ed2b5a46370d">set_drone_scene</a> (Ref&lt; PackedScene &gt; scene)</td></tr>
<tr class="memdesc:a774763b8f415988a9067ed2b5a46370d"><td class="mdescLeft">&#160;</td><td class="mdescRight">The scene to instantiate for drones. <br /></td></tr>
<tr class="separator:a774763b8f415988a9067ed2b5a46370d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad27f1daf17e02ba3c6807b45d238cc6f"><td class="memItemLeft" align="right" valign="top">Ref&lt; PackedScene &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#ad27f1daf17e02ba3c6807b45d238cc6f">get_drone_scene</a> () const</td></tr>
<tr class="memdesc:ad27f1daf17e02ba3c6807b45d238cc6f"><td class="mdescLeft">&#160;</td><td class="mdescRight">The scene to instantiate for drones. <br /></td></tr>
<tr class="separator:ad27f1daf17e02ba3c6807b45d238cc6f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2bfaf58d4cbc2f1688c0e61692967348"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a2bfaf58d4cbc2f1688c0e61692967348">set_car_scene</a> (Ref&lt; PackedScene &gt; scene)</td></tr>
<tr class="memdesc:a2bfaf58d4cbc2f1688c0e61692967348"><td class="mdescLeft">&#160;</td><td class="mdescRight">The scene to instantiate for cars. <br /></td></tr>
<tr class="separator:a2bfaf58d4cbc2f1688c0e61692967348"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8c916b64ce343b318708d2bb32524d67"><td class="memItemLeft" align="right" valign="top">Ref&lt; PackedScene &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a8c916b64ce343b318708d2bb32524d67">get_car_scene</a> () const</td></tr>
<tr class="memdesc:a8c916b64ce343b318708d2bb32524d67"><td class="mdescLeft">&#160;</td><td class="mdescRight">The scene to instantiate for cars. <br /></td></tr>
<tr class="separator:a8c916b64ce343b318708d2bb32524d67"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7419a84d853cedcb3c08340410920f3e"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a7419a84d853cedcb3c08340410920f3e">set_key_scene</a> (Ref&lt; PackedScene &gt; scene)</td></tr>
<tr class="memdesc:a7419a84d853cedcb3c08340410920f3e"><td class="mdescLeft">&#160;</td><td class="mdescRight">The scene to instantiate for keys. <br /></td></tr>
<tr class="separator:a7419a84d853cedcb3c08340410920f3e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1101be06db213f15c2e9e6e78aafffaa"><td class="memItemLeft" align="right" valign="top">Ref&lt; PackedScene &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a1101be06db213f15c2e9e6e78aafffaa">get_key_scene</a> () const</td></tr>
<tr class="memdesc:a1101be06db213f15c2e9e6e78aafffaa"><td class="mdescLeft">&#160;</td><td class="mdescRight">The scene to instantiate for keys. <br /></td></tr>
<tr class="separator:a1101be06db213f15c2e9e6e78aafffaa"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pri-methods" name="pri-methods"></a>
Private Member Functions</h2></td></tr>
<tr class="memitem:a2b90600eb5bd03930d18f827b39c3b94"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a2b90600eb5bd03930d18f827b39c3b94">GDCLASS</a> (<a class="el" href="classgodot_1_1Spawner.html">Spawner</a>, Node)</td></tr>
<tr class="separator:a2b90600eb5bd03930d18f827b39c3b94"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pri-static-methods" name="pri-static-methods"></a>
Static Private Member Functions</h2></td></tr>
<tr class="memitem:aa704e43190b4ff7feb47564e475bf49f"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#aa704e43190b4ff7feb47564e475bf49f">_bind_methods</a> ()</td></tr>
<tr class="memdesc:aa704e43190b4ff7feb47564e475bf49f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Register editor properties. <br /></td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pri-attribs" name="pri-attribs"></a>
Private Attributes</h2></td></tr>
<tr class="memitem:ae32569e08d9ddccfb4c7af2eb6da8655"><td class="memItemLeft" align="right" valign="top">double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#ae32569e08d9ddccfb4c7af2eb6da8655">next</a> {0}</td></tr>
<tr class="memdesc:ae32569e08d9ddccfb4c7af2eb6da8655"><td class="mdescLeft">&#160;</td><td class="mdescRight">Time at which the next spawn tick will go. <br /></td></tr>
<tr class="separator:ae32569e08d9ddccfb4c7af2eb6da8655"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af2085262bddd622f19038b133d6a0d89"><td class="memItemLeft" align="right" valign="top">unsigned&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#af2085262bddd622f19038b133d6a0d89">tick</a> {0}</td></tr>
<tr class="memdesc:af2085262bddd622f19038b133d6a0d89"><td class="mdescLeft">&#160;</td><td class="mdescRight">The number of spawn ticks that have happened, could overflow, though that's not a problem. <br /></td></tr>
<tr class="separator:af2085262bddd622f19038b133d6a0d89"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a121795abfe5312ffcc062f06af0da438"><td class="memItemLeft" align="right" valign="top">Ref&lt; PackedScene &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a121795abfe5312ffcc062f06af0da438">drone_scene</a> {}</td></tr>
<tr class="separator:a121795abfe5312ffcc062f06af0da438"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af4327a2ecfe9026def5c09296fa43d91"><td class="memItemLeft" align="right" valign="top">Ref&lt; PackedScene &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#af4327a2ecfe9026def5c09296fa43d91">car_scene</a> {}</td></tr>
<tr class="separator:af4327a2ecfe9026def5c09296fa43d91"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7c909b83f550903118444556ec91644f"><td class="memItemLeft" align="right" valign="top">Ref&lt; PackedScene &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a7c909b83f550903118444556ec91644f">key_scene</a> {}</td></tr>
<tr class="separator:a7c909b83f550903118444556ec91644f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a650c436f11c500e64b4668070217d963"><td class="memItemLeft" align="right" valign="top">RandomNumberGenerator&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a650c436f11c500e64b4668070217d963">rng</a> {}</td></tr>
<tr class="separator:a650c436f11c500e64b4668070217d963"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3750f185b27fbcc8c86acbfa3799cdcf"><td class="memItemLeft" align="right" valign="top">unsigned&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a3750f185b27fbcc8c86acbfa3799cdcf">num_cars</a> {0}</td></tr>
<tr class="separator:a3750f185b27fbcc8c86acbfa3799cdcf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a78d1b1ae0190ebd2cafd259d8e876552"><td class="memItemLeft" align="right" valign="top">unsigned&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a78d1b1ae0190ebd2cafd259d8e876552">num_drones</a> {0}</td></tr>
<tr class="separator:a78d1b1ae0190ebd2cafd259d8e876552"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1249a5a3d481e7faf1dc70b17b3b4f67"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgodot_1_1RallyRushGameMode.html">RallyRushGameMode</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html#a1249a5a3d481e7faf1dc70b17b3b4f67">game_mode</a></td></tr>
<tr class="memdesc:a1249a5a3d481e7faf1dc70b17b3b4f67"><td class="mdescLeft">&#160;</td><td class="mdescRight">Reference to the game mode. <br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Singleton managing enemy and key spawning. Spawns a single enemy at an interval, selecting drone or car based on which is required or taking turns if both. Spawns three keys at the start of the game. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
<a id="aa704e43190b4ff7feb47564e475bf49f" name="aa704e43190b4ff7feb47564e475bf49f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aa704e43190b4ff7feb47564e475bf49f">&#9670;&#160;</a></span>_bind_methods()</h2>
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<td class="memname">void godot::Spawner::_bind_methods </td>
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<p>Register editor properties. </p>
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<a id="a2c80227ba51c370805d9ba342fd6a6ee" name="a2c80227ba51c370805d9ba342fd6a6ee"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a2c80227ba51c370805d9ba342fd6a6ee">&#9670;&#160;</a></span>_enter_tree()</h2>
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<td class="memname">void godot::Spawner::_enter_tree </td>
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<p>Spawn three keys. Store gamemode reference. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a7085afbc2996423cb9b9cf45fc9c74d0">&#9670;&#160;</a></span>_process()</h2>
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<td class="memname">void godot::Spawner::_process </td>
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<p>Update timer, spawn new enemy as required. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#aad80ef9d57bf2f1609ee1a7cde999801">&#9670;&#160;</a></span>decrement_cars()</h2>
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<p>Listener for when a car is destroyed somehow. Decreases car counter. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a76aa8ae75eaf7c8a394f17b85944cabc">&#9670;&#160;</a></span>decrement_drones()</h2>
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<p>Listener for when a drone is destroyed somehow. Decreases drone counter. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a2b90600eb5bd03930d18f827b39c3b94">&#9670;&#160;</a></span>GDCLASS()</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#a8c916b64ce343b318708d2bb32524d67">&#9670;&#160;</a></span>get_car_scene()</h2>
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<p>The scene to instantiate for cars. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#ad27f1daf17e02ba3c6807b45d238cc6f">&#9670;&#160;</a></span>get_drone_scene()</h2>
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<p>The scene to instantiate for drones. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a1101be06db213f15c2e9e6e78aafffaa">&#9670;&#160;</a></span>get_key_scene()</h2>
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<p>The scene to instantiate for keys. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a2b5f7ad53720cd28d472f7c76f5e0965">&#9670;&#160;</a></span>max_enemy_cars()</h2>
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<p>The max number of cars, increases with number of keys found. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a3467614cfbab88ab6062053a44807fef">&#9670;&#160;</a></span>max_enemy_drones()</h2>
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<td class="memname">int godot::Spawner::max_enemy_drones </td>
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<p>The max number of drones, increases with number of enemies found. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a2bfaf58d4cbc2f1688c0e61692967348">&#9670;&#160;</a></span>set_car_scene()</h2>
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<td class="memname">void godot::Spawner::set_car_scene </td>
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<p>The scene to instantiate for cars. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a774763b8f415988a9067ed2b5a46370d">&#9670;&#160;</a></span>set_drone_scene()</h2>
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<td class="memname">void godot::Spawner::set_drone_scene </td>
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<p>The scene to instantiate for drones. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a7419a84d853cedcb3c08340410920f3e">&#9670;&#160;</a></span>set_key_scene()</h2>
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<td class="memname">void godot::Spawner::set_key_scene </td>
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<p>The scene to instantiate for keys. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a4ed6e21ca6b19040f87631366cb56bd3">&#9670;&#160;</a></span>spawn_enemy_car()</h2>
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<p>Spawn an enemy car at a random spawnpoint. Increases car counter. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a96775cab77b5bd5d1a3a80d38a65749d">&#9670;&#160;</a></span>spawn_enemy_drone()</h2>
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<p>Spawn an enemy drone at a random spawnpoint. Increases drone counter. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a1f1f2f8bb83d4c28a8c10255d0581cbb">&#9670;&#160;</a></span>spawn_key()</h2>
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<td class="memname">void godot::Spawner::spawn_key </td>
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<p>Spawn a key at a random spawnpoint. </p>
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<h2 class="groupheader">Member Data Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#af4327a2ecfe9026def5c09296fa43d91">&#9670;&#160;</a></span>car_scene</h2>
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<td class="memname">Ref&lt;PackedScene&gt; godot::Spawner::car_scene {}</td>
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<h2 class="memtitle"><span class="permalink"><a href="#a121795abfe5312ffcc062f06af0da438">&#9670;&#160;</a></span>drone_scene</h2>
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<td class="memname">Ref&lt;PackedScene&gt; godot::Spawner::drone_scene {}</td>
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<h2 class="memtitle"><span class="permalink"><a href="#a1249a5a3d481e7faf1dc70b17b3b4f67">&#9670;&#160;</a></span>game_mode</h2>
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<td class="memname"><a class="el" href="classgodot_1_1RallyRushGameMode.html">RallyRushGameMode</a>* godot::Spawner::game_mode</td>
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<p>Reference to the game mode. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a7c909b83f550903118444556ec91644f">&#9670;&#160;</a></span>key_scene</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ae32569e08d9ddccfb4c7af2eb6da8655">&#9670;&#160;</a></span>next</h2>
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<td class="memname">double godot::Spawner::next {0}</td>
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<p>Time at which the next spawn tick will go. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a3750f185b27fbcc8c86acbfa3799cdcf">&#9670;&#160;</a></span>num_cars</h2>
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<td class="memname">unsigned godot::Spawner::num_cars {0}</td>
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<h2 class="memtitle"><span class="permalink"><a href="#a78d1b1ae0190ebd2cafd259d8e876552">&#9670;&#160;</a></span>num_drones</h2>
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<td class="memname">unsigned godot::Spawner::num_drones {0}</td>
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<h2 class="memtitle"><span class="permalink"><a href="#a650c436f11c500e64b4668070217d963">&#9670;&#160;</a></span>rng</h2>
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<td class="memname">RandomNumberGenerator godot::Spawner::rng {}</td>
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<h2 class="memtitle"><span class="permalink"><a href="#af2085262bddd622f19038b133d6a0d89">&#9670;&#160;</a></span>tick</h2>
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<td class="memname">unsigned godot::Spawner::tick {0}</td>
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<p>The number of spawn ticks that have happened, could overflow, though that's not a problem. </p>
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<hr/>The documentation for this class was generated from the following files:<ul>
<li>src/<a class="el" href="spawner_8hpp_source.html">spawner.hpp</a></li>
<li>src/<a class="el" href="spawner_8cpp.html">spawner.cpp</a></li>
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