0 votes

My game is crashing when I kill the last enemy I think that's beacuse there are too much enemies , How can I avoid crashes like this ? here is my spawner code :

extends Node2D

onready var screen_size = get_viewport().get_visible_rect().size
var spawnLocs = Array()
var minDist = 200# minimum distance between spawned sprites...
var rand = RandomNumberGenerator.new()

func _ready():
    get_object()
func _process(delta):
    var enemyscene = load("res://Scenes/VirusBlue.tscn")
    var enemy = enemyscene.instance()
    var obj = get_tree().get_nodes_in_group("Viruses")
    print(obj.size())
    restart_object()
func getNextSpawnLoc():
    while true:
        var x = rand.randf_range(0, screen_size.x)
        var y = rand.randf_range(0, screen_size.y)
        var newLoc = Vector2(x,y)
        var tooClose = false
        for loc in spawnLocs:
            if newLoc.distance_to(loc) < minDist:
                tooClose = true;
                break;
        if !tooClose:
            spawnLocs.append(newLoc)
            return newLoc
func restart_object():
    var obj = get_tree().get_nodes_in_group("Viruses")
    if obj.size() <= 5:
        get_object()
func get_object():
    rand.randomize()
    var enemyscene = load("res://Scenes/VirusBlue.tscn")
    var children = get_parent().get_children()
    for i in range (0,10):
        var nextLoc = getNextSpawnLoc()
        var enemy = enemyscene.instance()
        enemy.position = nextLoc
        add_child(enemy)

here is my enemy code :

   func _ready():
    add_to_group("Viruses")


func _physics_process(delta):
    if player == null:
        return

    var vec_to_player = player.global_position - global_position
    vec_to_player = vec_to_player.normalized()
    global_rotation = atan2(vec_to_player.y, vec_to_player.x)
    move_and_collide(vec_to_player * MOVE_SPEED * delta)

    if raycast.is_colliding():
        var coll = raycast.get_collider()
        if coll.name == "Player":
            coll.kill()

    func kill():
        queue_free()
    func set_player(p):
        player = p
asked Apr 5 in Engine by Abb1x (18 points)

Maybe not be related, but as a tip, move all your load scene such as:

var enemyscene = load("res://Scenes/VirusBlue.tscn")

to a preload statement (not inside process)

1 Answer

0 votes

In this code you are instancing enemy every frame this will lead to memory leaks because they wont be freed by themselves.

func _process(delta):
    var enemyscene = load("res://Scenes/VirusBlue.tscn")
    var enemy = enemyscene.instance()
    var obj = get_tree().get_nodes_in_group("Viruses")
    print(obj.size())
    restart_object()

you are doing it wrong
1.) you are loading enemy scene every frame. (performance heavy)
2.) you are making instance of enemy and not using addchild or queuefree . (memory leak)

Then in this function , it may take lot of time depending on your luck to get position and it may result in hangs.

func getNextSpawnLoc():
    while true:
        var x = rand.randf_range(0, screen_size.x)
        var y = rand.randf_range(0, screen_size.y)
        var newLoc = Vector2(x,y)
        var tooClose = false
        for loc in spawnLocs:
            if newLoc.distance_to(loc) < minDist:
                tooClose = true;
                break;
        if !tooClose:
            spawnLocs.append(newLoc)
            return newLoc
answered Apr 5 by supper_raptor (664 points)

I don't understand your second point; I use Add_Child in my enemySpawner script what is the problem?

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