des trucs
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@@ -37,6 +37,11 @@ func update_mouse_position(mouse_position):
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and mouse_position.x < GameTerrain.TERRAIN_SIZE.x * GameTerrain.MAP_RATIO
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and mouse_position.y < GameTerrain.TERRAIN_SIZE.y * GameTerrain.MAP_RATIO
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):
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waterNeeds.set_cursor(GameTerrain.get_color(mouse_position).r)
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fertilityNeeds.set_cursor(GameTerrain.get_color(mouse_position).g)
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populationNeeds.set_cursor(GameTerrain.get_color(mouse_position).b)
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var next_seed_param := planter.get_plant_from_queue()
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var needs := GameTerrain.get_levels(mouse_position)
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var meet_water: bool = needs.x >= next_seed_param.water_need[0] and needs.x <= next_seed_param.water_need[1]
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waterNeeds.set_cursor(GameTerrain.get_color(mouse_position).r, meet_water)
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var meet_fert: bool = needs.y >= next_seed_param.fertility_need[0] and needs.y <= next_seed_param.fertility_need[1]
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fertilityNeeds.set_cursor(GameTerrain.get_color(mouse_position).g, meet_fert)
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var meet_pop: bool = needs.z + GameTerrain.LEVELS_NUMBER / 2 >= next_seed_param.presence_need[0] and needs.z + GameTerrain.LEVELS_NUMBER / 2 <= next_seed_param.presence_need[1]
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populationNeeds.set_cursor(GameTerrain.get_color(mouse_position).b, meet_pop)
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@@ -4,6 +4,8 @@ extends CenterContainer
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@export var gradient : GradientTexture1D
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const CURSOR_WIDTH = 0.04
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const VALID_COLOR := Color(0.1, 0.9, 0.85, 1.0)
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const NOT_VALID_COLOR := Color(1.0, 0.0, 0.3, 1.0)
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# Called when the node enters the scene tree for the first time.
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func _ready():
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@@ -29,7 +31,7 @@ func set_area(need : Array):
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$Zone.texture = texture
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func set_cursor(color_value):
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func set_cursor(color_value, is_valid: bool):
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var zone_grad := Gradient.new()
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zone_grad.interpolation_mode = Gradient.GRADIENT_INTERPOLATE_CONSTANT
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@@ -37,8 +39,13 @@ func set_cursor(color_value):
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zone_grad.set_color(0, Color(1,1,1,0))
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zone_grad.set_color(1, Color(1,1,1,0))
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zone_grad.add_point(max(color_value - CURSOR_WIDTH/2, 0.0), Color(1,1,1,1))
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zone_grad.add_point(min(color_value + CURSOR_WIDTH/2, 1.0), Color(1,1,1,0))
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var color := NOT_VALID_COLOR
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if is_valid:
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color = VALID_COLOR
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zone_grad.add_point(max(color_value - CURSOR_WIDTH/2, 0.0), color)
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color.a = 0
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zone_grad.add_point(min(color_value + CURSOR_WIDTH/2, 1.0), color)
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var texture := GradientTexture1D.new()
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