minijam-166/objects/plant.tscn

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[gd_scene load_steps=6 format=3 uid="uid://x4kv2y5f52cm"]
[ext_resource type="Texture2D" uid="uid://b3kjaw1hajc6s" path="res://assets/grille_seeds.png" id="1_n5onq"]
[sub_resource type="GDScript" id="GDScript_x3g5o"]
script/source = "class_name Plant
extends Node2D
enum PlantState { SAPLING, GROWN, DEAD}
signal grown
signal died
@onready var growing_timer: Timer = $Growing
@onready var need_checker: Timer = $NeedChecker
@onready var sapling_count_down: Timer = $SaplingCountDown
@onready var reproduction: Timer = $Reproduction
@onready var sprite_node: AnimatedSprite2D = $AnimatedSprite2D
const NEED_CHECK_PERIOD := 0.5
const SAPLING_LIFETIME_MULT := 2.0 # this multiplies the time to grow to tell the time it can stay as a sapling
const OFFSET_REPRODUCTION_PERCT_DIST := 0.5
var parameter: PlantType
var state := PlantState.SAPLING
var sapling_time_left: float
var can_grow := true
func init(plant_parameter: PlantType):
parameter = plant_parameter
sapling_count_down.start(SAPLING_LIFETIME_MULT * parameter.growing_time)
sprite_node.sprite_frames = parameter.sprite_frames
need_checker.start(NEED_CHECK_PERIOD)
func _on_need_checker_timeout() -> void:
can_grow = check_terrain_viability()
growing_timer.paused = not can_grow and state == PlantState.SAPLING
reproduction.paused = not can_grow
func check_terrain_viability() -> bool:
var water := GameTerrain.get_stat(position, GameTerrain.Stats.WATER)
if water < parameter.water_need[0] or water > parameter.water_need[1]:
return false
var fertility := GameTerrain.get_stat(position, GameTerrain.Stats.FERTILITY)
if fertility < parameter.fertility_need[0] or fertility > parameter.fertility_need[1]:
return false
var presence := GameTerrain.get_stat(position, GameTerrain.Stats.PRESENCE)
presence += GameTerrain.LEVELS_NUMBER / 2
if presence < parameter.presence_need[0] or presence > parameter.presence_need[1]:
return false
return true
func _on_growing_timeout() -> void:
if state == PlantState.SAPLING:
can_grow = check_terrain_viability()
if not can_grow:
growing_timer.start()
return
match state:
PlantState.SAPLING:
grow()
PlantState.GROWN:
die()
PlantState.DEAD:
remove()
func plant(new_position: Vector2):
position = new_position
state = PlantState.SAPLING
growing_timer.start(parameter.growing_time)
sprite_node.play(\"SAPLING\")
func grow():
if state != PlantState.SAPLING:
push_error(\"Tried to grow \" + parameter.type + \", but was not at sapling state\")
return
state = PlantState.GROWN
sapling_count_down.stop()
growing_timer.start(parameter.dying_time)
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.WATER,
parameter.water_prod)
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.FERTILITY,
parameter.fertility_prod)
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.PRESENCE,
parameter.presence_prod)
reproduction.start(parameter.dying_time / (parameter.offspring_per_lifetime + 1) + 0.1)
grown.emit()
sprite_node.play(\"GROWN\")
func die():
state = PlantState.DEAD
# remove alive prod and add dead prod
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.WATER,
-parameter.water_prod + parameter.dead_water_prod)
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.FERTILITY,
-parameter.fertility_prod + parameter.dead_fertility_prod)
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.PRESENCE,
-parameter.presence_prod)
growing_timer.start(parameter.dead_time)
died.emit()
sprite_node.play(\"DEAD\")
func remove(was_dead: bool = true):
if was_dead:
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.WATER,
-parameter.dead_water_prod)
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.FERTILITY,
-parameter.dead_fertility_prod)
queue_free()
func _on_sapling_count_down_timeout() -> void:
remove(false)
func _on_reproduction_timeout() -> void:
var min_dist := parameter.distance_prod - parameter.distance_prod * OFFSET_REPRODUCTION_PERCT_DIST
var max_dist := parameter.distance_prod + parameter.distance_prod * OFFSET_REPRODUCTION_PERCT_DIST
var plant_pos = position + (Vector2.RIGHT * randf_range(min_dist, max_dist)).rotated(randf_range(0, PI))
var space := get_world_2d().direct_space_state
var parameters = PhysicsPointQueryParameters2D.new()
parameters.position = plant_pos
parameters.collide_with_areas = true
parameters.collide_with_bodies = false
var result := space.intersect_point(parameters, 1)
if result.size() > 0:
return
var offspring = self.duplicate()
self.get_parent().add_child(offspring)
offspring.init(parameter)
offspring.plant(plant_pos)
"
[sub_resource type="AtlasTexture" id="AtlasTexture_5did5"]
atlas = ExtResource("1_n5onq")
region = Rect2(810, 540, 270, 270)
[sub_resource type="SpriteFrames" id="SpriteFrames_667un"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_5did5")
}],
"loop": true,
"name": &"SEED",
"speed": 5.0
}]
[sub_resource type="CircleShape2D" id="CircleShape2D_jksuk"]
radius = 36.0
[node name="Plant" type="Node2D"]
script = SubResource("GDScript_x3g5o")
[node name="Growing" type="Timer" parent="."]
one_shot = true
[node name="NeedChecker" type="Timer" parent="."]
[node name="SaplingCountDown" type="Timer" parent="."]
one_shot = true
[node name="Reproduction" type="Timer" parent="."]
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
scale = Vector2(0.2, 0.2)
sprite_frames = SubResource("SpriteFrames_667un")
animation = &"SEED"
offset = Vector2(0, -250)
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource("CircleShape2D_jksuk")
[connection signal="timeout" from="Growing" to="." method="_on_growing_timeout"]
[connection signal="timeout" from="NeedChecker" to="." method="_on_need_checker_timeout"]
[connection signal="timeout" from="SaplingCountDown" to="." method="_on_sapling_count_down_timeout"]
[connection signal="timeout" from="Reproduction" to="." method="_on_reproduction_timeout"]