minijam-166/objects/plant.tscn
2024-08-31 18:18:34 +02:00

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[gd_scene load_steps=3 format=3 uid="uid://x4kv2y5f52cm"]
[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 sprite_node: AnimatedSprite2D = $AnimatedSprite2D
@onready var need_checker: Timer = $NeedChecker
const NEEDCHECKPERIOD := 1.0
var parameter: PlantType
var state := PlantState.SAPLING
var can_grow := true
func init(plant_parameter: PlantType):
parameter = plant_parameter
sprite_node.sprite_frames = parameter.sprite_frames
need_checker.start(NEEDCHECKPERIOD)
func _on_need_checker_timeout() -> void:
can_grow = check_terrain_viability()
growing_timer.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 parameter.presence_need[1]:
return false
return true
func _on_growing_timeout() -> void:
match state:
PlantState.SAPLING:
grow()
PlantState.GROWN:
die()
PlantState.DEAD:
push_error(\"Already dead\")
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
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)
grown.emit()
sprite_node.play(\"GROWN\")
func die():
state = PlantState.DEAD
died.emit()
sprite_node.play(\"DEAD\")
"
[sub_resource type="SpriteFrames" id="SpriteFrames_667un"]
animations = [{
"frames": [],
"loop": true,
"name": &"SEED",
"speed": 5.0
}]
[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="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
scale = Vector2(0.2, 0.2)
sprite_frames = SubResource("SpriteFrames_667un")
animation = &"SEED"
[connection signal="timeout" from="Growing" to="." method="_on_growing_timeout"]
[connection signal="timeout" from="NeedChecker" to="." method="_on_need_checker_timeout"]