Plant blinking when about to dye

This commit is contained in:
Altaezio
2026-07-25 12:31:19 +02:00
parent 896a92edfe
commit 657f40dd21
3 changed files with 73 additions and 41 deletions
+45 -16
View File
@@ -4,32 +4,38 @@ class_name PlantSprite
const PLANTED_SEED_CROP_WIDTH = 50
const PLANTED_SEED_POS_Y = 0
const PARTICLES_SCENE : PackedScene = preload("res://common/vfx/particles/effect_particles.tscn")
const PARTICLES_SCENE: PackedScene = preload("res://common/vfx/particles/effect_particles.tscn")
const ABOUT_TO_DYE_COLOR := Color("#fca67e")
const ABOUT_TO_DYE_PERIOD := 1.0
signal harvest_animation_finished
var last_updated_on_state : PlantData.State = PlantData.State.MATURE
var stored_seed_image : Texture = null
var last_updated_on_state: PlantData.State = PlantData.State.MATURE
var stored_seed_image: Texture = null
var display_lifetime_sprite : bool = false : set = set_display_lifetime_sprite
var sprite_modulate : Color = Color.WHITE : set = set_sprite_modulate
var display_lifetime_sprite: bool = false: set = set_display_lifetime_sprite
var sprite_modulate: Color = Color.WHITE: set = set_sprite_modulate
func setup_plant_sprite(plant_data : PlantData):
var about_to_dye_tween: Tween
var target_modulate_color := Color.WHITE
func setup_plant_sprite(plant_data: PlantData):
set_display_lifetime_sprite()
%PlantedSeed.texture = PlantTextureBuilder.build_seed_texture(plant_data.plant_name.hash())
update_plant_sprite(plant_data,true)
update_plant_sprite(plant_data, true)
func update_plant_sprite(plant_data : PlantData, with_animation = false):
func update_plant_sprite(plant_data: PlantData, with_animation = false):
if with_animation:
%AnimationPlayer.play("bump")
await %AnimationPlayer.animation_finished
%Sprite.flip_h = true if plant_data.random_seed%2 == 0 else false
%Sprite.flip_h = true if plant_data.random_seed % 2 == 0 else false
%Sprite.texture = PlantTextureBuilder.build_plant_texture(plant_data)
%PlantedSeed.visible = plant_data.get_state() == PlantData.State.PLANTED
%LifetimeProgressBar.value = 100 * (float(plant_data.day)/plant_data.get_lifetime())
%LifetimeProgressBar.value = 100 * (float(plant_data.day) / plant_data.get_lifetime())
# %PlantedSeed.region_rect = Rect2(
# 0,
@@ -38,9 +44,9 @@ func update_plant_sprite(plant_data : PlantData, with_animation = false):
# %PlantedSeed.texture.texture.get_height() - PLANTED_SEED_CROP_WIDTH + -1 * PLANTED_SEED_POS_Y,
# )
func generate_mutation_effects(plant : Plant):
func generate_mutation_effects(plant: Plant):
for m in plant.data.mutations:
var particles_emitter : EffectParticles = PARTICLES_SCENE.instantiate() as EffectParticles
var particles_emitter: EffectParticles = PARTICLES_SCENE.instantiate() as EffectParticles
particles_emitter.setup_particles(
EffectParticles.Parameters.new(
m.get_icon(),
@@ -52,7 +58,7 @@ func generate_mutation_effects(plant : Plant):
func start_harvest_animation():
$AnimationPlayer.play("harvest")
await $AnimationPlayer.animation_finished
harvest_animation_finished.emit()
harvest_animation_finished.emit()
func set_display_lifetime_sprite(d := display_lifetime_sprite):
display_lifetime_sprite = d
@@ -64,8 +70,8 @@ func set_sprite_modulate(c := sprite_modulate):
if is_node_ready():
%Sprite.modulate = c
func affect_preview(is_affected : bool = true):
sprite_modulate = InspectableEntity.MODULATE_AFFECTED_COLOR if is_affected else Color.WHITE
func affect_preview(is_affected: bool = true):
set_modulate_color(InspectableEntity.MODULATE_AFFECTED_COLOR if is_affected else Color.WHITE, true)
func _on_body_entered(body: Node2D) -> void:
if body is Player && $AnimationPlayer.current_animation != "player_move":
@@ -73,4 +79,27 @@ func _on_body_entered(body: Node2D) -> void:
func play_bump_animation():
%AnimationPlayer.play("bump")
await %AnimationPlayer.animation_finished
await %AnimationPlayer.animation_finished
func set_modulate_color(color: Color, pause_about_to_dye: bool):
target_modulate_color = color
if about_to_dye_tween:
if pause_about_to_dye and about_to_dye_tween.is_running():
about_to_dye_tween.pause()
modulate = target_modulate_color
elif not pause_about_to_dye and not about_to_dye_tween.is_running():
about_to_dye_tween.play()
elif is_node_ready():
%Sprite.modulate = target_modulate_color
func apply_about_to_dye_effect():
if not about_to_dye_tween:
about_to_dye_tween = create_tween()
about_to_dye_tween.tween_property(%Sprite, "modulate:r", ABOUT_TO_DYE_COLOR.r, ABOUT_TO_DYE_PERIOD).from(target_modulate_color.r)
about_to_dye_tween.parallel().tween_property(%Sprite, "modulate:g", ABOUT_TO_DYE_COLOR.g, ABOUT_TO_DYE_PERIOD).from(target_modulate_color.g)
about_to_dye_tween.parallel().tween_property(%Sprite, "modulate:b", ABOUT_TO_DYE_COLOR.b, ABOUT_TO_DYE_PERIOD).from(target_modulate_color.b)
about_to_dye_tween.tween_property(%Sprite, "modulate:r", target_modulate_color.r, ABOUT_TO_DYE_PERIOD).from(ABOUT_TO_DYE_COLOR.r)
about_to_dye_tween.parallel().tween_property(%Sprite, "modulate:g", target_modulate_color.g, ABOUT_TO_DYE_PERIOD).from(ABOUT_TO_DYE_COLOR.g)
about_to_dye_tween.parallel().tween_property(%Sprite, "modulate:b", target_modulate_color.b, ABOUT_TO_DYE_PERIOD).from(ABOUT_TO_DYE_COLOR.b)
about_to_dye_tween.set_loops()