Tractor beam
This commit is contained in:
@@ -1,8 +1,9 @@
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[gd_scene load_steps=8 format=3 uid="uid://bcj812ox8xv2t"]
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[gd_scene format=3 uid="uid://bcj812ox8xv2t"]
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[ext_resource type="Script" uid="uid://reliyx2pg7kf" path="res://entities/interactables/item_object/script/item_object_sprite.gd" id="1_wing4"]
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[ext_resource type="Texture2D" uid="uid://bo3o2qf3i20ke" path="res://common/icons/scuba-diving-tank.svg" id="2_ng3e4"]
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[ext_resource type="Texture2D" uid="uid://c1eiu5ag7lcp8" path="res://entities/interactables/item_object/assets/sprites/shadow.svg" id="2_ng201"]
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[ext_resource type="Texture2D" uid="uid://dompaj451gklw" path="res://entities/player/assets/sprites/movement_particles.png" id="4_ng3e4"]
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[sub_resource type="Animation" id="Animation_wing4"]
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length = 0.001
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@@ -95,22 +96,46 @@ _data = {
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&"pickup": SubResource("Animation_ng3e4")
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}
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[node name="ItemObjectSprite" type="Node2D"]
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[sub_resource type="Curve" id="Curve_b6vos"]
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_data = [Vector2(0, 0.29213488), 0.0, 0.0, 0, 0, Vector2(0.3, 1), 0.0, 0.0, 0, 0, Vector2(0.63809526, 0.46067423), 0.0, 0.0, 0, 0, Vector2(0.9904762, 0.3820225), 0.0, 0.0, 0, 0]
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point_count = 4
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[sub_resource type="Gradient" id="Gradient_14kbc"]
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offsets = PackedFloat32Array(0, 0.77729255, 1)
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colors = PackedColorArray(0.5803922, 0.7058824, 0.8862745, 1, 0.5785, 0.70829165, 0.89, 1, 0.5785, 0.70829165, 0.89, 0)
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[node name="ItemObjectSprite" type="Node2D" unique_id=69332129]
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script = ExtResource("1_wing4")
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[node name="Icon" type="Sprite2D" parent="."]
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[node name="Icon" type="Sprite2D" parent="." unique_id=2070904988]
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texture = ExtResource("2_ng3e4")
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[node name="Shadow" type="Sprite2D" parent="."]
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[node name="Shadow" type="Sprite2D" parent="." unique_id=1621814025]
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modulate = Color(1, 1, 1, 0.227451)
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z_index = -1
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position = Vector2(0, 23)
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scale = Vector2(0.875, 0.875)
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texture = ExtResource("2_ng201")
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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[node name="AnimationPlayer" type="AnimationPlayer" parent="." unique_id=1385834581]
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unique_name_in_owner = true
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libraries = {
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&"": SubResource("AnimationLibrary_ng3e4")
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}
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autoplay = "default"
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libraries/ = SubResource("AnimationLibrary_ng3e4")
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autoplay = &"default"
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[node name="TractorBeam" type="CPUParticles2D" parent="." unique_id=382704689]
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z_index = -1
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position = Vector2(83, 0)
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scale = Vector2(0.7, 0.7)
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emitting = false
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amount = 5
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texture = ExtResource("4_ng3e4")
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lifetime = 1.25
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local_coords = true
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particle_flag_align_y = true
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direction = Vector2(-1, 0)
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spread = 0.0
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gravity = Vector2(0, 0)
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initial_velocity_min = 100.0
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initial_velocity_max = 100.0
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scale_amount_curve = SubResource("Curve_b6vos")
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color_ramp = SubResource("Gradient_14kbc")
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@@ -2,6 +2,7 @@ extends Node2D
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class_name ItemObjectSprite
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@onready var icon_sprite = $Icon
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@onready var tractor_beam: CPUParticles2D = $TractorBeam
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const PARTICLES_SCENE : PackedScene = preload("res://common/vfx/particles/effect_particles.tscn")
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@@ -17,7 +17,10 @@ func _init(size : int = 1):
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seeds_size = size
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func current_is_tool() -> bool:
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return current_item_ind < len(tools)
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return ind_is_tool(current_item_ind)
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func ind_is_tool(ind:int)->bool:
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return ind < len(tools)
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func set_current_item(new_ind: int):
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if new_ind < 0:
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@@ -75,7 +78,7 @@ func update_seeds_size(size = seeds_size):
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func add_item_at(item: Item, item_ind: int) -> bool:
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if item.type == Item.ItemType.CONSUMABLE_ITEM:
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return add_seed_at(item, item_ind - tools.size())
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return add_seed_at(item, item_ind - len(tools))
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else:
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return false
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@@ -89,7 +92,7 @@ func add_seed_at(s: Item, seed_ind: int) -> bool:
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return true
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func get_all_items_size() -> int:
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return tools.size() + seeds.size()
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return len(tools) + len(seeds)
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func get_all_items() -> Array[Item]:
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return tools + seeds
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@@ -48,6 +48,9 @@ func is_action_need_press_time() -> bool:
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func get_action_press_time() -> float:
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return DEFAULT_PRESS_TIME
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func get_action_is_hold() -> bool:
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return false
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func get_usage_object_affected(_i : Area2D) -> bool:
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return false
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49
entities/player/inventory/scripts/items/tractor_beam.gd
Normal file
49
entities/player/inventory/scripts/items/tractor_beam.gd
Normal file
@@ -0,0 +1,49 @@
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extends Item
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class_name TractorBeam
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const USE_INTERVAL = 0.15
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func get_item_name() -> String:
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return tr("TRACTOR_BEAM")
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func get_description() -> String:
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return tr("TRACTOR_BEAM_DESC_TEXT")
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func get_icon() -> Texture2D:
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# return preload("res://common/icons/tractor_beam.svg")
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return preload("res://common/icons/alert-triangle.svg")
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func get_item_type() -> ItemType:
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return Item.ItemType.TOOL_ITEM
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func get_energy_used() -> int:
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return 0
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func get_usage_zone_radius() -> int:
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return 1
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func is_usage_need_proximity() -> bool:
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return false
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func get_action_is_hold() -> bool:
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return true
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func use_text() -> String:
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return tr("MOVE")
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func can_use(_player: Player, _zone: Player.ActionZone) -> bool:
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return Pointer.inspected != null
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func use(_player: Player, _zone: Player.ActionZone) -> bool:
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if Pointer.dragging_inspected:
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Pointer.stop_dragging()
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if !Pointer.dragging_inspected:
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return true
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else:
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return false
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else:
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Pointer.start_dragging()
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if Pointer.dragging_inspected:
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return true
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else:
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return false
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@@ -0,0 +1 @@
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uid://drs03fydfofxx
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@@ -55,13 +55,14 @@ func appear(with_falling_animation = true):
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%AnimationPlayer.play("float")
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func _input(_event) -> void:
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if Input.is_action_pressed("change_item_left"):
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data.inventory.change_current_item(1)
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if Input.is_action_pressed("change_item_right"):
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data.inventory.change_current_item(-1)
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for i in range(1, 10):
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if Input.is_action_pressed("item_" + str(i)):
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data.inventory.set_current_item(i - 1)
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if not Pointer.dragging_inspected:
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if Input.is_action_pressed("change_item_left"):
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data.inventory.change_current_item(1)
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if Input.is_action_pressed("change_item_right"):
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data.inventory.change_current_item(-1)
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for i in range(1, 10):
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if Input.is_action_pressed("item_" + str(i)):
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data.inventory.set_current_item(i - 1)
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# Méthode déclenchée par la classe region
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func _start_pass_day():
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@@ -85,8 +85,15 @@ func _process(delta):
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cursor = current_selected_item.get_pointer()
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Input.set_custom_mouse_cursor(cursor)
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if player and dragging_inspected:
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inspected.global_position = player.get_global_mouse_position()
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if player:
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if dragging_inspected:
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inspected.global_position = player.get_global_mouse_position()
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if inspected is ItemObject:
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var global_dir: Vector2 = (inspected.global_position - player.global_position).normalized()
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inspected.object_sprite.tractor_beam.position = 30 * global_dir
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inspected.object_sprite.tractor_beam.rotation = Vector2.RIGHT.angle_to(global_dir)
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if not inspected.object_sprite.tractor_beam.emitting:
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inspected.object_sprite.tractor_beam.emitting = true
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func process_player_actions(delta: float):
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can_interact = (
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@@ -146,43 +153,12 @@ func process_player_actions(delta: float):
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press_action_done = false
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%ActionProgressPlayer.playing = false
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%ActionProgressBar.value = 0.
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if (
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inspected and
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(inspected is ItemObject
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or (inspected is InventoryGuiItemMouseDetector
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and GameInfo.game_data.player_data.inventory.get_item(inspected.index)
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and press_time > PRESS_TIME_DRAG))
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):
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if Input.is_action_pressed("action"):
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all_inspected.clear()
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all_inspected.append(inspected)
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dragging_inspected = true
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can_interact = false
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if inspected is ItemObject:
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inspected.mouse_over = false
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elif inspected is InventoryGuiItemMouseDetector:
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var item_to_drop: Item = GameInfo.game_data.player_data.inventory.pop_item(inspected.index)
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if item_to_drop and item_to_drop.type != Item.ItemType.TOOL_ITEM:
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var dropped_item_object := player.terrain.drop_item(item_to_drop, player.get_global_mouse_position())
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inspected = dropped_item_object
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all_inspected.clear()
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all_inspected.append(inspected)
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player.region.save()
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else:
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dragging_inspected = false
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else:
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dragging_inspected = false
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if inspected is ItemObject and inspected_inventory_slot is InventoryGuiItemMouseDetector:
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# GameInfo.game_data.player_data.inventory.add_seed(inspected.item)
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if GameInfo.game_data.player_data.inventory.add_item_at(inspected.item, inspected_inventory_slot.index):
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all_inspected.clear()
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inspected.queue_free()
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inspected = null
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if Input.is_action_just_released("action") and press_time < PRESS_TIME_DRAG:
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if Input.is_action_just_pressed("action"):
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if inspected is InventoryGuiItemMouseDetector:
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GameInfo.game_data.player_data.inventory.set_current_item(inspected.index)
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elif can_use_item and not current_selected_item.is_action_need_press_time() and current_selected_item.get_action_is_hold():
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player.try_use_item(current_selected_item, player.get_global_mouse_position())
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elif can_interact:
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var interactable = inspected as Interactable
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player.try_interact(interactable)
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@@ -191,6 +167,16 @@ func process_player_actions(delta: float):
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current_selected_item,
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player.get_global_mouse_position()
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)
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if (
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Input.is_action_just_released("action")
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and can_use_item
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and current_selected_item.get_action_is_hold()
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):
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if dragging_inspected:
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player.try_use_item(current_selected_item, player.get_global_mouse_position())
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else:
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player.instruction = null
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func inspect(node: Node):
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if (
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@@ -237,7 +223,6 @@ func update_inspector(current_inspected):
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if current_inspected:
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if inspected != current_inspected:
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if inspected and inspected.has_method("inspect"):
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print("Stop inspect")
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inspected.inspect(false)
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inspected = current_inspected
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if inspected.has_method("card_info"):
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@@ -252,12 +237,7 @@ func update_inspector(current_inspected):
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inspected = null
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if player and not action_disabled and (get_tree() and not get_tree().paused):
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if can_interact and inspected and inspected is Interactable:
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%Action.visible = true
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%ActionText.text = inspected.interact_text()
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%Action.modulate = DEFAULT_ACTION_COLOR if inspected.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
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%ActionEnergyImage.visible = inspected.interaction_cost(player) != 0
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elif dragging_inspected:
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if dragging_inspected:
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%Action.visible = true
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if inspected is ItemObject:
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%ActionText.text = inspected.item.name
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@@ -267,6 +247,15 @@ func update_inspector(current_inspected):
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%ActionText.text = item.name
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else:
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%Action.visible = false
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elif current_selected_item and current_selected_item.use_text() != "" and current_selected_item.get_action_is_hold():
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%Action.visible = true
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%ActionText.text = current_selected_item.use_text()
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%Action.modulate = DEFAULT_ACTION_COLOR
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elif can_interact and inspected and inspected is Interactable:
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%Action.visible = true
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%ActionText.text = inspected.interact_text()
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%Action.modulate = DEFAULT_ACTION_COLOR if inspected.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
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%ActionEnergyImage.visible = inspected.interaction_cost(player) != 0
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elif current_selected_item and current_selected_item.use_text() != "":
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%Action.visible = true
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%ActionText.text = current_selected_item.use_text() + (tr("NO_ENERGY_LEFT") if not have_energy_to_use_item else "")
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@@ -280,8 +269,41 @@ func update_inspector(current_inspected):
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else:
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%Action.visible = false
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func stop_inspect(node: Node = get_current_inspected()):
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func stop_inspect(node: Node):
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if not dragging_inspected:
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all_inspected.erase(node)
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if node is InventoryGuiItemMouseDetector:
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inspected_inventory_slot = null
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func start_dragging():
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if not dragging_inspected:
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dragging_inspected = true
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if inspected is ItemObject:
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inspected.mouse_over = false
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elif inspected is InventoryGuiItemMouseDetector:
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var item_to_drop: Item = GameInfo.game_data.player_data.inventory.get_item(inspected.index)
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if item_to_drop and item_to_drop.type != Item.ItemType.TOOL_ITEM:
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GameInfo.game_data.player_data.inventory.remove_item_at(inspected.index)
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var dropped_item_object := player.terrain.drop_item(item_to_drop, player.get_global_mouse_position())
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inspected_inventory_slot = inspected
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inspected = dropped_item_object
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player.region.save()
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else:
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dragging_inspected = false
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if dragging_inspected:
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all_inspected.clear()
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all_inspected.append(inspected)
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can_interact = false
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func stop_dragging():
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if dragging_inspected:
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dragging_inspected = false
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if inspected is ItemObject:
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inspected.object_sprite.tractor_beam.emitting = false
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if (
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inspected_inventory_slot is InventoryGuiItemMouseDetector
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and GameInfo.game_data.player_data.inventory.add_item_at(inspected.item, inspected_inventory_slot.index)
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):
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all_inspected.clear()
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inspected.queue_free()
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inspected = null
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Reference in New Issue
Block a user