#20 #26 ajout d'une autre plante et de la mécanique de récolte, avec plusieurs graines possibles

This commit is contained in:
2025-08-20 09:31:40 +02:00
parent 1f301815be
commit 9de869b7af
20 changed files with 414 additions and 42 deletions

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@@ -3,31 +3,37 @@ class_name Plant
const PLANT_AREA_WIDTH = 10
const PLANT_SPRITE_SCALE = 0.15
const HARVESTED_SEED_POSITION_RANGE = 100
const RANDOM_MAX_GROW_INTERVAL = 0.4
const SPRITE_SCENE : PackedScene = preload("res://entities/plants/plant_sprite.tscn")
enum State {PLANTED, GROWING, MATURE}
@export var plant_type : PlantType
@export var planet : Planet
@export var plant_type: PlantType
@export var planet: Planet
var state : State = State.PLANTED : set = change_state
var day : int = 0
var state: State = State.PLANTED: set = change_state
@export var day: int = 0 : set = set_day
@onready var plant_sprite : Sprite2D = generate_sprite()
@onready var collision_shape : CollisionShape2D = generate_collision_shape()
@onready var plant_sprite: PlantSprite = generate_sprite()
@onready var collision_shape: CollisionShape2D = generate_collision_shape()
func _init(_plant_type = null, _planet = null):
plant_type = _plant_type
planet = _planet
func generate_sprite() -> Sprite2D:
var sprite = Sprite2D.new()
func generate_sprite() -> PlantSprite:
var spriteObject : PlantSprite = SPRITE_SCENE.instantiate()
add_child(sprite)
sprite.texture = get_state_texture(state)
sprite.scale = Vector2.ONE * PLANT_SPRITE_SCALE
sprite.offset
add_child(spriteObject)
spriteObject.apply_texture_to_sprite(
get_state_texture(state),
false
)
return sprite
return spriteObject
func generate_collision_shape() -> CollisionShape2D:
var collision = CollisionShape2D.new()
@@ -40,20 +46,29 @@ func generate_collision_shape() -> CollisionShape2D:
return collision
func pass_day():
await get_tree().create_timer(randf_range(0., RANDOM_MAX_GROW_INTERVAL)).timeout
day += 1
func set_day(d):
day = d
if day == 0:
change_state(State.PLANTED)
if day > plant_type.growing_time:
change_state(State.MATURE)
else:
change_state(State.GROWING)
func change_state(_state : State):
func change_state(_state: State):
state = _state
plant_sprite.texture = get_state_texture(state)
if state == State.MATURE and plant_type.mature_effect:
plant_type.mature_effect.effect(self)
func get_state_texture(s : State) -> Texture2D:
plant_sprite.apply_texture_to_sprite(
get_state_texture(state)
)
func get_state_texture(s: State) -> Texture2D:
match s:
State.PLANTED:
return plant_type.planted_texture
@@ -64,8 +79,27 @@ func get_state_texture(s : State) -> Texture2D:
return null
func harvest():
day += 1
if day > plant_type.growing_time:
change_state(State.MATURE)
else:
change_state(State.GROWING)
if state == State.MATURE:
var seed_number = plant_type.harvest_number.pick_random()
for i in range(seed_number):
var seed_plant_type : PlantType = plant_type
if len(plant_type.harvest_types_path):
seed_plant_type = load(plant_type.harvest_types_path.pick_random())
var item_object = planet.drop_item(
Seed.new(seed_plant_type),
global_position
)
var tween : Tween = get_tree().create_tween()
tween.tween_property(
item_object,
"position",
Vector2(
item_object.position.x + randi()%HARVESTED_SEED_POSITION_RANGE,
item_object.position.y + randi()%HARVESTED_SEED_POSITION_RANGE
),
0.2
)
plant_sprite.start_harvest_animation()
await plant_sprite.harvest_animation_finished
queue_free()