* refonte du scene manager * refonte du audio manager * premier rework des plantes * nettoyage des dossiers/fichiers * renommage de planète en region * fix des run
46 lines
1.5 KiB
GDScript
46 lines
1.5 KiB
GDScript
extends Node2D
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class_name PlantSprite
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const PLANTED_SEED_CROP_WIDTH = 50
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const PLANTED_SEED_POS_Y = 0
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const PARTICLES_SCENE : PackedScene = preload("res://common/vfx/particles/particles.tscn")
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signal harvest_animation_finished
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var last_updated_on_state : PlantData.State = PlantData.State.MATURE
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func update_plant_sprite(plant_data : PlantData, with_animation = false):
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if with_animation:
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%AnimationPlayer.play("bump")
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await %AnimationPlayer.animation_finished
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%Sprite.flip_h = true if plant_data.random_seed%2 == 0 else false
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%Sprite.texture = plant_data.get_plant_texture()
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%PlantedSeed.texture = plant_data.get_seed_texture()
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%PlantedSeed.visible = plant_data.get_state() == PlantData.State.PLANTED
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# %PlantedSeed.region_rect = Rect2(
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# 0,
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# PLANTED_SEED_POS_Y,
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# %PlantedSeed.texture.get_width(),
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# %PlantedSeed.texture.texture.get_height() - PLANTED_SEED_CROP_WIDTH + -1 * PLANTED_SEED_POS_Y,
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# )
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func generate_mutation_effects(plant : Plant):
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for m in plant.data.mutations:
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var particles_emitter : Particles = PARTICLES_SCENE.instantiate() as CPUParticles2D
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particles_emitter.setup_particles(
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Particles.Parameters.new(
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m.get_icon(),
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PlantMutation.get_rarity_color(m.get_rarity())
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)
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)
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add_child(particles_emitter)
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func start_harvest_animation():
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$AnimationPlayer.play("harvest")
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await $AnimationPlayer.animation_finished
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harvest_animation_finished.emit()
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