Files
seeding-planets/entities/plants/scripts/plant_sprite.gd
Zacharie Guet 940b3c1553 Dev Démo 1.2
* les plantes se placent désormais sur une grille
* ajouts de curseurs relatifs à l'item
* ajout de settings sur la sensibilité à la souris
* ajout d'un défi en fin de run
2026-06-12 16:42:00 +02:00

76 lines
2.7 KiB
GDScript

extends Area2D
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")
signal harvest_animation_finished
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
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)
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.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())
# %PlantedSeed.region_rect = Rect2(
# 0,
# PLANTED_SEED_POS_Y,
# %PlantedSeed.texture.get_width(),
# %PlantedSeed.texture.texture.get_height() - PLANTED_SEED_CROP_WIDTH + -1 * PLANTED_SEED_POS_Y,
# )
func generate_mutation_effects(plant : Plant):
for m in plant.data.mutations:
var particles_emitter : EffectParticles = PARTICLES_SCENE.instantiate() as EffectParticles
particles_emitter.setup_particles(
EffectParticles.Parameters.new(
m.get_icon(),
PlantMutation.get_rarity_color(m.get_rarity())
)
)
add_child(particles_emitter)
func start_harvest_animation():
$AnimationPlayer.play("harvest")
await $AnimationPlayer.animation_finished
harvest_animation_finished.emit()
func set_display_lifetime_sprite(d := display_lifetime_sprite):
display_lifetime_sprite = d
# if is_node_ready():
# %LifeTimeSprite.visible = d
func set_sprite_modulate(c := sprite_modulate):
sprite_modulate = c
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 _on_body_entered(body: Node2D) -> void:
if body is Player && $AnimationPlayer.current_animation != "player_move":
$AnimationPlayer.play("player_move");
func play_bump_animation():
%AnimationPlayer.play("bump")
await %AnimationPlayer.animation_finished