glowlings/components/scripts/crystal_glow_component.gd
Dan bb5724429a Added job component and queue system
- Introduced a new JobComponent and JobQueue to manage jobs in the game.
- Created two new jobs: DigJob and InfectJob with their respective scripts.
- Updated CrystalGlowComponent, FreeCameraComponent, MushroomGlowComponent, WaterEffectComponent to improve logging messages.
- Adjusted camera movement limits in FreeCameraGameCameraComponent for better control.
- Added FiniteStateMachine class for managing states of entities.
- Implemented GlowingIdle state as an example of using the state machine.
- Included a utility function to fetch file paths by extension from a directory.
2024-06-06 15:49:05 +01:00

48 lines
1.6 KiB
GDScript

extends Node2D
class_name CrystalGlowComponent
var crystal_glow : PackedScene = preload("res://entities/crystal_glow.tscn")
@export var tile_map : CustomTileMap = null
@onready var crystal_glow_container : Node2D = $CrystalGlowContainer
var glowing_crystals : Array = []
var tile_size : Vector2i
var map_pixel_size : Vector2i
var tilemap_size : Vector2i
var crystal_layer : int = -1
func _ready() -> void:
if !tile_map:
Log.err("CrystalGlowComponent: TileMap not set")
tile_size = tile_map.get_tileset().tile_size
tilemap_size = tile_map.get_used_rect().end - tile_map.get_used_rect().position
crystal_layer = tile_map.get_layer_id_by_name('Crystals')
Log.pr("CrystalGlowComponent ready, working on layer: ", crystal_layer)
add_crystal_glow()
## Look for crystals in the scene and add the glow to the approprirate angle and colour
func add_crystal_glow() -> void:
for i in tilemap_size.x:
for j in tilemap_size.y:
var coords : Vector2i = Vector2i(i, j)
var tile_data : TileData = tile_map.get_cell_tile_data(crystal_layer, coords)
if tile_data:
if tile_data.get_custom_data('glowcolour'):
var glow_colour : String = tile_data.get_custom_data('glowcolour')
var orientation : String = tile_data.get_custom_data('orientation')
# Check if this coord is already in the glowing_crystals array
if coords in glowing_crystals:
continue
else:
var glow : CrystalGlow = crystal_glow.instantiate().duplicate()
glow.set_position(coords * tile_size + tile_size / 2)
glow.glow_colour = glow_colour
glow.orientation = orientation
crystal_glow_container.add_child(glow)
glowing_crystals.append(coords)