glowlings/components/scripts/water_effect_component.gd

61 lines
1.9 KiB
GDScript

extends Node2D
class_name WaterEffectComponent
var water_particles : PackedScene = preload("res://entities/water_particles.tscn")
var water_fog : PackedScene = preload("res://entities/water_fog.tscn")
@export var tile_map : CustomTileMap = null
@onready var water_effect_container : Node2D = $WaterEffectContainer
var effect_tiles : Array = []
var tile_size : Vector2i
var tilemap_size : Vector2i
var water_layer : int = -1
func _ready() -> void:
if !tile_map:
Log.err("WaterEffectComponent: TileMap not set")
Log.pr("WaterEffectComponent ready")
tile_size = tile_map.get_tileset().tile_size
tilemap_size = tile_map.get_used_rect().end - tile_map.get_used_rect().position
water_layer = tile_map.get_layer_id_by_name('Water')
Log.pr(water_layer)
add_water_effects()
## Look for crystals in the scene and add the glow to the approprirate angle and colour
func add_water_effects() -> void:
for i in tilemap_size.x:
for j in tilemap_size.y:
var coords : Vector2i = Vector2i(i, j)
## If this coord is glowing already then we dont need to do anything
if coords in effect_tiles:
continue
else:
var tile_data : TileData = tile_map.get_cell_tile_data(water_layer, coords)
if tile_data:
if tile_data.get_custom_data('glowcolour'):
var is_it_water : String = tile_data.get_custom_data('glowcolour')
if is_it_water == 'water':
## 10% chance to add fog
if randf() < 0.1:
var fog : WaterFog = water_fog.instantiate()
fog.set_position(coords * tile_size + tile_size / 2)
water_effect_container.add_child.call_deferred(fog)
effect_tiles.append(coords)
## 20% chance to add water particles
if randf() < 0.2:
var water : WaterParticles = water_particles.instantiate()
water.set_position(coords * tile_size + tile_size / 2)
water_effect_container.add_child.call_deferred(water)
effect_tiles.append(coords)