Bee flying animation, dancing drone
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13 changed files with 154 additions and 21 deletions
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@ -3,6 +3,7 @@ class_name Bee
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@onready var fsm = $StateMachine as FiniteStateMachine
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@onready var drone_manager = get_tree().get_first_node_in_group("dronemanager") as DroneManager
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@onready var animation_player = $AnimationPlayer as AnimationPlayer
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@export var nectar : int = 0
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@export var speed : int = 30
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@ -10,13 +11,20 @@ class_name Bee
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var latest_target_director : int = 0
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# This is updated when the bee enters or exits a flower patch
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var in_range_of_flowers : bool = false
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var in_range_of_flowers : bool = false
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var just_gathering : bool = false # Used to check if the bee has just been gathering to return to their previous director
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func _ready():
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speed = randi_range(35,55) # Randomise the bee speed a bit
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Log.pr("I have never bee-n so ready!")
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Log.pr(fsm.current_state.name)
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func get_current_director():
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return drone_manager.get_director(latest_target_director)
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## Get the next target to move to
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## If we have no nectar, we need to go up the director list
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## If we have nectar, we need to go down the director list
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18
entities/scripts/beehive.gd
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18
entities/scripts/beehive.gd
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@ -0,0 +1,18 @@
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extends Node2D
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class_name Beehive
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var dancer_in_range : bool = false
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func _ready():
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Log.pr("Beehive has joined the party")
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func _on_area_2d_area_entered(area:Area2D):
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Log.pr("Beehive: Area entered", area)
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if area.is_in_group("dancer"):
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dancer_in_range = true
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print("Dancer in range")
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func _on_area_2d_area_exited(area:Area2D):
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if area.is_in_group("dancer"):
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dancer_in_range = false
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print("Dancer out of range")
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