Add RulesComponent, GameRulesResource, and BeeDeath state. Update Bee entity with death animation. Include new textures for particles. Add Highlight animation to Beehive.
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222 changed files with 3980 additions and 149 deletions
15
entities/bee/states/bee_death.gd
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15
entities/bee/states/bee_death.gd
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@ -0,0 +1,15 @@
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extends State
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class_name BeeDeath
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@onready var bee = get_parent().get_parent() as Bee
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func enter(_msg := {}):
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bee.bee_position_animation.play("Death")
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bee.bee_wing_animation.stop()
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func update(_delta : float) -> void:
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pass
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func physics_update(_delta : float) -> void:
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pass
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@ -42,4 +42,4 @@ func physics_update(delta : float) -> void:
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if bee.position.distance_to(target) > 2:
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bee.velocity = (target - bee.position).normalized() * bee.speed / 2 * delta
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bee.move_and_collide(bee.velocity)
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bee.look_at(target)
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bee.bee_body.look_at(target)
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@ -37,7 +37,7 @@ func physics_update(delta : float) -> void:
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bee.velocity = (target - bee.position).normalized() * bee.speed / 2 * delta
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bee.move_and_collide(bee.velocity)
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bee.look_at(target)
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bee.bee_body.look_at(target)
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func find_something_to_do():
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if bee.nectar > 0:
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@ -18,7 +18,7 @@ func physics_update(delta : float) -> void:
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bee.velocity = (target.get_global_position() - bee.position).normalized() * bee.speed * delta
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bee.move_and_collide(bee.velocity)
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bee.look_at(target.position)
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bee.bee_body.look_at(target.position)
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else:
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# Deposit the nectar and return it idle state
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@ -41,7 +41,7 @@ func physics_update(delta : float) -> void:
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bee.velocity = (moving_to - bee.position).normalized() * bee.speed * delta
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bee.move_and_collide(bee.velocity)
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bee.look_at(target.position)
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bee.bee_body.look_at(target.position)
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else:
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# Bee has arrived at location, if its the hive or a collector drone do the things
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