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
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@ -5,6 +5,8 @@ class_name Bee
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@onready var drone_manager = get_tree().get_first_node_in_group("dronemanager") as DroneManager
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@onready var bee_position_animation = $BeePositionAnimation as AnimationPlayer
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@onready var bee_wing_animation = $WingAnimation as AnimationPlayer
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@onready var bee_body = $BeeBody as Sprite2D
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@onready var impact_cloud : CPUParticles2D = $ImpactCloud
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@export var nectar : int = 0
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@export var speed : int = 30
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@ -16,6 +18,8 @@ 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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modulate = Color(1,1,1,1)
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impact_cloud.visible = false
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speed = randi_range(35,55) # Randomise the bee speed a bit
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bee_wing_animation.play("Fly")
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@ -61,8 +65,7 @@ func deposit_nectar():
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func die():
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# Move to the death state
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# For now just remove the bee...
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queue_free()
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fsm.force_change_state("Death")
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@ -3,6 +3,14 @@ class_name Beehive
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var dancer_in_range : bool = false
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@onready var outline = $AreaHighlight
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func show_outline():
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outline.visible = true
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func hide_outline():
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outline.visible = false
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func _on_area_2d_area_entered(area:Area2D):
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if area.is_in_group("dancer"):
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dancer_in_range = true
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10
entities/scripts/flowers.gd
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10
entities/scripts/flowers.gd
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@ -0,0 +1,10 @@
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extends Node2D
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class_name Flowers
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@onready var outline = $AreaHighlight
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func show_outline():
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outline.visible = true
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func hide_outline():
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outline.visible = false
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12
entities/scripts/vegetable_patch.gd
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12
entities/scripts/vegetable_patch.gd
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@ -0,0 +1,12 @@
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extends Node2D
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class_name VegetablePatch
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@onready var death_box = $DeathBox
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func _ready():
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death_box.connect("body_entered", Callable(self, "_on_body_entered"))
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func _on_body_entered(area):
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if area.is_in_group("bee"):
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area.die()
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