Add RulesComponent, GameRulesResource, and BeeDeath state. Update Bee entity with death animation. Include new textures for particles. Add Highlight animation to Beehive.

This commit is contained in:
Dan 2024-05-09 15:08:57 +01:00
parent 1da411cacd
commit d879ca30bd
222 changed files with 3980 additions and 149 deletions

View file

@ -6,7 +6,11 @@ var spawning_type : String = ""
var director_drones : Array = [] # List of all director drones in the world
@onready var rules = get_parent().get_node("RulesComponent")
@onready var beehive = get_parent().get_node("Beehive")
@onready var flowers = get_parent().get_node("Flowers")
@onready var drone_controls = %DroneControls
@onready var ui_controls = get_parent().get_node("UiComponent")
@onready var spawned_drones_container = get_node("SpawnedDrones")
@onready var cursor = preload("res://resources/cursors/launch_drone.png")
@ -16,6 +20,17 @@ var director_drones : Array = [] # List of all director drones in the world
@onready var distractor_drone = preload("res://entities/DistractorDrone.tscn")
@onready var collector_drone = preload("res://entities/CollectorDrone.tscn")
func _ready():
if !rules.game_rules.collector_enabled:
%SpawnCollector.visible = false
if !rules.game_rules.dancer_enabled:
%SpawnDancer.visible = false
if !rules.game_rules.director_enabled:
%SpawnDirector.visible = false
if !rules.game_rules.distractor_enabled:
%SpawnDistractor.visible = false
## Function to detect right click event
func _input(event) -> void:
if spawning_drone:
@ -36,10 +51,14 @@ func spawn_drone(drone_type : String) -> void:
# new_drone.visit_order = spawned_drones_container.get_child_count()
elif drone_type == "dancer":
new_drone = dancer_drone.instantiate()
# Hide the dancer button
%SpawnDancer.visible = false
elif drone_type == "distractor":
new_drone = distractor_drone.instantiate()
elif drone_type == "collector":
new_drone = collector_drone.instantiate()
# Hide the collector button
%SpawnCollector.visible = false
else:
Log.pr("Unknown drone type: " + drone_type)
@ -52,6 +71,8 @@ func spawn_drone(drone_type : String) -> void:
# Update the director drone list
update_director_drone_list()
reset_node_highlights()
func place_drone(drone_type : String) -> void:
if !spawning_drone:
Input.set_custom_mouse_cursor(cursor, Input.CURSOR_ARROW, Vector2(32, 32))
@ -66,19 +87,51 @@ func cancel_spawning() -> void:
drone_controls.enable_buttons()
spawning_drone = false
spawning_type = ""
reset_node_highlights()
func _on_spawn_director_pressed() -> void:
ui_controls.show_help_text("Help_Drone_Placement_Director")
place_drone("director")
func _on_spawn_collector_pressed() -> void:
flowers.show_outline()
ui_controls.show_help_text("Help_Drone_Placement_Collector")
place_drone("collector")
func _on_spawn_distractor_pressed() -> void:
place_drone("distractor")
func _on_spawn_dancer_pressed() -> void:
beehive.show_outline()
ui_controls.show_help_text("Help_Drone_Placement_Dancer")
place_drone("dancer")
func _on_spawn_director_mouse_entered():
reset_node_highlights()
ui_controls.show_help_text("Help_Drone_Placement_Director")
func _on_spawn_collector_mouse_entered():
reset_node_highlights()
flowers.show_outline()
ui_controls.show_help_text("Help_Drone_Placement_Collector")
func _on_spawn_distractor_mouse_entered():
reset_node_highlights()
ui_controls.show_help_text("Help_Drone_Placement_Distractor")
func _on_spawn_dancer_mouse_entered():
reset_node_highlights()
beehive.show_outline()
ui_controls.show_help_text("Help_Drone_Placement_Dancer")
## Function to clear highlights when a button is mouse exited, if we arent spawning a drone
func _on_button_mouse_exited() -> void:
## Update this to trigger something that hides help messages and resets highlights after a second or so
#if !spawning_drone:
# reset_node_highlights.call_deferred()
pass
func update_director_drone_list():
director_drones.clear()
for drone in spawned_drones_container.get_children():
@ -111,4 +164,9 @@ func get_collector():
for drone in spawned_drones_container.get_children():
if drone is CollectorDrone:
return drone
return null
return null
func reset_node_highlights():
ui_controls.hide_help_text()
beehive.hide_outline()
flowers.hide_outline()