Added health bar and snail behavior enhancements
- Introduced a health bar for flowers, which updates based on the current GameState values. - Enhanced snail behavior with eating and sleeping states. Snails now have a chance to switch to the sleeping state while eating. - Improved mouse interaction with snails, allowing them to potentially switch to sleep mode when clicked. - Refactored cursor management into its own class for better code organization and readability. - Updated drone placement logic to use the new CursorManager class. - Added functionality for bees to replenish flower nectar levels after a certain number of deposits.
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12 changed files with 167 additions and 33 deletions
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@ -1,6 +1,6 @@
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class_name DirectorDrone extends Drone
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@onready var edit_cursor : Resource = preload("res://resources/cursors/message_dots_round.png")
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@onready var label : Label = get_node("Label")
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@export var visit_order : int = 0 :
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@ -17,21 +17,19 @@ func _on_click_detection_mouse_entered() -> void:
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if GameState.placing_drone == false:
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Log.pr("Mouse entered the director drone!")
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label.visible = true
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Input.set_custom_mouse_cursor(edit_cursor, Input.CURSOR_ARROW, Vector2(32, 32))
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CursorMgr.edit()
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func _on_click_detection_mouse_exited() -> void:
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if GameState.placing_drone == false:
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Log.pr("Mouse exited the director drone!")
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label.visible = false
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#Input.set_custom_mouse_cursor(null)
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GameState.reset_cursor()
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CursorMgr.reset_cursor()
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func _on_click_detection_input_event(_viewport:Node, event:InputEvent, _shape_idx:int) -> void:
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if GameState.placing_drone == false:
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if (event is InputEventMouseButton && event.button_index == MOUSE_BUTTON_RIGHT && event.pressed):
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#Input.set_custom_mouse_cursor(null)
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GameState.reset_cursor()
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CursorMgr.reset_cursor()
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queue_free()
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get_parent().get_parent().update_director_drone_list()
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