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.
This commit is contained in:
Dan 2024-05-15 13:57:31 +01:00
parent 2a9e78b52e
commit f0a7c5ca05
12 changed files with 167 additions and 33 deletions

View file

@ -1,6 +1,46 @@
extends Sprite2D
extends CharacterBody2D
class_name Snail
@onready var fsm : FiniteStateMachine = $StateMachine as FiniteStateMachine
@onready var flowers : Flowers = get_parent()
var enabled : bool = false
var eating : bool = false
var speed : float = 20.0
var mouse_over : bool = false
func _ready() -> void:
connect("mouse_entered", Callable(self, "on_mouse_entered"))
connect("mouse_exited", Callable(self, "on_mouse_exited"))
# Detect mouse left click and trigger function
func _input(event : InputEvent) -> void:
if mouse_over and eating:
if event is InputEventMouseButton:
if (event is InputEventMouseButton && event.button_index == MOUSE_BUTTON_LEFT && event.pressed):
maybe_sleep()
func eat() -> void:
# Play the munch animation and noise
# Reduce the GameState flower_nectar_level
GameState.flower_nectar_level -= 1
func maybe_sleep() -> void:
# If the snail is still eating, then we want a 30% chance of switching it it to the sleeping state
if eating:
if randf() < 0.3:
if fsm.get_current_state_name() == "eating":
fsm.change_state(fsm.current_state, "sleeping")
func get_random_target() -> Vector2:
return flowers.get_random_circumference_points()
func on_mouse_entered() -> void:
mouse_over = true
Log.pr("Mouse entered the snail!")
func on_mouse_exited() -> void:
# Reset the cursor to the default
mouse_over = false
CursorMgr.reset_cursor()