- 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.
46 lines
No EOL
1.4 KiB
GDScript
46 lines
No EOL
1.4 KiB
GDScript
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() |