Made particles emit from resource

This commit is contained in:
2024-03-12 10:23:11 -05:00
parent 4b362fabed
commit 4718108407
8 changed files with 72 additions and 22 deletions

View File

@@ -1,20 +1,19 @@
extends Building extends Building
const CARBON_RESOURCE = preload("res://data/game_resources/carbon/carbon_resource.tres") var nearest_res
var _distance
var _direction
func ready(building: BuildingBase) -> void: const CARBON_RESOURCE = preload("res://data/game_resources/carbon/carbon_resource.tres")
var nearest_res := Grid.get_nearest_resource(building.position, CARBON_RESOURCE) const HARVESTER_PARTICLES = preload("res://data/buildings/basic/harvester/harvester_particles.tscn")
var _distance = building.position.distance_to(nearest_res)
func initialize(building: BuildingBase) -> void:
nearest_res = Grid.get_nearest_resource(building.position, CARBON_RESOURCE)
_distance = building.position.distance_to(nearest_res)
_direction = nearest_res.direction_to(building.position)
var particles = CPUParticles2D.new() func ready(building: BuildingBase) -> void:
particles.amount = 60 var particles = HARVESTER_PARTICLES.instantiate()
particles.spread = 8 particles.init(_distance, _direction, CARBON_RESOURCE)
particles.material = ParticleProcessMaterial.new() particles.position = nearest_res
particles.radial_accel_max = _distance * -2.5 building.add_sibling(particles)
particles.radial_accel_min = _distance * -2.55
particles.gravity = Vector2.ZERO
particles.direction = building.position.direction_to(nearest_res)
particles.initial_velocity_max = _distance * 2.25
particles.initial_velocity_min = _distance * 2.2
particles.lifetime = 1.65
building.add_child(particles)

View File

@@ -0,0 +1,37 @@
extends Node2D
var _pickup
var _distance
var _direction
var _emitters: Array[CPUParticles2D] = []
func init(distance: float, direction: Vector2, res: GameResource) -> void:
_distance = distance
_direction = direction
_pickup = res
func _ready() -> void:
if _emitters.size() < 10:
var particles = CPUParticles2D.new()
particles.amount = 8
particles.spread = 8
particles.material = ParticleProcessMaterial.new()
particles.radial_accel_max = _distance * -2.5
particles.radial_accel_min = _distance * -2.55
particles.gravity = Vector2.ZERO
particles.direction = _direction
particles.initial_velocity_max = _distance * 2.25
particles.initial_velocity_min = _distance * 2.2
particles.lifetime = 1.65
add_child(particles)
_emitters.append(particles)
else:
for i in range(1, _emitters.size()):
_emitters[i].queue_free()
_emitters.resize(1)
ResourceManager.pickup(_pickup)
func _on_particles_timer_timeout() -> void:
_ready()

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@@ -0,0 +1,12 @@
[gd_scene load_steps=2 format=3 uid="uid://73dsjfc4imfo"]
[ext_resource type="Script" path="res://data/buildings/basic/harvester/harvester_particles.gd" id="1_td5fv"]
[node name="HarvesterParticles" type="Node2D"]
script = ExtResource("1_td5fv")
[node name="ParticlesTimer" type="Timer" parent="."]
wait_time = 0.5
autostart = true
[connection signal="timeout" from="ParticlesTimer" to="." method="_on_particles_timer_timeout"]

View File

@@ -1,9 +1,8 @@
[gd_resource type="Resource" script_class="Building" load_steps=6 format=3 uid="uid://cta6ngelbwo8b"] [gd_resource type="Resource" script_class="Building" load_steps=5 format=3 uid="uid://cta6ngelbwo8b"]
[ext_resource type="Texture2D" uid="uid://n806c03hgaq1" path="res://assets/scifi_tilesheet@2.png" id="1_24f36"] [ext_resource type="Texture2D" uid="uid://n806c03hgaq1" path="res://assets/scifi_tilesheet@2.png" id="1_24f36"]
[ext_resource type="Script" path="res://data/buildings/building.gd" id="1_aylgh"] [ext_resource type="Script" path="res://data/buildings/building.gd" id="1_aylgh"]
[ext_resource type="Resource" uid="uid://bpjj0x7jr1k6u" path="res://data/game_resources/carbon/carbon_resource.tres" id="2_s5ve8"] [ext_resource type="Resource" uid="uid://bpjj0x7jr1k6u" path="res://data/game_resources/carbon/carbon_resource.tres" id="2_s5ve8"]
[ext_resource type="Resource" uid="uid://dr00rd4f42jqe" path="res://data/game_resources/gem/gem_resource.tres" id="3_y57vu"]
[sub_resource type="AtlasTexture" id="AtlasTexture_pbx2g"] [sub_resource type="AtlasTexture" id="AtlasTexture_pbx2g"]
atlas = ExtResource("1_24f36") atlas = ExtResource("1_24f36")
@@ -15,6 +14,5 @@ atlas_texture = SubResource("AtlasTexture_pbx2g")
name = "Warehouse" name = "Warehouse"
description = "Allows storage of more materials" description = "Allows storage of more materials"
cost = { cost = {
ExtResource("2_s5ve8"): 500, ExtResource("2_s5ve8"): 500
ExtResource("3_y57vu"): 200
} }

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@@ -6,5 +6,7 @@ extends Resource
@export var description: String @export var description: String
@export var cost: Dictionary @export var cost: Dictionary
func initialize(building: BuildingBase) -> void:
pass
func ready(building: BuildingBase) -> void: func ready(building: BuildingBase) -> void:
pass pass

View File

@@ -8,7 +8,8 @@ var _building_data: Building
func initialize(data: Building, grid_location: Vector2i) -> void: func initialize(data: Building, grid_location: Vector2i) -> void:
_building_data = data _building_data = data
position = Grid.grid_to_world_center(grid_location) position = Grid.grid_to_world_center(grid_location)
_building_data.ready(self) _building_data.initialize(self)
func _ready() -> void: func _ready() -> void:
sprite_2d.texture = _building_data.atlas_texture sprite_2d.texture = _building_data.atlas_texture
_building_data.ready(self)

View File

@@ -29,7 +29,7 @@ func change_building(data: BuildingBase) -> void:
layer_info[Constants.TilemapLayers.BUILDINGS] = data layer_info[Constants.TilemapLayers.BUILDINGS] = data
func get_resource() -> GameResource: func get_resource() -> GameResource:
return layer_info[Constants.TilemapLayers.ENVIRONMENT] as GameResource return layer_info[Constants.TilemapLayerss.ENVIRONMENT] as GameResource
func has_resource() -> bool: func has_resource() -> bool:
return has_layer(Constants.TilemapLayers.ENVIRONMENT) return has_layer(Constants.TilemapLayers.ENVIRONMENT)

View File

@@ -14,6 +14,7 @@ func _ready() -> void:
func _cleanup_gather() -> void: func _cleanup_gather() -> void:
interaction_finished.emit() interaction_finished.emit()
#TODO add the interaction for buildings
var res: GameResource = Grid.get_location_data(grid_position).get_resource() var res: GameResource = Grid.get_location_data(grid_position).get_resource()
ResourceManager.pickup(res) ResourceManager.pickup(res)
self.queue_free() self.queue_free()