Made particles emit from resource
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@@ -1,20 +1,19 @@
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extends Building
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var nearest_res
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var _distance
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var _direction
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const CARBON_RESOURCE = preload("res://data/game_resources/carbon/carbon_resource.tres")
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const HARVESTER_PARTICLES = preload("res://data/buildings/basic/harvester/harvester_particles.tscn")
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func initialize(building: BuildingBase) -> void:
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nearest_res = Grid.get_nearest_resource(building.position, CARBON_RESOURCE)
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_distance = building.position.distance_to(nearest_res)
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_direction = nearest_res.direction_to(building.position)
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func ready(building: BuildingBase) -> void:
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var nearest_res := Grid.get_nearest_resource(building.position, CARBON_RESOURCE)
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var _distance = building.position.distance_to(nearest_res)
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var particles = CPUParticles2D.new()
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particles.amount = 60
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particles.spread = 8
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particles.material = ParticleProcessMaterial.new()
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particles.radial_accel_max = _distance * -2.5
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particles.radial_accel_min = _distance * -2.55
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particles.gravity = Vector2.ZERO
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particles.direction = building.position.direction_to(nearest_res)
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particles.initial_velocity_max = _distance * 2.25
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particles.initial_velocity_min = _distance * 2.2
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particles.lifetime = 1.65
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building.add_child(particles)
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var particles = HARVESTER_PARTICLES.instantiate()
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particles.init(_distance, _direction, CARBON_RESOURCE)
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particles.position = nearest_res
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building.add_sibling(particles)
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37
data/buildings/basic/harvester/harvester_particles.gd
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37
data/buildings/basic/harvester/harvester_particles.gd
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@@ -0,0 +1,37 @@
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extends Node2D
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var _pickup
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var _distance
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var _direction
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var _emitters: Array[CPUParticles2D] = []
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func init(distance: float, direction: Vector2, res: GameResource) -> void:
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_distance = distance
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_direction = direction
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_pickup = res
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func _ready() -> void:
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if _emitters.size() < 10:
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var particles = CPUParticles2D.new()
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particles.amount = 8
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particles.spread = 8
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particles.material = ParticleProcessMaterial.new()
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particles.radial_accel_max = _distance * -2.5
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particles.radial_accel_min = _distance * -2.55
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particles.gravity = Vector2.ZERO
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particles.direction = _direction
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particles.initial_velocity_max = _distance * 2.25
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particles.initial_velocity_min = _distance * 2.2
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particles.lifetime = 1.65
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add_child(particles)
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_emitters.append(particles)
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else:
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for i in range(1, _emitters.size()):
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_emitters[i].queue_free()
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_emitters.resize(1)
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ResourceManager.pickup(_pickup)
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func _on_particles_timer_timeout() -> void:
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_ready()
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12
data/buildings/basic/harvester/harvester_particles.tscn
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12
data/buildings/basic/harvester/harvester_particles.tscn
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@@ -0,0 +1,12 @@
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[gd_scene load_steps=2 format=3 uid="uid://73dsjfc4imfo"]
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[ext_resource type="Script" path="res://data/buildings/basic/harvester/harvester_particles.gd" id="1_td5fv"]
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[node name="HarvesterParticles" type="Node2D"]
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script = ExtResource("1_td5fv")
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[node name="ParticlesTimer" type="Timer" parent="."]
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wait_time = 0.5
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autostart = true
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[connection signal="timeout" from="ParticlesTimer" to="." method="_on_particles_timer_timeout"]
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@@ -1,9 +1,8 @@
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[gd_resource type="Resource" script_class="Building" load_steps=6 format=3 uid="uid://cta6ngelbwo8b"]
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[gd_resource type="Resource" script_class="Building" load_steps=5 format=3 uid="uid://cta6ngelbwo8b"]
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[ext_resource type="Texture2D" uid="uid://n806c03hgaq1" path="res://assets/scifi_tilesheet@2.png" id="1_24f36"]
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[ext_resource type="Script" path="res://data/buildings/building.gd" id="1_aylgh"]
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[ext_resource type="Resource" uid="uid://bpjj0x7jr1k6u" path="res://data/game_resources/carbon/carbon_resource.tres" id="2_s5ve8"]
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[ext_resource type="Resource" uid="uid://dr00rd4f42jqe" path="res://data/game_resources/gem/gem_resource.tres" id="3_y57vu"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_pbx2g"]
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atlas = ExtResource("1_24f36")
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@@ -15,6 +14,5 @@ atlas_texture = SubResource("AtlasTexture_pbx2g")
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name = "Warehouse"
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description = "Allows storage of more materials"
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cost = {
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ExtResource("2_s5ve8"): 500,
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ExtResource("3_y57vu"): 200
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ExtResource("2_s5ve8"): 500
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}
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@@ -6,5 +6,7 @@ extends Resource
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@export var description: String
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@export var cost: Dictionary
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func initialize(building: BuildingBase) -> void:
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pass
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func ready(building: BuildingBase) -> void:
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pass
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@@ -8,7 +8,8 @@ var _building_data: Building
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func initialize(data: Building, grid_location: Vector2i) -> void:
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_building_data = data
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position = Grid.grid_to_world_center(grid_location)
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_building_data.ready(self)
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_building_data.initialize(self)
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func _ready() -> void:
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sprite_2d.texture = _building_data.atlas_texture
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_building_data.ready(self)
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@@ -29,7 +29,7 @@ func change_building(data: BuildingBase) -> void:
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layer_info[Constants.TilemapLayers.BUILDINGS] = data
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func get_resource() -> GameResource:
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return layer_info[Constants.TilemapLayers.ENVIRONMENT] as GameResource
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return layer_info[Constants.TilemapLayerss.ENVIRONMENT] as GameResource
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func has_resource() -> bool:
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return has_layer(Constants.TilemapLayers.ENVIRONMENT)
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@@ -14,6 +14,7 @@ func _ready() -> void:
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func _cleanup_gather() -> void:
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interaction_finished.emit()
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#TODO add the interaction for buildings
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var res: GameResource = Grid.get_location_data(grid_position).get_resource()
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ResourceManager.pickup(res)
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self.queue_free()
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