Receiver works, probably

This commit is contained in:
2025-05-02 12:19:58 -05:00
parent 30bf202118
commit 516e9d537b
15 changed files with 139 additions and 34 deletions

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@@ -0,0 +1,30 @@
[remap]
importer="Aseprite Sprite sheet (JSON)"
type="JSON"
uid="uid://bfoujcalueter"
path="res://.godot/imported/energy_flow.aseprite-eb6a9972110bec4c01ba5ba517515d8a.res"
[deps]
source_file="res://entities/energy_flow/energy_flow.aseprite"
dest_files=["res://.godot/imported/energy_flow.aseprite-eb6a9972110bec4c01ba5ba517515d8a.res"]
[params]
animation/default/name="default"
animation/default/direction=0
animation/default/repeat_count=0
animation/autoplay_name=""
atlas_textures/region_filter_clip_enabled=false
animation/merge_equal_sonsequent_frames=true
animation/flatten_repetition=true
middle_import_script=""
post_import_script=""
sprite_sheet/edges_artifacts_avoidance_method=0
sprite_sheet/sprites_surrounding_color=Color(1, 1, 1, 0)
sprite_sheet/layout=0
sprite_sheet/max_cells_in_strip=0
sprite_sheet/trim_sprites_to_overall_min_size=true
sprite_sheet/collapse_transparent_sprites=true
sprite_sheet/merge_duplicated_sprites=true

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@@ -0,0 +1,3 @@
[gd_resource type="AtlasTexture" format=3 uid="uid://dwer5p1ooqv2c"]
[resource]

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@@ -3,7 +3,11 @@ extends Node2D
@onready var energy_line: Line2D = %EnergyLine
@onready var ray_cast: RayCast2D = %RayCast
@export_range(1,999,8) var maximum_flow_distance: float
@export_range(1,999,1) var maximum_flow_distance: float = 300
@export var energy: float = 1.0
var energy_distribution_target: CollisionObject2D
var target_accepting_energy: EnergyAcceptor
func _ready() -> void:
var target_position := Vector2(maximum_flow_distance, 0)
@@ -14,10 +18,28 @@ func _ready() -> void:
ray_cast.target_position = target_position
func _process(delta: float) -> void:
energy_line.clear_points()
if ray_cast.is_colliding():
if not ray_cast.get_collider() == energy_distribution_target:
if target_accepting_energy: target_accepting_energy.deplete()
energy_distribution_target = ray_cast.get_collider()
_find_energy_acceptor(energy_distribution_target)
energy_line.clear_points()
energy_line.add_point(Vector2.ZERO)
energy_line.add_point(ray_cast.get_collision_point() - global_position)
else :
energy_line.add_point(Vector2(global_position.distance_to(ray_cast.get_collision_point()), 0))
if target_accepting_energy:
target_accepting_energy.energize(energy * delta, ray_cast.get_collision_point())
elif energy_distribution_target :
energy_distribution_target = null
if target_accepting_energy:
target_accepting_energy.deplete()
target_accepting_energy = null
energy_line.clear_points()
energy_line.add_point(Vector2.ZERO)
energy_line.add_point(Vector2(maximum_flow_distance, 0))
func _find_energy_acceptor(node: Node):
for child in node.get_children():
if child is EnergyAcceptor:
target_accepting_energy = child
return
target_accepting_energy = null