@tool class_name Pool extends StaticBody2D @export var mana_r: int = 10 @export var mana_g: int = 10 @export var mana_b: int = 10 # Called when the node enters the scene tree for the first time. func _ready(): update() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta): if $CollisionShape2D2.disabled: # Prepare the shape query parameters var query_parameters = PhysicsShapeQueryParameters2D.new() var collision_shape = $CollisionShape2D2.shape query_parameters.set_shape(collision_shape) query_parameters.set_transform(Transform2D(0, position)) query_parameters.set_collision_mask(1) #1=players # Get the Physics2DDirectSpaceState for collision checking var space_state = get_world_2d().direct_space_state # Check for collision var collision_results = space_state.intersect_shape(query_parameters) if collision_results.size() == 0: $CollisionShape2D2.disabled=false update() pass func update(): var max_value: float = max(mana_r, mana_g, mana_b) if max_value==0: self.queue_free() return; var normalized_r = mana_r / max_value var normalized_g = mana_g / max_value var normalized_b = mana_b / max_value self.modulate = Color(normalized_r, normalized_g, normalized_b) var s=sqrt((mana_r+mana_g+mana_b)/1000.0) self.scale=Vector2(s,s) self.queue_redraw() # Request to redraw the node func decay(): var new_player = load("res://player.tscn").instantiate() new_player.get_node("CharacterBody2D").velocity = Vector2.from_angle(randf_range(0, 2 * PI)) * 100 new_player.get_node("CharacterBody2D").position = position new_player.get_node("CharacterBody2D").exchange_with(self) new_player.get_node("CharacterBody2D/CollisionShape2D").disabled=true get_tree().root.add_child(new_player)