57 lines
1.8 KiB
GDScript
57 lines
1.8 KiB
GDScript
@tool
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class_name Pool
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extends Node2D
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@export var mana_r: int = 10
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@export var mana_g: int = 10
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@export var mana_b: int = 10
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# Called when the node enters the scene tree for the first time.
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func _ready():
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update()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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if $StaticBody2D/CollisionShape2D2.disabled:
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# Prepare the shape query parameters
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var query_parameters = PhysicsShapeQueryParameters2D.new()
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var collision_shape = $StaticBody2D/CollisionShape2D2.shape
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query_parameters.set_shape(collision_shape)
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query_parameters.set_transform(Transform2D(0, position))
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query_parameters.set_collision_mask(1) #1=players
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# Get the Physics2DDirectSpaceState for collision checking
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var space_state = get_world_2d().direct_space_state
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# Check for collision
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var collision_results = space_state.intersect_shape(query_parameters)
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if collision_results.size() == 0:
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$StaticBody2D/CollisionShape2D2.disabled=false
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update()
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pass
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func update():
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var max_value: float = max(mana_r, mana_g, mana_b)
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if max_value==0:
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self.queue_free()
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return;
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var normalized_r = mana_r / max_value
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var normalized_g = mana_g / max_value
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var normalized_b = mana_b / max_value
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self.modulate = Color(normalized_r, normalized_g, normalized_b)
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var s=sqrt((mana_r+mana_g+mana_b)/1000.0)
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self.scale=Vector2(s,s)
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self.queue_redraw() # Request to redraw the node
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func _on_decay_timer_timeout():
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var new_player = load("res://player.tscn").instantiate()
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new_player.get_node("CharacterBody2D").velocity = Vector2.from_angle(randf_range(0, 2 * PI)) * 100
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new_player.get_node("CharacterBody2D").position = position
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new_player.get_node("CharacterBody2D").exchange_with(self)
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new_player.get_node("CharacterBody2D/CollisionShape2D").disabled=true
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get_tree().root.add_child(new_player)
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