feat: instantiate dragons with initial animation

This commit is contained in:
Gerard Gascón 2025-04-09 18:13:50 +02:00
parent 48b6cd42cf
commit c422a83f59
6 changed files with 62 additions and 9 deletions

View file

@ -16,7 +16,12 @@ var _instantiator: DragonInstantiator
var _save_load: SaveLoad
var _library: DragonLibrary
var _dragon_entities: Dictionary = {}
var _dragon_entities: Dictionary[int, Dragon] = {}
var _instantiated_dragons: Dictionary[int, DragonEntity] = {}
var rng: RandomNumberGenerator = RandomNumberGenerator.new()
@export var min_dragon_instantiation_time: float
@export var max_dragon_instantiation_time: float
func _ready():
@ -27,10 +32,36 @@ func _ready():
await get_tree().process_frame
move_window_to_bottom_right()
_load_game()
_queue_dragon_instantiation()
func _queue_dragon_instantiation():
await get_tree().create_timer(rng.randf_range(min_dragon_instantiation_time, max_dragon_instantiation_time)).timeout
_instantiate_random_dragon()
func _instantiate_random_dragon():
pass
for spot in dragon_spots:
if not _filled_spots.has(spot):
var dragon: DragonEntity = _pick_random_dragon(spot.position)
if dragon != null:
_filled_spots[spot] = dragon.id
break
_queue_dragon_instantiation()
func _pick_random_dragon(pos: Vector2) -> DragonEntity:
for dragon in _library.dragons:
var id: int = dragon['id']
if _instantiated_dragons.has(id) or _dragon_entities.has(id):
continue
var dragon_name: String = dragon['name']
var hat: Texture2D = hat_outfits.get_texture(dragon['hat'])
var shirt: Texture2D = shirt_outfits.get_texture(dragon['shirt'])
var shoes: Texture2D = shoes_outfits.get_texture(dragon['shoes'])
return _instantiate_dragon_ingame(pos, hat, shirt, shoes, dragon_name, id)
return null
func move_window_to_bottom_right():
@ -69,7 +100,7 @@ func _load_game():
print(_save_load.contents_to_save)
func _instantiate_dragon_ingame(position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String, id: int):
func _instantiate_dragon_ingame(position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String, id: int) -> DragonEntity:
var dragon: DragonEntity = dragon_ingame.instantiate()
dragon.dress(hat, shirt, shoes)
dragon.set_dragon_name(dragon_name)
@ -77,6 +108,8 @@ func _instantiate_dragon_ingame(position: Vector2, hat: Texture2D, shirt: Textur
dragon.id = id
dragon.position = position
dragon.on_pick.connect(_pick_dragon)
_instantiated_dragons[id] = dragon
return dragon
func _pick_dragon(id: int, position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String, drag: bool = true):
@ -85,6 +118,7 @@ func _pick_dragon(id: int, position: Vector2, hat: Texture2D, shirt: Texture2D,
_dragon_entities[id] = dragon
dragon.place_back.connect(_dragon_place_back)
add_child(dragon)
_instantiated_dragons.erase(id)
for spot in _filled_spots:
if _filled_spots[spot] == id: