added dropsbase to grapes extend

pull/1/head
Artur David 2026-04-14 14:56:21 +02:00
parent 708bb5e763
commit 8c6005596b
4 changed files with 30 additions and 23 deletions

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@ -1,5 +1,6 @@
[gd_scene format=3 uid="uid://cob0yjs7tx2ol"]
[ext_resource type="Script" uid="uid://b6yek34613pbw" path="res://scripts/grape.gd" id="1_0gvam"]
[ext_resource type="Texture2D" uid="uid://d2pinnrigixnp" path="res://assets/16x16 Pixelart Food Icons/Pixel_Foods(ARTLİNE).png" id="1_8daar"]
[sub_resource type="AtlasTexture" id="AtlasTexture_0gvam"]
@ -9,6 +10,7 @@ region = Rect2(55, 19, 15, 16)
[sub_resource type="CircleShape2D" id="CircleShape2D_cukkh"]
[node name="Grape" type="Area2D" unique_id=994786367]
script = ExtResource("1_0gvam")
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=2069064426]
texture_filter = 1

4
scripts/grape.gd 100644
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@ -0,0 +1,4 @@
extends DropsBase
# Called when the node enters the scene tree for the first time.

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@ -0,0 +1 @@
uid://b6yek34613pbw

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@ -13,28 +13,28 @@ func _ready() -> void:
launch(first.global_position)
func _on_body_entered(body: Node2D) -> void:
if body.is_in_group("enemies") and not body.is_hurt and not body.is_dying:
enemies_hit += 1
body.hit()
if enemies_hit == 20:
queue_free()
else:
var next = get_nearest_enemy(global_position, body)
if next == null:
queue_free()
else:
launch(next.global_position)
if body.is_in_group("enemies") and not body.is_hurt and not body.is_dying:
enemies_hit += 1
body.hit()
if enemies_hit == 20:
queue_free()
else:
var next = get_nearest_enemy(global_position, body)
if next == null:
queue_free()
else:
launch(next.global_position)
func get_nearest_enemy(from: Vector2, exclude: Node = null) -> Node:
var nearest = null
var min_distance = INF
for enemy in get_tree().get_nodes_in_group("enemies"):
if enemy == exclude or enemy.is_dying or enemy.is_hurt:
continue
var dist = from.distance_to(enemy.global_position)
if dist < min_distance:
min_distance = dist
nearest = enemy
return nearest
var nearest = null
var min_distance = INF
for enemy in get_tree().get_nodes_in_group("enemies"):
if enemy == exclude or enemy.is_dying or enemy.is_hurt:
continue
var dist = from.distance_to(enemy.global_position)
if dist < min_distance:
min_distance = dist
nearest = enemy
return nearest