cauldron change color based on collected fruits
parent
574640e2da
commit
e89b80a825
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@ -255,7 +255,7 @@ region = Rect2(96, 96, 96, 96)
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[sub_resource type="AtlasTexture" id="AtlasTexture_gyfn7"]
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atlas = ExtResource("5_vid1f")
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region = Rect2(288, 192, 96, 96)
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region = Rect2(480, 96, 96, 96)
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[node name="Witch" type="CharacterBody2D" unique_id=1188927311]
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script = ExtResource("1_b1vsk")
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@ -1,5 +1,5 @@
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extends DropsBase
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class_name Apple
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# Called when the node enters the scene tree for the first time.
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@ -4,6 +4,7 @@ var base = AtlasTexture.new()
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var yellow = AtlasTexture.new()
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var orange = AtlasTexture.new()
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var red = AtlasTexture.new()
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var purple = AtlasTexture.new()
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var slots: Array[TextureRect] = []
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var colors: Array[AtlasTexture] = []
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var burning_colors: Array[AtlasTexture] = []
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@ -19,8 +20,10 @@ func _ready() -> void:
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orange.region = Rect2(192, 96, 96, 96)
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red.atlas = preload("res://assets/Cauldron's Brew/Cauldron and Powder.png")
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red.region = Rect2(288, 96, 96, 96)
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purple.atlas = preload("res://assets/Cauldron's Brew/Cauldron and Powder.png")
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purple.region = Rect2(480, 96, 96, 96)
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slots = [$Empty1, $Empty2, $Empty3]
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colors = [base, yellow, red, orange]
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colors = [base, yellow, red, orange, purple]
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enrich_burning_colors()
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pass # Replace with function body.
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@ -51,3 +54,11 @@ func enrich_burning_colors():
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burning.atlas = color.atlas
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burning.region = Rect2(color.region.position.x, color.region.position.y + 96, 96, 96)
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burning_colors.append(burning)
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func progres_bar(fruit, progress):
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if fruit is Apple:
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change_texture(progress,3)
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if fruit is Grape:
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change_texture(progress, 4)
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pass
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@ -1,4 +1,4 @@
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extends DropsBase
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class_name Grape
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# Called when the node enters the scene tree for the first time.
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@ -16,7 +16,7 @@ func _physics_process(delta: float) -> void:
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func _on_collect(DropsBase):
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if is_casting:
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return
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$CauldronBar.change_texture(bar_progress,3)
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$CauldronBar.progres_bar(DropsBase, bar_progress)
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bar_progress += 1
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if bar_progress == 3:
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bar_progress = 0
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