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feat(game): Scrolling clouds in the background (#110)
Closes #108
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Original file line number | Diff line number | Diff line change |
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extends Area3D | ||
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@export var clouds: Array[PackedScene] = [] | ||
@export var count: int = 16 | ||
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@export var float_direction: Vector3 = Vector3.RIGHT | ||
@export var float_speed_min: float = 4.0 | ||
@export var float_speed_max: float = 8.0 | ||
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var _clouds: Array[Node3D] = [] | ||
var _speeds: Array[float] = [] | ||
var _aabb: AABB | ||
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func _ready(): | ||
_aabb = _find_aabb() | ||
if not _aabb.has_volume(): | ||
push_error("CloudArea required a box shape!") | ||
queue_free() | ||
return | ||
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for i in range(count): | ||
var cloud = _spawn_cloud() | ||
cloud.position = _aabb.position + _aabb.size * Vector3(randf(), randf(), randf()) | ||
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_clouds.push_back(cloud) | ||
_speeds.push_back(randf_range(float_speed_min, float_speed_max)) | ||
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func _process(delta): | ||
for i in range(count): | ||
var cloud = _clouds[i] | ||
var speed = _speeds[i] | ||
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cloud.position += float_direction * speed * delta | ||
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if not _aabb.has_point(cloud.position): | ||
cloud.queue_free() | ||
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cloud = _spawn_cloud() | ||
cloud.position = _aabb.position + _aabb.size * \ | ||
Vector3(randf(), randf(), randf()) * \ | ||
(Vector3.ONE * 0.5 - float_direction * 0.5) | ||
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_clouds[i] = cloud | ||
_speeds[i] = randf_range(float_speed_min, float_speed_max) | ||
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func _spawn_cloud() -> Node3D: | ||
var cloud_template = clouds.pick_random() as PackedScene | ||
var cloud = cloud_template.instantiate() as Node3D | ||
add_child(cloud) | ||
cloud.owner = self | ||
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return cloud | ||
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func _find_aabb() -> AABB: | ||
var shape_owners = get_shape_owners() | ||
for shape_owner in shape_owners: | ||
for i in range(shape_owner_get_shape_count(shape_owner)): | ||
var shape = shape_owner_get_shape(shape_owner, i) | ||
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if shape is BoxShape3D: | ||
var pos = shape_owner_get_transform(shape_owner).origin | ||
var size = shape.size | ||
return AABB(pos - size / 2, size) | ||
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return AABB(Vector3.ZERO, Vector3.ZERO) |