untitled-plant-game/World/Plant.gd

79 lines
2.0 KiB
GDScript

extends Node2D
export var size = Vector2()
# 2 dimensional array y and x
var pixels_x = []
var active = []
var rng
var branches = 4
func _process(_delta):
step()
pass
func step():
call_deferred("grow")
if randi() % 400 == 0:
blossom()
func _ready():
randomize()
rng = RandomNumberGenerator.new()
rng.randomize()
size.x = ProjectSettings.get_setting("display/window/size/width") / 2
size.y = ProjectSettings.get_setting("display/window/size/height")
call_deferred("spawn_pixels")
call_deferred("plant_seed")
branches = rng.randi_range(2, 24)
print(branches)
func spawn_pixels():
for n in size.x:
var pixels_y = []
for i in size.y:
var Main = get_tree().current_scene
var Pixel = preload("res://World/Pixel.tscn")
var pixel = Pixel.instance()
# set position
pixel.rect_global_position = Vector2(n, i)
pixel.position = Vector2(n, i)
# show in scene
Main.add_child(pixel)
# initilize array
pixels_y.append(pixel)
pixels_x.append(pixels_y)
func plant_seed():
var plant_seed = pixels_x[size.x / 2][size.y - 10]
plant_seed.active = true
active.append(plant_seed)
func grow():
if (randi() % branches) >= 1:
new_pixel(active[active.size() - 1])
else:
new_pixel(active[randi() % active.size()])
func new_pixel(original_pixel):
var var_x = rng.randi_range(-1, 1)
var var_y
#grow down
if (randi() % 2) == 0:
var_y = rng.randi_range(-1, 1)
# grow regularly
else: var_y = rng.randi_range(-1, 0)
var new_position = Vector2(original_pixel.position)
new_position.x = clamp(new_position.x + var_x, 0, pixels_x.size() - 1)
new_position.y = clamp(new_position.y + var_y, 0, pixels_x[new_position.x].size() - 1)
var new_pixel = pixels_x[new_position.x][new_position.y]
if !new_pixel.active:
active.append(new_pixel)
new_pixel.age_up()
func blossom():
var Flower = preload("res://World/Flower.tscn")
var flower = Flower.instance()
var main = get_tree().current_scene
flower.global_position = active[randi() % active.size()].position
main.add_child(flower)