45 lines
1.4 KiB
GDScript
45 lines
1.4 KiB
GDScript
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extends Node2D
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onready var color_component = $Components/Color
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onready var tinted_sprite_component = $Components/TintedSprite
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onready var clickable_component = $Components/Clickable
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onready var movable_component = $Components/Movable
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onready var is_active = false
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if color_component and tinted_sprite_component:
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print ("Connecting signals")
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color_component.connect("color_changed", tinted_sprite_component, "set_color_tint")
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if clickable_component:
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clickable_component.connect("clicked", self, "_on_entity_clicked")
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if movable_component:
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movable_component.connect("position_updated", self, "_on_position_updated")
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movable_component.target = self.transform.origin
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movable_component.pos = self.transform.origin
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func _process(delta):
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if is_active and color_component:
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var color = Color(
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(sin(float(OS.get_system_time_msecs()) / 1000.0) + 1.0) / 2.0,
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(sin(float(OS.get_system_time_msecs()) / 300.0) + 1.0) / 2.0,
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(sin(float(OS.get_system_time_msecs()) / 100.0) + 1.0) / 2.0
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)
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color_component.set_color(color)
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pass
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func _on_entity_clicked():
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is_active = not is_active
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func _on_position_updated(new_position):
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transform.origin = new_position
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update()
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func on_world_location_clicked(position):
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assert(movable_component)
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movable_component.target = position
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