feat: add spreading mushroom to playground level
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@@ -0,0 +1,75 @@
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extends Node3D
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@export var spread_radius := 2.0
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@export var spread_interval_min := 5.0
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@export var spread_interval_max := 15.0
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@export var max_mushrooms_in_radius := 3
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@export var check_radius := 1.5
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@export var max_total_mushrooms := 50
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static var total_mushrooms := 0
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@onready var spread_timer: Timer = $SpreadTimer
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@onready var ground_ray: RayCast3D = $GroundRay
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func _ready() -> void:
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total_mushrooms += 1
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_setup_timer()
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# Randomize initial scale for variety
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scale = Vector3.ONE * randf_range(0.8, 1.2)
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rotation.y = randf_range(0, TAU)
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func _setup_timer() -> void:
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spread_timer.wait_time = randf_range(spread_interval_min, spread_interval_max)
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spread_timer.start()
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func _on_spread_timer_timeout() -> void:
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if total_mushrooms >= max_total_mushrooms:
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return
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if _count_nearby_mushrooms() >= max_mushrooms_in_radius:
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# Too crowded, try again later
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_setup_timer()
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return
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_attempt_spread()
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_setup_timer()
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func _attempt_spread() -> void:
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var random_angle := randf_range(0, TAU)
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var random_dist := randf_range(spread_radius * 0.5, spread_radius)
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var offset := Vector3(cos(random_angle) * random_dist, 5.0, sin(random_angle) * random_dist)
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ground_ray.position = offset
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ground_ray.force_raycast_update()
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if ground_ray.is_colliding():
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var collision_point := ground_ray.get_collision_point()
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var collision_normal := ground_ray.get_collision_normal()
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# Only spread on relatively flat surfaces
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if collision_normal.dot(Vector3.UP) > 0.7:
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_spawn_mushroom(collision_point)
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func _spawn_mushroom(pos: Vector3) -> void:
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var mushroom_scene = load(scene_file_path)
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var new_mushroom = mushroom_scene.instantiate()
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get_parent().add_child(new_mushroom)
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new_mushroom.global_position = pos
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# Visual feedback/animation
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new_mushroom.scale = Vector3.ZERO
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var tween = create_tween()
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tween.tween_property(new_mushroom, "scale", Vector3.ONE * randf_range(0.8, 1.2), 1.0).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
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func _count_nearby_mushrooms() -> int:
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var count := 0
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for mushroom in get_tree().get_nodes_in_group("mushrooms"):
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if mushroom == self: continue
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if global_position.distance_to(mushroom.global_position) < check_radius:
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count += 1
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return count
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func _exit_tree() -> void:
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total_mushrooms -= 1
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@@ -0,0 +1 @@
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uid://brtwt4rp650ao
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@@ -0,0 +1,40 @@
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[gd_scene load_steps=6 format=3]
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[ext_resource type="Script" path="res://scenes/Interaction/mushroom.gd" id="1_m1s2h"]
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[sub_resource type="CylinderMesh" id="CylinderMesh_stem"]
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top_radius = 0.05
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bottom_radius = 0.05
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height = 0.15
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_stem"]
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albedo_color = Color(0.9, 0.85, 0.7, 1)
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[sub_resource type="SphereMesh" id="SphereMesh_cap"]
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radius = 0.15
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height = 0.1
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is_hemisphere = true
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_cap"]
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albedo_color = Color(0.8, 0.2, 0.2, 1)
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[node name="Mushroom" type="Node3D" groups=["mushrooms"]]
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script = ExtResource("1_m1s2h")
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[node name="Stem" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.075, 0)
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mesh = SubResource("CylinderMesh_stem")
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surface_material_override/0 = SubResource("StandardMaterial3D_stem")
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[node name="Cap" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.15, 0)
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mesh = SubResource("SphereMesh_cap")
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surface_material_override/0 = SubResource("StandardMaterial3D_cap")
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[node name="SpreadTimer" type="Timer" parent="."]
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one_shot = true
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[node name="GroundRay" type="RayCast3D" parent="."]
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target_position = Vector3(0, -10, 0)
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[connection signal="timeout" from="SpreadTimer" to="." method="_on_spread_timer_timeout"]
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