extends Node2D const DURATION := 1.6 var _texture: Texture2D var _fragments: Array[Dictionary] = [] var _dust: Array[Dictionary] = [] var _elapsed := 0.0 var _rng := RandomNumberGenerator.new() var _dust_color := Color("b4a99a") func configure(sprite: Sprite2D) -> void: _texture = sprite.texture transform = sprite.global_transform var sprite_scale := global_scale scale = Vector2.ONE _rng.randomize() var dimensions := _texture.get_size() var grid: Array[Vector2] = [] for y in 5: for x in 5: var vertex := Vector2(x, y) * dimensions / 4.0 if x > 0 and x < 4: vertex.x += _rng.randf_range(-0.3, 0.3) * dimensions.x / 4.0 if y > 0 and y < 4: vertex.y += _rng.randf_range(-0.3, 0.3) * dimensions.y / 4.0 grid.append(vertex) for y in 4: for x in 4: var a := grid[y * 5 + x] var b := grid[y * 5 + x + 1] var c := grid[(y + 1) * 5 + x + 1] var d := grid[(y + 1) * 5 + x] for triangle in [[a, b, c], [a, c, d]]: var center: Vector2 = (triangle[0] + triangle[1] + triangle[2]) / 3.0 var origin := (center - dimensions * 0.5) * sprite_scale var points := PackedVector2Array() var uv := PackedVector2Array() for vertex: Vector2 in triangle: points.append((vertex - center) * sprite_scale) uv.append(vertex / dimensions) var direction := origin.normalized() if origin.length_squared() > 0.1 else Vector2.RIGHT _fragments.append({"points": points, "uv": uv, "position": origin, "velocity": direction.rotated(_rng.randf_range(-0.35, 0.35)) * _rng.randf_range(70.0, 170.0), "angle": 0.0, "spin": _rng.randf_range(-4.0, 4.0)}) _dust_color = Color("a1c7df") if "ice" in _texture.resource_path else Color("b4a99a") for index in 28: _dust.append({"direction": Vector2.RIGHT.rotated(_rng.randf_range(0.0, TAU)), "speed": _rng.randf_range(45.0, 210.0), "size": _rng.randf_range(1.0, 3.0)}) z_index = 35 light_mask = 4 func _process(delta: float) -> void: _elapsed += delta if _elapsed >= DURATION: queue_free() return for fragment in _fragments: fragment.position += fragment.velocity * delta fragment.velocity *= exp(-1.2 * delta) fragment.angle += fragment.spin * delta queue_redraw() func _draw() -> void: var fade := 1.0 - smoothstep(0.65, DURATION, _elapsed) for fragment in _fragments: draw_set_transform(fragment.position, fragment.angle) draw_polygon(fragment.points, PackedColorArray([Color(1.0, 1.0, 1.0, fade)]), fragment.uv, _texture) draw_set_transform(Vector2.ZERO) var dust_fade := maxf(0.0, 1.0 - _elapsed / 0.8) for mote in _dust: var travel: Vector2 = mote.direction * mote.speed * (1.0 - exp(-2.0 * _elapsed)) / 2.0 draw_circle(travel, mote.size * (1.0 + _elapsed), Color(_dust_color, dust_fade * 0.65)) if _elapsed < 0.18: draw_circle(Vector2.ZERO, 16.0 * (1.0 - _elapsed / 0.18), Color(0.85, 0.9, 1.0, (1.0 - _elapsed / 0.18) * 0.55))