Randoloot/scripts/items/loot_pickup.gd
2026-10-26 21:06:32 +01:00

79 lines
3.2 KiB
GDScript

extends Node2D
const PICKUP_RADIUS := 48.0
const ATTRACTION_RADIUS := 150.0
var item: ItemInstance
var _player: CharacterBody2D
var _label: Label
var _glow_time := 0.0
func _ready() -> void:
add_to_group("loot")
_player = get_parent().get_node_or_null("PlayerShip") as CharacterBody2D
_label = Label.new()
_label.position = Vector2(-110, 18)
_label.size = Vector2(220, 44)
_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_label.add_theme_font_size_override("font_size", 11)
_label.add_theme_color_override("font_color", Color("f1f4f8"))
_label.text = item.definition.display_name
add_child(_label)
z_index = 18
set_process(item.get_addon_count() >= 5)
queue_redraw()
preload("res://scripts/items/loot_reveal_effect.gd").spawn(get_parent(),position,item.get_rarity_color(),item.rarity)
scale = Vector2.ONE*0.25
create_tween().tween_property(self,"scale",Vector2.ONE,0.32).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
func _process(delta: float) -> void:
_glow_time += delta
queue_redraw()
func _draw() -> void:
if item == null:
return
if item.get_addon_count() >= 5:
_draw_legendary_glow()
var border := Color("70f5df") if item.definition.category == ItemDefinition.Category.CONSUMABLE else item.get_type_color()
for radius in [28.0, 23.0, 19.0]:
draw_circle(Vector2.ZERO, radius, Color(border, 0.07))
draw_circle(Vector2.ZERO, 18.0, item.get_background_color())
draw_arc(Vector2.ZERO, 19.0, 0.15, PI - 0.15, 32, border, 1.5, true)
draw_arc(Vector2.ZERO, 19.0, PI + 0.15, TAU - 0.15, 32, border, 1.5, true)
if item.definition.icon != null:
draw_texture_rect(item.definition.icon, Rect2(-16, -16, 32, 32), false)
func _draw_legendary_glow() -> void:
var gold := Color("ffbd68")
var pulse := 0.85 + 0.15 * sin(_glow_time * 2.0)
# Soft layered halo remains visible without requiring viewport bloom.
for layer in range(12, 0, -1):
var radius := 20.0 + float(layer) * 3.5
draw_circle(Vector2.ZERO, radius, Color(gold, 0.012 * pulse))
# A tapered pillar and a slowly turning broken ring mark a maximum-addon drop.
for layer in range(6, 0, -1):
var width := float(layer) * 2.2
draw_polygon(PackedVector2Array([Vector2(-width, 0), Vector2(-width * 0.2, -94), Vector2(width * 0.2, -94), Vector2(width, 0)]), PackedColorArray([Color(gold, 0.025 * pulse), Color(gold, 0), Color(gold, 0), Color(gold, 0.025 * pulse)]))
var angle := _glow_time * 0.25
for segment in 3:
var start := angle + float(segment) * TAU / 3.0
draw_arc(Vector2.ZERO, 29.0, start, start + 1.25, 20, Color(gold, 0.42 * pulse), 1.0, true)
func _physics_process(delta: float) -> void:
if not is_instance_valid(_player) or bool(_player.get("_is_destroyed")):
return
var distance := global_position.distance_to(_player.global_position)
if distance > ATTRACTION_RADIUS:
return
var inventory := _player.get_node("ShipInventory") as ShipInventory
if not inventory.can_add_item(item):
_label.text = "%s\nMagazyn pełny" % item.definition.display_name
return
_label.text = item.definition.display_name
if distance <= PICKUP_RADIUS:
if inventory.add_item(item):
set_physics_process(false)
queue_free()
else:
global_position = global_position.move_toward(_player.global_position, 180.0 * delta)