Files
Super-Mario-Bros.-Remastere…/Scripts/Parts/WindGenerator.gd
2025-09-13 16:30:32 +01:00

34 lines
1.1 KiB
GDScript

extends EntityGenerator
@export_range(1, 8, 1) var wind_force := 4
@export_enum("Right" , "Left") var wind_direction := 0
func _ready() -> void:
await get_tree().create_timer(0.1, false).timeout
get_parent().move_child(self, 0)
func _physics_process(delta: float) -> void:
[$CanvasLayer/Left, $CanvasLayer/Right][wind_direction].show()
for i in [$CanvasLayer/Left/Particles, $CanvasLayer/Right/Particles]:
i.emitting = active
i.speed_scale = float(wind_force) / 4
i.amount = wind_force * 16
if active:
for i: Player in get_tree().get_nodes_in_group("Players"):
if i.spring_bouncing == false and i.is_on_wall() == false and i.state_machine.state.name == "Normal":
i.simulated_velocity.x = wind_force * [1, -1][wind_direction]
i.global_position.x += ((wind_force * 10) * [1, -1][wind_direction]) * delta
if $SFX.is_playing() == false:
$SFX.play()
else:
$SFX.stop()
func activate() -> void:
if not active:
active = true
func deactivate_all_generators() -> void:
for i in get_tree().get_nodes_in_group("EntityGenerators"):
i.active = false