star.gd rearrange and make color show up in editor
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1 changed files with 19 additions and 13 deletions
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@ -1,6 +1,17 @@
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tool
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extends Node2D
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extends Node2D
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export(int, "Red", "Yellow","Green","Blue","Magenta") var color
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enum StarColor {RED, YELLOW, GREEN, BLUE, MAGENTA}
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const COLORS = {
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StarColor.RED: preload("res://graphics/collectibles/pal_star_red.png"),
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StarColor.YELLOW: preload("res://graphics/collectibles/pal_star_yellow.png"),
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StarColor.GREEN: preload("res://graphics/collectibles/pal_star_green.png"),
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StarColor.BLUE: preload("res://graphics/collectibles/pal_star_blue.png"),
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StarColor.MAGENTA: preload("res://graphics/collectibles/pal_star_magenta.png")
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}
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export(StarColor) var color setget _set_color
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export var value = 1
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export var value = 1
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onready var sprite = $AnimatedSprite
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onready var sprite = $AnimatedSprite
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@ -8,17 +19,12 @@ func _ready():
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#Sync all coinframes
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#Sync all coinframes
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sprite.play()
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sprite.play()
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#Change color
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#Change color
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match color:
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_set_color(color)
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0:
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sprite.material.set_shader_param("palette",load("res://graphics/collectibles/pal_star_red.png"))
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func _set_color(value):
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1:
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color = value
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sprite.material.set_shader_param("palette",load("res://graphics/collectibles/pal_star_yellow.png"))
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if is_inside_tree():
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2:
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sprite.material.set_shader_param("palette", COLORS[color])
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sprite.material.set_shader_param("palette",load("res://graphics/collectibles/pal_star_green.png"))
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3:
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sprite.material.set_shader_param("palette",load("res://graphics/collectibles/pal_star_blue.png"))
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4:
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sprite.material.set_shader_param("palette",load("res://graphics/collectibles/pal_star_magenta.png"))
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func _on_Area2D_area_entered(area):
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func _on_Area2D_area_entered(area):
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#Collect
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#Collect
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