extends StaticBody2D class_name ItemConverter @onready var sprite_front: AnimatedSprite2D = $SpriteFront @onready var sprite_back: AnimatedSprite2D = $SpriteBack @onready var sound_working: AudioStreamPlayer = $SoundWorking @export var crown_chance: float = 0.1 @export var chalice_chance: float = 0.4 @export var required_gold = 25 @onready var stored_gold: int = 0 @onready var gem_hue_ready: Array[float] = [] @onready var gem_hue_stored: Array[float] = [] @onready var gem_hue_spawn: Array[float] = [] @onready var conversion_timer: Timer = $ConversionTimer @onready var ring_spawner = $RingSpawner @onready var chalice_spawner = $ChaliceSpawner @onready var crown_spawner = $CrownSpawner func _physics_process(_delta): if conversion_timer.is_stopped(): var hue = gem_hue_stored.pop_front() if hue: gem_hue_spawn.append(hue) conversion_timer.start() if sprite_front: sprite_front.play() if sprite_back: sprite_back.play() if sound_working: sound_working.play() func try_produce(): if stored_gold >= required_gold and len(gem_hue_ready) >= 1: stored_gold -= required_gold gem_hue_stored.append(gem_hue_ready.pop_back()) func _on_timer_timeout(): var rand = Randomizer.rng.randf() if rand <= crown_chance: crown_spawner.spawn() elif rand <= chalice_chance: chalice_spawner.spawn() else: ring_spawner.spawn() if sprite_front: sprite_front.stop() if sprite_back: sprite_back.stop() if sound_working: sound_working.stop() var is_pending_deletion: bool = false func pending_deletion(): sprite_front.modulate = Color.RED is_pending_deletion = true func ending_deletion(): sprite_front.modulate = Color.WHITE is_pending_deletion = false func _on_input_event(_viewport: Node, event: InputEvent, _shape_idx: int): if is_pending_deletion: if event is InputEventMouseButton or event is InputEventScreenTouch: queue_free() func _on_gem_collector_collected(body: RigidBody2D): var colored: Colored = body.get_node("CollisionShape2D/Sprite/Colored") gem_hue_ready.append(colored.hue) try_produce() func _on_gold_collector_collected(_body: RigidBody2D): stored_gold += 1 try_produce() func _on_spawner_spawned(what: RigidBody2D): var hue = gem_hue_spawn.pop_front() if not hue: push_error("Missing gem hue, defualting to red") hue = 0 var colored: Colored = what.get_node("CollisionShape2D/Sprite/Colored") colored.hue = hue