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farm_field.gd
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farm_field.gd
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extends Node2D
@onready var small_plants = $SmallPlants
@onready var medium_plants = $MediumPlants
@onready var large_plants = $LargePlants
var state = 0
var seen_info = false
# Called when the node enters the scene tree for the first time.
func _ready():
Game.connect("season_changed", _season_changed)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
_draw_plants()
func interact(_area):
if not seen_info:
seen_info = true
Game.send_notify("Hier könnte man etwas anbauen, ich glaube aber nicht dass irgendeine Pflanze den Winter überleben würde.")
if Game.season != Game.Season.WINTER && state == 0:
state += 1
if Game.season == Game.Season.FALL && state == 3:
state = 0
match Game.use_tool():
true: Game.inc_item(Game.Items.FOOD, Game.HARVEST_AMOUNT * 2)
false: Game.inc_item(Game.Items.FOOD, Game.HARVEST_AMOUNT)
func _season_changed(season):
if Game.season != Game.Season.WINTER && state != 0:
state += 1
elif Game.season == Game.Season.WINTER:
state = 0
func _draw_plants():
if state == 0:
_show_no_plants()
elif state == 1:
_show_small_plants()
elif state == 2:
_show_medium_plants()
elif state == 3:
_show_large_plants()
func _show_no_plants():
for i in small_plants.get_children():
i.visible = false
for i in medium_plants.get_children():
i.visible = false
for i in large_plants.get_children():
i.visible = false
func _show_small_plants():
for i in small_plants.get_children():
i.visible = true
for i in medium_plants.get_children():
i.visible = false
for i in large_plants.get_children():
i.visible = false
func _show_medium_plants():
for i in small_plants.get_children():
i.visible = false
for i in medium_plants.get_children():
i.visible = true
for i in large_plants.get_children():
i.visible = false
func _show_large_plants():
for i in small_plants.get_children():
i.visible = false
for i in medium_plants.get_children():
i.visible = false
for i in large_plants.get_children():
i.visible = true