godotcodeGodot Code Samplesspawn code: func spawn():
if $AutoPixels.get_child_count() == 0:
for k in AutoFactory.keys():
for i in range(MachineMap.get_used_cells_by_id(AutoFactory[k].TileID).size()):
Player.Energy -= AutoFactory[k].EnergyUse
var pos = MachineMap.map_to_world(MachineMap.get_used_cells_by_id(AutoFactory[k].TileID)[i])
var g = Pixel.instance()
$AutoPixels.add_child(g)
g.connect("_PixelCollected", self, "_PixelCollected")
g.set_position(pos+Vector2(24,24))
g.auto(true)
#g.location(pos)
for k in Factory.keys():
for i in range(MachineMap.get_used_cells_by_id(Factory[k].TileID).size()):
var pos = MachineMap.map_to_world(MachineMap.get_used_cells_by_id(Factory[k].TileID)[i])
if pos in PixelList:
print("i am in array")
else:
print("i am not in array")
var g = Pixel.instance()
$Pixels.add_child(g)
g.connect("_PixelCollected", self, "_PixelCollected")
g.set_position(pos+Vector2(24,24))
g.auto(false)
g.location(pos)
PixelList.append(pos)
for k in Factory.keys():
for i in range(MachineMap.get_used_cells_by_id(Factory[k].TileID).size()):
var pos = MachineMap.map_to_world(MachineMap.get_used_cells_by_id(Factory[k].TileID)[i])
if not pos in PixelList:
var time = Factory[k].Time
var auto = false
PixelList.append(pos)
var t = MachineTimer.instance()
$Timers.add_child(t)
t.connect("_MachineTimerStop", self, "_MachineTimerStop")
t.init(time,pos,auto)
for k in AutoFactory.keys():
for i in range(MachineMap.get_used_cells_by_id(AutoFactory[k].TileID).size()):
var pos = MachineMap.map_to_world(MachineMap.get_used_cells_by_id(AutoFactory[k].TileID)[i])
if not pos in PixelList && Player.Resources.Energy >= AutoFactory[k].EnergyUse:
Player.Resources.Energy -= AutoFactory[k].EnergyUse
var time = AutoFactory[k].Time
var auto = true
PixelList.append(pos)
var t = MachineTimer.instance()
$Timers.add_child(t)
t.connect("_MachineTimerStop", self, "_MachineTimerStop")
t.init(time,pos,auto)
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