| @@ -46,11 +46,11 @@ func set_colors(prime, alt): | |||
| if prime.r != prime.g or prime.r != prime.b: # Only adjust mood if not all values are the same. | |||
| # Even if not all the same, there must be a single dominant color for mood to be adjusted. | |||
| if prime.r > prime.g and prime.r > prime.b: | |||
| adjust_mood(Vector3(0.25, 0.0, 0.0)) | |||
| adjust_mood(Color(0.25, 0.0, 0.0, 1.0)) | |||
| if prime.g > prime.r and prime.g > prime.b: | |||
| adjust_mood(Vector3(0.0, 0.25, 0.0)) | |||
| adjust_mood(Color(0.0, 0.25, 0.0, 1.0)) | |||
| if prime.b > prime.r and prime.b > prime.g: | |||
| adjust_mood(Vector3(0.0, 0.0, 0.25)); | |||
| adjust_mood(Color(0.0, 0.0, 0.25, 1.0)); | |||
| func get_colors(): | |||
| return { | |||
| @@ -58,12 +58,11 @@ func get_colors(): | |||
| "alt": $Sprite.material.get_shader_param("rim_color") | |||
| }; | |||
| func adjust_mood(mv): | |||
| mood.x = clamp(mood.x + mv.x, 0.0, 1.0) | |||
| mood.y = clamp(mood.y + mv.y, 0.0, 1.0) | |||
| mood.z = clamp(mood.z + mv.z, 0.0, 1.0) | |||
| var color = Color(mood.x, mood.y, mood.z, 1.0) | |||
| $Sprite.material.set_shader_param("cell_color", color); | |||
| func adjust_mood(mc): | |||
| mood.r = clamp(mood.r + mc.r, 0.0, 1.0) | |||
| mood.g = clamp(mood.g + mc.g, 0.0, 1.0) | |||
| mood.b = clamp(mood.b + mc.b, 0.0, 1.0) | |||
| $Sprite.material.set_shader_param("cell_color", mood); | |||
| func get_tangential_acceleration(): | |||
| return base_tangential_accel | |||