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tekton/patch_particles.txt

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func _spawn_cleanser_particles(pos: Vector2i) -> void:
"""Spawn bright cleansing particles when sticky is cleared."""
if not main_scene or not gridmap:
return
var world_pos = Vector3(
pos.x * gridmap.cell_size.x + gridmap.cell_size.x / 2.0,
0.5,
pos.y * gridmap.cell_size.z + gridmap.cell_size.z / 2.0
)
var particles = GPUParticles3D.new()
particles.emitting = true
particles.one_shot = true
particles.amount = 12
particles.lifetime = 0.6
particles.explosiveness = 0.9
var material = ParticleProcessMaterial.new()
material.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
material.emission_sphere_radius = 0.3
material.direction = Vector3(0, 1, 0)
material.spread = 180.0
material.initial_velocity_min = 3.0
material.initial_velocity_max = 5.0
material.gravity = Vector3(0, -5.0, 0)
material.scale_min = 0.05
material.scale_max = 0.15
var mesh = SphereMesh.new()
mesh.radius = 0.2
mesh.height = 0.4
var spatial_mat = StandardMaterial3D.new()
spatial_mat.albedo_color = Color(0.2, 1.0, 1.0) # Cyan/Blue for cleanser
spatial_mat.emission_enabled = true
spatial_mat.emission = Color(0.2, 1.0, 1.0)
spatial_mat.emission_energy_multiplier = 3.0
mesh.material = spatial_mat
particles.draw_pass_1 = mesh
particles.process_material = material
particles.position = world_pos
main_scene.add_child(particles)
await get_tree().create_timer(1.2).timeout
if particles and is_instance_valid(particles):
particles.queue_free()