148 lines
3.9 KiB
GDScript
148 lines
3.9 KiB
GDScript
extends Node2D
|
|
|
|
var chunk_tick_timer = 0
|
|
var chunks = {}
|
|
var chunk_process_distance = 6
|
|
var time_since_last_atmospheric_track = 999
|
|
var current_atmospheric_track = null
|
|
|
|
var asteroid_scene = preload("res://scenes/asteroid.tscn")
|
|
var enemy_scene = preload("res://scenes/enemy.tscn")
|
|
|
|
func ship_health(health: float = 1000) -> void:
|
|
$Player.health = health
|
|
|
|
func summon_enemy() -> void:
|
|
var spawn_position = $Player.position + ($Player.transform.y * 1024)
|
|
|
|
var enemy = enemy_scene.instantiate()
|
|
enemy.position = spawn_position
|
|
|
|
add_child(enemy)
|
|
|
|
## Takes a world coordinate and converts it to a chunk coordinate.
|
|
func world_to_chunk(position: Vector2) -> Vector2:
|
|
return Vector2(floori(position.x / 1024), floori(position.y / 1024))
|
|
|
|
## Takes a chunk coordinate and converts it to a world coordinate.
|
|
func chunk_to_world(position: Vector2) -> Vector2:
|
|
return Vector2(floori(position.x * 1024), floori(position.y * 1024))
|
|
|
|
func enter_physical(map):
|
|
get_tree().paused = true
|
|
|
|
var i = 0
|
|
while i < 5:
|
|
$UI/FadeToBlack.modulate.a = (i/5.0)
|
|
|
|
await get_tree().create_timer(0.2).timeout
|
|
|
|
i += 1
|
|
|
|
$UI/FadeToBlack.modulate.a = 1
|
|
|
|
await get_tree().create_timer(0.4).timeout
|
|
|
|
get_tree().paused = false
|
|
|
|
global.ground_location = map
|
|
|
|
get_tree().change_scene_to_file("res://scenes/ground.tscn")
|
|
|
|
|
|
func _ready() -> void:
|
|
LimboConsole.register_command(ship_health, "ship_health", "Sets the ship's health.")
|
|
LimboConsole.register_command(summon_enemy, "summon_enemy", "Summons an enemy.")
|
|
|
|
var events = InputMap.action_get_events("forward")
|
|
|
|
if global.ground_location:
|
|
$Player.global_position = get_node(global.ground_location + "/ExitPoint").global_position
|
|
$Player.rotation = get_node(global.ground_location + "/ExitPoint").rotation
|
|
|
|
func _process(delta: float) -> void:
|
|
if get_tree().paused:
|
|
return
|
|
|
|
$Navring.position = $Player.position
|
|
|
|
if current_atmospheric_track:
|
|
if not current_atmospheric_track.playing:
|
|
time_since_last_atmospheric_track = 0
|
|
else:
|
|
time_since_last_atmospheric_track += delta
|
|
|
|
if time_since_last_atmospheric_track > 60:
|
|
var tracks = [$BalladOfTheCats, $ConcreteHalls]
|
|
|
|
current_atmospheric_track = tracks[randi_range(0, tracks.size() - 1)]
|
|
current_atmospheric_track.play()
|
|
|
|
chunk_tick_timer -= delta
|
|
|
|
if chunk_tick_timer < 0:
|
|
chunk_tick_timer = 1
|
|
|
|
var player_chunk = world_to_chunk($Player.position)
|
|
|
|
var valid_chunks = []
|
|
|
|
var x_mod = -chunk_process_distance
|
|
|
|
while x_mod <= chunk_process_distance:
|
|
var y_mod = -chunk_process_distance
|
|
|
|
while y_mod <= chunk_process_distance:
|
|
var chunk_position = Vector2(player_chunk.x - x_mod, player_chunk.y - y_mod)
|
|
|
|
valid_chunks.push_front(chunk_position)
|
|
|
|
if !chunks.has(chunk_position):
|
|
chunks[chunk_position] = {
|
|
"loaded": true,
|
|
"time_to_unload": 0,
|
|
}
|
|
|
|
var world_position = chunk_to_world(chunk_position)
|
|
var orbit_zone = null
|
|
for n in global.orbit_zones:
|
|
|
|
if world_position.length() < n.distance:
|
|
continue
|
|
orbit_zone = n
|
|
|
|
for n in orbit_zone.spawns:
|
|
var i = 0
|
|
|
|
while i < n.amount_min:
|
|
var asteroid = asteroid_scene.instantiate()
|
|
|
|
asteroid.rotation = randf_range(-5.0, 5.0)
|
|
asteroid.position = chunk_to_world(chunk_position) + Vector2(randi_range(0, 1024), randi_range(0, 1024))
|
|
|
|
$Unloadables.add_child(asteroid)
|
|
|
|
i += 1
|
|
|
|
y_mod += 1
|
|
|
|
x_mod += 1
|
|
|
|
for n in chunks.keys():
|
|
if !valid_chunks.has(n):
|
|
chunks.erase(n)
|
|
|
|
for n in $Unloadables.get_children():
|
|
var n_pos = world_to_chunk(n.position)
|
|
if abs(n_pos.x - player_chunk.x) > chunk_process_distance:
|
|
n.queue_free()
|
|
elif abs(n_pos.y - player_chunk.y) > chunk_process_distance:
|
|
n.queue_free()
|
|
|
|
func _input(event: InputEvent) -> void:
|
|
if event.is_action_pressed("pause"):
|
|
$UI/Control/PauseMenu.visible = true
|
|
|
|
$UI/Control/PauseMenu/Panel/Flow/Resume.grab_focus()
|
|
|
|
get_tree().paused = true
|