94 lines
2.6 KiB
GDScript
94 lines
2.6 KiB
GDScript
extends Node2D
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var chunk_tick_timer = 0
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var chunks = {}
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var chunk_process_distance = 6
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var time_since_last_atmospheric_track = 999
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var current_atmospheric_track = null
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var asteroid_scene = preload("res://scenes/asteroid.tscn")
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func world_to_chunk(position: Vector2) -> Vector2:
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return Vector2(floori(position.x / 1024), floori(position.y / 1024))
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func chunk_to_world(position: Vector2) -> Vector2:
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return Vector2(floori(position.x * 1024), floori(position.y * 1024))
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func _process(delta: float) -> void:
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$Navring.position = $Player.position
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$UI/Control/BoostText.text = "BOOST: " + str($Player.boost)
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$UI/Control/Distance.text = "DIST: " + str(floori($Player.position.length()))
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if current_atmospheric_track:
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if not current_atmospheric_track.playing:
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time_since_last_atmospheric_track = 0
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else:
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time_since_last_atmospheric_track += delta
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if time_since_last_atmospheric_track > 60:
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var tracks = [$BalladOfTheCats, $ConcreteHalls]
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current_atmospheric_track = tracks[randi_range(0, tracks.size() - 1)]
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current_atmospheric_track.play()
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chunk_tick_timer -= delta
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if chunk_tick_timer < 0:
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chunk_tick_timer = 1
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var player_chunk = world_to_chunk($Player.position)
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var valid_chunks = []
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var x_mod = -chunk_process_distance
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while x_mod <= chunk_process_distance:
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var y_mod = -chunk_process_distance
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while y_mod <= chunk_process_distance:
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var chunk_position = Vector2(player_chunk.x - x_mod, player_chunk.y - y_mod)
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valid_chunks.push_front(chunk_position)
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if !chunks.has(chunk_position):
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chunks[chunk_position] = {
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"loaded": true,
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"time_to_unload": 0,
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}
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var world_position = chunk_to_world(chunk_position)
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var orbit_zone = null
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for n in global.orbit_zones:
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if world_position.length() < n.distance:
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continue
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orbit_zone = n
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for n in orbit_zone.spawns:
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var i = 0
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while i < n.amount_min:
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var asteroid = asteroid_scene.instantiate()
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asteroid.rotation = randf_range(-5.0, 5.0)
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asteroid.position = chunk_to_world(chunk_position) + Vector2(randi_range(0, 1024), randi_range(0, 1024))
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$Unloadables.add_child(asteroid)
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i += 1
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y_mod += 1
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x_mod += 1
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for n in chunks.keys():
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if !valid_chunks.has(n):
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chunks.erase(n)
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for n in $Unloadables.get_children():
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var n_pos = world_to_chunk(n.position)
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if abs(n_pos.x - player_chunk.x) > chunk_process_distance:
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n.queue_free()
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elif abs(n_pos.y - player_chunk.y) > chunk_process_distance:
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n.queue_free()
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