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odyssey-old/Scenes/UI/SpaceMapInside.gd

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GDScript3
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extends Control
export var cell_size = 100
export var bgzoom = 50
const BORDER_WIDTH = 4
const BORDER_LENGTH = 30
const RADAR_EFFECT_DELAY = 1
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const HALF_BORDER = BORDER_LENGTH/2
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export(Texture) var background
export(Font) var font
var dragging = false
var origin = Vector2.ZERO
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var last_origin = origin
var last_mouse_pos = Vector2.ZERO
var set_position = true
var radar_next_remaining = RADAR_EFFECT_DELAY
onready var scene = $"/root/scene"
onready var speed_text = $"../HBoxContainer/HBoxContainer/CurrentSpeed"
onready var dir_text = $"../HBoxContainer/HBoxContainer/CurrentAngle"
var last_pos = []
func _physics_process(delta):
radar_next_remaining -= delta
if radar_next_remaining < 0:
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var current_position = (scene.world.map.current_ship_position + scene.world.map.current_ship_subpos) * 100
last_pos.append(current_position)
if last_pos.size() > 20:
last_pos.pop_front()
radar_next_remaining = RADAR_EFFECT_DELAY
if not visible:
return
speed_text.text = str(round(scene.world.map.current_ship_speed * 10000)) + " u/s"
dir_text.text = str(round(rad2deg(scene.world.map.current_ship_direction))) + " deg"
update()
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func _draw():
var win_size = get_global_rect().size
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var current_position = (scene.world.map.current_ship_position + scene.world.map.current_ship_subpos) * 100
if set_position:
origin = current_position - win_size/2.0
last_origin = origin
if win_size.x > 0:
set_position = false
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var cols = int(ceil(win_size.x/cell_size))
var rows = int(ceil(win_size.y/cell_size))
var xoffset = float(int(origin.x) % cell_size)
var yoffset = float(int(origin.y) % cell_size)
draw_texture_rect_region(background, Rect2(Vector2.ZERO, win_size), Rect2(origin*bgzoom, win_size*bgzoom), Color(0.5,0.5,0.5,1))
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for i in range(0, cols+1):
draw_line(Vector2(i * cell_size-xoffset, 0), Vector2(i * cell_size-xoffset, win_size.y), Color.white * 0.5)
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for i in range(0, rows):
draw_line(Vector2(0, i * cell_size-yoffset), Vector2(win_size.x, i * cell_size-yoffset), Color.white * 0.5)
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for x in range(-1, cols+1):
for y in range(-1, rows+1):
var real_x = x + int(origin.x/cell_size)
var real_y = y + int(origin.y/cell_size)
var sector_name = Coordinates.as_string(Vector2(real_x, real_y))
draw_string(font, Vector2(x * cell_size + 6 - xoffset, y * cell_size + 20 - yoffset), sector_name, Color(1,1,1,0.5))
var viewport = Rect2(origin, win_size)
var point_count = last_pos.size()
for pos_index in range(0, point_count):
draw_circle(last_pos[pos_index] - origin, 2, Color(1, 0, 0, pos_index*1.0/point_count))
draw_target(viewport, current_position, Color.red)
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# Debug directions:
#draw_line(current_position - viewport.position, current_position - viewport.position + Vector2.RIGHT.rotated(scene.world.map.ship_direction) * 100, Color.green)
#draw_line(current_position - viewport.position, current_position - viewport.position + Vector2.RIGHT.rotated(scene.world.map.current_ship_direction) * 100, Color.yellow)
var current_target = scene.world.map.current_ship_target
if current_target != null:
var current_target_adj = current_target * 100
draw_target(viewport, current_target_adj, Color.green)
draw_line(current_position - origin, current_target_adj - origin, Color.darkcyan)
func draw_target(viewport: Rect2, position: Vector2, color: Color):
# Check if target is in range
if viewport.has_point(position):
draw_circle(position - viewport.position, 5, color)
else:
# Draw line pointing to target
var relative_pos = position - viewport.position
var clamped = Vector2(clamp(relative_pos.x, 0, viewport.size.x), clamp(relative_pos.y, 0, viewport.size.y))
if relative_pos.x < 0:
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draw_line(Vector2(0, clamped.y-HALF_BORDER), Vector2(0, clamped.y+HALF_BORDER), color, BORDER_WIDTH)
elif relative_pos.x > viewport.size.x:
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draw_line(Vector2(viewport.size.x, clamped.y-HALF_BORDER), Vector2(viewport.size.x, clamped.y+HALF_BORDER), color, BORDER_WIDTH)
if relative_pos.y < 0:
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draw_line(Vector2(clamped.x-HALF_BORDER, 0), Vector2(clamped.x+HALF_BORDER, 0), color, BORDER_WIDTH)
elif relative_pos.y > viewport.size.y:
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draw_line(Vector2(clamped.x-HALF_BORDER, viewport.size.y), Vector2(clamped.x+HALF_BORDER, viewport.size.y), color, BORDER_WIDTH)
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func _input(event):
if event is InputEventMouseButton:
dragging = event.pressed
last_origin = origin
last_mouse_pos = event.position
update()
elif event is InputEventMouseMotion:
if dragging:
origin = last_origin - (event.position - last_mouse_pos)
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update()
func _reset_position():
set_position = true