tool extends Node2D class_name GameMap var ship_direction = 0 var ship_speed = 0 var current_ship_direction = 0 var current_ship_speed = 0 const SPEED_EASE = 0.5 const DIRECTION_EASE = 0.5 const EPSILON = 0.01 const ProbeElectricity = preload("res://Actors/Systems/Electricity/ElectricProbe.tscn") onready var tilemaps = [ $base, $cables, $floor, $walls ] export var unlit = false setget set_unlit onready var darkness = $darkness export var shadow_intensity = 0.2 func _ready(): if Engine.editor_hint: return $editor.queue_free() set_unlit(false) # Electricity setup make_electric_probes($cables, "Wire") func _process(delta: float): if Engine.editor_hint: return # Ease ship speed/direction changes if abs(ship_direction - current_ship_direction) < EPSILON: current_ship_direction = ship_direction else: current_ship_direction = lerp(current_ship_direction, ship_direction, delta * DIRECTION_EASE) if abs(ship_speed - current_ship_speed) < EPSILON: current_ship_speed = ship_speed else: current_ship_speed = lerp(current_ship_speed, ship_speed, delta * SPEED_EASE) set_engine_strength(current_ship_speed) $deepspace.rotation = current_ship_direction-PI/2 $deepspace.region_rect.position += Vector2(sin(current_ship_direction), cos(current_ship_direction)) * current_ship_speed * delta # Lighting func set_unlit(val: bool): unlit = val if darkness: darkness.visible = not val # Engine related functions func set_engine_strength(val: float): # Set energy strength to current speed for child in $engines.get_children(): if child is GameObjectEngine: var engine = child as GameObjectEngine engine.strength = val # Tileset related functions func make_electric_probes(tilemap: TileMap, tile_name: String): var tile_id = tilemap.tile_set.find_tile_by_name(tile_name) for cell in tilemap.get_used_cells_by_id(tile_id): var coord = tilemap.map_to_world(cell) var probe = ProbeElectricity.instance() probe.position = coord tilemap.add_child(probe)