tool extends Node2D class_name GameMap var ship_direction = 0 var ship_speed = 0 var current_ship_position = Vector2.ZERO var current_ship_target = Vector2.ZERO var current_ship_direction = 0 var current_ship_speed = 0 puppet var pup_ship_position = Vector2.ZERO puppet var pup_ship_target = Vector2.ZERO puppet var pup_ship_direction = 0 puppet var pup_ship_speed = 0 const MAX_ACCELERATION = 0.03 const DIRECTION_EASE = 0.4 const EPSILON = 0.01 const SCROLL_MULTIPLIER = 1e4 const ENGINE_MULTIPLIER = 5000 const MAX_SPEED = 0.2 # in Sectors/Second const SLOW_SPEED = 0.02 const SLOW_SPEED_THRESHOLD = 0.2 const NO_SPEED_THRESHOLD = 0.1 const ProbeElectricity = preload("res://Actors/Systems/Electricity/ElectricProbe.tscn") onready var tilemaps = [ $base, $cables, $floor, $walls ] onready var pois = $pois 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) if not is_network_master(): return # Run autotile conversions and generate occlusions $walls.run_conversions() # Electricity setup make_electric_probes($cables, "Wire") # Set engines to expected power level set_engine_strength(current_ship_speed) func _process(delta: float): if Engine.editor_hint: return var current_speed_ratio = current_ship_speed / MAX_SPEED # 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 * current_speed_ratio * DIRECTION_EASE) var speed_delta = ship_speed - current_ship_speed if abs(speed_delta) < EPSILON: current_ship_speed = ship_speed else: current_ship_speed += MAX_ACCELERATION * max(0.1, 1-ease(current_speed_ratio, 0.6)) * delta * sign(speed_delta) set_engine_strength(current_ship_speed * ENGINE_MULTIPLIER) $deepspace.rotation = -current_ship_direction-PI/2 $deepspace.region_rect.position += Vector2(-sin(current_ship_direction), cos(current_ship_direction)) * current_ship_speed * SCROLL_MULTIPLIER * delta func _physics_process(delta): if Engine.editor_hint: return if is_network_master(): var distance = current_ship_position.distance_to(current_ship_target) if distance > NO_SPEED_THRESHOLD: ship_direction = current_ship_target.angle_to_point(current_ship_position) if distance < SLOW_SPEED_THRESHOLD: ship_speed = SLOW_SPEED elif current_ship_speed == 0 or distance / current_ship_speed > ease(current_ship_speed, 2.8)*4000: ship_speed = MAX_SPEED else: ship_speed = 0 rset("pup_ship_direction", ship_direction) rset("pup_ship_speed", ship_speed) else: ship_speed = 0 rset("pup_ship_speed", ship_speed) if current_ship_speed > EPSILON: current_ship_position += (Vector2.RIGHT * current_ship_speed * delta).rotated(current_ship_direction) rset("pup_ship_position", current_ship_position) else: ship_direction = pup_ship_direction ship_speed = pup_ship_speed current_ship_position = pup_ship_position # Serialization / Deserialization func serialize() -> Dictionary: # Get tilemap data var tilemapdata = {} for tilemap in tilemaps: var data = [] for cell in tilemap.get_used_cells(): data.append([cell, tilemap.get_cellv(cell)]) tilemapdata[tilemap.name] = data # Get objects var engines = serialize_children($engines) var objects = serialize_children($objects) var lights = serialize_children($lights) var sockets = serialize_children($sockets) var pois = serialize_children($pois) return { "tilemaps": tilemapdata, "engines": engines, "objects": objects, "lights": lights, "sockets": sockets, "pois": pois, "ship": { "position": current_ship_position, "target": current_ship_target, "set_speed": ship_speed, "set_direction": ship_direction, "speed": current_ship_speed, "direction": current_ship_direction } } func deserialize(data: Dictionary) -> void: # Create maps for tilemap in data["tilemaps"]: var tilemap_node = get_node(tilemap) as TileMap for tile in data["tilemaps"][tilemap]: tilemap_node.set_cellv(tile[0], tile[1]) tilemap_node.update_bitmask_region() tilemap_node.update_dirty_quadrants() # Create objects deserialize_children($engines, data["engines"]) deserialize_children($objects, data["objects"]) deserialize_children($lights, data["lights"]) deserialize_children($pois, data["pois"]) deserialize_children($sockets, data["sockets"]) # Set ship parameters current_ship_position = data["ship"]["position"] current_ship_target = data["ship"]["target"] ship_speed = data["ship"]["set_speed"] ship_direction = data["ship"]["set_direction"] current_ship_speed = data["ship"]["speed"] current_ship_direction = data["ship"]["direction"] # Run autotile conversions and generate occlusions $walls.run_conversions() func serialize_children(node: Node) -> Dictionary: var data = {} for child in node.get_children(): data[child.name] = { "filename": child.filename, "data": child.serialize(), "transform": child.transform } return data func deserialize_children(node: Node, data: Dictionary) -> void: for node_name in data: var node_data = data[node_name] as Dictionary var node_scene = load(node_data.filename).instance() node_scene.name = node_name node_scene.transform = node_data.transform node.add_child(node_scene, true) node_scene.deserialize(node_data.data) # 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) func get_pois(type_filter, class_filter) -> Array: var filtered = [] for child in $pois.get_children(): if type_filter != null and child.poitype != type_filter: continue if class_filter != null and child.poiclass != class_filter: continue filtered.append(child) return filtered