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 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 ] 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") 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 $deepspace.region_rect.position += Vector2(sin(current_ship_direction), cos(current_ship_direction)) * current_ship_speed * delta # Serialization / Deserialization func serialize() -> Dictionary: # Get tilemap data var tilemapdata = {} for tilemap in tilemaps: var data = [] for cell in tilemap.get_used_cells(): data.append([cell, tilemap.get_cellv(cell)]) tilemapdata[tilemap.name] = data # Get objects var engines = serialize_children($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 } func deserialize(data: Dictionary) -> void: 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() 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"]) # 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