extends Control export var cell_size = 100 export var bgzoom = 50 const BORDER_WIDTH = 4 const BORDER_LENGTH = 30 const RADAR_EFFECT_DELAY = 1 export(Texture) var background export(Font) var font var dragging = false var origin = Vector2.ZERO 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: 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() func _draw(): var win_size = get_global_rect().size 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 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)) 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) 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) 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) # 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: draw_line(Vector2(0, clamped.y-BORDER_LENGTH/2), Vector2(0, clamped.y+BORDER_LENGTH/2), color, BORDER_WIDTH) elif relative_pos.x > viewport.size.x: draw_line(Vector2(viewport.size.x, clamped.y-BORDER_LENGTH/2), Vector2(viewport.size.x, clamped.y+BORDER_LENGTH/2), color, BORDER_WIDTH) if relative_pos.y < 0: draw_line(Vector2(clamped.x-BORDER_LENGTH/2, 0), Vector2(clamped.x+BORDER_LENGTH/2, 0), color, BORDER_WIDTH) elif relative_pos.y > viewport.size.y: draw_line(Vector2(clamped.x-BORDER_LENGTH/2, viewport.size.y), Vector2(clamped.x+BORDER_LENGTH/2, viewport.size.y), color, BORDER_WIDTH) 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) update() func _reset_position(): set_position = true