267 lines
7.7 KiB
GDScript
267 lines
7.7 KiB
GDScript
tool
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extends Node2D
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class_name GameMap
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var ship_direction = 0
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var ship_speed = 0
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var current_ship_position = Vector2.ZERO
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var current_ship_subpos = Vector2.ZERO
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var current_ship_target = Vector2.ZERO
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var current_ship_direction = 0.0
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var current_ship_speed = 0.0
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puppet var pup_ship_position = Vector2.ZERO
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puppet var pup_ship_subpos = Vector2.ZERO
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puppet var pup_ship_target = Vector2.ZERO
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puppet var pup_ship_direction = 0.0
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puppet var pup_ship_speed = 0.0
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const MAX_ACCELERATION = 0.03
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const MAX_STEERING = 0.06
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const EPSILON = 1e-3
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const SCROLL_MULTIPLIER = 1e4
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const ENGINE_MULTIPLIER = 5000
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const NO_SPEED_THRESHOLD = 0.01
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const ProbeElectricity = preload("res://Actors/Systems/Electricity/ElectricProbe.tscn")
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onready var tilemaps = [ $base, $cables, $floor, $walls ]
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onready var pois = $pois
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export var unlit = false setget set_unlit
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onready var darkness = $darkness
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export var shadow_intensity = 0.2
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func _ready():
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if Engine.editor_hint:
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return
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$editor.queue_free()
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set_unlit(true)
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if not is_network_master():
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return
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# Run autotile conversions and generate occlusions
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$walls.run_conversions()
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# Electricity setup
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make_electric_probes($cables, "Wire")
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# Set engines to expected power level
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set_engine_strength(current_ship_speed)
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func _process(delta: float):
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if Engine.editor_hint:
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return
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var current_speed_ratio = 0
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var engines = get_engine_count()
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var max_speed = get_max_speed()
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if engines > 0:
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current_speed_ratio = current_ship_speed / max_speed
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# Ease ship speed/direction changes
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if abs(current_ship_direction) > PI*2:
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current_ship_direction -= PI*2 * sign(current_ship_direction)
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var direction_delta = ship_direction - current_ship_direction
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if direction_delta < 0:
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direction_delta += PI*2
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if direction_delta > PI:
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direction_delta -= PI*2
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if abs(direction_delta) < 1e-3:
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current_ship_direction = ship_direction
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else:
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# Avoid stuttering by not turning until there's enough reason to
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if abs(direction_delta) > 0.1:
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current_ship_direction += MAX_STEERING * engines * delta * sign(direction_delta)
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var speed_delta = ship_speed - current_ship_speed
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if abs(speed_delta) < EPSILON:
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current_ship_speed = ship_speed
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else:
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current_ship_speed += MAX_ACCELERATION * max_speed * delta * sign(speed_delta)
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set_engine_strength(current_ship_speed * ENGINE_MULTIPLIER)
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$deepspace.rotation = -current_ship_direction-PI/2
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$deepspace.region_rect.position += Vector2(-sin(current_ship_direction), cos(current_ship_direction)) * current_ship_speed * SCROLL_MULTIPLIER * delta
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func _physics_process(delta):
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if Engine.editor_hint:
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return
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if is_network_master():
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var adj_position = current_ship_position+current_ship_subpos
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if current_ship_target != null:
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var distance = adj_position.distance_to(current_ship_target)
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if distance > NO_SPEED_THRESHOLD:
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ship_direction = current_ship_target.angle_to_point(adj_position)
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var max_speed = get_max_speed()
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if max_speed > 0:
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var deceleration_time = current_ship_speed / (MAX_ACCELERATION * max_speed)
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if current_ship_speed * deceleration_time < distance:
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ship_speed = max_speed
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else:
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ship_speed = 0.0
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else:
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ship_speed = 0.0
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rset("pup_ship_direction", ship_direction)
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rset("pup_ship_speed", ship_speed)
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else:
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ship_speed = 0.0
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rset("pup_ship_speed", ship_speed)
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if current_ship_speed > EPSILON:
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var pos_delta = (Vector2.RIGHT * current_ship_speed * delta).rotated(current_ship_direction)
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current_ship_subpos += pos_delta
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if current_ship_subpos.x >= 1.0:
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var int_part = floor(current_ship_subpos.x)
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current_ship_position.x += int_part
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current_ship_subpos.x -= int_part
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if current_ship_subpos.y >= 1.0:
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var int_part = floor(current_ship_subpos.y)
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current_ship_position.y += int_part
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current_ship_subpos.y -= int_part
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rset("pup_ship_position", current_ship_position)
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rset("pup_ship_subpos", current_ship_subpos)
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else:
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ship_speed = 0.0
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rset("pup_ship_speed", ship_speed)
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else:
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ship_direction = pup_ship_direction
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ship_speed = pup_ship_speed
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current_ship_position = pup_ship_position
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current_ship_subpos = pup_ship_subpos
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func get_engine_count():
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var working_engines = 0
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for child in $engines.get_children():
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var engine = child as GameObjectEngine
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if engine.force > 0:
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working_engines += 1
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return working_engines
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func get_max_speed():
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var max_speed = 0
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for child in $engines.get_children():
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var engine = child as GameObjectEngine
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max_speed += engine.force
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return max_speed
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# Serialization / Deserialization
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func serialize() -> Dictionary:
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# Get tilemap data
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var tilemapdata = {}
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for tilemap in tilemaps:
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var data = []
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for cell in tilemap.get_used_cells():
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data.append([cell, tilemap.get_cellv(cell)])
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tilemapdata[tilemap.name] = data
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# Get objects
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var engines = serialize_children($engines)
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var objects = serialize_children($objects)
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var lights = serialize_children($lights)
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var sockets = serialize_children($sockets)
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var pois = serialize_children($pois)
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return {
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"tilemaps": tilemapdata,
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"engines": engines,
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"objects": objects,
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"lights": lights,
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"sockets": sockets,
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"pois": pois,
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"ship": {
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"position": current_ship_position,
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"target": current_ship_target,
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"set_speed": ship_speed,
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"set_direction": ship_direction,
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"speed": current_ship_speed,
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"direction": current_ship_direction
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}
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}
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func deserialize(data: Dictionary) -> void:
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# Create maps
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for tilemap in data["tilemaps"]:
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var tilemap_node = get_node(tilemap) as TileMap
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for tile in data["tilemaps"][tilemap]:
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tilemap_node.set_cellv(tile[0], tile[1])
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tilemap_node.update_bitmask_region()
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tilemap_node.update_dirty_quadrants()
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# Create objects
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deserialize_children($engines, data["engines"])
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deserialize_children($objects, data["objects"])
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deserialize_children($lights, data["lights"])
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deserialize_children($pois, data["pois"])
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deserialize_children($sockets, data["sockets"])
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# Set ship parameters
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current_ship_position = data["ship"]["position"]
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current_ship_target = data["ship"]["target"]
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ship_speed = data["ship"]["set_speed"]
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ship_direction = data["ship"]["set_direction"]
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current_ship_speed = data["ship"]["speed"]
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current_ship_direction = data["ship"]["direction"]
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# Run autotile conversions and generate occlusions
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$walls.run_conversions()
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func serialize_children(node: Node) -> Dictionary:
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var data = {}
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for child in node.get_children():
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data[child.name] = {
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"filename": child.filename,
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"data": child.serialize(),
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"transform": child.transform
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}
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return data
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func deserialize_children(node: Node, data: Dictionary) -> void:
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for node_name in data:
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var node_data = data[node_name] as Dictionary
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var node_scene = load(node_data.filename).instance()
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node_scene.name = node_name
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node_scene.transform = node_data.transform
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node.add_child(node_scene, true)
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node_scene.deserialize(node_data.data)
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# Lighting
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func set_unlit(val: bool):
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unlit = val
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if darkness:
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darkness.visible = not val
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# Engine related functions
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func set_engine_strength(val: float):
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# Set energy strength to current speed
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for child in $engines.get_children():
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if child is GameObjectEngine:
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var engine = child as GameObjectEngine
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engine.strength = val
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# Tileset related functions
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func make_electric_probes(tilemap: TileMap, tile_name: String):
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var tile_id = tilemap.tile_set.find_tile_by_name(tile_name)
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for cell in tilemap.get_used_cells_by_id(tile_id):
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var coord = tilemap.map_to_world(cell)
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var probe = ProbeElectricity.instance()
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probe.position = coord
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tilemap.add_child(probe)
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func get_pois(type_filter, class_filter) -> Array:
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var filtered = []
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for child in $pois.get_children():
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if type_filter != null and child.poitype != type_filter:
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continue
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if class_filter != null and child.poiclass != class_filter:
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continue
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filtered.append(child)
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return filtered
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