137 lines
5 KiB
GDScript
137 lines
5 KiB
GDScript
extends Control
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export var cell_size = 150
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export var bgzoom = 50
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const BORDER_WIDTH = 4
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const BORDER_LENGTH = 30
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const RADAR_EFFECT_DELAY = 1
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const HALF_BORDER = BORDER_LENGTH/2
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const MIN_ZOOM = 30
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const ZOOM_STEP = 10
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const MAX_ZOOM = 400
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export(Texture) var background
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export(Font) var font
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var dragging = false
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var origin = Vector2.ZERO
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var last_origin = origin
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var last_mouse_pos = Vector2.ZERO
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var set_position = true
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var radar_next_remaining = RADAR_EFFECT_DELAY
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var offset = Vector2.ZERO
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onready var scene = $"/root/scene"
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onready var speed_text = $"../HBoxContainer/HBoxContainer/CurrentSpeed"
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onready var dir_text = $"../HBoxContainer/HBoxContainer/CurrentAngle"
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var last_pos = []
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func _physics_process(delta):
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radar_next_remaining -= delta
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if radar_next_remaining < 0:
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var current_position = (scene.world.map.current_ship_position + scene.world.map.current_ship_subpos)
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last_pos.append(current_position)
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if last_pos.size() > 20:
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last_pos.pop_front()
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radar_next_remaining = RADAR_EFFECT_DELAY
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if not visible:
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return
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speed_text.text = "%.0f u/s" % (scene.world.map.current_ship_speed * 10000)
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dir_text.text = "%.0f deg" % rad2deg(scene.world.map.current_ship_direction)
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update()
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func _draw():
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var win_size = get_global_rect().size
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var current_position = (scene.world.map.current_ship_position + scene.world.map.current_ship_subpos) * cell_size
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if set_position:
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origin = current_position - win_size/2
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last_origin = origin
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if win_size.x > 0:
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set_position = false
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var cols = int(ceil(win_size.x/cell_size))
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var rows = int(ceil(win_size.y/cell_size))
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var xoffset = float(int(origin.x) % cell_size)
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var yoffset = float(int(origin.y) % cell_size)
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draw_texture_rect_region(background, Rect2(Vector2.ZERO, win_size), Rect2(origin*bgzoom, win_size*bgzoom), Color(0.5,0.5,0.5,1))
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for i in range(0, cols+1):
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draw_line(Vector2(i * cell_size-xoffset, 0), Vector2(i * cell_size-xoffset, win_size.y), Color.white * 0.5)
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for i in range(0, rows+1):
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draw_line(Vector2(0, i * cell_size-yoffset), Vector2(win_size.x, i * cell_size-yoffset), Color.white * 0.5)
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for x in range(-1, cols+1):
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for y in range(-1, rows+1):
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var real_x = x + int(origin.x/cell_size)
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var real_y = y + int(origin.y/cell_size)
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var sector_name = Coordinates.as_string(Vector2(real_x, real_y))
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draw_string(font, Vector2(x * cell_size + 6 - xoffset, y * cell_size + 20 - yoffset), sector_name, Color(1,1,1,0.5))
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var viewport = Rect2(origin, win_size)
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var point_count = last_pos.size()
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for pos_index in range(0, point_count):
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draw_circle(last_pos[pos_index] * cell_size - origin, 2, Color(1, 0, 0, pos_index*1.0/point_count))
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draw_target(viewport, current_position, Color.red)
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# Debug directions:
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#draw_line(current_position - viewport.position, current_position - viewport.position + Vector2.RIGHT.rotated(scene.world.map.ship_direction) * 100, Color.green)
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#draw_line(current_position - viewport.position, current_position - viewport.position + Vector2.RIGHT.rotated(scene.world.map.current_ship_direction) * 100, Color.yellow)
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var current_target = scene.world.map.current_ship_target
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if current_target != null:
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var current_target_adj = current_target * cell_size
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draw_target(viewport, current_target_adj, Color.green)
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draw_line(current_position - origin, current_target_adj - origin, Color.darkcyan)
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func draw_target(viewport: Rect2, position: Vector2, color: Color):
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# Check if target is in range
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if viewport.has_point(position):
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draw_circle(position - viewport.position, 5, color)
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else:
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# Draw line pointing to target
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var relative_pos = position - viewport.position
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var clamped = Vector2(clamp(relative_pos.x, 0, viewport.size.x), clamp(relative_pos.y, 0, viewport.size.y))
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if relative_pos.x < 0:
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draw_line(Vector2(0, clamped.y-HALF_BORDER), Vector2(0, clamped.y+HALF_BORDER), color, BORDER_WIDTH)
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elif relative_pos.x > viewport.size.x:
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draw_line(Vector2(viewport.size.x, clamped.y-HALF_BORDER), Vector2(viewport.size.x, clamped.y+HALF_BORDER), color, BORDER_WIDTH)
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if relative_pos.y < 0:
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draw_line(Vector2(clamped.x-HALF_BORDER, 0), Vector2(clamped.x+HALF_BORDER, 0), color, BORDER_WIDTH)
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elif relative_pos.y > viewport.size.y:
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draw_line(Vector2(clamped.x-HALF_BORDER, viewport.size.y), Vector2(clamped.x+HALF_BORDER, viewport.size.y), color, BORDER_WIDTH)
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func _input(event):
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if not visible:
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return
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if event.is_action_pressed("ui_zoomin"):
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print(cell_size)
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if cell_size < MAX_ZOOM:
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_recalc_offset(ZOOM_STEP)
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cell_size += ZOOM_STEP
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update()
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return
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if event.is_action_pressed("ui_zoomout"):
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if cell_size > MIN_ZOOM:
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_recalc_offset(-ZOOM_STEP)
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cell_size -= ZOOM_STEP
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update()
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return
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if event is InputEventMouseButton:
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dragging = event.pressed
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last_origin = origin
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last_mouse_pos = event.position
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update()
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return
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if event is InputEventMouseMotion:
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if dragging:
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origin = last_origin - (event.position - last_mouse_pos)
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update()
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return
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func _recalc_offset(mult: float):
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var mouse = get_local_mouse_position()
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origin = ((origin + mouse) / cell_size * (cell_size + mult)) - mouse
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func _reset_position():
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set_position = true
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