Done refactoring

This commit is contained in:
2ndbeam 2023-11-05 21:51:47 +03:00
commit 2176e9d798
88 changed files with 821 additions and 880 deletions

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extends StaticBody2D
var faction = "none"

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extends Area2D
func _on_body_entered(body):
if body is NPCShip:
body.switchdestination()

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extends Camera2D
@onready var engine = $"../Engine"
@onready var cur_scale = zoom.x
@onready var min_scale = cur_scale / 1.5
@onready var max_scale = cur_scale * 2
func _process(_delta):
var speed_percentage = engine.max_speed / engine.speed
var factor : float
if get_parent().allow_shooting:
factor = clamp(speed_percentage, min_scale, max_scale)
if engine.speed < 0:
factor = max_scale
else:
factor = 1.0
zoom = Vector2(factor, factor)

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scripts/misc/Counter.gd Normal file
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extends Label
@export var counter_id : String
@onready var ship = $"../../.."
@onready var hull = $"../../../Hull"
@onready var shield = $"../../../Shield"
func _process(_delta) -> void:
match counter_id:
"ammo":
text = str(hull.ammunition)
"fuel":
text = "Fuel: {fuel} / {max} units".format({"fuel":hull.fuel, "max":hull.max_fuel})
"hp":
text = "Hull Strength: {hp} / {max} units".format({"hp":"%0.2f" % hull.hp, "max":hull.max_hp})
"money":
text = "Available Money: {money} units".format({"money":ship.money})
"shield":
text = "Shield Capacity: {shield} / {max} units".format({"shield":"%0.2f" % shield.capacity, "max":shield.max_capacity})

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extends GPUParticles2D
@onready var engine = $".."
func _process(_delta):
var speed_percentage = clamp(engine.speed / engine.max_speed, 0.75, 1.5)
speed_scale = speed_percentage if engine.speed > 0 else 1
emitting = engine.speed > 0

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extends Node2D
func changeitemscolor():
var items = get_children()
var ship = get_tree().current_scene.get_node("MainShip")
for item in items:
item.modulate = modulate
ship.minimap.add_marker(item, "hostile")

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extends Control
@onready var ship = $"../../.."
func _on_unpause_button_button_up():
get_tree().current_scene.unpause()
func _on_exit_button_button_up():
get_tree().current_scene.unpause()
get_tree().change_scene_to_file("res://scenes/MainMenu.tscn")

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extends Node2D
class_name ProjectileContainer
static var instance : ProjectileContainer
func _ready():
instance = self

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extends Line2D
@onready var engine = $"../../../Engine"
func _process(_delta):
var speed_percentage : float = engine.speed / engine.max_speed * 100
var new_points = [Vector2.ZERO, Vector2(speed_percentage, 0)]
points = PackedVector2Array(new_points)

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extends Node2D
@export var star : PackedScene
@export var stars_amount = 1000
func _ready():
var map_width_halved = get_tree().current_scene.map_width / 2
var map_height_halved = get_tree().current_scene.map_height / 2
for i in range(stars_amount):
var star_inst = star.instantiate()
var x = randi_range(-map_width_halved, map_width_halved)
var y = randi_range(-map_height_halved, map_height_halved)
add_child(star_inst)
star_inst.position = Vector2(x, y)

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extends Node2D
@onready var menu = $MenuCollider
@onready var ship = get_tree().current_scene.get_node("MainShip")
func _ready():
ship.minimap.add_marker(self, "base")

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extends Area2D
@export var menu : PackedScene
@onready var base_collider = $"../BaseCollider/BaseColliderDetector"
var menu_inst
func onbcbodyentered(body):
if body is MainShip:
body.engine.speed = 0
func _on_body_entered(body):
if body is MainShip:
body.allow_shooting = false
menu_inst = menu.instantiate()
body.find_child("GUI").add_child(menu_inst)
menu_inst.modulate = get_parent().modulate
func _on_body_exited(body):
if body is MainShip:
body.allow_shooting = true
menu_inst.queue_free()

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extends GPUParticles2D
@onready var engine = $".."
func _process(_delta):
var speed_percentage = engine.speed / engine.max_speed if engine.ship is MainShip else 0
emitting = speed_percentage > 1