Initial commit (1/2)
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67
scripts/Space.gd
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67
scripts/Space.gd
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extends Node2D
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var CanTarget = []
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var WeaponDict = {
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"SingleRocketMk1" : "res://scenes/weapons/presets/SingleRocketMk1.tscn",
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"DoubleLaserMk1" : "res://scenes/weapons/presets/DoubleLaserMk1.tscn",
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"SingleLaserMk1" : "res://scenes/weapons/presets/SingleLaserMk1.tscn"
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}
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var BoughtWeapon : Dictionary = WeaponDict.duplicate()
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var ColorPlayer
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var ColorBaseMenu
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var ColorEnemyFaction
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@export var MapWidth = 8192
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@export var MapHeight = 8192
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@onready var Player = $MainShip
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@onready var Base = $StarterBase
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@onready var EnemyFaction = $EnemyFaction
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func _ready():
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randomize()
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recolor()
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for key in BoughtWeapon:
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BoughtWeapon[key] = false
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BoughtWeapon["SingleLaserMk1"] = true
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Player.Camera.limit_left = -MapWidth/2.0
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Player.Camera.limit_right = MapWidth/2.0
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Player.Camera.limit_top = -MapHeight/2.0
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Player.Camera.limit_bottom = MapHeight/2.0
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func addtargetlist(body : Node2D):
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if !CanTarget.has(body):
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CanTarget.append(body)
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func removetargetlist(body : Node2D):
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if CanTarget.has(body):
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CanTarget.erase(body)
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func _process(_delta):
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if Input.is_action_just_released("pause"):
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if get_tree().paused:
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unpause()
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else:
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pause()
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func pause():
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get_tree().paused = true
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Player.PauseController.visible = true
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func unpause():
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get_tree().paused = false
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Player.PauseController.visible = false
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func recolor():
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ColorPlayer = Color.from_hsv(randf(), randf_range(0.8, 1), randf_range(0.8, 1))
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ColorBaseMenu = Color.from_hsv(randf(), randf_range(0.8, 1), randf_range(0.8, 1))
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ColorEnemyFaction = Color.from_hsv(randf(), randf_range(0.8, 1), randf_range(0.8, 1))
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Player.modulate = ColorPlayer
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Base.modulate = ColorBaseMenu
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EnemyFaction.modulate = ColorEnemyFaction
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EnemyFaction.changeitemscolor()
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Player.changeinterfacecolor()
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var Menu = get_node_or_null("MainShip/GUI/StarterBaseMenu")
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if Menu != null:
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Menu.modulate = Base.modulate
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