A little folders cleanup
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997e3c0982
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90 changed files with 68 additions and 1661 deletions
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extends StaticBody2D
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var faction = "none"
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extends Area2D
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func _on_body_entered(body):
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if body is NPCShip:
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body.switchdestination()
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extends Camera2D
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@onready var ship = get_parent()
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var engine
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@onready var cur_scale = zoom.x
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@onready var min_scale = cur_scale / 1.5
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@onready var max_scale = cur_scale * 2
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var rdy = false
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func _ready():
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get_tree().create_timer(0.05).timeout.connect(is_rdy)
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func is_rdy():
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rdy = true
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engine = ship.engine
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func _process(_delta):
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if !rdy:
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return
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engine = ship.engine
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var speed_percentage = engine.max_speed / engine.speed
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var factor : float
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if get_parent().allow_shooting:
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factor = clamp(speed_percentage, min_scale, max_scale)
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if engine.speed < 0:
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factor = max_scale
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else:
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factor = 1.0
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zoom = Vector2(factor, factor)
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extends Label
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@export var counter_id : String
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@onready var ship = $"../../.."
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var hull
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var shield
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var rdy = false
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func _ready():
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get_tree().create_timer(0.05).timeout.connect(is_rdy)
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func is_rdy():
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rdy = true
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hull = ship.hull
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shield = ship.shield
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func _process(_delta) -> void:
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if !rdy:
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return
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hull = ship.hull
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shield = ship.shield
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match counter_id:
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"ammo":
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text = str(hull.ammunition)
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"fuel":
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text = "Fuel: {fuel} / {max} units".format({"fuel":hull.fuel, "max":hull.max_fuel})
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"hp":
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text = "Hull Strength: {hp} / {max} units".format({"hp":"%0.2f" % hull.hp, "max":hull.max_hp})
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"money":
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text = "Available Money: {money} units".format({"money":ship.money})
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"shield":
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text = "Shield Capacity: {shield} / {max} units".format({"shield":"%0.2f" % shield.capacity, "max":shield.max_capacity})
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extends GPUParticles2D
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@onready var engine = $".."
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func _process(_delta):
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var speed_percentage = clamp(engine.speed / engine.max_speed, 0.75, 1.5)
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speed_scale = speed_percentage if engine.speed > 0 else 1
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emitting = engine.speed > 0
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extends Node2D
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@export var faction : bool
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func changeitemscolor():
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var items = get_children()
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var ship = get_tree().current_scene.ship
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for item in items:
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#item.modulate = modulate
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if item.material:
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item.material.set_shader_parameter("color",modulate)
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if faction:
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ship.minimap.add_marker(item, "hostile")
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extends Node
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class_name ProjectileContainer
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static var instance : ProjectileContainer
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func _ready():
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instance = self
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func _exit_tree():
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instance = null
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extends Node
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## Star scene
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@export var star : PackedScene
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## Affects how many stars will be generated and places on whole system
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@export var stars_amount = 1000
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## Affects how much space on borders of the star system will be empty
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@export_range(0, 1) var compress_space_amount = 0.1
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## Shortcut to get_parent()
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@onready var star_system: = get_parent()
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func _ready():
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var compress_multiplier = 1.0 - compress_space_amount
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var parallax_layers = get_children()
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var width_halved = star_system.width / 2
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var height_halved = star_system.height / 2
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for i in range(stars_amount):
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var star_inst = star.instantiate()
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var x = randi_range(-width_halved, width_halved) * compress_multiplier
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var y = randi_range(-height_halved, height_halved) * compress_multiplier
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# Decides parallax layer which star belongs to
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var distance = randi_range(0, get_child_count() - 1)
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parallax_layers[distance].add_child(star_inst)
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var position = Vector2(x, y)
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star_inst.position = position
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