Merge branch 'main' of https://github.com/gotfishmakesticks/cosmic into NebulaShader
This commit is contained in:
commit
6851b560c3
3 changed files with 17 additions and 15 deletions
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@ -296,6 +296,7 @@ offset_bottom = 511.0
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text = "Accept quest"
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text = "Accept quest"
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[node name="EquipmentMenu" type="NinePatchRect" parent="."]
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[node name="EquipmentMenu" type="NinePatchRect" parent="."]
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visible = false
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layout_mode = 0
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layout_mode = 0
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offset_left = 320.0
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offset_left = 320.0
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offset_top = 40.0
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offset_top = 40.0
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@ -1,15 +1,10 @@
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extends Node2D
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extends Node2D
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var can_target = []
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var can_target = []
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var weapon_dict = {
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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 bought_weapon : Dictionary = weapon_dict.duplicate()
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var color_player
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var color_player
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var color_base
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var color_base
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var color_enemy
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var color_enemy
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var color_background
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@export var map_width = 8192
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@export var map_width = 8192
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@export var map_height = 8192
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@export var map_height = 8192
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@onready var ship = $MainShip
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@onready var ship = $MainShip
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@ -21,9 +16,6 @@ signal scene_ready
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func _ready():
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func _ready():
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randomize()
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randomize()
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recolor()
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recolor()
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for key in bought_weapon:
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bought_weapon[key] = false
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bought_weapon["SingleLaserMk1"] = true
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ship.camera.limit_left = -map_width/2.0
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ship.camera.limit_left = -map_width/2.0
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ship.camera.limit_right = map_width/2.0
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ship.camera.limit_right = map_width/2.0
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ship.camera.limit_top = -map_height/2.0
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ship.camera.limit_top = -map_height/2.0
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@ -38,12 +30,16 @@ func _ready():
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ship.hull.fuel = save['fuel']
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ship.hull.fuel = save['fuel']
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ship.hull.ammunition = save['ammo']
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ship.hull.ammunition = save['ammo']
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ship.hull.cargo = save['cargo']
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ship.hull.cargo = save['cargo']
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ship.hulls = save['hulls'] as Array[String]
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ship.engines = save['engines'] as Array[String]
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ship.shields = save['shields'] as Array[String]
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ship.weapons = save['weapons'] as Array[String]
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if save.has('ship_equipment'):
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if save.has('ship_equipment'):
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var hull = Game.get_module(save['ship_equipment']['hull'], 'hull').instantiate()
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var hull = save['ship_equipment']['hull']
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var engine = Game.get_module(save['ship_equipment']['hull'], 'engine').instantiate()
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var engine = save['ship_equipment']['engine']
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var shield = Game.get_module(save['ship_equipment']['hull'], 'shield').instantiate()
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var shield = save['ship_equipment']['shield']
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var primary_weapon = Game.get_weapon(save['ship_equipment']['primary_weapon']).instantiate()
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var primary_weapon = save['ship_equipment']['primary_weapon']
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var secondary_weapon = Game.get_weapon(save['ship_equipment']['secondary_weapon']).instantiate()
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var secondary_weapon = save['ship_equipment']['secondary_weapon']
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ship.change_hull(hull)
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ship.change_hull(hull)
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ship.change_engine(engine)
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ship.change_engine(engine)
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ship.change_shield(shield)
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ship.change_shield(shield)
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@ -94,6 +90,7 @@ func recolor():
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color_player = Color.from_hsv(randf(), randf_range(0.8, 1), randf_range(0.8, 1))
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color_player = Color.from_hsv(randf(), randf_range(0.8, 1), randf_range(0.8, 1))
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color_base = Color.from_hsv(randf(), randf_range(0.8, 1), randf_range(0.8, 1))
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color_base = Color.from_hsv(randf(), randf_range(0.8, 1), randf_range(0.8, 1))
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color_enemy = Color.from_hsv(randf(), randf_range(0.8, 1), randf_range(0.8, 1))
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color_enemy = Color.from_hsv(randf(), randf_range(0.8, 1), randf_range(0.8, 1))
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color_background = Color.from_hsv(randf(), randf_range(0.1765, 1), randf_range(0.0392, 0.0862))
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ship.modulate = color_player
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ship.modulate = color_player
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bases.modulate = color_base
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bases.modulate = color_base
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enemy_faction.modulate = color_enemy
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enemy_faction.modulate = color_enemy
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@ -32,7 +32,11 @@ static func profile_save(scene : Node) -> void:
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"hp" : scene.ship.hull.hp,
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"hp" : scene.ship.hull.hp,
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"fuel" : scene.ship.hull.fuel,
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"fuel" : scene.ship.hull.fuel,
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"money" : scene.ship.money,
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"money" : scene.ship.money,
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"cargo" : scene.ship.hull.cargo
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"cargo" : scene.ship.hull.cargo,
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"hulls" : scene.ship.hulls,
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"engines" : scene.ship.engines,
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"shields" : scene.ship.shields,
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"weapons" : scene.ship.weapons
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}
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}
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if !scene.ship.quest.new or scene.ship.quest_completed:
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if !scene.ship.quest.new or scene.ship.quest_completed:
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profile.profile_meta['game']['quest'] = {
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profile.profile_meta['game']['quest'] = {
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