Base docking system (areas don't monitor ship somehow)
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11 changed files with 190 additions and 18 deletions
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@ -2,6 +2,8 @@ extends Node2D
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## Shortcut to get_parent()
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@onready var ship: Ship = get_parent()
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## Reference to the star system
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@onready var star_system: StarSystem = get_tree().current_scene
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var expected_rotation: float = 0.0:
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set(value):
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@ -25,4 +27,7 @@ func _physics_process(_delta) -> void:
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var angle_to_mouse = ship.hull.position.angle_to_point(get_global_mouse_position())
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expected_rotation = rad_to_deg(angle_to_mouse - ship.hull.rotation)
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weapon.gun_rotation = expected_rotation
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if Input.is_action_just_released("select_target"):
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ship.selected_node = star_system.targeted_node
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if ship.selected_node is Base and Input.is_action_just_released("dock"):
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ship.selected_node.dock_requested.emit()
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@ -6,6 +6,7 @@ class_name PlayerShip
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@onready var camera = $Camera
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## Player colorable GUI reference
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@onready var colorable_gui = $ColorableGUI
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## Node which was selected by input
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var selected_node: Node2D = null
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## Currency variable
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var money: float = 1000.0
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@ -15,6 +15,8 @@ signal destroyed
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@onready var weapons: Node2D = $Weapons
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## Node beginning position
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@onready var spawn_position: Vector2 = global_position
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## Reference to the star system
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@onready var star_system: StarSystem = get_tree().current_scene
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## Faction which this ship belongs to
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var faction : Game.Faction
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@ -22,6 +24,8 @@ var faction : Game.Faction
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func _ready() -> void:
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hull.global_position = global_position
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destroyed.connect(destroy_timeout)
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hull.mouse_entered.connect(star_system.set_targeted_node.bind(self))
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hull.mouse_exited.connect(star_system.clear_targeted_node)
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func destroy_timeout():
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destroy()
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