Some nice rounding in float representation
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parent
1982eb5e4e
commit
997e3c0982
6 changed files with 33 additions and 9 deletions
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@ -86,7 +86,7 @@ select_target={
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}
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}
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dock={
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dock={
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"deadzone": 0.5,
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":80,"key_label":0,"unicode":112,"echo":false,"script":null)
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":73,"key_label":0,"unicode":105,"echo":false,"script":null)
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]
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]
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}
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}
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@ -19,7 +19,12 @@ script/source = "extends Label
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@onready var ship: Ship = get_parent().get_parent().get_parent()
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@onready var ship: Ship = get_parent().get_parent().get_parent()
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func _process(_delta):
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func _process(_delta):
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text = unformatted_text.format([ship.hull.hp, ship.hull.max_hp, ship.shield.capacity, ship.shield.max_capacity])
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text = unformatted_text.format([
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round(ship.hull.hp * 100) / 100.0,
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ship.hull.max_hp,
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round(ship.shield.capacity * 100) / 100.0,
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ship.shield.max_capacity
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])
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"
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"
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[node name="KamikazeShip" type="Node2D"]
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[node name="KamikazeShip" type="Node2D"]
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@ -20,7 +20,12 @@ script/source = "extends Label
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@onready var ship: Ship = get_parent().get_parent().get_parent()
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@onready var ship: Ship = get_parent().get_parent().get_parent()
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func _process(_delta):
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func _process(_delta):
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text = unformatted_text.format([ship.hull.hp, ship.hull.max_hp, ship.shield.capacity, ship.shield.max_capacity])
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text = unformatted_text.format([
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round(ship.hull.hp * 100) / 100.0,
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ship.hull.max_hp,
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round(ship.shield.capacity * 100) / 100.0,
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ship.shield.max_capacity
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])
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"
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"
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[node name="ShooterShip" type="Node2D"]
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[node name="ShooterShip" type="Node2D"]
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@ -45,7 +45,10 @@ script/source = "extends Label
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@onready var ship: PlayerShip = get_parent().get_parent()
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@onready var ship: PlayerShip = get_parent().get_parent()
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func _process(_delta):
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func _process(_delta):
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text = unformatted_text.format([ship.hull.hp, ship.hull.max_hp])
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text = unformatted_text.format([
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round(ship.hull.hp * 100) / 100.0,
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ship.hull.max_hp
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])
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"
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"
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[sub_resource type="GDScript" id="GDScript_q1sx2"]
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[sub_resource type="GDScript" id="GDScript_q1sx2"]
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@ -58,7 +61,10 @@ script/source = "extends Label
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@onready var ship: PlayerShip = get_parent().get_parent()
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@onready var ship: PlayerShip = get_parent().get_parent()
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func _process(_delta):
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func _process(_delta):
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text = unformatted_text.format([ship.shield.capacity, ship.shield.max_capacity])
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text = unformatted_text.format([
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round(ship.shield.capacity * 100) / 100.0,
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ship.shield.max_capacity
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])
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"
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"
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[sub_resource type="GDScript" id="GDScript_rrgab"]
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[sub_resource type="GDScript" id="GDScript_rrgab"]
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@ -72,7 +78,7 @@ script/source = "extends Label
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func _process(_delta):
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func _process(_delta):
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var format = [
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var format = [
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ship.hull.ammunition[\"Laser Energy\"],
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round(ship.hull.ammunition[\"Laser Energy\"] * 100) / 100.0,
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ship.hull.max_ammunition[\"Laser Energy\"],
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ship.hull.max_ammunition[\"Laser Energy\"],
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ship.hull.ammunition[\"Rockets\"],
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ship.hull.ammunition[\"Rockets\"],
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ship.hull.max_ammunition[\"Rockets\"]
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ship.hull.max_ammunition[\"Rockets\"]
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@ -10,3 +10,12 @@ class_name PlayerShip
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var selected_node: Node2D = null
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var selected_node: Node2D = null
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## Currency variable
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## Currency variable
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var money: float = 1000.0
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var money: float = 1000.0
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## Base which was requested to dock last
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var docking_base: Base = null
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func destroy():
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super.destroy()
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if docking_base != null:
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docking_base.dock_ready()
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docking_base = null
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selected_node = null
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@ -15,6 +15,7 @@ class_name StarSystem
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## Pause controller packed scene
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## Pause controller packed scene
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@export var pause_controller_scene: PackedScene
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@export var pause_controller_scene: PackedScene
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## Node which is colliding with mouse
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var targeted_node: Node2D = null
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var targeted_node: Node2D = null
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## Player ship reference. May be null.
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## Player ship reference. May be null.
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@ -53,11 +54,9 @@ func unpause():
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pause_controller.visible = false
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pause_controller.visible = false
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func _process(_delta):
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func _process(_delta):
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# pausing
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if Input.is_action_just_released("pause"):
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if Input.is_action_just_released("pause"):
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unpause() if get_tree().paused else pause()
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unpause() if get_tree().paused else pause()
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if player_ship != null:
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pause_controller.position = player_ship.global_position
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func set_targeted_node(node):
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func set_targeted_node(node):
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targeted_node = node
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targeted_node = node
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