Some nice rounding in float representation

This commit is contained in:
2ndbeam 2024-05-14 08:07:29 +03:00
commit 997e3c0982
6 changed files with 33 additions and 9 deletions

View file

@ -86,7 +86,7 @@ select_target={
}
dock={
"deadzone": 0.5,
"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)
"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)
]
}

View file

@ -19,7 +19,12 @@ script/source = "extends Label
@onready var ship: Ship = get_parent().get_parent().get_parent()
func _process(_delta):
text = unformatted_text.format([ship.hull.hp, ship.hull.max_hp, ship.shield.capacity, ship.shield.max_capacity])
text = unformatted_text.format([
round(ship.hull.hp * 100) / 100.0,
ship.hull.max_hp,
round(ship.shield.capacity * 100) / 100.0,
ship.shield.max_capacity
])
"
[node name="KamikazeShip" type="Node2D"]

View file

@ -20,7 +20,12 @@ script/source = "extends Label
@onready var ship: Ship = get_parent().get_parent().get_parent()
func _process(_delta):
text = unformatted_text.format([ship.hull.hp, ship.hull.max_hp, ship.shield.capacity, ship.shield.max_capacity])
text = unformatted_text.format([
round(ship.hull.hp * 100) / 100.0,
ship.hull.max_hp,
round(ship.shield.capacity * 100) / 100.0,
ship.shield.max_capacity
])
"
[node name="ShooterShip" type="Node2D"]

View file

@ -45,7 +45,10 @@ script/source = "extends Label
@onready var ship: PlayerShip = get_parent().get_parent()
func _process(_delta):
text = unformatted_text.format([ship.hull.hp, ship.hull.max_hp])
text = unformatted_text.format([
round(ship.hull.hp * 100) / 100.0,
ship.hull.max_hp
])
"
[sub_resource type="GDScript" id="GDScript_q1sx2"]
@ -58,7 +61,10 @@ script/source = "extends Label
@onready var ship: PlayerShip = get_parent().get_parent()
func _process(_delta):
text = unformatted_text.format([ship.shield.capacity, ship.shield.max_capacity])
text = unformatted_text.format([
round(ship.shield.capacity * 100) / 100.0,
ship.shield.max_capacity
])
"
[sub_resource type="GDScript" id="GDScript_rrgab"]
@ -72,7 +78,7 @@ script/source = "extends Label
func _process(_delta):
var format = [
ship.hull.ammunition[\"Laser Energy\"],
round(ship.hull.ammunition[\"Laser Energy\"] * 100) / 100.0,
ship.hull.max_ammunition[\"Laser Energy\"],
ship.hull.ammunition[\"Rockets\"],
ship.hull.max_ammunition[\"Rockets\"]

View file

@ -10,3 +10,12 @@ class_name PlayerShip
var selected_node: Node2D = null
## Currency variable
var money: float = 1000.0
## Base which was requested to dock last
var docking_base: Base = null
func destroy():
super.destroy()
if docking_base != null:
docking_base.dock_ready()
docking_base = null
selected_node = null

View file

@ -15,6 +15,7 @@ class_name StarSystem
## Pause controller packed scene
@export var pause_controller_scene: PackedScene
## Node which is colliding with mouse
var targeted_node: Node2D = null
## Player ship reference. May be null.
@ -53,12 +54,10 @@ func unpause():
pause_controller.visible = false
func _process(_delta):
# pausing
if Input.is_action_just_released("pause"):
unpause() if get_tree().paused else pause()
if player_ship != null:
pause_controller.position = player_ship.global_position
func set_targeted_node(node):
targeted_node = node