A little cleanup

This commit is contained in:
2ndbeam 2024-05-19 23:33:24 +03:00
commit bedeee894a
15 changed files with 21 additions and 124 deletions

View file

@ -77,31 +77,32 @@ func _process(_delta):
## Sets dock state to Ready
func dock_ready():
dock_state = DockState.Ready
gate_static.visible = true
gate_static.process_mode = Node.PROCESS_MODE_INHERIT
gate_area.visible = false
dock_area.visible = false
enable_gate()
## Sets dock state to Process
func dock_process():
dock_state = DockState.Process
gate_static.visible = false
gate_static.process_mode = Node.PROCESS_MODE_DISABLED
gate_area.visible = true
dock_area.visible = true
disable_gate()
## Sets dock state to Busy
func dock_busy():
dock_state = DockState.Busy
gate_static.visible = true
gate_static.process_mode = Node.PROCESS_MODE_INHERIT
gate_area.visible = false
dock_area.visible = false
enable_gate()
# opening base menu
var menu_instance = menu.instantiate()
menu_instance.base = self
player_ship.non_colorable_gui.add_child(menu_instance)
## Sets dock state to Leave
func dock_leave():
dock_state = DockState.Leave
disable_gate()
func enable_gate():
gate_static.visible = true
gate_static.process_mode = Node.PROCESS_MODE_INHERIT
gate_area.visible = false
dock_area.visible = false
func disable_gate():
gate_static.visible = false
gate_static.process_mode = Node.PROCESS_MODE_DISABLED
gate_area.visible = true

View file

@ -3,9 +3,9 @@ class_name Game
## TODO: rewrite item system
enum ITEM_TYPE {VALUABLE, WEAPON, HULL, SHIELD, ENGINE, AMMUNITION}
enum AMMO_TYPE {NULL, LASER_ENERGY, ROCKETS}
enum BASE_TYPE {POWER, MINING, FOOD, TRADING, MODULE}
enum ItemType {Valuable, Weapon, Hull, Shield, Engine, Ammunition}
enum AmmoType {None, LaserEnergy, Rockets}
enum BaseType {Power, Mining, Food, Trading, Module}
enum Faction {None, Player, Peaceful, Neutral, Aggressive}
#const DEFAULT_ITEM = preload("res://items/test_item.tres")

View file

@ -15,7 +15,6 @@ var target : Node2D = self
func _ready():
get_tree().create_timer(lifetime).timeout.connect(queue_free)
collider.body_entered.connect(_on_collision)
areyouready()
func _physics_process(delta):
if rotation_speed == 0: destination_angle = global_rotation_degrees
@ -43,6 +42,3 @@ func _on_collision(body):
if target != self:
target.queue_free()
queue_free()
func areyouready():
pass

View file

@ -39,8 +39,6 @@ func _ready():
else:
# or add it to root node lol
add_child(pause_controller)
pause_controller.visible = false
## Pause the game. Remember to unpause it when switching scenes!

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@ -1,35 +0,0 @@
extends Area2D
@export var menu : PackedScene
@onready var base_collider = $"../BaseCollider/BaseColliderDetector"
var menu_inst
var ship_in_menu = false
func onbcbodyentered(body):
if body is MainShip:
body.engine.speed = 0
func _input(event):
if event is InputEventKey and ship_in_menu:
if Input.is_action_just_released("hide_menu"):
menu_inst.visible = !menu_inst.visible
func _on_body_entered(body):
if body is MainShip:
ship_in_menu = true
body.allow_shooting = false
menu_inst = menu.instantiate()
menu_inst.modulate = get_parent().material.get_shader_parameter('color')
menu_inst.base = get_parent()
body.find_child("GUI").add_child(menu_inst)
body.minimap.visible = false
if body.quest.type == Quest.TYPE.DELIVERY:
if body.quest.data['destination'] == get_parent():
body.quest.do_progress()
func _on_body_exited(body):
if body is MainShip:
body.allow_shooting = true
body.minimap.visible = true
menu_inst.queue_free()
ship_in_menu = false

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@ -1,12 +0,0 @@
extends Control
@onready var ship = $"../../.."
func _on_unpause_button_button_up():
get_tree().current_scene.unpause()
func _on_exit_button_button_up():
get_tree().current_scene.unpause()
Game.profile_save(get_tree().current_scene)
get_tree().change_scene_to_file("res://scenes/MainMenu.tscn")

View file

@ -1,20 +0,0 @@
extends Line2D
@onready var ship = $"../../.."
var engine
var rdy = false
func _ready():
get_tree().create_timer(0.05).timeout.connect(is_rdy)
func is_rdy():
rdy = true
engine = ship.engine
func _process(_delta):
if !rdy:
return
engine = ship.engine
var speed_percentage : float = engine.speed / engine.max_speed * 100
var new_points = [Vector2.ZERO, Vector2(speed_percentage, 0)]
points = PackedVector2Array(new_points)

View file

@ -1,7 +0,0 @@
extends GPUParticles2D
@onready var engine = $".."
func _process(_delta):
var speed_percentage = engine.speed / engine.max_speed if engine.ship is MainShip else 0
emitting = speed_percentage > 1

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@ -1,9 +0,0 @@
extends Label
func _ready():
text = "GammaCosmicRays version {version}".format({"version" : Game.gameversion})
if OS.has_feature("editor"):
text += " uncompiled\nThis is a debug/prerelease version."
else:
if Game.beta:
text += " beta\nThis is a closed beta version."