extends Node2D var can_target = [] var color_player var color_base var color_enemy var color_background @export var map_width = 8192 @export var map_height = 8192 @onready var ship = $MainShip @onready var bases = $Bases @onready var enemy_faction = $EnemyFaction signal enemy_destroyed signal scene_ready func _ready(): randomize() recolor() ship.camera.limit_left = -map_width/2.0 ship.camera.limit_right = map_width/2.0 ship.camera.limit_top = -map_height/2.0 ship.camera.limit_bottom = map_height/2.0 enemy_destroyed.connect(ship.enemy_destroyed) if Game.profile.profile_meta.has('game_load'): Game.profile.profile_meta.erase('game_load') var save = Game.profile.profile_meta['game'] ship.money = save['money'] ship.hull.hp = save['hp'] ship.hull.fuel = save['fuel'] ship.hull.ammunition = save['ammo'] ship.hull.cargo = save['cargo'] ship.hulls = save['hulls'] as Array[String] ship.engines = save['engines'] as Array[String] ship.shields = save['shields'] as Array[String] ship.weapons = save['weapons'] as Array[String] if save.has('ship_equipment'): var hull = save['ship_equipment']['hull'] var engine = save['ship_equipment']['engine'] var shield = save['ship_equipment']['shield'] var primary_weapon = save['ship_equipment']['primary_weapon'] var secondary_weapon = save['ship_equipment']['secondary_weapon'] ship.change_hull(hull) ship.change_engine(engine) ship.change_shield(shield) ship.change_primary_weapon(primary_weapon) ship.change_secondary_weapon(secondary_weapon) if save.has('quest'): var data = save['quest'] var type = data['type'] as Quest.TYPE var restrictions : Array[Quest.RESTRICTIONS] = [] for rest in data['restrictions']: restrictions.append(rest as Quest.RESTRICTIONS) ship.quest.create(type, data['progress_max'], data['reward_money'], restrictions, data['data']) if data['got_reward']: ship.quest.new = true ship.quest_completed = true scene_ready.emit() func addtargetlist(body : Node2D): if !can_target.has(body): can_target.append(body) func removetargetlist(body : Node2D): if can_target.has(body): can_target.erase(body) func _process(_delta): if Input.is_action_just_released("pause"): if get_tree().paused: unpause() else: pause() func pause(): var menu = get_node_or_null("MainShip/GUI/BaseMenu") if menu != null: menu.visible = false get_tree().paused = true ship.pause_controller.visible = true func unpause(): get_tree().paused = false ship.pause_controller.visible = false var menu = get_node_or_null("MainShip/GUI/BaseMenu") if menu != null: menu.visible = true func recolor(): color_player = Color.from_hsv(randf(), randf_range(0.8, 1), randf_range(0.8, 1)) color_base = Color.from_hsv(randf(), randf_range(0.8, 1), randf_range(0.8, 1)) color_enemy = Color.from_hsv(randf(), randf_range(0.8, 1), randf_range(0.8, 1)) color_background = Color.from_hsv(randf(), randf_range(0.1765, 1), randf_range(0.0392, 0.0862)) ship.modulate = color_player bases.modulate = color_base enemy_faction.modulate = color_enemy enemy_faction.changeitemscolor() bases.changeitemscolor() ship.changeinterfacecolor() var menu = get_node_or_null("MainShip/GUI/StarterBaseMenu") if menu != null: menu.modulate = bases.modulate func enemydestroyed(enemy): enemy_destroyed.emit(enemy)