cosmic/scripts/Space.gd

107 lines
3.3 KiB
GDScript

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
signal updated_colors
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()
updated_colors.emit()
var menu = get_node_or_null("MainShip/GUI/StarterBaseMenu")
if menu != null:
menu.modulate = bases.modulate
func enemydestroyed(enemy):
enemy_destroyed.emit(enemy)