Zmiany - jedna wielka scena

This commit is contained in:
Tirith 2025-10-30 16:13:11 +01:00
parent edd30ea0f4
commit a4842dc22e
24 changed files with 201 additions and 248 deletions

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extends Node
# Autoload: Manager

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uid://c4udho6lk0dla

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importer="csv_translation" importer="csv_translation"
type="Translation" type="Translation"
uid="uid://0ien22wevy7d" uid="uid://cisrti2abcb3n"
[deps] [deps]

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@ -17,11 +17,10 @@ config/icon="res://icon.svg"
[autoload] [autoload]
Manager="*res://Manager.gd"
MusicManager="*res://music_manager.gd" MusicManager="*res://music_manager.gd"
GameData="*res://scripts/GameData.gd"
ObjectNames="*res://scripts/ObjectNames.gd" ObjectNames="*res://scripts/ObjectNames.gd"
Settings="*res://scripts/settings.gd" Settings="*res://scripts/settings.gd"
GameData="*res://scripts/GameData.gd"
[display] [display]
@ -56,7 +55,17 @@ menu={
"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":4194305,"key_label":0,"unicode":0,"location":0,"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":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
] ]
} }
zoom_in={
"deadzone": 0.2,
"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":81,"key_label":0,"unicode":113,"location":0,"echo":false,"script":null)
]
}
zoom_out={
"deadzone": 0.2,
"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":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
]
}
[internationalization] [internationalization]
locale/translations=PackedStringArray("res://localization/translation.de.translation", "res://localization/translation.en.translation", "res://localization/translation.pl.translation", "res://localization/translation.cs.translation", "res://localization/translation.es.translation") locale/translations=PackedStringArray("res://localization/translation.cs.translation", "res://localization/translation.de.translation", "res://localization/translation.en.translation", "res://localization/translation.es.translation", "res://localization/translation.pl.translation")

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[gd_scene load_steps=4 format=3 uid="uid://b1vxl6rs5odt1"] [gd_scene load_steps=5 format=3 uid="uid://b1vxl6rs5odt1"]
[ext_resource type="Script" uid="uid://cts6e8xmnqsax" path="res://scripts/galaxy.gd" id="1_jxn3g"] [ext_resource type="Script" uid="uid://cts6e8xmnqsax" path="res://scripts/galaxy.gd" id="1_jxn3g"]
[ext_resource type="Texture2D" uid="uid://dvydsg5o77wdm" path="res://assets/background/galaxy_background.jpg" id="1_n7ltq"] [ext_resource type="Texture2D" uid="uid://dvydsg5o77wdm" path="res://assets/background/galaxy_background.jpg" id="1_n7ltq"]
[ext_resource type="AudioStream" uid="uid://c8xg32p8lbltw" path="res://assets/sounds/music/game_music.mp3" id="3_mlxib"] [ext_resource type="AudioStream" uid="uid://c8xg32p8lbltw" path="res://assets/sounds/music/game_music.mp3" id="3_mlxib"]
[ext_resource type="Script" uid="uid://b4cmg63daeo7g" path="res://scripts/camera_2d.gd" id="4_5xxpo"]
[node name="Galaxy" type="Node2D"] [node name="Galaxy" type="Node2D"]
script = ExtResource("1_jxn3g") script = ExtResource("1_jxn3g")
[node name="Background" type="Sprite2D" parent="."] [node name="CanvasLayer" type="CanvasLayer" parent="."]
position = Vector2(576.00006, 323.99994) layer = -1
scale = Vector2(0.3, 0.30000004)
[node name="Background" type="Sprite2D" parent="CanvasLayer"]
z_index = -10
position = Vector2(580, 332)
scale = Vector2(0.30208334, 0.32222223)
texture = ExtResource("1_n7ltq") texture = ExtResource("1_n7ltq")
[node name="AudioStreamPlayer2D" type="AudioStreamPlayer2D" parent="."] [node name="AudioStreamPlayer2D" type="AudioStreamPlayer2D" parent="."]
stream = ExtResource("3_mlxib") stream = ExtResource("3_mlxib")
autoplay = true autoplay = true
[node name="Camera2D" type="Camera2D" parent="."]
position = Vector2(904, 512)
zoom = Vector2(0.64, 0.64)
script = ExtResource("4_5xxpo")

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scenes/planet.tscn Normal file
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[gd_scene load_steps=3 format=3 uid="uid://cynwjsqox5eqx"]
[ext_resource type="Script" uid="uid://bdmoi05k2qhjs" path="res://scripts/planet.gd" id="1_cktii"]
[ext_resource type="Texture2D" uid="uid://bmu7jwnvu7ob2" path="res://assets/planets/p5.png" id="2_h8ms6"]
[node name="Planet" type="Node2D"]
script = ExtResource("1_cktii")
[node name="Sprite2D" type="Sprite2D" parent="."]
scale = Vector2(0.053333335, 0.053333335)
texture = ExtResource("2_h8ms6")
[node name="Label" type="Label" parent="."]
offset_left = -16.0
offset_top = 8.0
offset_right = 8.0
offset_bottom = 21.0
theme_override_font_sizes/font_size = 8

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scenes/star.tscn Normal file
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[gd_scene load_steps=3 format=3 uid="uid://cvc0brcqh2rhu"]
[ext_resource type="Script" uid="uid://c7l387xor12hx" path="res://scripts/star.gd" id="1_mcqwg"]
[ext_resource type="Texture2D" uid="uid://b4iycl7xcvpkp" path="res://assets/stars/s1.png" id="2_j6vao"]
[node name="Star" type="Node2D"]
script = ExtResource("1_mcqwg")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(-2.3841858e-07, 0)
scale = Vector2(0.014858843, 0.014858842)
texture = ExtResource("2_j6vao")
[node name="Label" type="Label" parent="."]
offset_left = -16.0
offset_top = 16.0
offset_right = 16.0
offset_bottom = 30.0
theme_override_font_sizes/font_size = 10

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@ -1,48 +1,3 @@
extends Node extends Node
var player_data = [] var game_lunched = false
var sectors: Array = []
func new_game():
TranslationServer.set_locale(Settings.language)
print("🔹 Tworzenie nowej gry...")
sectors.clear()
player_data.clear()
player_data = PlayerData.generate_players(Settings.number_of_players)
sectors = SectorData.generate_sectors(Settings.sector_count) #planety i reszta losuje sie wewnatrz kolejnych funkcji
# Przyznajmy pierwszą planetę pierwszego sektora graczowi
var first_planet = sectors[0].planets[0]
player_data[0].owned_planets.append(first_planet)
sectors[0].owner = player_data[0] # ustaw właściciela sektora, jeśli potrzebne
print_game_state()
func print_game_state(): #fucnkja do testów
for s in sectors:
print("Sektor:", s.name, "ID:", s.id, "Pozycja:", s.position, "Planety:", s.planets.size(),s.texture)
for p in s.planets:
print(" Planeta:", p.name, "Rozmiar:", p.size, "Orbit:", p.orbit_radius, "Rotation:", round(p.rotation_speed*100)/100,
"Biosfere:", round(p.biosfere*100)/100, "Resource Rich:", round(p.resource_rich*100)/100)
for r in p.resources:
if r.exist:
print(" Surowiec:", tr(r.name))
for p in player_data[0].owned_planets:
print("Gracz posiada planetę:", p.name, player_data[0].name)
for i in range(player_data.size()):
var p = player_data[i]
var player_type = "AI" if p.is_ai else "Human"
print("Gracz", i + 1, ":", p.name, "(", player_type, ")")
print(" Kredyty:", p.credits)
if p.owned_planets.size() > 0:
print(" Planety:")
for planet in p.owned_planets:
print(" -", planet.name)
else:
print(" Brak planet")
func _ready():
new_game()

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@ -1,38 +0,0 @@
extends Resource
class_name PlanetData
var name = ""
var size = 1
var rotation_speed = 1
var biosfere = 1.0
var orbit_radius = 1.0
var resource_rich = 1.0
var owner = null
var resources: Array = []
# Funkcja statyczna generująca listę planet
static func generate_planets() -> Array:
var planets_list: Array = []
var planet_count = randi_range(Settings.min_planets_per_sector, Settings.max_planets_per_sector)
for i in range(planet_count):
var p = PlanetData.new()
p.name = ObjectNames.planet_names[randi() % ObjectNames.planet_names.size()]
p.generate_properties()
planets_list.append(p)
return planets_list
# Generowanie właściwości jednej planety i surowców
func generate_properties():
size = randi_range(Settings.min_planet_size, Settings.max_planet_size)
rotation_speed = randf_range(Settings.min_rotation_speed, Settings.max_rotation_speed)
biosfere = randf_range(Settings.min_biosfere, Settings.max_biosfere)
orbit_radius = randi_range(Settings.min_orbit_radius, Settings.max_orbit_radius)
resource_rich = randf_range(Settings.min_resource_rich, Settings.max_resource_rich)
resources.clear()
for res_name in ObjectNames.resources:
var r = ResourcesData.new()
r.name = res_name
r.exist = randi() % 2 == 0
#r.amount = r.exist ? randi_range(50, 200) : 0
resources.append(r)

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uid://d0wo3pt4is20h

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extends Resource
class_name PlayerData
var name: String = "Gracz"
var is_ai: bool = false # czy gracz jest botem
var credits: int = 1000
var fleets: Array = [] # lista statków gracza
var technologies: Array = [] # lista odkrytych technologii
var owned_planets: Array = [] # planety należące do gracza
var owned_sectors: Array = [] # sektory należące do gracza
static func generate_players(player_count: int = 1) -> Array:
var players_list: Array = []
for i in range(player_count):
var player = PlayerData.new()
if i==0:
player.name = "Tirith"
player.credits = 1000
player.is_ai = false
players_list.append(player)
else:
player.name = "Gracz" + str(i+1)
player.credits = 1000
player.is_ai = true
players_list.append(player)
return players_list

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uid://bvcecdv1r6plv

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extends Resource
class_name ResourcesData
var name = "" # nazwa surowca, np. "iron"
#var amount = 0 # ilość
var exist = false #czy istnieje

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uid://ciu4d1qtrufew

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extends Resource
class_name SectorData
var id = ""
var name = ""
var position = Vector2.ZERO
var owner = null
var texture = ""
var planets: Array = []
# Stałe definiujące ograniczenia generacji
const MAX_ATTEMPTS = 3 # Maksymalna liczba prób znalezienia pozycji dla pojedynczego sektora
const MARGIN = 50 # Margines od krawędzi powierzchni losowania
static func generate_sectors(sector_count: int) -> Array:
var sectors_list: Array = []
var min_distance = 100
# Zakładam, że Settings.x i Settings.y przechowują szerokość i wysokość mapy
var map_width = Settings.x
var map_height = Settings.y
# Określenie zakresu losowania, uwzględniającego margines
var min_x = MARGIN
var max_x = map_width - MARGIN
var min_y = MARGIN
var max_y = map_height - MARGIN
# Sprawdzenie minimalne, czy obszar losowania jest wystarczająco duży
if max_x <= min_x or max_y <= min_y:
push_error("BŁĄD GENERACJI: Margines jest zbyt duży dla wymiarów mapy.")
return []
for i in range(sector_count):
var s = SectorData.new()
s.id = "sector_" + str(i)
s.name = ObjectNames.sector_names[randi() % ObjectNames.sector_names.size()]
s.texture = random_star_texture()
# --- LOGIKA ZAPOBIEGANIA ZAPĘTLENIU I MARGINESÓW ---
var pos_ok = false
var attempts = 0
var new_pos = Vector2.ZERO
while not pos_ok and attempts < MAX_ATTEMPTS: # 1. Ograniczenie pętli
new_pos.x = randf_range(min_x, max_x)
new_pos.y = randf_range(min_y, max_y)
pos_ok = true
for existing in sectors_list:
if existing.position.distance_to(new_pos) < min_distance:
pos_ok = false
break
attempts += 1 # Zwiększamy licznik prób
if pos_ok:
s.position = new_pos
s.planets = PlanetData.generate_planets()
sectors_list.append(s)
else:
push_warning("Nie udało się znaleźć unikalnej pozycji dla sektora " + str(i) + " po " + str(MAX_ATTEMPTS) + " próbach.")
return sectors_list
static func random_star_texture() -> Texture2D:
var id = randi_range(1, 8)
return load("res://assets/stars/s%d.png" % id)

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uid://dwfbgtr5suob7

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scripts/camera_2d.gd Normal file
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extends Camera2D
@export var speed := 500 # prędkość przesuwania
@export var zoom_speed := 0.1 # prędkość zoomu
func _process(delta):
var move = Vector2.ZERO
# przesuwanie WSAD / strzałki
if Input.is_action_pressed("map_move_right"):
move.x += 1
if Input.is_action_pressed("map_move_left"):
move.x -= 1
if Input.is_action_pressed("map_move_down"):
move.y += 1
if Input.is_action_pressed("map_move_up"):
move.y -= 1
position += move.normalized() * speed * delta
# zoom
if Input.is_action_pressed("zoom_in"): # np. Q
zoom -= Vector2(zoom_speed, zoom_speed) * delta
if Input.is_action_pressed("zoom_out"): # np. E
zoom += Vector2(zoom_speed, zoom_speed) * delta
# ograniczenie minimalnego i maksymalnego zoomu
zoom.x = clamp(zoom.x, 0.1, 3)
zoom.y = clamp(zoom.y, 0.1, 3)

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scripts/camera_2d.gd.uid Normal file
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uid://b4cmg63daeo7g

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extends Node2D extends Node2D
@onready var StarScene = preload("res://scenes/Star.tscn")
@onready var PlanetScene = preload("res://scenes/Planet.tscn")
func _ready(): func _ready():
var sectors = GameData.sectors # zakładam że GameData jest autoloadem if GameData.game_lunched == false:
_spawn_sectors(sectors) _generate_galaxy(Settings.NUMBER_OF_SYSTEMS) # 5 gwiazd testowo
GameData.game_lunched = true
func _spawn_sectors(sectors: Array): print_all_stars_and_planets()
for sector in sectors:
var star = Sprite2D.new()
star.texture = sector.texture
star.position = sector.position
star.scale = Vector2(0.02, 0.02) # ewentualnie zmień skalę
add_child(star) # dodajemy bezpośrednio do Galaxy
# dodaj nazwę pod gwiazdą
var name_label = Label.new()
name_label.text = sector.name
name_label.position = star.position + Vector2(-20, 20)
add_child(name_label)
# dodaj nazwę pod gwiazdą
var name_label2 = Label.new()
name_label2.text = sector.planets[0].name
name_label2.position = star.position + Vector2(-20, 40)
add_child(name_label2)
func _input(event): func _generate_galaxy(count: int):
if event.is_action_pressed("ui_cancel"): # "ui_cancel" to ESC for i in range(count):
get_tree().change_scene_to_file("res://scenes/Menu.tscn") var star = StarScene.instantiate()
star.star_name = "Star_" + str(i)
star.planet_count = randi_range(Settings.min_planet, Settings.max_planet)
star.global_position = Vector2(randi_range(50, Settings.x), randi_range(50, Settings.y))
star.get_node("Sprite2D").texture = load("res://assets/stars/s%d.png" % randi_range(1,8))
add_child(star)
# generowanie planet dla danej gwiazdy
for j in range(star.planet_count):
var planet = PlanetScene.instantiate()
planet.pname = "Planet_" + str(i) + "_" + str(j)
planet.orbit_radius = 30 + j * 20
planet.orbit_speed = randf_range(0.01, 0.04)
generate_planet_resources(planet) # <-- tu losujemy surowce
var angle = randf() * TAU
planet.position = Vector2(cos(angle), sin(angle)) * planet.orbit_radius
planet.biosfere = randf() # float od 0 do 1
if planet.biosfere > 0.7:
planet.get_node("Sprite2D").texture = load("res://assets/planets/p%d.png" % randi_range(1,9))
else:
planet.get_node("Sprite2D").texture = load("res://assets/planets/p%d.png" % randi_range(10,18))
#planet.get_node("Sprite2D").texture = load("res://assets/planets/p16.png")
star.add_child(planet) # Planeta należy do gwiazdy!
star.planets.append(planet)
func print_all_stars_and_planets():
print("--- Lista gwiazd i planet ---")
for star in get_children():
if star is Star:
print("Gwiazda: ", star.star_name)
if star.planets.size() == 0:
print(" (Brak planet)")
else:
for planet in star.planets:
print("Planeta: ", planet.pname, " | Surowiec: ", planet.resource_type)
print("--- Koniec listy ---")
# Lista wszystkich możliwych surowców
var RESOURCE_TYPES = Settings.RESOURCE_TYPES
func generate_planet_resources(planet):
planet.resources = {} # resetujemy słownik
for res_name in RESOURCE_TYPES:
var exists = randi() % 100 < 50 # 50% szans na wystąpienie
var amount = 0
planet.resources[res_name] = {"exist": exists, "amount": amount}

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scripts/planet.gd Normal file
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extends Node2D
class_name Planet
@onready var label = $Label
var pname: String = ""
var orbit_radius: float = 30.0
var orbit_speed: float = 0.01
var biosfere: float = 0.1
var resources := {}
var texture: Texture2D
var angle = randf() * TAU
func _ready():
print("Planeta: %s, surowiec: %s" % [pname, resources])
#str(round(biosfere * 100) / 100.0)
_update_position()
func _process(delta):
angle += orbit_speed * delta # obrót w czasie
angle = fmod(angle, TAU) # utrzymanie kąta w 0..2π
_update_position()
print(pname, angle)
label.text = str(round(position * 100) / 100.0)
func _update_position():
# pozycja lokalna względem gwiazdy
position = Vector2(cos(angle), sin(angle)) * orbit_radius

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scripts/planet.gd.uid Normal file
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uid://bdmoi05k2qhjs

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extends Node extends Node
var language = 'pl' var language = 'pl'
var number_of_players = 3 var number_of_players = 1
# Liczba sektorów w galaktyce # Liczba sektorów w galaktyce
var sector_count: int = 4 var NUMBER_OF_SYSTEMS: int = 14
# Minimalna i maksymalna liczba planet w sektorze const RESOURCE_TYPES = ["Iron", "Uran", "Titan", "Water"]
var min_planets_per_sector: int = 1
var max_planets_per_sector: int = 3
# Minimalna i maksymalna wielkość planety #pozycja systemów
var min_planet_size: int = 1 var x = 1900
var max_planet_size: int = 3 var y = 1000
# Minimalna i maksymalna prędkość obrotu planety #Ilosc systemów
var min_rotation_speed: float = 0.1 var min_planet = 1
var max_rotation_speed: float = 1.0 var max_planet = 5
# Minimalna i maksymalna odległość planety od gwiazdy
var min_orbit_radius: float = 50
var max_orbit_radius: float = 250
# Minimalna i maksymalna wartość biosfery (habitability)
var min_biosfere: float = 0.0
var max_biosfere: float = 1.0
# Minimalna i maksymalna wartość resource_rich
var min_resource_rich: float = 0.1
var max_resource_rich: float = 1.0
# Inne parametry świata możesz dodawać tutaj w miarę potrzeb
#Granice galaktyki
var x = 500
var y = 500

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scripts/star.gd Normal file
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extends Node2D
class_name Star
@onready var label = $Label
@export var star_name: String = ""
@export var planet_count: int = 0
var planets: Array = []
var texture: Texture2D
func _ready():
print("Gwiazda %s z %d planetami" % [star_name, planet_count])
label.text = star_name

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scripts/star.gd.uid Normal file
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@ -0,0 +1 @@
uid://c7l387xor12hx