Zmiany - jedna wielka scena
This commit is contained in:
parent
edd30ea0f4
commit
a4842dc22e
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extends Node
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# Autoload: Manager
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uid://c4udho6lk0dla
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@ -2,7 +2,7 @@
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importer="csv_translation"
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type="Translation"
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uid="uid://0ien22wevy7d"
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uid="uid://cisrti2abcb3n"
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[deps]
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@ -17,11 +17,10 @@ config/icon="res://icon.svg"
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[autoload]
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Manager="*res://Manager.gd"
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MusicManager="*res://music_manager.gd"
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GameData="*res://scripts/GameData.gd"
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ObjectNames="*res://scripts/ObjectNames.gd"
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Settings="*res://scripts/settings.gd"
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GameData="*res://scripts/GameData.gd"
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[display]
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@ -56,7 +55,17 @@ menu={
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"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)
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]
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}
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zoom_in={
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"deadzone": 0.2,
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"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)
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]
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}
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zoom_out={
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"deadzone": 0.2,
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"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)
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]
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}
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[internationalization]
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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")
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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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@ -1,17 +1,27 @@
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[gd_scene load_steps=4 format=3 uid="uid://b1vxl6rs5odt1"]
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[gd_scene load_steps=5 format=3 uid="uid://b1vxl6rs5odt1"]
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[ext_resource type="Script" uid="uid://cts6e8xmnqsax" path="res://scripts/galaxy.gd" id="1_jxn3g"]
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[ext_resource type="Texture2D" uid="uid://dvydsg5o77wdm" path="res://assets/background/galaxy_background.jpg" id="1_n7ltq"]
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[ext_resource type="AudioStream" uid="uid://c8xg32p8lbltw" path="res://assets/sounds/music/game_music.mp3" id="3_mlxib"]
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[ext_resource type="Script" uid="uid://b4cmg63daeo7g" path="res://scripts/camera_2d.gd" id="4_5xxpo"]
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[node name="Galaxy" type="Node2D"]
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script = ExtResource("1_jxn3g")
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[node name="Background" type="Sprite2D" parent="."]
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position = Vector2(576.00006, 323.99994)
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scale = Vector2(0.3, 0.30000004)
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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layer = -1
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[node name="Background" type="Sprite2D" parent="CanvasLayer"]
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z_index = -10
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position = Vector2(580, 332)
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scale = Vector2(0.30208334, 0.32222223)
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texture = ExtResource("1_n7ltq")
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[node name="AudioStreamPlayer2D" type="AudioStreamPlayer2D" parent="."]
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stream = ExtResource("3_mlxib")
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autoplay = true
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[node name="Camera2D" type="Camera2D" parent="."]
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position = Vector2(904, 512)
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zoom = Vector2(0.64, 0.64)
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script = ExtResource("4_5xxpo")
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18
scenes/planet.tscn
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18
scenes/planet.tscn
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[gd_scene load_steps=3 format=3 uid="uid://cynwjsqox5eqx"]
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[ext_resource type="Script" uid="uid://bdmoi05k2qhjs" path="res://scripts/planet.gd" id="1_cktii"]
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[ext_resource type="Texture2D" uid="uid://bmu7jwnvu7ob2" path="res://assets/planets/p5.png" id="2_h8ms6"]
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[node name="Planet" type="Node2D"]
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script = ExtResource("1_cktii")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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scale = Vector2(0.053333335, 0.053333335)
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texture = ExtResource("2_h8ms6")
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[node name="Label" type="Label" parent="."]
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offset_left = -16.0
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offset_top = 8.0
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offset_right = 8.0
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offset_bottom = 21.0
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theme_override_font_sizes/font_size = 8
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19
scenes/star.tscn
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19
scenes/star.tscn
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[gd_scene load_steps=3 format=3 uid="uid://cvc0brcqh2rhu"]
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[ext_resource type="Script" uid="uid://c7l387xor12hx" path="res://scripts/star.gd" id="1_mcqwg"]
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[ext_resource type="Texture2D" uid="uid://b4iycl7xcvpkp" path="res://assets/stars/s1.png" id="2_j6vao"]
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[node name="Star" type="Node2D"]
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script = ExtResource("1_mcqwg")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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position = Vector2(-2.3841858e-07, 0)
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scale = Vector2(0.014858843, 0.014858842)
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texture = ExtResource("2_j6vao")
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[node name="Label" type="Label" parent="."]
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offset_left = -16.0
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offset_top = 16.0
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offset_right = 16.0
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offset_bottom = 30.0
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theme_override_font_sizes/font_size = 10
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@ -1,48 +1,3 @@
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extends Node
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var player_data = []
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var sectors: Array = []
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func new_game():
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TranslationServer.set_locale(Settings.language)
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print("🔹 Tworzenie nowej gry...")
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sectors.clear()
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player_data.clear()
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player_data = PlayerData.generate_players(Settings.number_of_players)
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sectors = SectorData.generate_sectors(Settings.sector_count) #planety i reszta losuje sie wewnatrz kolejnych funkcji
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# Przyznajmy pierwszą planetę pierwszego sektora graczowi
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var first_planet = sectors[0].planets[0]
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player_data[0].owned_planets.append(first_planet)
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sectors[0].owner = player_data[0] # ustaw właściciela sektora, jeśli potrzebne
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print_game_state()
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func print_game_state(): #fucnkja do testów
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for s in sectors:
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print("Sektor:", s.name, "ID:", s.id, "Pozycja:", s.position, "Planety:", s.planets.size(),s.texture)
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for p in s.planets:
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print(" Planeta:", p.name, "Rozmiar:", p.size, "Orbit:", p.orbit_radius, "Rotation:", round(p.rotation_speed*100)/100,
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"Biosfere:", round(p.biosfere*100)/100, "Resource Rich:", round(p.resource_rich*100)/100)
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for r in p.resources:
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if r.exist:
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print(" Surowiec:", tr(r.name))
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for p in player_data[0].owned_planets:
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print("Gracz posiada planetę:", p.name, player_data[0].name)
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for i in range(player_data.size()):
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var p = player_data[i]
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var player_type = "AI" if p.is_ai else "Human"
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print("Gracz", i + 1, ":", p.name, "(", player_type, ")")
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print(" Kredyty:", p.credits)
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if p.owned_planets.size() > 0:
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print(" Planety:")
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for planet in p.owned_planets:
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print(" -", planet.name)
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else:
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print(" Brak planet")
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func _ready():
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new_game()
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var game_lunched = false
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extends Resource
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class_name PlanetData
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var name = ""
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var size = 1
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var rotation_speed = 1
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var biosfere = 1.0
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var orbit_radius = 1.0
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var resource_rich = 1.0
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var owner = null
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var resources: Array = []
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# Funkcja statyczna generująca listę planet
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static func generate_planets() -> Array:
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var planets_list: Array = []
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var planet_count = randi_range(Settings.min_planets_per_sector, Settings.max_planets_per_sector)
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for i in range(planet_count):
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var p = PlanetData.new()
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p.name = ObjectNames.planet_names[randi() % ObjectNames.planet_names.size()]
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p.generate_properties()
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planets_list.append(p)
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return planets_list
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# Generowanie właściwości jednej planety i surowców
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func generate_properties():
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size = randi_range(Settings.min_planet_size, Settings.max_planet_size)
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rotation_speed = randf_range(Settings.min_rotation_speed, Settings.max_rotation_speed)
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biosfere = randf_range(Settings.min_biosfere, Settings.max_biosfere)
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orbit_radius = randi_range(Settings.min_orbit_radius, Settings.max_orbit_radius)
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resource_rich = randf_range(Settings.min_resource_rich, Settings.max_resource_rich)
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resources.clear()
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for res_name in ObjectNames.resources:
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var r = ResourcesData.new()
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r.name = res_name
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r.exist = randi() % 2 == 0
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#r.amount = r.exist ? randi_range(50, 200) : 0
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resources.append(r)
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@ -1 +0,0 @@
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uid://d0wo3pt4is20h
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extends Resource
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class_name PlayerData
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var name: String = "Gracz"
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var is_ai: bool = false # czy gracz jest botem
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var credits: int = 1000
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var fleets: Array = [] # lista statków gracza
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var technologies: Array = [] # lista odkrytych technologii
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var owned_planets: Array = [] # planety należące do gracza
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var owned_sectors: Array = [] # sektory należące do gracza
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static func generate_players(player_count: int = 1) -> Array:
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var players_list: Array = []
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for i in range(player_count):
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var player = PlayerData.new()
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if i==0:
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player.name = "Tirith"
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player.credits = 1000
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player.is_ai = false
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players_list.append(player)
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else:
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player.name = "Gracz" + str(i+1)
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player.credits = 1000
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player.is_ai = true
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players_list.append(player)
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return players_list
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@ -1 +0,0 @@
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uid://bvcecdv1r6plv
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extends Resource
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class_name ResourcesData
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var name = "" # nazwa surowca, np. "iron"
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#var amount = 0 # ilość
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var exist = false #czy istnieje
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@ -1 +0,0 @@
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uid://ciu4d1qtrufew
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extends Resource
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class_name SectorData
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var id = ""
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var name = ""
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var position = Vector2.ZERO
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var owner = null
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var texture = ""
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var planets: Array = []
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# Stałe definiujące ograniczenia generacji
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const MAX_ATTEMPTS = 3 # Maksymalna liczba prób znalezienia pozycji dla pojedynczego sektora
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const MARGIN = 50 # Margines od krawędzi powierzchni losowania
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static func generate_sectors(sector_count: int) -> Array:
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var sectors_list: Array = []
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var min_distance = 100
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# Zakładam, że Settings.x i Settings.y przechowują szerokość i wysokość mapy
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var map_width = Settings.x
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var map_height = Settings.y
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# Określenie zakresu losowania, uwzględniającego margines
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var min_x = MARGIN
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var max_x = map_width - MARGIN
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var min_y = MARGIN
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var max_y = map_height - MARGIN
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# Sprawdzenie minimalne, czy obszar losowania jest wystarczająco duży
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if max_x <= min_x or max_y <= min_y:
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push_error("BŁĄD GENERACJI: Margines jest zbyt duży dla wymiarów mapy.")
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return []
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for i in range(sector_count):
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var s = SectorData.new()
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s.id = "sector_" + str(i)
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s.name = ObjectNames.sector_names[randi() % ObjectNames.sector_names.size()]
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s.texture = random_star_texture()
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# --- LOGIKA ZAPOBIEGANIA ZAPĘTLENIU I MARGINESÓW ---
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var pos_ok = false
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var attempts = 0
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var new_pos = Vector2.ZERO
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while not pos_ok and attempts < MAX_ATTEMPTS: # 1. Ograniczenie pętli
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new_pos.x = randf_range(min_x, max_x)
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new_pos.y = randf_range(min_y, max_y)
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pos_ok = true
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for existing in sectors_list:
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if existing.position.distance_to(new_pos) < min_distance:
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pos_ok = false
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break
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attempts += 1 # Zwiększamy licznik prób
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if pos_ok:
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s.position = new_pos
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s.planets = PlanetData.generate_planets()
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sectors_list.append(s)
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else:
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push_warning("Nie udało się znaleźć unikalnej pozycji dla sektora " + str(i) + " po " + str(MAX_ATTEMPTS) + " próbach.")
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return sectors_list
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static func random_star_texture() -> Texture2D:
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var id = randi_range(1, 8)
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return load("res://assets/stars/s%d.png" % id)
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@ -1 +0,0 @@
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uid://dwfbgtr5suob7
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29
scripts/camera_2d.gd
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29
scripts/camera_2d.gd
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extends Camera2D
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@export var speed := 500 # prędkość przesuwania
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@export var zoom_speed := 0.1 # prędkość zoomu
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func _process(delta):
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var move = Vector2.ZERO
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# przesuwanie WSAD / strzałki
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if Input.is_action_pressed("map_move_right"):
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move.x += 1
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if Input.is_action_pressed("map_move_left"):
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move.x -= 1
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if Input.is_action_pressed("map_move_down"):
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move.y += 1
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if Input.is_action_pressed("map_move_up"):
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move.y -= 1
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position += move.normalized() * speed * delta
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# zoom
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if Input.is_action_pressed("zoom_in"): # np. Q
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zoom -= Vector2(zoom_speed, zoom_speed) * delta
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if Input.is_action_pressed("zoom_out"): # np. E
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zoom += Vector2(zoom_speed, zoom_speed) * delta
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# ograniczenie minimalnego i maksymalnego zoomu
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zoom.x = clamp(zoom.x, 0.1, 3)
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zoom.y = clamp(zoom.y, 0.1, 3)
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1
scripts/camera_2d.gd.uid
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1
scripts/camera_2d.gd.uid
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uid://b4cmg63daeo7g
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@ -1,30 +1,65 @@
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extends Node2D
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@onready var StarScene = preload("res://scenes/Star.tscn")
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@onready var PlanetScene = preload("res://scenes/Planet.tscn")
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func _ready():
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var sectors = GameData.sectors # zakładam że GameData jest autoloadem
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_spawn_sectors(sectors)
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func _spawn_sectors(sectors: Array):
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for sector in sectors:
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var star = Sprite2D.new()
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star.texture = sector.texture
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star.position = sector.position
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star.scale = Vector2(0.02, 0.02) # ewentualnie zmień skalę
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add_child(star) # dodajemy bezpośrednio do Galaxy
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# dodaj nazwę pod gwiazdą
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var name_label = Label.new()
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name_label.text = sector.name
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name_label.position = star.position + Vector2(-20, 20)
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add_child(name_label)
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# dodaj nazwę pod gwiazdą
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var name_label2 = Label.new()
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name_label2.text = sector.planets[0].name
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name_label2.position = star.position + Vector2(-20, 40)
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add_child(name_label2)
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if GameData.game_lunched == false:
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_generate_galaxy(Settings.NUMBER_OF_SYSTEMS) # 5 gwiazd testowo
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GameData.game_lunched = true
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print_all_stars_and_planets()
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func _input(event):
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if event.is_action_pressed("ui_cancel"): # "ui_cancel" to ESC
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get_tree().change_scene_to_file("res://scenes/Menu.tscn")
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func _generate_galaxy(count: int):
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for i in range(count):
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var star = StarScene.instantiate()
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star.star_name = "Star_" + str(i)
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star.planet_count = randi_range(Settings.min_planet, Settings.max_planet)
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star.global_position = Vector2(randi_range(50, Settings.x), randi_range(50, Settings.y))
|
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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}
|
||||
|
||||
27
scripts/planet.gd
Normal file
27
scripts/planet.gd
Normal file
@ -0,0 +1,27 @@
|
||||
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
|
||||
1
scripts/planet.gd.uid
Normal file
1
scripts/planet.gd.uid
Normal file
@ -0,0 +1 @@
|
||||
uid://bdmoi05k2qhjs
|
||||
@ -1,34 +1,15 @@
|
||||
extends Node
|
||||
var language = 'pl'
|
||||
var number_of_players = 3
|
||||
var number_of_players = 1
|
||||
# Liczba sektorów w galaktyce
|
||||
var sector_count: int = 4
|
||||
var NUMBER_OF_SYSTEMS: int = 14
|
||||
|
||||
# Minimalna i maksymalna liczba planet w sektorze
|
||||
var min_planets_per_sector: int = 1
|
||||
var max_planets_per_sector: int = 3
|
||||
const RESOURCE_TYPES = ["Iron", "Uran", "Titan", "Water"]
|
||||
|
||||
# Minimalna i maksymalna wielkość planety
|
||||
var min_planet_size: int = 1
|
||||
var max_planet_size: int = 3
|
||||
#pozycja systemów
|
||||
var x = 1900
|
||||
var y = 1000
|
||||
|
||||
# Minimalna i maksymalna prędkość obrotu planety
|
||||
var min_rotation_speed: float = 0.1
|
||||
var max_rotation_speed: float = 1.0
|
||||
|
||||
# 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
|
||||
#Ilosc systemów
|
||||
var min_planet = 1
|
||||
var max_planet = 5
|
||||
|
||||
11
scripts/star.gd
Normal file
11
scripts/star.gd
Normal file
@ -0,0 +1,11 @@
|
||||
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
|
||||
1
scripts/star.gd.uid
Normal file
1
scripts/star.gd.uid
Normal file
@ -0,0 +1 @@
|
||||
uid://c7l387xor12hx
|
||||
Loading…
x
Reference in New Issue
Block a user