This commit is contained in:
Tomasz Boruc 2025-10-30 00:16:09 +01:00
parent e9172db507
commit e5f3e8d155
25 changed files with 191 additions and 282 deletions

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extends Node
# Autoload: Manager

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uid://c4udho6lk0dla

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[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]

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script = ExtResource("1_jxn3g") script = ExtResource("1_jxn3g")
[node name="Background" type="Sprite2D" parent="."] [node name="Background" type="Sprite2D" parent="."]
position = Vector2(576.00006, 323.99994) position = Vector2(2603.9998, 1474.0001)
scale = Vector2(0.3, 0.30000004) scale = Vector2(1.3562499, 1.3685186)
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="Kamera" type="Camera2D" parent="."]
position = Vector2(2632, 1472)
zoom = Vector2(-0.22, -0.22)

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[gd_scene format=3 uid="uid://cynwjsqox5eqx"] [gd_scene load_steps=3 format=3 uid="uid://cynwjsqox5eqx"]
[ext_resource type="Script" uid="uid://bdmoi05k2qhjs" path="res://scripts/planet.gd" id="1_h8ms6"]
[ext_resource type="Texture2D" uid="uid://hun546m51ov8" path="res://assets/planets/p8.png" id="2_ggt7d"]
[node name="Planet" type="Node2D"] [node name="Planet" type="Node2D"]
script = ExtResource("1_h8ms6")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(61.5, 58)
scale = Vector2(0.40333334, 0.38)
texture = ExtResource("2_ggt7d")

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[gd_scene load_steps=3 format=3 uid="uid://duxpu41p6vik2"]
[ext_resource type="Script" uid="uid://c6s5mbfosgmc3" path="res://scripts/sector.gd" id="1_c2nvg"]
[ext_resource type="Texture2D" uid="uid://c77e86rim4e14" path="res://assets/background/space1.jpg" id="1_l8itw"]
[node name="sector" type="Node2D"]
script = ExtResource("1_c2nvg")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(576.00006, 324)
scale = Vector2(0.29999998, 0.3)
texture = ExtResource("1_l8itw")

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[gd_scene format=3 uid="uid://cvc0brcqh2rhu"] [gd_scene load_steps=3 format=3 uid="uid://cvc0brcqh2rhu"]
[ext_resource type="Script" uid="uid://c7l387xor12hx" path="res://scripts/star.gd" id="1_j6vao"]
[ext_resource type="Texture2D" uid="uid://b4iycl7xcvpkp" path="res://assets/stars/s1.png" id="2_ef0hr"]
[node name="Star" type="Node2D"] [node name="Star" type="Node2D"]
script = ExtResource("1_j6vao")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(48.999996, 47.000004)
scale = Vector2(0.07206547, 0.06872218)
texture = ExtResource("2_ef0hr")

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scripts/GameClasses.gd Normal file
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# Plik: res://data/GameClasses.gd
extends Resource
class_name GameClasses # Użyjemy go do globalnego dostępu (jak Singleton dla klas)
# =========================================================================
# === 1. KLASA DANYCH PLANETY =============================================
# =========================================================================
class PlanetData extends Resource:
@export var name: String = ""
@export var size: int = 1
@export var orbit_radius: float = 0.0
@export var angle: float = 0.0
@export var rotation_speed: float = 0.0
@export var texture_path: String = ""
func randomize_properties():
size = randi_range(1, 5)
rotation_speed = randf_range(0.0001, 0.001)
var tex_id = randi_range(1, 18)
texture_path = "res://assets/planets/p%d.png" % tex_id
# =========================================================================
# === 2. KLASA DANYCH GWIAZDY/SEKTORA ====================================
# =========================================================================
class StarData extends Resource:
@export var name: String = ""
@export var position: Vector2 = Vector2.ZERO
@export var type: String = "G2V"
@export var texture_path: String = ""
@export var planets: Array = [] # Lista obiektów PlanetData
func randomize_properties():
var types = ["O", "B", "A", "F", "G", "K", "M"]
type = types[randi() % types.size()]
var tex_id = randi_range(1, 3)
texture_path = "res://assets/stars/s%d.png" % tex_id
name = "Ziemia"

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uid://knplo8og2w4a

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# Plik: res://scripts/GameData.gd
extends Node extends Node
#class_name GameData
var player_data = [] # Ładowanie kontenera klas danych
var sectors: Array = [] const CLASSES = preload("res://scripts/GameClasses.gd")
var selected_sector_data: SectorData = null
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 # Ustawienie aliasów dla czytelności
for s in sectors: const PlanetDataClass = CLASSES.PlanetData
print("Sektor:", s.name, "ID:", s.id, "Pozycja:", s.position, "Planety:", s.planets.size(),s.texture) const StarDataClass = CLASSES.StarData
for p in s.planets:
print(" Planeta:", p.name, "Rozmiar:", p.size, "Orbit:", p.orbit_radius, "Rotation:", round(p.rotation_speed*100)/100, # --- GLOBALNY STAN GRY ---
"Biosfere:", round(p.biosfere*100)/100, "Resource Rich:", round(p.resource_rich*100)/100) var sectors: Array[StarDataClass] = []
for r in p.resources: # ... (reszta kodu) ...
if r.exist:
print(" Surowiec:", tr(r.name)) # === FUNKCJE GENERUJĄCE GALAKTYKĘ ===
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(): func _ready():
new_game() # ... (logika inicjalizacji)
generate_galaxy()
print(sectors[0].planets[0].name)
func generate_galaxy():
sectors.clear() # na wszelki wypadek, żeby nie duplikować
for i in range(2):
var new_sector_data = StarDataClass.new()
# --- Pozycja gwiazdy w przestrzeni galaktyki ---
new_sector_data.position = Vector2(
randf_range(0, 400), # szerokość galaktyki
randf_range(0, 400)
)
new_sector_data.randomize_properties()
new_sector_data.planets = generate_planets_for_sector()
sectors.append(new_sector_data)
func generate_planets_for_sector() -> Array:
var planets_list: Array = []
var planet_count = randi_range(2, 2)
for i in range(planet_count):
var p = PlanetDataClass.new()
p.name = "Planeta %d" % (i + 1)
p.randomize_properties()
# --- Ustal promień orbity i kąt ---
p.orbit_radius = (i + 1) * randf_range(100.0, 200.0)
p.angle = randf_range(0.0, TAU)
planets_list.append(p)
return planets_list

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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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# Plik: Galaxy.gd # Plik: res://scripts/Galaxy.gd
extends Node2D extends Node2D
const StarScene = preload("res://scenes/Star.tscn")
const PlanetScene = preload("res://scenes/Planet.tscn")
func _ready(): func _ready():
var sectors = GameData.sectors # Jeśli nie masz autoloada GameData, zrób tak:
_spawn_sectors(sectors) # var game_data = preload("res://scripts/GameData.gd").new()
# game_data.generate_galaxy()
# display_galaxy(game_data)
func _spawn_sectors(sectors: Array): # Jeśli GameData jest autoloadem (zalecane):
for sector in sectors: if GameData.sectors.is_empty():
GameData.generate_galaxy()
var star_button = TextureButton.new() _display_galaxy()
star_button.set_meta("sector_data", sector)
star_button.texture_normal = sector.texture
star_button.position = sector.position
star_button.scale = Vector2(0.02, 0.02)
if sector.texture:
var size = sector.texture.get_size()
star_button.custom_minimum_size = size
star_button.size = size
add_child(star_button)
star_button.pressed.connect(_on_star_clicked.bind(star_button))
var name_label = Label.new()
name_label.text = sector.name
name_label.position = star_button.position + Vector2(-20, 20)
add_child(name_label)
var name_label2 = Label.new()
name_label2.text = sector.planets[0].name
name_label2.position = star_button.position + Vector2(-20, 40)
add_child(name_label2)
func _on_star_clicked(star_button_node: TextureButton): func _display_galaxy():
var clicked_sector_data = star_button_node.get_meta("sector_data") for star_data in GameData.sectors:
var star_instance = StarScene.instantiate()
if clicked_sector_data: star_instance.data = star_data
open_sector_view(clicked_sector_data) star_instance.position = star_data.position
else:
push_error("Błąd: Nie znaleziono danych sektora w przycisku.")
# 👇 dodajemy gwiazdę bezpośrednio do Galaxy
add_child(star_instance)
func open_sector_view(data): # Teraz dodaj planety jako dzieci gwiazdy
for planet_data in star_data.planets:
GameData.selected_sector_data = data var planet_instance = PlanetScene.instantiate()
planet_instance.data = planet_data
var error = get_tree().change_scene_to_file("res://scenes/sector.tscn") planet_instance.orbit_center = star_instance.position
star_instance.add_child(planet_instance)
if error != OK:
push_error("BŁĄD ZMIANY SCENY: Nie udało się załadować res://scenes/sector.tscn. Sprawdź ścieżkę i plik.")
else:
print("Przeniesiono do widoku sektora:", data.name)
func _input(event):
if event.is_action_pressed("ui_cancel"):
get_tree().change_scene_to_file("res://scenes/Menu.tscn")

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scripts/planet.gd Normal file
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# Plik: res://scripts/Planet.gd
extends Node2D
class_name Planet
# Brak zagnieżdżonej klasy. Dane będą przypisane z GameData
var data = null
@onready var sprite: Sprite2D = $Sprite2D
# --- Właściwości ruchu (będą pobierane z 'data') ---
var orbit_center: Vector2 = Vector2.ZERO
var angle: float = 0.0
func _ready():
_apply_visuals()
# Tutaj w _ready synchronizujemy dane orbitalne
func _apply_visuals():
# Sprawdza, czy 'data' jest obiektem i ma ścieżkę do tekstury
if is_instance_valid(data) and data.texture_path != "":
var planet_texture = load(data.texture_path)
if planet_texture and sprite:
sprite.texture = planet_texture
func _process(delta):
# Logika ruchu orbitalnego, używająca danych z 'data'
if is_instance_valid(data) and data.orbit_radius > 0:
data.angle += data.rotation_speed * delta
var offset = Vector2(cos(data.angle), sin(data.angle)) * data.orbit_radius
self.position = orbit_center + offset

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

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# Plik: sector_view_script.gd (Skrypt podłączony do root węzła w sector.tscn)
extends Node2D # lub inny węzeł główny
class_name SectorView # Używamy class_name dla czystości
var sector_data: SectorData # Lokalna referencja do danych
func _ready():
# Pobieramy referencję do danych z Singletonu
sector_data = GameData.selected_sector_data
if sector_data:
print("Scena sektor załadowana. Dane pobrane dla:", sector_data.name)
# ZWOLNIJ SCHOWEK
GameData.selected_sector_data = null
# --- TUTAJ ZACZYNASZ INSTANCJONOWAĆ WIZUALIZACJE ---
# Np. rysujesz gwiazdę, planety itd.
var debug_label = Label.new()
debug_label.text = "Widok Sektora: " + sector_data.name + ", Planety: " + str(sector_data.planets.size())
debug_label.position = Vector2(100, 100)
add_child(debug_label)
else:
push_error("Błąd: Scena sektora nie otrzymała danych z GameData!")

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uid://c6s5mbfosgmc3

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scripts/star.gd Normal file
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# Plik: res://scripts/Star.gd
extends Node2D
class_name Star
# Brak zagnieżdżonej klasy. Dane będą przypisane z GameData
var data = null
@onready var sprite: Sprite2D = $Sprite2D
func _ready():
# Oczekujemy, że węzeł, który nas instancjonuje, przypisze 'data'
_apply_visuals()
func _apply_visuals():
# Sprawdza, czy 'data' jest obiektem i ma ścieżkę do tekstury
if is_instance_valid(data) and data.texture_path != "":
var star_texture = load(data.texture_path)
if star_texture and sprite:
sprite.texture = star_texture

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scripts/star.gd.uid Normal file
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uid://c7l387xor12hx