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Author SHA1 Message Date
042b7aea2b Drobne zmiany 2025-11-05 17:10:12 +01:00
1bf30e0077 Budynki, textura planet po terra 2025-11-05 16:02:59 +01:00
49 changed files with 954 additions and 34 deletions

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This work, made by Viktor Hahn (Viktor.Hahn@web.de), is
licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
http://creativecommons.org/licenses/by-sa/3.0/
and the Creative Commons Attribution 4.0 International License (CC BY 4.0).
https://creativecommons.org/licenses/by/4.0/

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@ -0,0 +1,16 @@
[gd_resource type="AnimatedTexture" load_steps=4 format=3 uid="uid://dljtjoy4w4ve"]
[ext_resource type="Texture2D" uid="uid://bm7hr6va1djdg" path="res://assets/stars/stars_anim/star_red02.png" id="2_defdk"]
[ext_resource type="Texture2D" uid="uid://6jjk6h1aihsw" path="res://assets/stars/stars_anim/star_red03.png" id="3_lxlcc"]
[ext_resource type="Texture2D" uid="uid://cupuo3cglvatl" path="res://assets/stars/stars_anim/star_red04.png" id="4_63dot"]
[resource]
frames = 4
speed_scale = 41.0
frame_0/duration = 0.2
frame_1/texture = ExtResource("2_defdk")
frame_1/duration = 0.2
frame_2/texture = ExtResource("3_lxlcc")
frame_2/duration = 0.2
frame_3/texture = ExtResource("4_63dot")
frame_3/duration = 0.1

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@ -22,10 +22,10 @@ scale = Vector2(0.053333335, 0.053333335)
texture = ExtResource("2_h8ms6")
[node name="Label" type="Label" parent="."]
offset_left = 8.0
offset_top = -8.0
offset_right = 32.0
offset_bottom = 8.0
offset_left = -12.0
offset_top = 6.0
offset_right = 12.0
offset_bottom = 22.0
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 1
theme_override_fonts/font = ExtResource("3_ggt7d")
@ -38,7 +38,7 @@ vertical_alignment = 1
[node name="Info" type="Label" parent="CanvasLayer"]
offset_left = 16.0
offset_top = 32.0
offset_right = 183.0
offset_right = 278.0
offset_bottom = 215.0
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 1

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@ -1,7 +1,7 @@
[gd_scene load_steps=5 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"]
[ext_resource type="Texture2D" uid="uid://dsfxgajg3jodv" path="res://assets/stars/s3.png" id="2_8d8bx"]
[ext_resource type="Script" uid="uid://bgghdcbxp6o0k" path="res://scripts/star_sprite.gd" id="3_ef0hr"]
[ext_resource type="FontFile" uid="uid://chk8jrn2ighpx" path="res://assets/fonts/main_font.ttf" id="4_8d8bx"]
@ -9,9 +9,8 @@
script = ExtResource("1_mcqwg")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(2.3841858e-07, 0)
scale = Vector2(0.019316493, 0.019316494)
texture = ExtResource("2_j6vao")
scale = Vector2(0.02, 0.02)
texture = ExtResource("2_8d8bx")
script = ExtResource("3_ef0hr")
[node name="Label" type="Label" parent="."]

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@ -6,6 +6,9 @@ const BUILDINGS = {
"description": "Pozwala wydobywać żelazo z powierzchni planety.",
"resource": "iron",
"cost": {"iron": 100, "carbon": 50},
"bonuses": {
},
"build_time": 10.0,
"texture": "res://assets/buildings/iron_mine.png",
"required_tech": null
@ -15,6 +18,9 @@ const BUILDINGS = {
"description": "Pozwala wydobywać i oczyszczać wodę do użytku kolonii.",
"resource": "water",
"cost": {"iron": 80, "carbon": 40},
"bonuses": {
},
"build_time": 8.0,
"texture": "res://assets/buildings/water_purifier.png",
"required_tech": null
@ -24,7 +30,46 @@ const BUILDINGS = {
"description": "Pozwala wydobywać miedź.",
"resource": "copper",
"cost": {"iron": 80, "carbon": 40},
"build_time": 22.0,
"bonuses": {
},
"build_time": 500.0,
"texture": "res://assets/buildings/water_purifier.png",
"required_tech": null
},
"uran_mine": {
"name": "Uran Mine",
"description": "Pozwala wydobywać uran.",
"resource": "uranium",
"cost": {"iron": 80, "carbon": 40},
"bonuses": {
},
"build_time": 5.0,
"texture": "res://assets/buildings/water_purifier.png",
"required_tech": null
},
"residential_zone": {
"name": "Residential Zone",
"description": "Zwiększa limit populacji",
"bonuses": {
"total_pop_bonus": 25
},
"resource": null,
"cost": {"iron": 80, "carbon": 40},
"build_time": 5.0,
"texture": "res://assets/buildings/water_purifier.png",
"required_tech": null
},
"terraforming_center": {
"name": "Terraforming Center",
"description": "Zwiększa limit populacji",
"bonuses": {
"biosfere": 0.5
},
"resource": null,
"cost": {"iron": 80, "carbon": 40},
"build_time": 5.0,
"texture": "res://assets/buildings/water_purifier.png",
"required_tech": null
}

View File

@ -13,3 +13,14 @@ func _process(delta):
update_timer += delta #* Settings.TIME_SCALE
if update_timer >= Settings.UPDATE_INTERVAL:
update_timer = 0.0
func format_number(num: int) -> String:
var s = str(int(num))
var result = ""
var count = 0
for i in range(s.length() - 1, -1, -1):
result = s[i] + result
count += 1
if count % 3 == 0 and i != 0:
result = "." + result
return result

View File

@ -50,18 +50,18 @@ func _generate_galaxy(count: int):
planet.orbit_radius = 45 + j * 40
planet.orbit_speed = randf_range(0.004, 0.01)
planet.size = randi_range(1, 3)
assign_max_population(planet)
#assign_max_population(planet)
generate_planet_resources(planet) # <-- tu losujemy surowce
var angle = randf() * TAU
planet.position = Vector2(cos(angle), sin(angle)) * planet.orbit_radius
planet.res_rich = randf()
planet.biosfere = randf() # float od 0 do 1
planet.biosfere = pow(randf_range(0.0, 1.0), 3) # 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").scale = Vector2(0.053*planet.size/2, 0.053*planet.size/2)
star.add_child(planet) # Planeta należy do gwiazdy!
planet.get_node("Sprite2D").scale = Vector2(0.073*planet.size/2, 0.073*planet.size/2)
star.add_child(planet) # Planeta należy do gwiaz7
star.planets.append(planet)
@ -84,17 +84,17 @@ func generate_planet_resources(planet):
var amount = 0
planet.resources[res_name] = {"exist": exists, "amount": amount}
func assign_max_population(planet):
# planet_size = 1 (mała), 2 (średnia), 3 (duża)
match planet.size:
1:
planet.max_pop = randi_range(1000, 5000)
2:
planet.max_pop = randi_range(10000, 20000)
3:
planet.max_pop = randi_range(40000, 80000)
_:
planet.max_pop = 0 # zabezpieczenie, gdyby coś poszło nie tak
#func assign_max_population(planet):
## planet_size = 1 (mała), 2 (średnia), 3 (duża)
#match planet.size:
#1:
#planet.max_pop = randi_range(1000, 5000)
#2:
#planet.max_pop = randi_range(10000, 20000)
#3:
#planet.max_pop = randi_range(40000, 80000)
#_:
#planet.max_pop = 0 # zabezpieczenie, gdyby coś poszło nie tak
func _input(event):
if event.is_action_pressed("ui_cancel"): # np. klawisz ESC

View File

@ -20,6 +20,10 @@ var population: int = 0
var res_rich: float = 0.0
var resources := {}
var buildings := []
var bonuses = {
"total_pop_bonus": 0, # w %
"biosfere": 0.0, # mnożnik bazowy
}
# słownik z ID -> stan budynku
@ -37,9 +41,7 @@ func _ready():
_update_position()
# Testowanie funkcji
add_building("iron_mine")
add_building("water_purifier")
add_building("copper_mine") # próba dodania ponownie
print("Lista budynków na planecie:", buildings)
var data = BuildingsList.BUILDINGS["iron_mine"]
@ -84,14 +86,21 @@ func colonize():
is_colonized = true
label.add_theme_color_override("font_color", Color(0.0, 0.454, 0.0, 1.0))
add_building("iron_mine")
add_building("water_purifier")
add_building("terraforming_center")
add_building("residential_zone")
population = 100
print_data()
func print_data():
check_max_pop()
var text = "🌍 %s\n" % pname
text += "Biosfera: %.2f\n" % biosfere
text += "Zasobność surowców: %.2f\n" % res_rich
text += "Limit populacji: " + str(int(max_pop)).pad_decimals(0) + "\n"
text += "Limit populacji: %s\n" % GameData.format_number(max_pop)
text += "Populacja: " + str(int(population)).pad_decimals(0) + "\n"
text += "Status: " + ("Skolonizowana" if is_colonized else "Nieskolonizowana") + "\n"
var has_any_resource = false
@ -114,8 +123,15 @@ func print_data():
info_label.text = text
func check_max_pop():
max_pop = min(1.0, biosfere + bonuses["biosfere"]) * 10000000 * (1.0 + bonuses["total_pop_bonus"] / 100.0)
return max_pop
func _pop_growth(delta):
pop_timer += delta
max_pop = check_max_pop()
if pop_timer >= Settings.UPDATE_INTERVAL:
if resources["water"]["amount"] > 0:
var growth = int(max(1, population * 0.05 * biosfere))
@ -151,7 +167,9 @@ func _res_growth(delta):
func check_growth() -> float:
# Zwraca przyrost zaokrąglony do 2 miejsc po przecinku
var growth = res_rich * (population / 1000.0)
var growth = res_rich * log(1 + population / 500.0)
return round(growth * 100) / 100.0
func _res_consumption(delta):
@ -194,3 +212,28 @@ func update_buildings(delta: float):
if b.built_time >= build_time:
b.is_building = false
print("Budowa ukończona:", BuildingsList.BUILDINGS[b.id].name)
# Pobierz dane zakończonego budynku
var building_data = BuildingsList.BUILDINGS[b.id]
# Jeśli budynek ma sekcję "bonuses", zastosuj je
if "bonuses" in building_data:
_apply_building_bonuses(building_data["bonuses"])
# Uniwersalna funkcja stosowania bonusów
func _apply_building_bonuses(bonus_dict: Dictionary) -> void:
for key in bonus_dict.keys():
var value = bonus_dict[key]
# Jeśli taki bonus już istnieje dodaj wartość
if key in bonuses:
bonuses[key] += value
# Jeśli nie istnieje dodaj nowy klucz do słownika bonuses
else:
bonuses[key] = value
if (biosfere + bonuses["biosfere"] > 0.7):
print("zmieniam texture")
$Sprite2D.texture = load("res://assets/planets/p%d.png" % randi_range(1,9))
print("Zastosowano bonusy:", bonus_dict)

View File

@ -1,7 +1,7 @@
extends Node
const LANGUAGE = 'pl'
var number_of_players = 1
var map_speed = 0.01
var map_speed = 0.07
@ -14,7 +14,7 @@ const MAX_PLACEMENT_ATTEMPTS: int = 50
const MARGIN: float = 50.0
var NUMBER_OF_SYSTEMS: int = 300
#Ilosc systemów
var min_planet = 1
var min_planet = 5
var max_planet = 7
#Zmiana upływu czasu