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b5fdf0cecc
| Author | SHA1 | Date | |
|---|---|---|---|
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19
assets/alien_ships/README.md
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# Alien ships
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Source: `assets/Ships/alien_ship.jpg` (40 ships, 8 columns × 5 rows).
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`atlas.png` was prepared with the built-in ImageGen editor. Designs are adapted
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from the original sheet; ImageGen may redraw small details.
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Prompt: Remove the gray checkerboard and replace it with real transparent alpha;
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preserve all 40 dark alien ship designs, red/magenta colors, original ordering,
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and crisp silhouettes. Arrange exactly 8 columns × 5 rows with isolated craft,
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`extract_sprites.ps1` slices the returned atlas, trims transparent margins,
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corrects remaining sideways/downward orientations, and centers each sprite
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on a transparent 256 × 256 canvas with a maximum occupied dimension of 224.
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Run this PowerShell script to rebuild `alien_01.png` through `alien_40.png`.
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The catalog in `scripts/items/alien_ship_catalog.gd` is shared by the level
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generator and game. Each system selects one design using its level and seed.
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All enemy tiers use that design; elites retain their tint and bosses their size.
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assets/alien_ships/alien_01.png
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assets/alien_ships/atlas.png
Normal file
|
After Width: | Height: | Size: 2.1 MiB |
40
assets/alien_ships/atlas.png.import
Normal file
@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://h2hk1uilrc6r"
|
||||
path="res://.godot/imported/atlas.png-d901c7531d7e83f5c5d8947d195e52d3.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/alien_ships/atlas.png"
|
||||
dest_files=["res://.godot/imported/atlas.png-d901c7531d7e83f5c5d8947d195e52d3.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
43
assets/alien_ships/extract_sprites.ps1
Normal file
@ -0,0 +1,43 @@
|
||||
# Rebuild the game sprites from the transparent ImageGen atlas.
|
||||
Add-Type -AssemblyName System.Drawing
|
||||
$taskAtlas = [Drawing.Bitmap]::new((Join-Path $PSScriptRoot 'atlas.png'))
|
||||
$taskRows = @(0, 220, 435, 615, 842, 1084)
|
||||
try {
|
||||
for ($taskRow = 0; $taskRow -lt 5; $taskRow++) {
|
||||
for ($taskColumn = 0; $taskColumn -lt 8; $taskColumn++) {
|
||||
$taskIndex = $taskRow * 8 + $taskColumn + 1
|
||||
$taskLeft = [int][Math]::Round($taskColumn * $taskAtlas.Width / 8.0)
|
||||
$taskRight = [int][Math]::Round(($taskColumn + 1) * $taskAtlas.Width / 8.0)
|
||||
$taskRect = [Drawing.Rectangle]::new($taskLeft, $taskRows[$taskRow], $taskRight - $taskLeft, $taskRows[$taskRow + 1] - $taskRows[$taskRow])
|
||||
$taskCell = $taskAtlas.Clone($taskRect, [Drawing.Imaging.PixelFormat]::Format32bppArgb)
|
||||
# Find occupied bounds; ignore almost-transparent extraction fringe.
|
||||
$taskMinX = $taskCell.Width; $taskMinY = $taskCell.Height
|
||||
$taskMaxX = -1; $taskMaxY = -1
|
||||
for ($taskY = 0; $taskY -lt $taskCell.Height; $taskY++) {
|
||||
for ($taskX = 0; $taskX -lt $taskCell.Width; $taskX++) {
|
||||
if ($taskCell.GetPixel($taskX, $taskY).A -gt 32) {
|
||||
$taskMinX = [Math]::Min($taskMinX, $taskX); $taskMinY = [Math]::Min($taskMinY, $taskY)
|
||||
$taskMaxX = [Math]::Max($taskMaxX, $taskX); $taskMaxY = [Math]::Max($taskMaxY, $taskY)
|
||||
}
|
||||
}
|
||||
}
|
||||
if ($taskMaxX -lt 0) { throw "Empty sprite $taskIndex" }
|
||||
$taskBounds = [Drawing.Rectangle]::new($taskMinX, $taskMinY, $taskMaxX - $taskMinX + 1, $taskMaxY - $taskMinY + 1)
|
||||
$taskSprite = $taskCell.Clone($taskBounds, [Drawing.Imaging.PixelFormat]::Format32bppArgb)
|
||||
$taskCell.Dispose()
|
||||
if ($taskIndex -in @(17, 21, 24)) { $taskSprite.RotateFlip([Drawing.RotateFlipType]::Rotate270FlipNone) }
|
||||
if ($taskIndex -in @(9, 13, 14)) { $taskSprite.RotateFlip([Drawing.RotateFlipType]::Rotate180FlipNone) }
|
||||
$taskOutput = [Drawing.Bitmap]::new(256, 256, [Drawing.Imaging.PixelFormat]::Format32bppArgb)
|
||||
$taskGraphics = [Drawing.Graphics]::FromImage($taskOutput)
|
||||
$taskGraphics.Clear([Drawing.Color]::Transparent)
|
||||
$taskGraphics.InterpolationMode = [Drawing.Drawing2D.InterpolationMode]::HighQualityBicubic
|
||||
$taskScale = 224.0 / [Math]::Max($taskSprite.Width, $taskSprite.Height)
|
||||
$taskWidth = [int][Math]::Round($taskSprite.Width * $taskScale)
|
||||
$taskHeight = [int][Math]::Round($taskSprite.Height * $taskScale)
|
||||
$taskGraphics.DrawImage($taskSprite, [Drawing.Rectangle]::new([int]((256 - $taskWidth) / 2), [int]((256 - $taskHeight) / 2), $taskWidth, $taskHeight))
|
||||
$taskOutput.Save((Join-Path $PSScriptRoot ('alien_{0:D2}.png' -f $taskIndex)), [Drawing.Imaging.ImageFormat]::Png)
|
||||
$taskGraphics.Dispose(); $taskOutput.Dispose(); $taskSprite.Dispose()
|
||||
}
|
||||
}
|
||||
} finally { $taskAtlas.Dispose() }
|
||||
Write-Output 'Extracted 40 transparent sprites, 256 x 256 pixels.'
|
||||
@ -1,6 +1,7 @@
|
||||
[gd_scene load_steps=3 format=3]
|
||||
[gd_scene load_steps=4 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/game/enemy_ship.gd" id="1_enemy"]
|
||||
[ext_resource type="Script" path="res://scripts/game/enemy_health_bar.gd" id="2_health"]
|
||||
|
||||
[sub_resource type="CircleShape2D" id="EnemyCollision"]
|
||||
radius = 22.0
|
||||
@ -15,3 +16,6 @@ texture_filter = 1
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
shape = SubResource("EnemyCollision")
|
||||
|
||||
[node name="HealthBar" type="Node2D" parent="."]
|
||||
script = ExtResource("2_health")
|
||||
|
||||
@ -9,10 +9,10 @@ border_width_top = 1
|
||||
border_width_right = 1
|
||||
border_width_bottom = 1
|
||||
border_color = Color(0.28, 0.63, 0.54, 1)
|
||||
content_margin_left = 24.0
|
||||
content_margin_top = 24.0
|
||||
content_margin_right = 24.0
|
||||
content_margin_bottom = 24.0
|
||||
content_margin_left = 14.0
|
||||
content_margin_top = 14.0
|
||||
content_margin_right = 14.0
|
||||
content_margin_bottom = 14.0
|
||||
corner_radius_top_left = 8
|
||||
corner_radius_top_right = 8
|
||||
corner_radius_bottom_left = 8
|
||||
@ -20,22 +20,11 @@ corner_radius_bottom_right = 8
|
||||
|
||||
[node name="PlanetServicesMenu" type="Control"]
|
||||
visible = false
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
mouse_filter = 0
|
||||
script = ExtResource("1_services")
|
||||
|
||||
[node name="Dim" type="ColorRect" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
layout_mode = 0
|
||||
offset_right = 350.0
|
||||
offset_bottom = 250.0
|
||||
mouse_filter = 2
|
||||
color = Color(0.01, 0.025, 0.045, 0.78)
|
||||
script = ExtResource("1_services")
|
||||
|
||||
[node name="Center" type="CenterContainer" parent="."]
|
||||
layout_mode = 1
|
||||
@ -45,32 +34,32 @@ anchor_bottom = 1.0
|
||||
mouse_filter = 2
|
||||
|
||||
[node name="Panel" type="PanelContainer" parent="Center"]
|
||||
custom_minimum_size = Vector2(460, 310)
|
||||
custom_minimum_size = Vector2(350, 250)
|
||||
layout_mode = 2
|
||||
theme_override_styles/panel = SubResource("PanelStyle")
|
||||
|
||||
[node name="Contents" type="VBoxContainer" parent="Center/Panel"]
|
||||
layout_mode = 2
|
||||
theme_override_constants/separation = 16
|
||||
theme_override_constants/separation = 12
|
||||
|
||||
[node name="Title" type="Label" parent="Center/Panel/Contents"]
|
||||
layout_mode = 2
|
||||
theme_override_colors/font_color = Color(0.47, 0.91, 0.74, 1)
|
||||
theme_override_font_sizes/font_size = 21
|
||||
text = "USŁUGI CHRONIONEJ RASY"
|
||||
theme_override_font_sizes/font_size = 17
|
||||
text = "USŁUGI TUBYLCÓW"
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="Status" type="Label" parent="Center/Panel/Contents"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 14
|
||||
text = "Układ jest bezpieczny. Mieszkańcy otwierają przejście."
|
||||
theme_override_font_sizes/font_size = 12
|
||||
text = "Układ bezpieczny. Usługi dostępne."
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="Services" type="Label" parent="Center/Panel/Contents"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
theme_override_colors/font_color = Color(0.59, 0.67, 0.75, 1)
|
||||
theme_override_font_sizes/font_size = 14
|
||||
theme_override_font_sizes/font_size = 12
|
||||
text = "Kup amunicję do działka maszynowego."
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
@ -78,17 +67,13 @@ vertical_alignment = 1
|
||||
[node name="BuyAmmunitionButton" type="Button" parent="Center/Panel/Contents"]
|
||||
custom_minimum_size = Vector2(0, 44)
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 15
|
||||
theme_override_font_sizes/font_size = 12
|
||||
focus_mode = 0
|
||||
text = "KUP 100 AMUNICJI — 100 KREDYTÓW"
|
||||
|
||||
[node name="NextButton" type="Button" parent="Center/Panel/Contents"]
|
||||
custom_minimum_size = Vector2(0, 44)
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 15
|
||||
text = "PRZEJDŹ DO NASTĘPNEGO UKŁADU"
|
||||
|
||||
[node name="CloseButton" type="Button" parent="Center/Panel/Contents"]
|
||||
custom_minimum_size = Vector2(0, 32)
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 14
|
||||
text = "WRÓĆ DO STATKU"
|
||||
theme_override_font_sizes/font_size = 12
|
||||
focus_mode = 0
|
||||
text = "IDŹ DO NASTĘPNEGO POZIOMU"
|
||||
|
||||
30
scripts/game/enemy_health_bar.gd
Normal file
@ -0,0 +1,30 @@
|
||||
extends Node2D
|
||||
|
||||
var enemy: CharacterBody2D
|
||||
|
||||
func _ready() -> void:
|
||||
enemy = get_parent() as CharacterBody2D
|
||||
top_level = true
|
||||
z_index = 30
|
||||
light_mask = 4
|
||||
_update_position()
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
_update_position()
|
||||
queue_redraw()
|
||||
|
||||
func _update_position() -> void:
|
||||
global_position = enemy.global_position + Vector2(0, -enemy.get_visual_size() * 0.5 - 12.0)
|
||||
|
||||
func get_health_ratio() -> float:
|
||||
return clampf(enemy.hull / maxf(enemy.max_hull, 0.001), 0.0, 1.0)
|
||||
|
||||
func _draw() -> void:
|
||||
if not is_instance_valid(enemy) or enemy.hull <= 0.0:
|
||||
return
|
||||
var width := 72.0 if enemy.loot_tier == 2 else 44.0
|
||||
var background := Rect2(-width * 0.5, -3.0, width, 6.0)
|
||||
draw_rect(background.grow(1.0), Color("08111dee"))
|
||||
draw_rect(background, Color("39232bee"))
|
||||
var color := Color("ffac46") if enemy.loot_tier == 2 else Color("ef5967")
|
||||
draw_rect(Rect2(background.position, Vector2(width * get_health_ratio(), 6.0)), color)
|
||||
1
scripts/game/enemy_health_bar.gd.uid
Normal file
@ -0,0 +1 @@
|
||||
uid://cuubudnf0qe6k
|
||||
@ -34,22 +34,32 @@ func _ready() -> void:
|
||||
func apply_level_settings(level: int, tier: int) -> void:
|
||||
loot_tier = tier
|
||||
var power := LEVEL_BALANCE.power_scale(level)
|
||||
var hull_multiplier := 1.0 if tier == 0 else (2.0 if tier == 1 else 6.0)
|
||||
var damage_bonus := 1.0 if tier == 0 else (1.3 if tier == 1 else 1.7)
|
||||
var boss_multiplier := 2.0 if tier == 2 else 1.0
|
||||
var hull_multiplier := 4.0 if tier == 2 else (2.0 if tier == 1 else 1.0)
|
||||
var damage_bonus := 4.0 if tier == 2 else (1.3 if tier == 1 else 1.0)
|
||||
max_hull = 50.0 * power * hull_multiplier
|
||||
hull = max_hull
|
||||
weapon_damage = 8.0 * power * damage_bonus
|
||||
approach_speed = 62.0 * (1.0 + 0.0005 * (clampi(level, 1, 1000) - 1))
|
||||
weapon_cooldown = maxf(0.55, 1.5 / (1.0 + 0.001 * (clampi(level, 1, 1000) - 1)))
|
||||
approach_speed = 62.0 * (1.0 + 0.0005 * (clampi(level, 1, 1000) - 1)) * boss_multiplier
|
||||
approach_acceleration = 85.0 * boss_multiplier
|
||||
turn_speed = 1.8 * boss_multiplier
|
||||
activation_range = 760.0 * boss_multiplier
|
||||
weapon_range = 680.0 * boss_multiplier
|
||||
weapon_cooldown = maxf(0.55, 1.5 / (1.0 + 0.001 * (clampi(level, 1, 1000) - 1))) / boss_multiplier
|
||||
$CollisionShape2D.scale = Vector2.ONE * boss_multiplier
|
||||
|
||||
func configure(player: CharacterBody2D, ship_texture: Texture2D) -> void:
|
||||
_player = player
|
||||
_sprite = $Sprite2D
|
||||
_sprite.texture = ship_texture
|
||||
var largest_dimension := maxf(ship_texture.get_width(), ship_texture.get_height())
|
||||
var visual_size := 56.0 if loot_tier == 0 else (68.0 if loot_tier == 1 else 104.0)
|
||||
var visual_size := get_visual_size()
|
||||
_sprite.scale = Vector2.ONE * (visual_size / largest_dimension)
|
||||
_sprite.modulate = Color("ffc785") if loot_tier == 1 else Color.WHITE
|
||||
preload("res://scripts/game/ship_shadow.gd").attach_to(_sprite)
|
||||
|
||||
func get_visual_size() -> float:
|
||||
return 112.0 if loot_tier == 2 else (68.0 if loot_tier == 1 else 56.0)
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if not is_instance_valid(_player):
|
||||
@ -83,7 +93,7 @@ func _check_player_collision() -> void:
|
||||
|
||||
func _fire_plasma(direction: Vector2) -> void:
|
||||
var projectile := PLASMA_PROJECTILE_SCENE.instantiate() as Area2D
|
||||
projectile.call("configure", global_position + direction * 28.0, direction, weapon_damage)
|
||||
projectile.call("configure", global_position + direction * (get_visual_size() * 0.5), direction, weapon_damage)
|
||||
get_parent().add_child(projectile)
|
||||
# Relative to the Plasma bus: enemy shots are 4 dB quieter than player shots.
|
||||
WEAPON_AUDIO_SCRIPT.play(get_parent(), global_position, ItemDefinition.WeaponKind.PLASMA, -4.0)
|
||||
|
||||
@ -5,23 +5,13 @@ const LEVEL_BALANCE := preload("res://scripts/levels/level_balance.gd")
|
||||
const CELESTIAL_BODY := preload("res://scripts/levels/celestial_body.gd")
|
||||
const SERVICES_MENU := preload("res://scenes/ui/planet_services_menu.tscn")
|
||||
const PLANET_MARKER := preload("res://scripts/ui/protected_planet_marker.gd")
|
||||
const WORMHOLE_SCRIPT := preload("res://scripts/game/wormhole.gd")
|
||||
const WORLD_SIZE := SYSTEM_GENERATOR.WORLD_SIZE
|
||||
const SERVICE_APPROACH_DISTANCE := 180.0
|
||||
const BOSS_TEXTURE := preload("res://assets/alien ship/Mega_boss.png")
|
||||
const WORMHOLE_PLANET_DISTANCE := 620.0
|
||||
const WORMHOLE_ENTRY_RADIUS := 48.0
|
||||
const ENEMY_SCENE := preload("res://scenes/game/enemy_ship.tscn")
|
||||
const ENEMY_TEXTURES: Array[Texture2D] = [
|
||||
preload("res://assets/alien ship/Ship_1.png"),
|
||||
preload("res://assets/alien ship/Ship_2.png"),
|
||||
preload("res://assets/alien ship/Ship_3.png"),
|
||||
preload("res://assets/alien ship/Ship_4.png"),
|
||||
preload("res://assets/alien ship/Ship_5.png"),
|
||||
preload("res://assets/alien ship/Ship_6.png"),
|
||||
preload("res://assets/alien ship/Ship_7.png"),
|
||||
preload("res://assets/alien ship/Ship_8.png"),
|
||||
preload("res://assets/alien ship/Ship_9.png"),
|
||||
preload("res://assets/alien ship/Ship_10.png"),
|
||||
preload("res://assets/alien ship/Ship_11.png"),
|
||||
]
|
||||
const ENEMY_TEXTURES: Array[Texture2D] = preload("res://scripts/items/alien_ship_catalog.gd").TEXTURES
|
||||
|
||||
@onready var player: CharacterBody2D = $PlayerShip
|
||||
|
||||
@ -29,7 +19,7 @@ var system_data: Dictionary = {}
|
||||
var protected_planet: Node2D
|
||||
var services_menu: Control
|
||||
var system_cleared := false
|
||||
var _services_dismissed := false
|
||||
var wormhole: Node2D
|
||||
var _transitioning := false
|
||||
|
||||
func _ready() -> void:
|
||||
@ -54,9 +44,9 @@ func _ready() -> void:
|
||||
$HUD/HUDRoot.add_child(marker)
|
||||
marker.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
services_menu = SERVICES_MENU.instantiate() as Control
|
||||
services_menu.set("planet", protected_planet)
|
||||
$HUD/HUDRoot.add_child(services_menu)
|
||||
services_menu.connect("next_level_requested", advance_to_next_level)
|
||||
services_menu.connect("closed", _on_services_closed)
|
||||
services_menu.connect("next_level_requested", open_wormhole)
|
||||
|
||||
func _spawn_celestial_bodies() -> void:
|
||||
var bodies := Node2D.new()
|
||||
@ -97,7 +87,7 @@ func _spawn_enemies() -> void:
|
||||
enemy.position = data["position"]
|
||||
enemy.call("apply_level_settings", GameState.system_level, int(data["tier"]))
|
||||
add_child(enemy)
|
||||
var texture := BOSS_TEXTURE if int(data["tier"]) == 2 else ENEMY_TEXTURES[int(data["texture_index"])]
|
||||
var texture: Texture2D = ENEMY_TEXTURES[int(data["texture_index"])]
|
||||
enemy.call("configure", player, texture)
|
||||
|
||||
func get_remaining_enemies() -> int:
|
||||
@ -109,34 +99,61 @@ func get_remaining_enemies() -> int:
|
||||
|
||||
func _physics_process(_delta: float) -> void:
|
||||
if _transitioning or bool(player.get("_is_destroyed")):
|
||||
services_menu.call("hide_services")
|
||||
return
|
||||
if not system_cleared and get_remaining_enemies() == 0:
|
||||
system_cleared = true
|
||||
protected_planet.call("set_safe", true)
|
||||
var near_planet := is_near_protected_planet()
|
||||
if not near_planet:
|
||||
_services_dismissed = false
|
||||
if system_cleared and near_planet and not _services_dismissed and not services_menu.visible:
|
||||
player.velocity = Vector2.ZERO
|
||||
player.set("angular_velocity", 0.0)
|
||||
player.set("is_docked", true)
|
||||
$HUD.call("close_inventory")
|
||||
services_menu.call("show_services", GameState.system_level >= LEVEL_BALANCE.MAX_LEVEL)
|
||||
if system_cleared and is_near_protected_planet():
|
||||
if not services_menu.visible:
|
||||
services_menu.call("show_services", GameState.system_level >= LEVEL_BALANCE.MAX_LEVEL, is_instance_valid(wormhole))
|
||||
else:
|
||||
services_menu.call("hide_services")
|
||||
if is_instance_valid(wormhole) and player.global_position.distance_to(wormhole.global_position) <= WORMHOLE_ENTRY_RADIUS:
|
||||
advance_to_next_level()
|
||||
|
||||
func is_near_protected_planet() -> bool:
|
||||
return player.global_position.distance_to(protected_planet.global_position) <= float(protected_planet.get("radius")) + SERVICE_APPROACH_DISTANCE
|
||||
|
||||
func _on_services_closed() -> void:
|
||||
player.set("is_docked", false)
|
||||
_services_dismissed = true
|
||||
func open_wormhole() -> bool:
|
||||
if _transitioning or not system_cleared or not services_menu.visible or not is_near_protected_planet():
|
||||
return false
|
||||
if bool(player.get("_is_destroyed")) or GameState.system_level >= LEVEL_BALANCE.MAX_LEVEL or is_instance_valid(wormhole):
|
||||
return false
|
||||
wormhole = Node2D.new()
|
||||
wormhole.name = "Wormhole"
|
||||
wormhole.set_script(WORMHOLE_SCRIPT)
|
||||
wormhole.position = _find_wormhole_position()
|
||||
add_child(wormhole)
|
||||
services_menu.call("show_services", false, true)
|
||||
return true
|
||||
|
||||
func _find_wormhole_position() -> Vector2:
|
||||
var inward := -protected_planet.global_position.normalized()
|
||||
for step in 16:
|
||||
var candidate := protected_planet.global_position + inward.rotated(TAU * step / 16.0) * WORMHOLE_PLANET_DISTANCE
|
||||
if absf(candidate.x) > WORLD_SIZE.x * 0.5 - 160.0 or absf(candidate.y) > WORLD_SIZE.y * 0.5 - 160.0:
|
||||
continue
|
||||
if candidate.length() < 260.0:
|
||||
continue
|
||||
var clear := true
|
||||
for planet_data in system_data["planets"]:
|
||||
if candidate.distance_to(planet_data["position"]) < float(planet_data["radius"]) + 130.0:
|
||||
clear = false
|
||||
break
|
||||
if clear:
|
||||
return candidate
|
||||
return protected_planet.global_position + inward * WORMHOLE_PLANET_DISTANCE
|
||||
|
||||
func advance_to_next_level() -> bool:
|
||||
if _transitioning or not system_cleared or not services_menu.visible or not is_near_protected_planet():
|
||||
if _transitioning or not system_cleared or not is_instance_valid(wormhole):
|
||||
return false
|
||||
if bool(player.get("_is_destroyed")) or GameState.system_level >= LEVEL_BALANCE.MAX_LEVEL:
|
||||
return false
|
||||
if player.global_position.distance_to(wormhole.global_position) > WORMHOLE_ENTRY_RADIUS:
|
||||
return false
|
||||
_transitioning = true
|
||||
services_menu.get_node("Center/Panel/Contents/NextButton").set("disabled", true)
|
||||
services_menu.call("hide_services")
|
||||
_load_next_level.call_deferred()
|
||||
return true
|
||||
|
||||
@ -152,5 +169,6 @@ func _load_next_level() -> void:
|
||||
GameState.system_seed = previous_seed
|
||||
GameState.restart_inventory.clear()
|
||||
_transitioning = false
|
||||
services_menu.call("show_services", false)
|
||||
if is_near_protected_planet():
|
||||
services_menu.call("show_services", false, true)
|
||||
push_error("Could not enter next system: %s" % error_string(error))
|
||||
|
||||
@ -100,6 +100,7 @@ func _ready() -> void:
|
||||
_sprite.texture = ship_texture
|
||||
var largest_dimension := maxf(ship_texture.get_width(), ship_texture.get_height())
|
||||
_sprite.scale = Vector2.ONE * (64.0 / largest_dimension)
|
||||
preload("res://scripts/game/ship_shadow.gd").attach_to(_sprite)
|
||||
# Inventory children have already applied the restored equipment bonuses.
|
||||
hull = max_hull
|
||||
shields = max_shields
|
||||
|
||||
54
scripts/game/ship_shadow.gd
Normal file
@ -0,0 +1,54 @@
|
||||
extends RefCounted
|
||||
|
||||
# Cache one simplified silhouette per texture, shared by all ships of that type.
|
||||
static var _silhouettes: Dictionary = {}
|
||||
|
||||
static func attach_to(sprite: Sprite2D) -> void:
|
||||
if sprite.texture == null:
|
||||
return
|
||||
sprite.light_mask = 2
|
||||
if sprite.has_node("ShipShadow"):
|
||||
return
|
||||
var texture := sprite.texture
|
||||
var key := texture.get_instance_id()
|
||||
if not _silhouettes.has(key):
|
||||
var image := texture.get_image()
|
||||
if image == null or image.is_empty():
|
||||
return
|
||||
if image.is_compressed():
|
||||
image.decompress()
|
||||
var original_size := Vector2(image.get_size())
|
||||
var factor := minf(1.0, 128.0 / maxf(original_size.x, original_size.y))
|
||||
image.resize(maxi(1, roundi(original_size.x * factor)), maxi(1, roundi(original_size.y * factor)), Image.INTERPOLATE_BILINEAR)
|
||||
var bitmap := BitMap.new()
|
||||
bitmap.create_from_image_alpha(image, 0.25)
|
||||
var polygons := bitmap.opaque_to_polygons(Rect2i(Vector2i.ZERO, image.get_size()), 1.5)
|
||||
var silhouette := PackedVector2Array()
|
||||
var largest_area := 0.0
|
||||
for polygon in polygons:
|
||||
var area := _polygon_area(polygon)
|
||||
if area > largest_area:
|
||||
largest_area = area
|
||||
silhouette = polygon
|
||||
var image_scale := original_size / Vector2(image.get_size())
|
||||
for index in silhouette.size():
|
||||
silhouette[index] = silhouette[index] * image_scale - original_size * 0.5
|
||||
_silhouettes[key] = silhouette
|
||||
var points: PackedVector2Array = _silhouettes[key]
|
||||
if points.size() < 3:
|
||||
return
|
||||
var polygon := OccluderPolygon2D.new()
|
||||
polygon.polygon = points
|
||||
polygon.cull_mode = OccluderPolygon2D.CULL_DISABLED
|
||||
var occluder := LightOccluder2D.new()
|
||||
occluder.name = "ShipShadow"
|
||||
occluder.occluder = polygon
|
||||
occluder.occluder_light_mask = 1
|
||||
occluder.show_behind_parent = true
|
||||
sprite.add_child(occluder)
|
||||
|
||||
static func _polygon_area(points: PackedVector2Array) -> float:
|
||||
var area := 0.0
|
||||
for index in points.size():
|
||||
area += points[index].cross(points[(index + 1) % points.size()])
|
||||
return absf(area) * 0.5
|
||||
1
scripts/game/ship_shadow.gd.uid
Normal file
@ -0,0 +1 @@
|
||||
uid://b2jj0dueysvnp
|
||||
53
scripts/game/star_lighting.gd
Normal file
@ -0,0 +1,53 @@
|
||||
extends RefCounted
|
||||
|
||||
const LIGHT_RADIUS := 3400.0
|
||||
const LIGHT_ENERGY := 0.28
|
||||
const SHIP_LIGHT_ENERGY := 0.16
|
||||
const LIGHT_COLOR := Color(1.0, 0.93, 0.82)
|
||||
|
||||
static func attach_to(star: Node2D) -> void:
|
||||
var gradient := Gradient.new()
|
||||
gradient.offsets = PackedFloat32Array([0.0, 0.25, 0.65, 1.0])
|
||||
gradient.colors = PackedColorArray([Color.WHITE, Color(1, 1, 1, 0.9), Color(1, 1, 1, 0.5), Color(1, 1, 1, 0)])
|
||||
var texture := GradientTexture2D.new()
|
||||
texture.gradient = gradient
|
||||
texture.width = 512
|
||||
texture.height = 512
|
||||
texture.fill = GradientTexture2D.FILL_RADIAL
|
||||
texture.fill_from = Vector2(0.5, 0.5)
|
||||
texture.fill_to = Vector2(0.5, 0.0)
|
||||
|
||||
var light := PointLight2D.new()
|
||||
light.name = "StarLight"
|
||||
light.texture = texture
|
||||
light.texture_scale = LIGHT_RADIUS * 2.0 / texture.width
|
||||
light.color = LIGHT_COLOR
|
||||
light.energy = LIGHT_ENERGY
|
||||
light.range_item_cull_mask = 1
|
||||
light.shadow_enabled = true
|
||||
light.shadow_item_cull_mask = 1
|
||||
light.shadow_filter = Light2D.SHADOW_FILTER_PCF5
|
||||
light.shadow_filter_smooth = 2.0
|
||||
star.add_child(light)
|
||||
|
||||
# A separate mask lights hulls without their own silhouettes darkening them.
|
||||
var hull_light := PointLight2D.new()
|
||||
hull_light.name = "HullLight"
|
||||
hull_light.texture = texture
|
||||
hull_light.texture_scale = light.texture_scale
|
||||
hull_light.color = LIGHT_COLOR
|
||||
hull_light.energy = SHIP_LIGHT_ENERGY
|
||||
hull_light.range_item_cull_mask = 2
|
||||
star.add_child(hull_light)
|
||||
|
||||
var glow := Sprite2D.new()
|
||||
glow.name = "StarGlow"
|
||||
glow.texture = texture
|
||||
glow.scale = Vector2.ONE * (float(star.get("radius")) * 5.0 / texture.width)
|
||||
glow.modulate = Color(LIGHT_COLOR, 0.09)
|
||||
glow.z_index = -1
|
||||
var material := CanvasItemMaterial.new()
|
||||
material.blend_mode = CanvasItemMaterial.BLEND_MODE_ADD
|
||||
material.light_mode = CanvasItemMaterial.LIGHT_MODE_UNSHADED
|
||||
glow.material = material
|
||||
star.add_child(glow)
|
||||
1
scripts/game/star_lighting.gd.uid
Normal file
@ -0,0 +1 @@
|
||||
uid://kmnxv1hp273t
|
||||
33
scripts/game/wormhole.gd
Normal file
@ -0,0 +1,33 @@
|
||||
extends Node2D
|
||||
|
||||
var _time := 0.0
|
||||
|
||||
func _ready() -> void:
|
||||
z_index = -2
|
||||
var label := Label.new()
|
||||
label.text = "WORMHOLE\nWleć, aby przejść do następnego układu"
|
||||
label.position = Vector2(-180, 72)
|
||||
label.size = Vector2(360, 44)
|
||||
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
label.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
label.add_theme_font_size_override("font_size", 13)
|
||||
label.add_theme_color_override("font_color", Color("89e8ff"))
|
||||
add_child(label)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
_time += delta
|
||||
queue_redraw()
|
||||
|
||||
func _draw() -> void:
|
||||
var pulse := 1.0 + sin(_time * 2.5) * 0.06
|
||||
for ring in range(6, 0, -1):
|
||||
draw_circle(Vector2.ZERO, (48.0 + ring * 4.0) * pulse, Color(0.28, 0.35, 0.95, 0.025 * (7 - ring)))
|
||||
draw_circle(Vector2.ZERO, 43.0, Color("040917"))
|
||||
for arm in 3:
|
||||
var points := PackedVector2Array()
|
||||
for segment in 65:
|
||||
var progress := segment / 64.0
|
||||
var angle := progress * TAU * 1.3 + _time * 1.6 + TAU * arm / 3.0
|
||||
points.append(Vector2.RIGHT.rotated(angle) * (8.0 + progress * 44.0) * pulse)
|
||||
draw_polyline(points, Color(0.35 + arm * 0.12, 0.55, 1.0, 0.8), 3.0, true)
|
||||
draw_arc(Vector2.ZERO, 49.0 * pulse, 0, TAU, 96, Color("8beaff"), 2.0, true)
|
||||
1
scripts/game/wormhole.gd.uid
Normal file
@ -0,0 +1 @@
|
||||
uid://dkii8te7jfiy4
|
||||
45
scripts/items/alien_ship_catalog.gd
Normal file
@ -0,0 +1,45 @@
|
||||
extends RefCounted
|
||||
|
||||
# One transparent, upward-facing sprite per design in alien_ship.jpg.
|
||||
const TEXTURES: Array[Texture2D] = [
|
||||
preload("res://assets/alien_ships/alien_01.png"),
|
||||
preload("res://assets/alien_ships/alien_02.png"),
|
||||
preload("res://assets/alien_ships/alien_03.png"),
|
||||
preload("res://assets/alien_ships/alien_04.png"),
|
||||
preload("res://assets/alien_ships/alien_05.png"),
|
||||
preload("res://assets/alien_ships/alien_06.png"),
|
||||
preload("res://assets/alien_ships/alien_07.png"),
|
||||
preload("res://assets/alien_ships/alien_08.png"),
|
||||
preload("res://assets/alien_ships/alien_09.png"),
|
||||
preload("res://assets/alien_ships/alien_10.png"),
|
||||
preload("res://assets/alien_ships/alien_11.png"),
|
||||
preload("res://assets/alien_ships/alien_12.png"),
|
||||
preload("res://assets/alien_ships/alien_13.png"),
|
||||
preload("res://assets/alien_ships/alien_14.png"),
|
||||
preload("res://assets/alien_ships/alien_15.png"),
|
||||
preload("res://assets/alien_ships/alien_16.png"),
|
||||
preload("res://assets/alien_ships/alien_17.png"),
|
||||
preload("res://assets/alien_ships/alien_18.png"),
|
||||
preload("res://assets/alien_ships/alien_19.png"),
|
||||
preload("res://assets/alien_ships/alien_20.png"),
|
||||
preload("res://assets/alien_ships/alien_21.png"),
|
||||
preload("res://assets/alien_ships/alien_22.png"),
|
||||
preload("res://assets/alien_ships/alien_23.png"),
|
||||
preload("res://assets/alien_ships/alien_24.png"),
|
||||
preload("res://assets/alien_ships/alien_25.png"),
|
||||
preload("res://assets/alien_ships/alien_26.png"),
|
||||
preload("res://assets/alien_ships/alien_27.png"),
|
||||
preload("res://assets/alien_ships/alien_28.png"),
|
||||
preload("res://assets/alien_ships/alien_29.png"),
|
||||
preload("res://assets/alien_ships/alien_30.png"),
|
||||
preload("res://assets/alien_ships/alien_31.png"),
|
||||
preload("res://assets/alien_ships/alien_32.png"),
|
||||
preload("res://assets/alien_ships/alien_33.png"),
|
||||
preload("res://assets/alien_ships/alien_34.png"),
|
||||
preload("res://assets/alien_ships/alien_35.png"),
|
||||
preload("res://assets/alien_ships/alien_36.png"),
|
||||
preload("res://assets/alien_ships/alien_37.png"),
|
||||
preload("res://assets/alien_ships/alien_38.png"),
|
||||
preload("res://assets/alien_ships/alien_39.png"),
|
||||
preload("res://assets/alien_ships/alien_40.png"),
|
||||
]
|
||||
1
scripts/items/alien_ship_catalog.gd.uid
Normal file
@ -0,0 +1 @@
|
||||
uid://ciwu8mwco1rhr
|
||||