218 lines
8.5 KiB
GDScript
218 lines
8.5 KiB
GDScript
extends Node2D
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const SYSTEM_GENERATOR := preload("res://scripts/levels/system_generator.gd")
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const LEVEL_BALANCE := preload("res://scripts/levels/level_balance.gd")
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const CELESTIAL_BODY := preload("res://scripts/levels/celestial_body.gd")
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const SERVICES_MENU := preload("res://scenes/ui/planet_services_menu.tscn")
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const PLANET_MARKER := preload("res://scripts/ui/protected_planet_marker.gd")
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const WORMHOLE_SCRIPT := preload("res://scripts/game/wormhole.gd")
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const WORLD_SIZE := SYSTEM_GENERATOR.WORLD_SIZE
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const SERVICE_APPROACH_DISTANCE := 180.0
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const WORMHOLE_PLANET_DISTANCE := 620.0
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const WORMHOLE_ENTRY_RADIUS := 48.0
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const BOSS_SPAWN_DISTANCE := 900.0
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const BOSS_SPAWN_MARGIN := 160.0
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const ENEMY_SCENE := preload("res://scenes/game/enemy_ship.tscn")
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const ENEMY_TEXTURES: Array[Texture2D] = preload("res://scripts/items/alien_ship_catalog.gd").TEXTURES
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@onready var player: CharacterBody2D = $PlayerShip
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var system_data: Dictionary = {}
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var protected_planet: Node2D
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var services_menu: Control
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var system_cleared := false
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var wormhole: Node2D
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var _transitioning := false
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var _pending_boss: Dictionary = {}
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var _boss_spawned := false
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func _ready() -> void:
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GameState.system_level = clampi(GameState.system_level, 1, LEVEL_BALANCE.MAX_LEVEL)
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if GameState.system_seed == 0:
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GameState.system_seed = GameState.create_system_seed()
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system_data = SYSTEM_GENERATOR.generate(GameState.system_level, GameState.system_seed)
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player.position = system_data["player_start"]
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var camera := player.get_node_or_null("Camera2D") as Camera2D
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if camera:
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camera.limit_left = int(-WORLD_SIZE.x * 0.5)
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camera.limit_right = int(WORLD_SIZE.x * 0.5)
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camera.limit_top = int(-WORLD_SIZE.y * 0.5)
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camera.limit_bottom = int(WORLD_SIZE.y * 0.5)
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_spawn_celestial_bodies()
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_spawn_enemies()
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preload("res://scripts/levels/exploration_generator.gd").spawn(self, system_data, player)
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var marker := Control.new()
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marker.set_script(PLANET_MARKER)
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marker.name = "ProtectedPlanetMarker"
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marker.mouse_filter = Control.MOUSE_FILTER_IGNORE
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marker.set("game", self)
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$HUD/HUDRoot.add_child(marker)
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marker.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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services_menu = SERVICES_MENU.instantiate() as Control
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services_menu.set("planet", protected_planet)
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$HUD/HUDRoot.add_child(services_menu)
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services_menu.connect("next_level_requested", open_wormhole)
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func _spawn_celestial_bodies() -> void:
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var bodies := Node2D.new()
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bodies.name = "CelestialBodies"
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bodies.z_index = -10
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add_child(bodies)
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var star := Node2D.new()
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star.set_script(CELESTIAL_BODY)
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star.name = "CentralStar"
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star.set("display_name", system_data["star_name"])
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star.set("body_texture", system_data["star_texture"])
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star.set("radius", 140.0)
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star.set("is_star", true)
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bodies.add_child(star)
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player.set("charging_star", star)
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var solar_effect := Node2D.new()
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solar_effect.name = "SolarEnergyEffect"
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solar_effect.set_script(preload("res://scripts/game/solar_energy_effect.gd"))
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solar_effect.set("player", player)
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player.add_child(solar_effect)
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for index in system_data["planets"].size():
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var data: Dictionary = system_data["planets"][index]
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var planet := Node2D.new()
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planet.set_script(CELESTIAL_BODY)
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planet.name = "Planet%d" % (index + 1)
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planet.set("display_name", data["name"])
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planet.position = data["position"]
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planet.set("body_texture", data["texture"])
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planet.set("light_source", star)
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planet.set("radius", data["radius"])
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planet.set("is_protected", data["protected"])
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bodies.add_child(planet)
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if data["protected"]:
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protected_planet = planet
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func _spawn_enemies() -> void:
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for data in system_data["enemies"]:
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if int(data["tier"]) == 2:
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_pending_boss = data.duplicate()
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else:
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_spawn_enemy(data, data["position"])
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func _spawn_enemy(data: Dictionary, spawn_position: Vector2) -> CharacterBody2D:
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var enemy := ENEMY_SCENE.instantiate() as CharacterBody2D
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enemy.position = spawn_position
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enemy.call("apply_level_settings", GameState.system_level, int(data["tier"]))
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add_child(enemy)
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var texture: Texture2D = ENEMY_TEXTURES[int(data["texture_index"])]
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enemy.call("configure", player, texture)
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return enemy
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func _spawn_boss() -> void:
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if _boss_spawned or _pending_boss.is_empty():
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return
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_boss_spawned = true
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_spawn_enemy(_pending_boss, _find_boss_spawn_position())
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_pending_boss.clear()
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func _find_boss_spawn_position() -> Vector2:
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var rng := RandomNumberGenerator.new()
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rng.seed = GameState.system_seed ^ 0x424f5353
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var angle := rng.randf_range(0.0, TAU)
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for step in 64:
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var candidate := player.global_position + Vector2.RIGHT.rotated(angle + TAU * step / 64.0) * BOSS_SPAWN_DISTANCE
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if absf(candidate.x) > WORLD_SIZE.x * 0.5 - BOSS_SPAWN_MARGIN or absf(candidate.y) > WORLD_SIZE.y * 0.5 - BOSS_SPAWN_MARGIN:
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continue
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if candidate.length() < 300.0:
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continue
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var clear := true
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for planet_data in system_data["planets"]:
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if candidate.distance_to(planet_data["position"]) < float(planet_data["radius"]) + 130.0:
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clear = false
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break
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if clear:
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return candidate
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# At the map edge, place the encounter toward the center.
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return player.global_position + (-player.global_position).normalized() * BOSS_SPAWN_DISTANCE
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func get_remaining_enemies() -> int:
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var remaining := 0
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for enemy in get_tree().get_nodes_in_group("enemies"):
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if is_ancestor_of(enemy) and not enemy.is_queued_for_deletion() and float(enemy.get("hull")) > 0.0:
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remaining += 1
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return remaining
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func _physics_process(_delta: float) -> void:
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if _transitioning or bool(player.get("_is_destroyed")):
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services_menu.call("hide_services")
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return
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if not system_cleared and get_remaining_enemies() == 0:
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if not _boss_spawned and not _pending_boss.is_empty():
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_spawn_boss()
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else:
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system_cleared = true
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protected_planet.call("set_safe", true)
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if system_cleared and is_near_protected_planet():
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if not services_menu.visible:
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services_menu.call("show_services", GameState.system_level >= LEVEL_BALANCE.MAX_LEVEL, is_instance_valid(wormhole))
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else:
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services_menu.call("hide_services")
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if is_instance_valid(wormhole) and player.global_position.distance_to(wormhole.global_position) <= WORMHOLE_ENTRY_RADIUS:
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advance_to_next_level()
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func is_near_protected_planet() -> bool:
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return player.global_position.distance_to(protected_planet.global_position) <= float(protected_planet.get("radius")) + SERVICE_APPROACH_DISTANCE
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func open_wormhole() -> bool:
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if _transitioning or not system_cleared or not services_menu.visible or not is_near_protected_planet():
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return false
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if bool(player.get("_is_destroyed")) or GameState.system_level >= LEVEL_BALANCE.MAX_LEVEL or is_instance_valid(wormhole):
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return false
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wormhole = Node2D.new()
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wormhole.name = "Wormhole"
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wormhole.set_script(WORMHOLE_SCRIPT)
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wormhole.position = _find_wormhole_position()
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add_child(wormhole)
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services_menu.call("show_services", false, true)
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return true
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func _find_wormhole_position() -> Vector2:
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var inward := -protected_planet.global_position.normalized()
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for step in 16:
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var candidate := protected_planet.global_position + inward.rotated(TAU * step / 16.0) * WORMHOLE_PLANET_DISTANCE
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if absf(candidate.x) > WORLD_SIZE.x * 0.5 - 160.0 or absf(candidate.y) > WORLD_SIZE.y * 0.5 - 160.0:
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continue
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if candidate.length() < 260.0:
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continue
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var clear := true
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for planet_data in system_data["planets"]:
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if candidate.distance_to(planet_data["position"]) < float(planet_data["radius"]) + 130.0:
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clear = false
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break
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if clear:
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return candidate
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return protected_planet.global_position + inward * WORMHOLE_PLANET_DISTANCE
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func advance_to_next_level() -> bool:
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if _transitioning or not system_cleared or not is_instance_valid(wormhole):
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return false
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if bool(player.get("_is_destroyed")) or GameState.system_level >= LEVEL_BALANCE.MAX_LEVEL:
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return false
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if player.global_position.distance_to(wormhole.global_position) > WORMHOLE_ENTRY_RADIUS:
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return false
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_transitioning = true
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services_menu.call("hide_services")
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_load_next_level.call_deferred()
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return true
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func _load_next_level() -> void:
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var previous_level := GameState.system_level
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var previous_seed := GameState.system_seed
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player.get_node("ShipInventory").call("preserve_for_restart")
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GameState.system_level += 1
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GameState.system_seed = GameState.create_system_seed()
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var error := get_tree().reload_current_scene()
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if error != OK:
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GameState.system_level = previous_level
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GameState.system_seed = previous_seed
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GameState.restart_inventory.clear()
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_transitioning = false
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if is_near_protected_planet():
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services_menu.call("show_services", false, true)
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push_error("Could not enter next system: %s" % error_string(error))
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