Randoloot/scripts/ui/scanner_overlay.gd
2026-10-12 22:16:09 +02:00

67 lines
2.8 KiB
GDScript

extends Control
const FONT := preload("res://assets/fonts/font2.ttf")
var player: CharacterBody2D
var targets: Array[Node2D] = []
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
func _process(_delta: float) -> void:
if not is_instance_valid(player):
return
targets.clear()
for group in ["enemies", "exploration_pois"]:
for target in get_tree().get_nodes_in_group(group):
if player.get_parent().is_ancestor_of(target) and is_target_in_range(target):
targets.append(target)
queue_redraw()
func get_scan_range() -> float:
var transform := get_viewport().get_canvas_transform()
var half_screen := get_viewport_rect().size * 0.5
var visible_radius := Vector2(half_screen.x / transform.x.length(), half_screen.y / transform.y.length()).length()
return maxf(float(player.get("base_scanner_range")), visible_radius + 150.0) + float(player.get("scanner_range")) - float(player.get("base_scanner_range"))
func is_target_in_range(target: Node2D) -> bool:
return player.global_position.distance_to(target.global_position) <= get_scan_range()
func _draw() -> void:
if not is_instance_valid(player) or bool(player.get("_is_destroyed")) or bool(player.get("is_docked")):
return
var bounds := Rect2(Vector2(344, 70), Vector2(maxf(100, size.x - 680), maxf(100, size.y - 230)))
var origin := get_viewport().get_canvas_transform() * player.global_position
var anchor := Vector2(clampf(origin.x, bounds.position.x, bounds.end.x), clampf(origin.y, bounds.position.y, bounds.end.y))
for target in targets:
if not is_instance_valid(target) or target.is_queued_for_deletion():
continue
var color := Color("ff7777")
var caption := "WRÓG"
if target.is_in_group("enemies"):
if float(target.get("hull")) <= 0:
continue
else:
match str(target.get("kind")):
"asteroid":
color = Color("a6c8e0")
caption = "AST"
"wreck":
color = Color("ffd166")
caption = "WRAK"
"ruin":
color = Color("d2a4ff")
caption = "?"
var screen := get_viewport().get_canvas_transform() * target.global_position
if get_viewport_rect().has_point(screen):
continue
var direction := (screen - anchor).normalized()
var point := screen
if not bounds.has_point(screen):
var dx := (bounds.end.x - anchor.x) if direction.x > 0 else (anchor.x - bounds.position.x)
var dy := (bounds.end.y - anchor.y) if direction.y > 0 else (anchor.y - bounds.position.y)
var distance := minf(dx / maxf(absf(direction.x), 0.001), dy / maxf(absf(direction.y), 0.001))
point = anchor + direction * distance
var side := Vector2(-direction.y, direction.x)
draw_colored_polygon(PackedVector2Array([point + direction * 10, point - direction * 6 + side * 6, point - direction * 6 - side * 6]), color)
draw_string(FONT, point + Vector2(-18, 25), caption, HORIZONTAL_ALIGNMENT_LEFT, -1, 11, color)