Randoloot/scripts/ui/scanner_overlay.gd
2026-10-15 18:32:38 +02:00

92 lines
3.7 KiB
GDScript

extends Control
const DOT_RADIUS := 3.0
const SCAN_RING_RADIUS := 48.0
var player: CharacterBody2D
var targets: Array[Node2D] = []
var _elapsed := 0.0
var _previous_player_position := Vector2.ZERO
var _player_position := Vector2.ZERO
var _positions: Dictionary = {}
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
process_physics_priority = 10
_player_position = player.global_position
_previous_player_position = _player_position
func _process(delta: float) -> void:
_elapsed += delta
queue_redraw()
func _physics_process(_delta: float) -> void:
if not is_instance_valid(player):
return
_previous_player_position = _player_position
_player_position = player.global_position
if _previous_player_position.distance_to(_player_position) > 600.0:
_previous_player_position = _player_position
targets.clear()
var next_positions: Dictionary = {}
for group in ["enemies", "exploration_pois", "scanner_planets"]:
for target in get_tree().get_nodes_in_group(group):
if player.get_parent().is_ancestor_of(target) and not target.is_queued_for_deletion() and is_target_in_range(target):
if group == "scanner_planets" and (not bool(target.get("is_protected")) or not bool(player.get_parent().get("system_cleared"))):
continue
targets.append(target)
var current: Vector2 = target.global_position
var previous: Vector2 = _positions.get(target.get_instance_id(), [current, current])[1]
if previous.distance_to(current) > 600.0:
previous = current
next_positions[target.get_instance_id()] = [previous, current]
_positions = next_positions
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 canvas := get_viewport().get_canvas_transform()
var to_local := get_global_transform().affine_inverse()
# Match the rendered ship and targets, rather than their discrete physics positions.
var fraction := Engine.get_physics_interpolation_fraction()
var origin: Vector2 = to_local * (canvas * _previous_player_position.lerp(_player_position, fraction))
var radius := SCAN_RING_RADIUS * canvas.x.length()
var pulse := (sin(_elapsed * TAU * 0.9) + 1.0) * 0.5
for target in targets:
if not is_instance_valid(target) or target.is_queued_for_deletion():
continue
var color := Color("ff5555")
if target.is_in_group("enemies"):
if float(target.get("hull")) <= 0:
continue
elif target.is_in_group("scanner_planets"):
color = Color("b68aff")
else:
if bool(target.get("_claimed")):
continue
match str(target.get("kind")):
"asteroid":
color = Color("a8adb5")
"wreck":
color = Color("b98050")
"ruin":
color = Color("6be58b")
_:
continue
var positions: Array = _positions[target.get_instance_id()]
var target_position: Vector2 = positions[0].lerp(positions[1], fraction)
var offset: Vector2 = to_local * (canvas * target_position) - origin
if offset.length_squared() < 0.01:
continue
var point := origin + offset.normalized() * radius
draw_circle(point, DOT_RADIUS + 3.0 + pulse * 2.0, Color(color, 0.08 + pulse * 0.12), true, -1.0, true)
draw_circle(point, DOT_RADIUS, Color(color, 0.55 + pulse * 0.45), true, -1.0, true)