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