Poprawki Autoloader

Poprawiono, zapamietywanie danych planet
This commit is contained in:
Tomasz Boruc 2025-10-16 21:38:44 +02:00
parent 097efe3a52
commit 1861a4d94c
7 changed files with 244 additions and 89 deletions

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@ -1,44 +1,74 @@
# Manager.gd
extends Node
# Globalna lista wszystkich planet (słowniki)
var planets_data: Array = []
# Globalne ustawienia
@export var SECTOR_COUNT: int = 15
@export var PLANETS_PER_SECTOR_RANGE: Vector2 = Vector2(1, 5) # min i max planet
# Czas do aktualizacji
# Lista sektorów (każdy sektor to słownik z planetami)
var sectors_data: Array = []
# Aktualnie wybrany sektor
var current_sector: int = -1
# Timer aktualizacji
var update_timer := 0.0
const UPDATE_INTERVAL := 5.0 # co 5 sekund
const UPDATE_INTERVAL := 1.0
# Nazwy planet
var planet_names = [
"Arcturus","Betelgeuse","Canopus","Deneb","Elnath",
"Fomalhaut","Gacrux","Hadar","Izar","Jabbah",
"Kaus","Lesath","Menkent","Nunki","Okul",
"Pollux","Rigel","Sargas","Toliman","Unukalhai",
"Vega","Wezen","Xamidimura","Yildun","Zosma",
"Alkaid","Baten","Caph","Diphda","Electra"
]
func _ready():
print("[Manager] Initialized global manager")
randomize()
_initialize_sectors()
print("[Manager] Initialized global manager with %d sectors" % SECTOR_COUNT)
func _process(delta):
update_timer += delta
if update_timer >= UPDATE_INTERVAL:
update_timer = 0
update_timer = 0.0
_update_planets()
# --- Tworzenie planety globalnie ---
func register_planet(planet_name: String, size: int, mining_rate: float):
var planet = {
"name": planet_name,
"size": size,
"population": 0,
"max_population": get_max_population(size),
"resources": 0.0,
"mining_rate": mining_rate,
"is_colonized": false
}
planets_data.append(planet)
return planet
# --- Inicjalizacja wszystkich sektorów z losowymi planetami ---
func _initialize_sectors():
for i in range(SECTOR_COUNT):
if sectors_data.size() <= i:
sectors_data.resize(i + 1)
if sectors_data[i] == null:
sectors_data[i] = {"planets": []}
var planet_count = randi_range(PLANETS_PER_SECTOR_RANGE.x, PLANETS_PER_SECTOR_RANGE.y)
for j in range(planet_count):
var size = randi_range(1, 3)
var planet = {
"name": planet_names[randi() % planet_names.size()],
"size": size,
"population": 0,
"max_population": get_max_population(size),
"resources": 0.0,
"mining_rate": randf_range(0.1, 1.0),
"is_colonized": false,
"angle": randf() * TAU,
"rotation_speed": randf_range(0.01, 0.04),
"texture_path": "res://assets/planets/p%d.png" % randi_range(1,18)
}
sectors_data[i]["planets"].append(planet)
# --- Symulacja wzrostu i wydobycia ---
# --- Aktualizacja planet dla wszystkich sektorów ---
func _update_planets():
for planet in planets_data:
if planet["is_colonized"]:
var growth = int(planet["population"] / 10) # +10%
planet["population"] = min(planet["population"] + growth, planet["max_population"])
planet["resources"] += get_mined_per_cycle(planet)
print("[Manager] Updated planets")
for sector in sectors_data:
if sector == null:
continue
for planet in sector["planets"]:
if planet["is_colonized"]:
var growth = int(planet["population"] / 10)
planet["population"] = min(planet["population"] + growth, planet["max_population"])
planet["resources"] += get_mined_per_cycle(planet)
func get_mined_per_cycle(planet: Dictionary) -> float:
return planet["mining_rate"] * pow(planet["population"], 0.5) * 0.05
@ -51,9 +81,34 @@ func get_max_population(size: int) -> int:
4: return 30000
return 1000
# --- Funkcje pomocnicze ---
# --- Pobranie planety po nazwie w bieżącym sektorze ---
func get_planet_by_name(name: String) -> Dictionary:
for planet in planets_data:
if current_sector < 0 or current_sector >= sectors_data.size():
return {}
var sector = sectors_data[current_sector]
for planet in sector["planets"]:
if planet["name"] == name:
return planet
return {}
# --- Rejestracja nowej planety w danym sektorze ---
func register_planet(sector_index: int, planet_name: String, size: int, mining_rate: float) -> Dictionary:
if sectors_data.size() <= sector_index:
sectors_data.resize(sector_index + 1)
if sectors_data[sector_index] == null:
sectors_data[sector_index] = {"planets": []}
var planet = {
"name": planet_name,
"size": size,
"population": 0,
"max_population": get_max_population(size),
"resources": 0.0,
"mining_rate": mining_rate,
"is_colonized": false,
"angle": randf() * TAU,
"rotation_speed": randf_range(0.01, 0.04),
"texture_path": "res://assets/planets/p%d.png" % randi_range(1,18)
}
sectors_data[sector_index]["planets"].append(planet)
return planet

13
scenes/galaxy.tscn Normal file
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@ -0,0 +1,13 @@
[gd_scene load_steps=2 format=3 uid="uid://krtvmtme8s5f"]
[ext_resource type="Script" uid="uid://2x1k6uk86wqj" path="res://scripts/galaxy.gd" id="1_n7ltq"]
[node name="galaxy" type="Control"]
layout_mode = 3
anchors_preset = 0
script = ExtResource("1_n7ltq")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 0
offset_right = 40.0
offset_bottom = 40.0

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@ -41,3 +41,17 @@ offset_left = 10.0
offset_top = 118.0
offset_right = 260.0
offset_bottom = 143.0
[node name="BackButton" type="Button" parent="."]
anchors_preset = -1
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 1028.0
offset_top = 595.0
offset_right = 1114.0
offset_bottom = 626.0
grow_horizontal = 0
grow_vertical = 0
text = "Galaktyka"

26
scripts/galaxy.gd Normal file
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@ -0,0 +1,26 @@
extends Control
#@export var SECTOR_COUNT: int = 15
@export var SectorScenePath: String = "res://scenes/Sector.tscn"
@onready var container = $VBoxContainer
func _ready():
_create_sector_buttons()
func _create_sector_buttons():
for child in container.get_children():
child.queue_free()
for i in range(Manager.SECTOR_COUNT):
var button = Button.new()
button.text = "Sector %d" % (i+1)
button.custom_minimum_size = Vector2(200, 40)
var index = i
button.pressed.connect(func() -> void:
_on_sector_selected(index)
)
container.add_child(button)
func _on_sector_selected(index: int):
Manager.current_sector = index
var sector_scene = load(SectorScenePath)
get_tree().change_scene_to_packed(sector_scene)

1
scripts/galaxy.gd.uid Normal file
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@ -0,0 +1 @@
uid://2x1k6uk86wqj

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@ -1,25 +1,33 @@
extends Node2D
class_name Planet
@onready var area = $Area2D
var sprite: Sprite2D
var colonized_icon: Sprite2D
var orbit_center: Vector2
var orbit_radius: float
# Dane orbitalne
var orbit_center: Vector2 = Vector2.ZERO
var orbit_radius: float = 0.0
var rotation_speed: float = 0.02
var angle: float = 0.0
# Połączenie z globalnymi danymi
var data: Dictionary
# Dane planety (przypisywane z Managera)
var data: Dictionary = {}
signal show_stats(planet)
signal hide_stats()
func _ready():
_ensure_sprite()
angle = randf() * TAU
# Jeśli zapisano pozycję i kąt w danych, użyj ich
if data.has("angle"):
angle = data["angle"]
else:
angle = randf() * TAU
# Ikona kolonizacji
colonized_icon = Sprite2D.new()
colonized_icon.texture = load("res://assets/icons/col_icon.png")
colonized_icon.centered = true
@ -41,21 +49,25 @@ func _ensure_sprite():
func _process(delta):
# Ruch orbitalny
angle += rotation_speed * delta
if orbit_center and orbit_radius:
if orbit_center != Vector2.ZERO and orbit_radius > 0.0:
position = orbit_center + Vector2(cos(angle), sin(angle)) * orbit_radius
# zapisujemy kąt do danych, żeby pamiętać pozycję
if data != null:
data["angle"] = angle
# Aktualizacja ikonki kolonizacji
if colonized_icon:
if colonized_icon != null and data != null:
colonized_icon.visible = data["is_colonized"]
var y_offset = 0
if sprite and sprite.texture:
var y_offset = 0.0
if sprite != null and sprite.texture != null:
y_offset = -sprite.texture.get_size().y * 0.13
colonized_icon.position = Vector2(0, y_offset)
func set_texture(tex: Texture2D):
_ensure_sprite()
sprite.texture = tex
sprite.scale = get_scale_for_size(data["size"])
if data != null and data.has("size"):
sprite.scale = get_scale_for_size(data["size"])
func get_scale_for_size(size: int) -> Vector2:
match size:
@ -70,18 +82,18 @@ func _on_area_input(viewport, event, shape_idx):
colonize()
func colonize():
if not data["is_colonized"]:
if data != null and not data["is_colonized"]:
data["is_colonized"] = true
data["population"] = 10
print(data["name"] + " has been colonized!")
emit_signal("show_stats", self)
func _on_mouse_entered():
if sprite:
if sprite != null and data != null:
sprite.scale = get_scale_for_size(data["size"]) * 1.15
emit_signal("show_stats", self)
func _on_mouse_exited():
if sprite:
if sprite != null and data != null:
sprite.scale = get_scale_for_size(data["size"])
emit_signal("hide_stats")

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@ -3,6 +3,7 @@ extends Node2D
var StarScene = preload("res://scenes/Star.tscn")
var PlanetScene = preload("res://scenes/Planet.tscn")
@onready var PlanetStatPanel = $PlanetStatPanel
@onready var BackButton = $BackButton
const ORBIT_STEP = 120
var tracked_planet: Node = null
@ -12,45 +13,87 @@ func _ready():
_init_background()
spawn_star()
spawn_planets()
BackButton.pressed.connect(_on_back_pressed)
func _process(delta):
if tracked_planet:
_update_panel()
func _on_back_pressed():
get_tree().change_scene_to_file("res://scenes/Galaxy.tscn")
# --- Planet spawning ---
func spawn_planets():
var center = get_viewport_rect().size / 2
var sector_index = Manager.current_sector
if sector_index < 0:
push_error("Current sector is not set!")
return
# przygotuj sektor jeśli jeszcze nie istnieje
if Manager.sectors_data.size() <= sector_index:
Manager.sectors_data.resize(sector_index + 1)
if Manager.sectors_data[sector_index] == null:
Manager.sectors_data[sector_index] = {"planets": [], "star": {}}
elif not Manager.sectors_data[sector_index].has("planets"):
Manager.sectors_data[sector_index]["planets"] = []
var sector_planets = Manager.sectors_data[sector_index]["planets"]
for i in range(sector_planets.size()):
var planet_data = sector_planets[i]
var planet_node = PlanetScene.instantiate()
add_child(planet_node)
planet_node.data = planet_data
planet_node.orbit_center = center
planet_node.orbit_radius = planet_data.get("orbit_radius", ORBIT_STEP * (i + 1))
planet_node.angle = planet_data.get("angle", randf() * TAU)
planet_node.rotation_speed = planet_data.get("rotation_speed", randf_range(0.01, 0.04))
# Tekstura
if planet_data.has("texture_path"):
planet_node.set_texture(load(planet_data["texture_path"]))
else:
var tex_path = "res://assets/planets/p%d.png" % randi_range(1,18)
planet_node.set_texture(load(tex_path))
planet_data["texture_path"] = tex_path
planet_node.connect("show_stats", Callable(self, "_on_show_stats"))
planet_node.connect("hide_stats", Callable(self, "_on_hide_stats"))
# Zapis aktualnych parametrów do Managera
planet_data["orbit_radius"] = planet_node.orbit_radius
planet_data["angle"] = planet_node.angle
planet_data["rotation_speed"] = planet_node.rotation_speed
# --- Star ---
func spawn_star():
var sector_index = Manager.current_sector
if sector_index < 0:
push_error("Current sector is not set!")
return
if not Manager.sectors_data[sector_index].has("star"):
Manager.sectors_data[sector_index]["star"] = {}
var star_data = Manager.sectors_data[sector_index]["star"]
var star = StarScene.instantiate()
add_child(star)
star.position = get_viewport_rect().size / 2
star.set_texture(random_star_texture())
func spawn_planets():
var center = get_viewport_rect().size / 2
# jeśli gwiazda ma zapisaną teksturę użyj jej
if star_data.has("texture_path"):
star.set_texture(load(star_data["texture_path"]))
else:
var tex_path = random_star_texture_path()
star.set_texture(load(tex_path))
star_data["texture_path"] = tex_path
Manager.sectors_data[sector_index]["star"] = star_data
# jeśli Manager nie ma jeszcze planet — utwórz kilka losowych
if Manager.planets_data.size() == 0:
var names = ["Arcturus","Betelgeuse","Canopus","Deneb","Elnath"]
for name in names:
var planet = Manager.register_planet(
name,
randi_range(1, 3),
randf_range(0.1, 1.0)
)
# stwórz instancje wizualne
for i in range(Manager.planets_data.size()):
var planet_data = Manager.planets_data[i]
var planet = PlanetScene.instantiate()
add_child(planet)
planet.orbit_center = center
planet.orbit_radius = (i + 1) * ORBIT_STEP
planet.rotation_speed = randf_range(0.01, 0.04)
planet.data = planet_data
planet.set_texture(random_planet_texture())
planet.connect("show_stats", Callable(self, "_on_show_stats"))
planet.connect("hide_stats", Callable(self, "_on_hide_stats"))
func random_star_texture_path() -> String:
var id = randi_range(1,16)
return "res://assets/stars/s%d.png" % id
# --- Background ---
func _init_background():
var background = Sprite2D.new()
background.texture = load("res://assets/background/space1.jpg")
@ -63,12 +106,6 @@ func _init_background():
add_child(background)
background.z_index = -10
func random_star_texture() -> Texture2D:
return load("res://assets/stars/s%d.png" % randi_range(1, 16))
func random_planet_texture() -> Texture2D:
return load("res://assets/planets/p%d.png" % randi_range(1, 18))
# --- GUI ---
func _on_show_stats(planet):
tracked_planet = planet
@ -76,18 +113,15 @@ func _on_show_stats(planet):
_update_panel()
func _on_hide_stats():
PlanetStatPanel.visible = false
tracked_planet = null
PlanetStatPanel.visible = false
func _update_panel():
if tracked_planet == null:
if tracked_planet == null or tracked_planet.data == null:
return
var d = tracked_planet.data
var colonized_text = ""
if d["is_colonized"]:
colonized_text = " (Skolonizowana)"
PlanetStatPanel.get_node("PlanetName").text = "Name: " + d["name"] + colonized_text
PlanetStatPanel.get_node("PopulationPanel").text = "Populacja: %d / %d" % [d["population"], d["max_population"]]
PlanetStatPanel.get_node("MiningRate").text = "Wydobycie: %.2f" % d["mining_rate"]
PlanetStatPanel.get_node("ResourcePlanet").text = "Surowce: %.2f" % d["resources"]
var colonized_text = " (Skolonizowana)" if tracked_planet.data["is_colonized"] else ""
PlanetStatPanel.get_node("PlanetName").text = "Name: " + tracked_planet.data["name"] + colonized_text
PlanetStatPanel.get_node("PopulationPanel").text = "Populacja: %d / %d" % [tracked_planet.data["population"], tracked_planet.data["max_population"]]
PlanetStatPanel.get_node("MiningRate").text = "Współczynnik wydobycia: %.2f" % tracked_planet.data["mining_rate"]
var mined_per_cycle = Manager.get_mined_per_cycle(tracked_planet.data)
PlanetStatPanel.get_node("ResourcePlanet").text = "Surowce: %.2f (+%.2f)" % [tracked_planet.data["resources"], mined_per_cycle]