Losowanie pozycji gwiazd w galaktyce
This commit is contained in:
Tomasz Boruc 2025-10-19 17:37:41 +02:00
parent 4ad0ca91f8
commit aa4b9452d5
6 changed files with 149 additions and 75 deletions

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@ -1,57 +1,78 @@
extends Node
#class_name Manager
# Globalne ustawienia
@export var SECTOR_COUNT: int = 15
@export var PLANETS_PER_SECTOR_RANGE: Vector2 = Vector2(1, 5) # min i max planet
# --- KONFIGURACJA ---
@export var SECTOR_COUNT: int = 10
@export var PLANETS_PER_SECTOR_RANGE: Vector2 = Vector2(1, 5)
# Lista sektorów (każdy sektor to słownik z planetami)
var sectors_data: Array = []
# Aktualnie wybrany sektor
# --- DANE ---
var sectors_data: Array = [] # Każdy element: {"name": str, "position": Vector2, "planets": Array, "star": Dictionary}
var current_sector: int = -1
# Timer aktualizacji
var update_timer := 0.0
const UPDATE_INTERVAL := 30.0
# Nazwy sektorów i planet
var sector_names = [
"Aetherion", "Altaris", "Andur System", "Artemis Reach", "Astrion",
"Azura Prime", "Borealis Expanse", "Caldris Belt", "Canthar System", "Celion Verge",
"Corvax Sector", "Cygnera Rift", "Daedalus Reach", "Darnis Cluster", "Dravon Expanse"
]
# 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"
"Vega","Wezen","Xamidimura","Yildun","Zosma"
]
# --- START ---
func _ready():
randomize()
_initialize_sectors()
print("[Manager] Initialized global manager with %d sectors" % SECTOR_COUNT)
print(sectors_data[0])
func _process(delta):
update_timer += delta
if update_timer >= UPDATE_INTERVAL:
update_timer = 0.0
_update_planets()
# --- LOSOWANIE UNIKALNEJ NAZWY SEKTORA ---
func get_unique_sector_name() -> String:
if sector_names.size() == 0:
return "Unknown Sector"
var index = randi() % sector_names.size()
var name = sector_names[index]
sector_names.remove_at(index)
return name
# --- Inicjalizacja wszystkich sektorów z losowymi planetami ---
# --- INICJALIZACJA SEKTORÓW ---
func _initialize_sectors():
var screen_size = get_viewport().get_visible_rect().size
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": []}
# Losowa pozycja
var pos = Vector2(
randf_range(100, screen_size.x - 200),
randf_range(100, screen_size.y - 200)
)
# Unikalna nazwa
var name = get_unique_sector_name()
# Utwórz sektor
var scale = randf_range(0.03, 0.08)
sectors_data[i] = {
"name": name,
"position": pos,
"star_scale": scale,
"planets": [],
"star": {}
}
# Losowe planety
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 growth_rate = randf_range(0.1, 1.0)
var texture_planet: String
if growth_rate > 0.7:
texture_planet = "res://assets/planets/p%d.png" % randi_range(1,9)
else:
texture_planet = "res://assets/planets/p%d.png" % randi_range(10,18)
var texture_planet = "res://assets/planets/p%d.png" % randi_range(1,18)
var planet = {
"name": planet_names[randi() % planet_names.size()],
"size": size,
@ -63,24 +84,11 @@ func _initialize_sectors():
"is_colonized": false,
"angle": randf() * TAU,
"rotation_speed": randf_range(0.001, 0.02),
"texture_path": texture_planet,
"texture_path": texture_planet
}
sectors_data[i]["planets"].append(planet)
# --- Aktualizacja planet dla wszystkich sektorów ---
func _update_planets():
for sector in sectors_data:
if sector == null:
continue
for planet in sector["planets"]:
if planet["is_colonized"]:
var growth = int(max(1, planet["population"] * 0.05 * planet["growth_rate"]))
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
# --- FUNKCJE POMOCNICZE ---
func get_max_population(size: int) -> int:
match size:
1: return 1000
@ -89,35 +97,23 @@ func get_max_population(size: int) -> int:
4: return 30000
return 1000
# --- Pobranie planety po nazwie w bieżącym sektorze ---
func get_planet_by_name(name: String) -> Dictionary:
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
func get_sector(index: int) -> Dictionary:
if index >= 0 and index < sectors_data.size():
return sectors_data[index]
return {}
# --- Rejestracja nowej planety w danym sektorze ---
func register_planet(sector_index: int, planet_name: String, size: int, mining_rate: float, growth_rate: float) -> Dictionary:
func get_planets(index: int) -> Array:
var sector = get_sector(index)
if sector.has("planets"):
return sector["planets"]
return []
func register_planet(sector_index: int, planet_data: 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,
"growth_rate": growth_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
sectors_data[sector_index] = {"planets": [], "name":"Unknown", "position": Vector2.ZERO, "star":{}}
sectors_data[sector_index]["planets"].append(planet_data)
func get_mined_per_cycle(planet: Dictionary) -> float:
return planet["mining_rate"] * pow(planet["population"], 0.5) * 0.05

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@ -7,7 +7,7 @@ layout_mode = 3
anchors_preset = 0
script = ExtResource("1_n7ltq")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 0
[node name="VBoxContainer" type="Control" parent="."]
anchors_preset = 0
offset_right = 40.0
offset_bottom = 40.0

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@ -1,26 +1,64 @@
extends Control
#@export var SECTOR_COUNT: int = 15
@export var SectorScenePath: String = "res://scenes/Sector.tscn"
@onready var container = $VBoxContainer
func _ready():
_init_background()
_create_sector_buttons()
# --- TWORZENIE GWIAZD SEKTORÓW ---
func _create_sector_buttons():
for child in container.get_children():
child.queue_free()
var screen_size = get_viewport_rect().size
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 sector_info = Manager.get_sector(i)
var button = TextureButton.new()
button.texture_normal = preload("res://assets/stars/s1.png")
button.stretch_mode = TextureButton.STRETCH_KEEP_ASPECT_CENTERED
# 🎨 Losowy rozmiar gwiazdy
button.scale = Vector2(sector_info["star_scale"], sector_info["star_scale"])
# Pozycja z Managera
button.position = sector_info["position"]
# Podpis sektora
var sector_label = Label.new()
sector_label.text = sector_info["name"]
sector_label.add_theme_font_size_override("font_size", 350) # malutki podpis
sector_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
sector_label.position = Vector2(0, -450)
button.add_child(sector_label)
var index = i
button.pressed.connect(func() -> void:
_on_sector_selected(index)
)
container.add_child(button)
# --- WYBRANIE SEKTORA ---
func _on_sector_selected(index: int):
Manager.current_sector = index
var sector_scene = load(SectorScenePath)
get_tree().change_scene_to_packed(sector_scene)
# --- TŁO ---
func _init_background():
var background = Sprite2D.new()
background.texture = load("res://assets/background/galaxy_background.jpg")
background.centered = true
background.position = get_viewport_rect().size / 2
var screen_size = get_viewport_rect().size
var tex_size = background.texture.get_size()
var scale_factor = max(screen_size.x / tex_size.x, screen_size.y / tex_size.y)
background.scale = Vector2(scale_factor, scale_factor)
add_child(background)
background.z_index = -10