extends Control @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 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