extends Node2D var StarScene = preload("res://scenes/Star.tscn") var PlanetScene = preload("res://scenes/Planet.tscn") var PLANET_COUNT = randf_range(1,5) const ORBIT_STEP = 120 func _ready(): randomize() spawn_star() spawn_planets(PLANET_COUNT) var background = Sprite2D.new() background.texture = load("res://assets/background/space1.jpg") background.centered = true background.position = get_viewport_rect().size / 2 # 🔥 automatyczne dopasowanie do ekranu 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 # żeby zawsze był za planetami func spawn_star(): var star = StarScene.instantiate() add_child(star) star.position = get_viewport_rect().size / 2 star.set_texture(random_star_texture()) func spawn_planets(count: int): var center = get_viewport_rect().size / 2 for i in range(count): var planet = PlanetScene.instantiate() add_child(planet) var orbit_radius = (i + 1) * ORBIT_STEP planet.orbit_radius = orbit_radius planet.orbit_center = center # 🔥 Tutaj zmieniasz prędkość i powinno działać planet.rotation_speed = randf_range(0.01, 0.04) # wolno # planet.rotation_speed = 1.0 # szybciej # planet.rotation_speed = 5.0 # bardzo szybko planet.set_texture(random_planet_texture()) func random_star_texture() -> Texture2D: var id = randi_range(1, 16) return load("res://assets/stars/s%d.png" % id) func random_planet_texture() -> Texture2D: var id = randi_range(1, 18) return load("res://assets/planets/p%d.png" % id)