changement du scene manager, amélioration du cockpit et autres
* refonte du scene manager * refonte du audio manager * premier rework des plantes * nettoyage des dossiers/fichiers * renommage de planète en region * fix des run
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@@ -2,33 +2,33 @@ class_name Math
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static func get_chunk_from_pos(coord) -> Vector2i:
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return Vector2i(
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floori(coord.x / (Planet.CHUNK_TILE_SIZE * Planet.TILE_SIZE)),
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floori(coord.y / (Planet.CHUNK_TILE_SIZE * Planet.TILE_SIZE))
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floori(coord.x / (Region.CHUNK_TILE_SIZE * Region.TILE_SIZE)),
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floori(coord.y / (Region.CHUNK_TILE_SIZE * Region.TILE_SIZE))
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)
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static func get_tile_from_pos(coord) -> Vector2i:
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return Vector2i(
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floori(coord.x / (Planet.TILE_SIZE)),
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floori(coord.y / (Planet.TILE_SIZE)),
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floori(coord.x / (Region.TILE_SIZE)),
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floori(coord.y / (Region.TILE_SIZE)),
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)
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static func get_tiles_in_circle(center: Vector2, radius : float) -> Array[Vector2i]:
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var tiles : Array[Vector2i] = []
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for x in range(
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floori((center.x - radius/2.) / Planet.TILE_SIZE),
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ceili((center.x + radius/2.) / Planet.TILE_SIZE),
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floori((center.x - radius/2.) / Region.TILE_SIZE),
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ceili((center.x + radius/2.) / Region.TILE_SIZE),
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):
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for y in range(
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floori((center.y - radius/2.) / Planet.TILE_SIZE),
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ceili((center.y + radius/2.) / Planet.TILE_SIZE),
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floori((center.y - radius/2.) / Region.TILE_SIZE),
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ceili((center.y + radius/2.) / Region.TILE_SIZE),
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):
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if is_tile_on_circle(Vector2i(x,y), center, radius):
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tiles.append(Vector2i(x,y))
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return tiles
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static func is_tile_on_circle(tile_coord : Vector2i, circle_center: Vector2, circle_radius : float) -> bool:
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var absolute_tile_pos : Vector2 = tile_coord * Planet.TILE_SIZE
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var absolute_tile_pos : Vector2 = tile_coord * Region.TILE_SIZE
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# Loop over tile corners to know if the area collide
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var corners : Array[Vector2] = []
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@@ -36,8 +36,8 @@ static func is_tile_on_circle(tile_coord : Vector2i, circle_center: Vector2, cir
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for y in [0,1]:
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corners.append(
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absolute_tile_pos
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+ Vector2.RIGHT * x * Planet.TILE_SIZE
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+ Vector2.DOWN * y * Planet.TILE_SIZE
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+ Vector2.RIGHT * x * Region.TILE_SIZE
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+ Vector2.DOWN * y * Region.TILE_SIZE
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)
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# Check if segment touch area
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