ajout du camion #87
* changements des objectifs, donnent juste des graines, sprite moins gros et objectifs plus nombreux * changement de la probabilité de mutation * refactor du code terrain et planet
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@@ -11,15 +11,12 @@ var following_game_position : Vector2 = Vector2()
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var following_screen_position : Vector2 = Vector2()
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var following_entity : Node2D = null
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@export var camera : Camera2D
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var arrow_up : Texture = preload("res://common/icons/arrow-narrow-up.svg")
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var arrow_down : Texture = preload("res://common/icons/arrow-narrow-down.svg")
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var arrow_right : Texture = preload("res://common/icons/arrow-narrow-right.svg")
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var arrow_left : Texture = preload("res://common/icons/arrow-narrow-left.svg")
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func setup(_camera : Camera2D, text : String):
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camera = _camera
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func setup(text : String):
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%Label.text = text
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func follow_game_position(game_position : Vector2):
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@@ -35,34 +32,34 @@ func follow_entity(entity : Node2D):
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following_type = FollowingType.ENTITY
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func _process(_d):
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if camera:
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show()
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var screen_size = get_viewport().get_visible_rect().size
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show()
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var abs_position : Vector2 = following_screen_position
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if following_type == FollowingType.GAME_POS:
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abs_position = following_game_position - camera.global_position + screen_size / 2 + Vector2.UP * UP_SHIFT - size/2
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elif following_type == FollowingType.ENTITY and following_entity:
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abs_position = following_entity.global_position - camera.global_position + screen_size / 2 + Vector2.UP * UP_SHIFT - size/2
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var camera = get_viewport().get_camera_2d()
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position = Vector2(
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min(max(abs_position.x, SCREEN_MARGIN), screen_size.x - SCREEN_MARGIN),
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min(max(abs_position.y, SCREEN_MARGIN), screen_size.y - SCREEN_MARGIN)
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)
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var screen_size = get_viewport().get_visible_rect().size
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var arrow_texture : Texture = arrow_down
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if abs_position.y < 0:
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arrow_texture = arrow_up
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if abs_position.x < 0 :
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arrow_texture = arrow_left
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if abs_position.x > screen_size.x :
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arrow_texture = arrow_right
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position.x -= size.x
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if abs_position.y > screen_size.y :
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arrow_texture = arrow_down
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position.y -= size.y
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var abs_position : Vector2 = following_screen_position
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if following_type == FollowingType.GAME_POS:
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abs_position = following_game_position - camera.global_position + screen_size / 2 + Vector2.UP * UP_SHIFT - size/2
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elif following_type == FollowingType.ENTITY and following_entity:
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abs_position = following_entity.global_position - camera.global_position + screen_size / 2 + Vector2.UP * UP_SHIFT - size/2
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%Arrow.texture = arrow_texture
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else:
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hide()
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position = Vector2(
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min(max(abs_position.x, SCREEN_MARGIN), screen_size.x - SCREEN_MARGIN),
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min(max(abs_position.y, SCREEN_MARGIN), screen_size.y - SCREEN_MARGIN)
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)
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var arrow_texture : Texture = arrow_down
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if abs_position.y < 0:
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arrow_texture = arrow_up
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if abs_position.x < 0 :
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arrow_texture = arrow_left
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if abs_position.x > screen_size.x :
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arrow_texture = arrow_right
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position.x -= size.x
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if abs_position.y > screen_size.y :
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arrow_texture = arrow_down
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position.y -= size.y
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%Arrow.texture = arrow_texture
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