ft: extracted mirrorSprite to custom node
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82
evolve-die-repeat/shared/wrapping_manager.gd
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82
evolve-die-repeat/shared/wrapping_manager.gd
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class_name WrappingManager extends Node
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@export var sprite: AnimatedSprite2D
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# Mirrored sprites for periodic boundary
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var mirrorSprite1: Node2D
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var mirrorSprite2: Node2D
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var mirrorSprite3: Node2D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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await owner.ready
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mirrorSprite1 = sprite.duplicate()
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mirrorSprite2 = sprite.duplicate()
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mirrorSprite3 = sprite.duplicate()
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owner.add_child(mirrorSprite1)
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owner.add_child(mirrorSprite2)
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owner.add_child(mirrorSprite3)
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_handle_wrapping()
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func play_sprite(anim: String) -> void:
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mirrorSprite1.play(anim)
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mirrorSprite2.play(anim)
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mirrorSprite3.play(anim)
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func _process(delta: float) -> void:
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_handle_wrapping()
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# Mirroring table:
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# |---|---|---|---|
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# | 4 | 3 | 4 | 3 |
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# |---|===|===|---|
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# | 1 ǁ 2 | 1 ǁ 2 |
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# |---ǁ---|---ǁ---|
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# | 4 ǁ 3 | 4 ǁ 3 |
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# |---|===|===|---|
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# | 1 | 2 | 1 | 2 |
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# |---|---|---|---|
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# If less than viewport size away from an edge, mirror over that edge (for seamless boundary)
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# NOTE: For this to look correctly the camera size should be smaller than half the screen port (in
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# any one dimension. Ideally, the difference between camera size and half the screen port is
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# at least the size of the prey sprite)
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func _handle_wrapping():
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# TODO: Assume viewport size << screen size and only draw according to GameManager.viewport_size
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# Find corresponding section of the screen
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if owner.position.x < GameManager.screen_size.x/2 and owner.position.y < GameManager.screen_size.y/2:
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# Right
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mirrorSprite1.global_position = owner.global_position + Vector2(GameManager.screen_size.x, 0)
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# Diag
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mirrorSprite3.global_position = owner.global_position + Vector2(GameManager.screen_size.x, GameManager.screen_size.y)
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# Bottom
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mirrorSprite2.global_position = owner.global_position + Vector2(0, GameManager.screen_size.y)
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elif owner.position.x < GameManager.screen_size.x/2:
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# Top
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mirrorSprite1.global_position = owner.global_position + Vector2(0, - GameManager.screen_size.y)
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# Diag
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mirrorSprite2.global_position = owner.global_position + Vector2(GameManager.screen_size.x, - GameManager.screen_size.y)
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# Right
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mirrorSprite3.global_position = owner.global_position + Vector2(GameManager.screen_size.x, 0)
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elif owner.position.y < GameManager.screen_size.y/2:
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# Left
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mirrorSprite1.global_position = owner.global_position + Vector2(- GameManager.screen_size.x, 0)
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# Bottom
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mirrorSprite2.global_position = owner.global_position + Vector2(0, GameManager.screen_size.y)
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# Diag
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mirrorSprite3.global_position = owner.global_position + Vector2(- GameManager.screen_size.x, GameManager.screen_size.y)
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else:
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# Left
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mirrorSprite1.global_position = owner.global_position + Vector2(- GameManager.screen_size.x, 0)
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# Diag
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mirrorSprite2.global_position = owner.global_position + Vector2(- GameManager.screen_size.x, - GameManager.screen_size.y)
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# Top
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mirrorSprite3.global_position = owner.global_position + Vector2(0, - GameManager.screen_size.y)
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