ft: wrapping manager overhaul

This commit is contained in:
2026-03-01 14:11:28 +01:00
parent 99de1fc113
commit f83b290f5c
24 changed files with 221 additions and 182 deletions

View File

@@ -1,7 +1,6 @@
class_name WrappingManager extends Node
@export var sprite: AnimatedSprite2D
@export var shape: Node # FIXME (also in refactor see below) this is bad.
@export var dupFlags: int = 15
# Mirrored sprites for periodic boundary
var mirrors: Array
@@ -10,29 +9,22 @@ var mirrors: Array
func _ready() -> void:
await owner.ready
mirrors.append(Area2D.new())
mirrors.append(Area2D.new())
mirrors.append(Area2D.new())
# TODO: npc overhaul; make npc2d (and child classes) inherit from Node instead of Area2d.
# Each entity should have Area2d -> collisionshape2d + animatedsprite2d. We then duplicate this area2d instead of the bullshit thats happening here
# note taht the below bs also does not work, as the (freshly instantiated) area2ds have none of the signals connected. The above refactor will fix this.
for m in mirrors:
for i in owner.get_groups():
if not str(i).begins_with("_"):
m.add_to_group(i)
m.set_collision_layer(owner.get_collision_layer())
m.set_collision_mask(owner.get_collision_mask())
m.add_child(sprite.duplicate())
m.add_child(shape.duplicate())
owner.call_deferred("add_child", m)
# add mirrors
for _i in range(3):
var dup = owner.collision.duplicate(dupFlags)
mirrors.append(dup)
owner.call_deferred("add_child", dup)
#for i in owner.get_groups():
# if not str(i).begins_with("_"):
# m.add_to_group(i)
if dup.has_method("duplicate_init"):
dup.duplicate_init()
_handle_wrapping()
func play_sprite(anim: String) -> void:
mirrors[0].get_node("AnimatedSprite2D").play(anim)
mirrors[1].get_node("AnimatedSprite2D").play(anim)
mirrors[2].get_node("AnimatedSprite2D").play(anim)
for m in mirrors:
m.get_node("Sprite").play(anim)
func _process(delta: float) -> void:
_handle_wrapping()
@@ -52,39 +44,42 @@ func _process(delta: float) -> void:
# NOTE: For this to look correctly the camera size should be smaller than half the screen port (in
# any one dimension. Ideally, the difference between camera size and half the screen port is
# at least the size of the prey sprite)
func _handle_wrapping():
func _handle_wrapping():
for m in mirrors:
m.global_rotation = owner.collision.global_rotation
# TODO: Assume viewport size << screen size and only draw according to GameManager.viewport_size
# Find corresponding section of the screen
if owner.position.x < GameManager.screen_size.x/2 and owner.position.y < GameManager.screen_size.y/2:
if owner.collision.position.x < GameManager.screen_size.x/2 and owner.collision.position.y < GameManager.screen_size.y/2:
# Right
mirrors[0].global_position = owner.global_position + Vector2(GameManager.screen_size.x, 0)
mirrors[0].global_position = owner.collision.global_position + Vector2(GameManager.screen_size.x, 0)
# Diag
mirrors[2].global_position = owner.global_position + Vector2(GameManager.screen_size.x, GameManager.screen_size.y)
mirrors[2].global_position = owner.collision.global_position + Vector2(GameManager.screen_size.x, GameManager.screen_size.y)
# Bottom
mirrors[1].global_position = owner.global_position + Vector2(0, GameManager.screen_size.y)
mirrors[1].global_position = owner.collision.global_position + Vector2(0, GameManager.screen_size.y)
elif owner.position.x < GameManager.screen_size.x/2:
elif owner.collision.position.x < GameManager.screen_size.x/2:
# Top
mirrors[0].global_position = owner.global_position + Vector2(0, - GameManager.screen_size.y)
mirrors[0].global_position = owner.collision.global_position + Vector2(0, - GameManager.screen_size.y)
# Diag
mirrors[1].global_position = owner.global_position + Vector2(GameManager.screen_size.x, - GameManager.screen_size.y)
mirrors[1].global_position = owner.collision.global_position + Vector2(GameManager.screen_size.x, - GameManager.screen_size.y)
# Right
mirrors[2].global_position = owner.global_position + Vector2(GameManager.screen_size.x, 0)
mirrors[2].global_position = owner.collision.global_position + Vector2(GameManager.screen_size.x, 0)
elif owner.position.y < GameManager.screen_size.y/2:
elif owner.collision.position.y < GameManager.screen_size.y/2:
# Left
mirrors[0].global_position = owner.global_position + Vector2(- GameManager.screen_size.x, 0)
mirrors[0].global_position = owner.collision.global_position + Vector2(- GameManager.screen_size.x, 0)
# Bottom
mirrors[1].global_position = owner.global_position + Vector2(0, GameManager.screen_size.y)
mirrors[1].global_position = owner.collision.global_position + Vector2(0, GameManager.screen_size.y)
# Diag
mirrors[2].global_position = owner.global_position + Vector2(- GameManager.screen_size.x, GameManager.screen_size.y)
mirrors[2].global_position = owner.collision.global_position + Vector2(- GameManager.screen_size.x, GameManager.screen_size.y)
else:
# Left
mirrors[0].global_position = owner.global_position + Vector2(- GameManager.screen_size.x, 0)
mirrors[0].global_position = owner.collision.global_position + Vector2(- GameManager.screen_size.x, 0)
# Diag
mirrors[1].global_position = owner.global_position + Vector2(- GameManager.screen_size.x, - GameManager.screen_size.y)
mirrors[1].global_position = owner.collision.global_position + Vector2(- GameManager.screen_size.x, - GameManager.screen_size.y)
# Top
mirrors[2].global_position = owner.global_position + Vector2(0, - GameManager.screen_size.y)
mirrors[2].global_position = owner.collision.global_position + Vector2(0, - GameManager.screen_size.y)