Files
notSpore/evolve-die-repeat/shared/wrapping_manager.gd

83 lines
3.0 KiB
GDScript

class_name WrappingManager extends Node
@export var sprite: AnimatedSprite2D
# Mirrored sprites for periodic boundary
var mirrorSprite1: Node2D
var mirrorSprite2: Node2D
var mirrorSprite3: Node2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
await owner.ready
mirrorSprite1 = sprite.duplicate()
mirrorSprite2 = sprite.duplicate()
mirrorSprite3 = sprite.duplicate()
owner.add_child(mirrorSprite1)
owner.add_child(mirrorSprite2)
owner.add_child(mirrorSprite3)
_handle_wrapping()
func play_sprite(anim: String) -> void:
mirrorSprite1.play(anim)
mirrorSprite2.play(anim)
mirrorSprite3.play(anim)
func _process(delta: float) -> void:
_handle_wrapping()
# Mirroring table:
# |---|---|---|---|
# | 4 | 3 | 4 | 3 |
# |---|===|===|---|
# | 1 ǁ 2 | 1 ǁ 2 |
# |---ǁ---|---ǁ---|
# | 4 ǁ 3 | 4 ǁ 3 |
# |---|===|===|---|
# | 1 | 2 | 1 | 2 |
# |---|---|---|---|
# If less than viewport size away from an edge, mirror over that edge (for seamless boundary)
# 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():
# 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:
# Right
mirrorSprite1.global_position = owner.global_position + Vector2(GameManager.screen_size.x, 0)
# Diag
mirrorSprite3.global_position = owner.global_position + Vector2(GameManager.screen_size.x, GameManager.screen_size.y)
# Bottom
mirrorSprite2.global_position = owner.global_position + Vector2(0, GameManager.screen_size.y)
elif owner.position.x < GameManager.screen_size.x/2:
# Top
mirrorSprite1.global_position = owner.global_position + Vector2(0, - GameManager.screen_size.y)
# Diag
mirrorSprite2.global_position = owner.global_position + Vector2(GameManager.screen_size.x, - GameManager.screen_size.y)
# Right
mirrorSprite3.global_position = owner.global_position + Vector2(GameManager.screen_size.x, 0)
elif owner.position.y < GameManager.screen_size.y/2:
# Left
mirrorSprite1.global_position = owner.global_position + Vector2(- GameManager.screen_size.x, 0)
# Bottom
mirrorSprite2.global_position = owner.global_position + Vector2(0, GameManager.screen_size.y)
# Diag
mirrorSprite3.global_position = owner.global_position + Vector2(- GameManager.screen_size.x, GameManager.screen_size.y)
else:
# Left
mirrorSprite1.global_position = owner.global_position + Vector2(- GameManager.screen_size.x, 0)
# Diag
mirrorSprite2.global_position = owner.global_position + Vector2(- GameManager.screen_size.x, - GameManager.screen_size.y)
# Top
mirrorSprite3.global_position = owner.global_position + Vector2(0, - GameManager.screen_size.y)