Files
notSpore/evolve-die-repeat/shared/wrapping_manager.gd
2026-03-07 12:22:17 +01:00

84 lines
3.1 KiB
GDScript

class_name WrappingManager extends Node
@export var dupFlags: int = 15
# Mirrored sprites for periodic boundary
var mirrors: Array
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
await owner.ready
# add mirrors
for _i in range(3):
var dup = owner.collision.duplicate(dupFlags)
mirrors.append(dup)
owner.call_deferred("add_child", dup)
if dup.has_method("duplicate_init"):
dup.duplicate_init()
_handle_wrapping()
# FIXME: parent sprites should have a function calling this.
func play_sprite(anim: String) -> void:
for m in mirrors:
m.get_node("Sprite").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():
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.collision.position.x < GameManager.screen_size.x/2 and owner.collision.position.y < GameManager.screen_size.y/2:
# Right
mirrors[0].global_position = owner.collision.global_position + Vector2(GameManager.extent.size.x, 0)
# Diag
mirrors[2].global_position = owner.collision.global_position + Vector2(GameManager.extent.size.x, GameManager.extent.size.y)
# Bottom
mirrors[1].global_position = owner.collision.global_position + Vector2(0, GameManager.extent.size.y)
elif owner.collision.position.x < GameManager.screen_size.x/2:
# Top
mirrors[0].global_position = owner.collision.global_position + Vector2(0, - GameManager.extent.size.y)
# Diag
mirrors[1].global_position = owner.collision.global_position + Vector2(GameManager.extent.size.x, - GameManager.extent.size.y)
# Right
mirrors[2].global_position = owner.collision.global_position + Vector2(GameManager.extent.size.x, 0)
elif owner.collision.position.y < GameManager.screen_size.y/2:
# Left
mirrors[0].global_position = owner.collision.global_position + Vector2(- GameManager.extent.size.x, 0)
# Bottom
mirrors[1].global_position = owner.collision.global_position + Vector2(0, GameManager.extent.size.y)
# Diag
mirrors[2].global_position = owner.collision.global_position + Vector2(- GameManager.extent.size.x, GameManager.extent.size.y)
else:
# Left
mirrors[0].global_position = owner.collision.global_position + Vector2(- GameManager.extent.size.x, 0)
# Diag
mirrors[1].global_position = owner.collision.global_position + Vector2(- GameManager.extent.size.x, - GameManager.extent.size.y)
# Top
mirrors[2].global_position = owner.collision.global_position + Vector2(0, - GameManager.extent.size.y)