Files
notSpore/evolve-die-repeat/game_manager.gd

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1.4 KiB
GDScript

extends Node
var screen_size = Vector2(1920.0, 1080.0) # Default screen size (this is a float for some reason)
var viewport_size
@onready var extent: Rect2 = get_viewport().get_visible_rect()
# utils.
var rng = RandomNumberGenerator.new()
var eps: float = 1e-4
# A world "current"
# polar
var flow_dir: float # [0, 2pi)
var flow_mag: float # [0, 1]
# cartesian
var flow_x: float
var flow_y: float
# Swap period
var flowT: float = 10
# A game timer
var t: float = 0.0
func _ready() -> void:
viewport_size = get_viewport().get_visible_rect().size
# initial world current
get_new_flow()
func _physics_process(delta: float) -> void:
t += delta
# Flow current change
if abs(fmod(t, flowT)) < eps:
get_new_flow()
# TODO: This needs to be called from a script inheriting a CharacterBody2D (e.g. the player)
# Alternative would be to pass the player reference to this script (which might be better?)
func init_screen_size(x:float, y:float) -> void:
screen_size.x = x
screen_size.y = y
# This can take a vector of any size (but should be 2d, other components are unused)
func get_boundaried_position(position):
## clamp
#return position.clamp(Vector2.ZERO, screen_size)
## periodic
position.x = wrapf(position.x, 0, screen_size.x)
position.y = wrapf(position.y, 0, screen_size.y)
return position
func get_new_flow():
flow_dir = rng.randf()*2*PI
flow_mag = rng.randf()
flow_x = flow_mag * cos(flow_dir)
flow_y = flow_mag * sin(flow_dir)