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

91 lines
3.6 KiB
GDScript

class_name WrappingManager extends Node
@export var sprite: AnimatedSprite2D
@export var shape: Node # FIXME (also in refactor see below) this is bad.
# 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
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.add_child(m)
_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)
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
mirrors[0].global_position = owner.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)
# Bottom
mirrors[1].global_position = owner.global_position + Vector2(0, GameManager.screen_size.y)
elif owner.position.x < GameManager.screen_size.x/2:
# Top
mirrors[0].global_position = owner.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)
# Right
mirrors[2].global_position = owner.global_position + Vector2(GameManager.screen_size.x, 0)
elif owner.position.y < GameManager.screen_size.y/2:
# Left
mirrors[0].global_position = owner.global_position + Vector2(- GameManager.screen_size.x, 0)
# Bottom
mirrors[1].global_position = owner.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)
else:
# Left
mirrors[0].global_position = owner.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)
# Top
mirrors[2].global_position = owner.global_position + Vector2(0, - GameManager.screen_size.y)