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space-capture/scenes/ships_fleet/ShipsFleet.cs

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3.5 KiB
C#
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2024-10-06 16:13:47 +02:00
using System;
using System.Collections.Generic;
using Godot;
namespace SpaceCapture;
public partial class ShipsFleet : Node2D
{
const int RankSize = 7;
const float RanksDistance = 12f;
const float ShoulderDistance = 8f;
const float DisperseAtDistance = 100f;
int _count;
GameState _game;
[Export]
public int DepartedAt { get; set; } // Time.GetTicksMsec()
[Export]
public int ArrivesAt { get; set; } // Time.GetTicksMsec()
[Export]
public Vector2 From { get; set; }
[Export]
public Vector2 To { get; set; }
[Export]
public Player Player { get; set; }
[Export]
public int Count
{
get => _count;
set
{
_count = value;
UpdateShipsCount();
}
}
[Export]
public Trail Trail { get; set; }
public void RegisterGame(GameState game)
{
_game = game;
_game.GameTicked += UpdatePosition;
UpdatePosition(game.CurrentTick);
}
public override void _ExitTree()
{
if (_game is not null)
{
_game.GameTicked -= UpdatePosition;
_game = null;
}
}
#region Graphics
List<Ship> _ships = [];
[Export]
public PackedScene ShipTemplate { get; set; }
void UpdateShipsCount()
{
int diff = Count - _ships.Count;
for (int i = 0; i < diff; i++)
{
Ship ship = ShipTemplate.Instantiate<Ship>();
ship.Color = Player.Color;
AddChild(ship);
ship.Position = From;
ship.Rotation = Random.Shared.NextSingle() * (2f * MathF.PI);
ship.Velocity = (Random.Shared.NextSingle() * 60f + 60f) * Vector2.FromAngle(ship.Rotation);
_ships.Add(ship);
}
for (int i = 0; i < -diff; i++)
{
RemoveChild(_ships[^1]);
_ships.RemoveAt(_ships.Count - 1);
}
}
bool _arrived = false;
void UpdatePosition(int tick)
{
if (!_arrived)
{
int clampedTick = Math.Clamp(tick, DepartedAt, ArrivesAt);
float progress = (clampedTick - DepartedAt) / (float)(ArrivesAt - DepartedAt);
Vector2 fleetPosition = From.Lerp(To, Math.Clamp(progress, 0f, 1f));
float dispersiveness = Math.Clamp(MathF.Sqrt(Math.Min(fleetPosition.DistanceSquaredTo(From), fleetPosition.DistanceSquaredTo(To))) / DisperseAtDistance, 0f, 1f);
float angle = From.AngleToPoint(To);
int ranksCount = Mathf.CeilToInt((float)_ships.Count / RankSize);
for (int i = 0; i < _ships.Count; i++)
{
int rank = Mathf.FloorToInt((float)i / RankSize);
int positionInRank = i % RankSize;
var shipsInRank = rank != ranksCount - 1 ? RankSize : (_ships.Count - (ranksCount - 1) * RankSize);
Vector2 assignedPosition = new(rank * -RanksDistance - Math.Abs(positionInRank - shipsInRank / 2f) * 5f, (float)(positionInRank - (shipsInRank - 1) * .5f) * ShoulderDistance);
_ships[i].TargetPosition = fleetPosition + Vector2.Zero.Lerp(assignedPosition.Rotated(angle) + Vector2.FromAngle(MathF.Sin(i + tick / 10f)) * 2f, dispersiveness);
}
if (tick >= ArrivesAt)
{
_arrived = true;
Trail.ShowTrail = false;
// TODO: fade out ships.
GetTree().CreateTimer(5.0).Timeout += QueueFree;
}
}
}
#endregion
}