spaceship/PlanetSurfaceController.gd

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GDScript3
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extends Node2D
# Bootstraps the surviving fleet on this scene's own startup (from
# GameState, since this is a fresh scene tree - nothing here carries
# over automatically) and handles the always-available exit prompt that
# fades back out to Main.tscn, restoring the fleet at wherever it left
# space from.
@export var fade_duration: float = 0.4
@onready var fleet: Node2D = get_node("../Fleet")
@onready var camera: Camera2D = get_node("../Camera2D")
@onready var planet_name_label: Label = get_node("../UI/PlanetNameLabel")
@onready var exit_button: IconButton = get_node("../UI/ExitButton")
@onready var fade_rect: ColorRect = get_node("../FadeOverlay/FadeRect")
var transitioning: bool = false
func _ready() -> void:
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if GameState.planet_type == "gas_giant":
# A gas giant is not lunar terrain: its surface view uses a deep,
# coloured atmosphere instead of the rocky field.
get_node("../RockField").visible = false
get_node("../GasVentField").visible = true
get_node("../BackgroundLayer/LunarBackground").color = Color(0.16, 0.035, 0.26, 1.0)
fleet.spawn_ships(GameState.surviving_ship_count, Vector2.ZERO)
camera.position = Vector2.ZERO
camera.zoom = Vector2(GameState.return_camera_zoom, GameState.return_camera_zoom)
planet_name_label.text = GameState.planet_name
exit_button.pressed.connect(_on_exit_pressed)
fade_rect.color.a = 1.0
var tween: Tween = create_tween()
tween.tween_property(fade_rect, "color:a", 0.0, fade_duration)
func _on_exit_pressed() -> void:
if transitioning:
return
transitioning = true
GameState.surviving_ship_count = fleet.ships.size()
var tween: Tween = create_tween()
tween.tween_property(fade_rect, "color:a", 1.0, fade_duration)
tween.tween_callback(_return_to_space)
func _return_to_space() -> void:
get_tree().change_scene_to_file("res://Main.tscn")