40 lines
1.4 KiB
GDScript3
40 lines
1.4 KiB
GDScript3
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extends Node2D
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# #116: purely visual - a repair drone on its way out to a damaged structure
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# or back to its workshop. Carries no state of its own; GameState owns the
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# simulation and RepairDroneField creates, positions and frees this to match.
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const HULL_COLOR: Color = Color(0.5, 0.95, 0.8)
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var laden: bool = false
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func _ready() -> void:
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add_to_group("repair_drones")
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# #91: behind the fleet, like every other piece of ground furniture.
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z_index = -1
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queue_redraw()
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func set_laden(value: bool) -> void:
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if laden == value:
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return
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laden = value
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queue_redraw()
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func _draw() -> void:
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# Small and blunt, with a tool arm out front, in the workshop's own
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# green-teal: it should read as a tender belonging to a building rather
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# than as a fleet vessel or a hub's magenta hauler.
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var hull: PackedVector2Array = PackedVector2Array([
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Vector2(0, -11), Vector2(8, -3), Vector2(6, 10), Vector2(-6, 10), Vector2(-8, -3),
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])
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NeonDraw.draw_glowing_polygon(self, hull, HULL_COLOR, 1.0)
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NeonDraw.draw_glowing_line(self, Vector2(0, -11), Vector2(0, -18), HULL_COLOR, 0.9, 0.35)
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NeonDraw.draw_glowing_line(self, Vector2(-5, -18), Vector2(5, -18), HULL_COLOR, 0.9, 0.35)
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if laden:
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# The load it is carrying out, in ore's own colour so it reads as
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# material rather than as a light on the hull.
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NeonDraw.draw_glowing_circle(self, Vector2(0, 3), 5.0,
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GameState.resource_color(GameState.RESOURCE_ORE), 1.0)
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