51 lines
1.6 KiB
GDScript3
51 lines
1.6 KiB
GDScript3
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extends Node2D
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# Draws the transport vessels GameState is simulating, and only while they
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# are somewhere the player could see them. Same arrangement as HaulerField,
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# and for the same reason: the simulation is authoritative and the visuals
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# are optional, so a run happening far away costs nothing but still moves
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# ore. Position comes from the very same `progress` that decides when the
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# ore actually changes hands.
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@export var visible_radius: float = 2600.0
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@onready var fleet: Node2D = get_node("../Fleet")
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var transporter_scene: PackedScene = preload("res://Transporter.tscn")
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# index into GameState.transporters -> live node
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var active: Dictionary = {}
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func _process(_delta: float) -> void:
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var centre: Vector2 = fleet.get_centroid()
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for i in range(GameState.transporters.size()):
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var t: Dictionary = GameState.transporters[i]
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var pos: Vector2 = GameState.transporter_position(t)
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if pos.distance_to(centre) > visible_radius:
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_despawn(i)
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continue
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var node: Node2D = active.get(i)
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if node == null or not is_instance_valid(node):
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node = transporter_scene.instantiate()
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get_parent().add_child(node)
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active[i] = node
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var previous: Vector2 = node.position
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node.position = pos
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node.set_laden(int(t.carrying) > 0)
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var travel: Vector2 = pos - previous
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if travel.length() > 0.5:
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node.rotation = travel.angle() + PI / 2.0
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for key in active.keys():
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if key >= GameState.transporters.size():
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_despawn(key)
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func _despawn(index: int) -> void:
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var node: Node2D = active.get(index)
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if node != null and is_instance_valid(node):
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node.queue_free()
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active.erase(index)
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