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: 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. The background is # shader-driven, so changing ColorRect.color does not tint it; update # the actual palette uniforms. get_node("../RockField").visible = false get_node("../GasVentField").visible = true var background: ColorRect = get_node("../BackgroundLayer/LunarBackground") var atmosphere: ShaderMaterial = background.material atmosphere.set_shader_parameter("base_color", Color(0.13, 0.025, 0.22, 1.0)) atmosphere.set_shader_parameter("crater_color", Color(0.055, 0.008, 0.11, 1.0)) atmosphere.set_shader_parameter("highlight_color", Color(0.52, 0.17, 0.7, 1.0)) # The lunar surface uses dark captions on a bright ground. Flip only # those captions for the night-dark gas atmosphere. for caption_path in ["../UI/BankCaption", "../UI/FleetCaption"]: var caption: Label = get_node(caption_path) caption.add_theme_color_override("font_color", Color(0.78, 0.88, 0.94)) caption.add_theme_color_override("font_outline_color", Color(0.02, 0.01, 0.05, 0.9)) 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")