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. 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")