extends Node2D const SURFACE_PROFILES = preload("res://PlanetSurfaceProfiles.gd") const PLANET_DEFINITIONS = preload("res://PlanetDefinitions.gd") # Bootstraps the surviving fleet, including each vessel type, 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") @onready var background: ColorRect = get_node("../BackgroundLayer/LunarBackground") @onready var feature_host: Node2D = get_node("../SurfaceFeatures") var transitioning: bool = false func _ready() -> void: var planet_definition: Resource = PLANET_DEFINITIONS.get_definition(GameState.planet_definition_id) _compose_surface(SURFACE_PROFILES.get_profile(planet_definition.surface_profile_id)) fleet.spawn_ships(GameState.surviving_ship_count, Vector2.ZERO, GameState.surviving_vessel_types) 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 _compose_surface(profile: Resource) -> void: var atmosphere: ShaderMaterial = background.material atmosphere.set_shader_parameter("base_color", profile.base_color) atmosphere.set_shader_parameter("crater_color", profile.crater_color) atmosphere.set_shader_parameter("highlight_color", profile.highlight_color) for caption_path in ["../UI/BankCaption", "../UI/FleetCaption"]: var caption: Label = get_node(caption_path) caption.add_theme_color_override("font_color", profile.caption_color) caption.add_theme_color_override("font_outline_color", profile.caption_outline_color) if profile.features_scene == null: return var features: Node = profile.features_scene.instantiate() feature_host.add_child(features) func _on_exit_pressed() -> void: if transitioning: return transitioning = true GameState.surviving_ship_count = fleet.ships.size() GameState.surviving_vessel_types = fleet.vessel_types() 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")