51 lines
1.8 KiB
GDScript
51 lines
1.8 KiB
GDScript
extends Node2D
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# Bootstraps the surviving fleet on this scene's own startup (from
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# GameState, since this is a fresh scene tree - nothing here carries
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# over automatically) and handles the always-available exit prompt that
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# fades back out to Main.tscn, restoring the fleet at wherever it left
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# space from.
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@export var fade_duration: float = 0.4
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@onready var fleet: Node2D = get_node("../Fleet")
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@onready var camera: Camera2D = get_node("../Camera2D")
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@onready var planet_name_label: Label = get_node("../UI/PlanetNameLabel")
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@onready var exit_button: IconButton = get_node("../UI/ExitButton")
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@onready var fade_rect: ColorRect = get_node("../FadeOverlay/FadeRect")
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var transitioning: bool = false
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func _ready() -> void:
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if GameState.planet_type == "gas_giant":
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# A gas giant is not lunar terrain: its surface view uses a deep,
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# coloured atmosphere instead of the rocky field.
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get_node("../RockField").visible = false
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get_node("../GasVentField").visible = true
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get_node("../BackgroundLayer/LunarBackground").color = Color(0.16, 0.035, 0.26, 1.0)
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fleet.spawn_ships(GameState.surviving_ship_count, Vector2.ZERO)
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camera.position = Vector2.ZERO
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camera.zoom = Vector2(GameState.return_camera_zoom, GameState.return_camera_zoom)
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planet_name_label.text = GameState.planet_name
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exit_button.pressed.connect(_on_exit_pressed)
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fade_rect.color.a = 1.0
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var tween: Tween = create_tween()
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tween.tween_property(fade_rect, "color:a", 0.0, fade_duration)
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func _on_exit_pressed() -> void:
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if transitioning:
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return
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transitioning = true
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GameState.surviving_ship_count = fleet.ships.size()
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var tween: Tween = create_tween()
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tween.tween_property(fade_rect, "color:a", 1.0, fade_duration)
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tween.tween_callback(_return_to_space)
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func _return_to_space() -> void:
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get_tree().change_scene_to_file("res://Main.tscn")
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