spaceship/PlanetSurfaceController.gd
2026-08-14 11:54:31 +02:00

63 lines
2.6 KiB
GDScript

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")