Changes warden attacks properly, adds defaul body parts, upgrades the mini map, and shows proper scrap count on reload

This commit is contained in:
2026-03-10 11:47:15 -04:00
parent 3a947e41e2
commit bf18da4917
9 changed files with 104 additions and 6 deletions
+36 -3
View File
@@ -4,10 +4,15 @@ extends Control
# Layout constants
# ---------------------------------------------------------------------------
const MAP_SIZE := Vector2(150, 150)
const ROOM_SIZE := Vector2(18, 10) # 16:9 aspect ratio like actual rooms
const ROOM_SIZE := Vector2(26, 15) # 16:9 aspect ratio like actual rooms
const ROOM_GAP := 4.0
const PADDING := 10.0
const CONNECTION_WIDTH := 2.0
const PARALLAX_STRENGTH := 4.0 # max pixels the map shifts with player movement
# Room dimensions (must match floor.gd)
const ROOM_W := 960.0
const ROOM_H := 540.0
# ---------------------------------------------------------------------------
# Colors (brightened versions of room.gd floor colors)
@@ -31,6 +36,8 @@ var _rooms_data: Dictionary = {} # Vector2i -> RoomData
var _current_pos: Vector2i = Vector2i.ZERO
var _grid_min: Vector2i = Vector2i.ZERO
var _grid_max: Vector2i = Vector2i.ZERO
var _parallax_offset: Vector2 = Vector2.ZERO
var _player: Node2D = null
# ---------------------------------------------------------------------------
# Setup
@@ -68,8 +75,34 @@ func _on_room_entered(grid_pos: Vector2i) -> void:
func _on_run_ended(_reached_hub: bool) -> void:
_rooms_data.clear()
_player = null
queue_redraw()
func _process(_delta: float) -> void:
if _rooms_data.is_empty():
return
# Find player if not cached
if _player == null:
_player = get_tree().get_first_node_in_group("player")
if _player == null:
return
# Calculate player position within current room (-0.5 to 0.5 range)
var room_center := Vector2(_current_pos.x * ROOM_W, _current_pos.y * ROOM_H)
var local_pos := _player.global_position - room_center
var normalized := Vector2(
clampf(local_pos.x / (ROOM_W * 0.5), -1.0, 1.0),
clampf(local_pos.y / (ROOM_H * 0.5), -1.0, 1.0)
)
# Apply subtle parallax (inverted so map moves opposite to player)
var new_offset := -normalized * PARALLAX_STRENGTH
if not new_offset.is_equal_approx(_parallax_offset):
_parallax_offset = new_offset
queue_redraw()
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
@@ -120,8 +153,8 @@ func _grid_to_map_pos(grid_pos: Vector2i) -> Vector2:
var grid_size := Vector2i(_grid_max.x - _grid_min.x + 1, _grid_max.y - _grid_min.y + 1)
var total_size := Vector2(grid_size.x, grid_size.y) * cell_size - Vector2(ROOM_GAP, ROOM_GAP)
# Center the map within the control
var centering := (MAP_SIZE - total_size) / 2.0
# Center the map within the control, apply parallax offset
var centering := (MAP_SIZE - total_size) / 2.0 + _parallax_offset
var offset := Vector2(
(grid_pos.x - _grid_min.x) * cell_size.x,
(grid_pos.y - _grid_min.y) * cell_size.y