2021-10-21 06:24:27 +00:00
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extends RigidBody2D
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2021-10-21 03:33:14 +00:00
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2021-11-12 07:57:15 +00:00
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2021-10-21 06:24:27 +00:00
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var held = false
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2021-11-11 21:08:14 +00:00
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var originalPos # Position before moving the ship
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var snapOriginalPos = false # Gets the original position
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2021-11-12 09:33:31 +00:00
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var mousePos # Stores the last known mouse position so the physics engine can use it
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2021-11-11 21:08:14 +00:00
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var vertical = true # Gets ship which is either vertical or horizonal
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var startingPos # Starting position of ships before being placed
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2021-10-21 03:33:14 +00:00
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2021-11-12 07:57:15 +00:00
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# Ships are all named starting with their length,
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# So we cast from string to int, on the ship name, and get the length
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onready var ship_length = int(name)
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2021-11-12 09:01:23 +00:00
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# This is set when we're colliding with something
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var collision = false
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2021-10-21 03:33:14 +00:00
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# Called when the node enters the scene tree for the first time.
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func _ready():
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mode = MODE_KINEMATIC
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contacts_reported = 64
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set_use_custom_integrator(true)
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2021-11-12 07:57:15 +00:00
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# Snap the ships to the grid, so the engine won't get mad when they're moved away from the starting position every frame
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position = (position - offset).snapped(Vector2(32, 32)) + offset
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2021-11-02 01:40:31 +00:00
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startingPos = position
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2021-11-12 07:57:15 +00:00
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var _trash
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# Connect to my own signals, and not the signals of my fellowships
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# PLEASE don't parameterize; there's no way to tell these signals apart with the args the engine provides.
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_trash = connect("body_entered", self, "ship_stacked")
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_trash = connect("body_exited", self, "ship_unstacked")
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2021-11-12 07:57:15 +00:00
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# Radius of the "knob" on the center of each ship
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2021-10-21 08:18:31 +00:00
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var click_radius = 16
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2021-10-21 03:33:14 +00:00
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func _input(event):
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2021-11-08 02:53:08 +00:00
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if event is InputEventMouseButton and event.button_index == BUTTON_LEFT:
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if (event.position - position).length() < click_radius:
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if not held and event.pressed:
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2021-11-08 02:53:08 +00:00
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AudioBus.emit_signal("button_clicked")
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2021-11-12 07:57:15 +00:00
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pickup()
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if held and not event.pressed:
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drop()
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# Convert the center of this piece to board-space
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var bs_position = world_to_board_space(position)
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# Check whether the piece is within half a board-space of the grid (-0.5, 9.5)
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if not (bs_position.x > -0.5 and bs_position.x < 9.5 and bs_position.y > -0.5 and bs_position.y < 9.5):
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2021-11-01 04:05:22 +00:00
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if originalPos != null:
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collision = true
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2021-11-01 05:11:54 +00:00
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vertical = true
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if event is InputEventMouseMotion and held:
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2021-11-01 03:48:20 +00:00
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if snapOriginalPos == false:
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originalPos = position
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snapOriginalPos = true
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2021-11-12 07:57:15 +00:00
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# Save the moise position, so _physics_process can use it
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mousePos = event.position;
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if event.is_action_pressed("ui_rotate"):
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2021-11-12 09:01:23 +00:00
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if not held and not checkOriginalPos():
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if(event.position - position).length() < click_radius:
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#Play a sound
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AudioBus.emit_signal("button_clicked")
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2021-11-12 07:57:15 +00:00
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# Rotation has been moved to _physics_process,
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# as per recommendation of godot_engine.org
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vertical = not vertical
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2021-11-12 09:33:31 +00:00
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# It takes 3 physics ticks for the rotation to update the hitboxes
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# Determined imperically through testing, may work differently on different machines(?)
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released = 3
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2021-11-12 07:57:15 +00:00
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# Offset from the corner of the screen to the corner of the board
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const offset = Vector2(36, 36)
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# The previous verticality of the object
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var prev_vertical = true
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# The previous position of the object
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var prev_position = Vector2(0,0)
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# The number of frames after an object is released to check for physics updates
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var released = 0
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# _physics_process: called in place of the physics processor
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# Checks collision and updates the position and rotation of the object
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func _physics_process(_delta):
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# calculate whether the piece has been rotated or moved
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var rotated = prev_vertical != vertical
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var moved = prev_position != position
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# If the piece is held, move it to the mouse:
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if held and mousePos and mousePos != position:
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position = mousePos
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mousePos = null
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# Snap it to the grid if not held (and previously moved)
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if not held and moved:
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position = (position - offset).snapped(Vector2(32, 32)) + offset
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prev_position = position
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2021-11-12 07:57:15 +00:00
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# If it's been moved or rotated, snap it to the board
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if released or rotated:
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# check whether the ends of the piece are within the board
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var linear_move = check_extents(position, vertical, ship_length)
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# if not, move them back inside
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if linear_move:
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if vertical:
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position += 32 * Vector2(0, linear_move)
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else:
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position += 32 * Vector2(linear_move, 0)
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pass
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2021-11-12 09:01:23 +00:00
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# Check collisions after released, reset if colliding
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if collision and released:
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position = startingPos
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rotation = 0
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vertical = true
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# Rotate if the piece needs to be rotated
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if rotated:
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prev_vertical = vertical
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rotation = -PI/2 * int(not vertical) # int(true) == 1, int(false) == 0
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2021-11-12 07:57:15 +00:00
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# Count down the number of physics timesteps left until the piece can stop processing
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if released > 0:
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released = released - 1
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2021-10-21 06:24:27 +00:00
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func pickup():
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if not held:
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raise() # Render this ship on top of other ships
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held = true # mark it as held
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collision = false # Assume we're not colliding by default
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func drop():
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if held:
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released = 1 # mark the node as released
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held = false # mark the node as not held
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2021-11-01 03:48:20 +00:00
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snapOriginalPos = false
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2021-11-12 02:43:09 +00:00
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2021-11-02 01:40:31 +00:00
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func checkOriginalPos():
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return position == startingPos
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# Called when *this* ship collides with another ship
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func ship_stacked(_body):
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print("stacked")
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collision = true
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# Called when *this* ship stops colliding with another ship
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func ship_unstacked(_body):
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print("unstacked")
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collision = false
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# Calculate the extents (front to back) of the ship and check whether they're on the board
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# Returns how many squares to move the ship along its orientation axis (positive or negative)
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func check_extents(center, orientation, length):
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center = world_to_board_space(center) # Convert to board-space (0-10)
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# Calculate the position of the front of the ship
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# Orientation is true when the ship is vertical
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var bow = vectorget(center, orientation) - floor((length - 1) / 2)
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# if out of bounds, return how much to move the ship by
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if bow < 0:
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return -bow
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# Calculate the position of the rear of the ship
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var stern = vectorget(center, orientation) + floor(length / 2)
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# If out of bounds, return how much to move the ship by
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if stern >= 10:
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return -(stern - 9)
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return 0
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2021-11-12 09:01:23 +00:00
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func validate_placement():
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# Checks whether the ship's center is on the board.
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# As long as the ship was moved according to the rules defined in the
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# _physics_process function, this should be necessary and sufficient
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# to say the ship is on the board
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return check_extents(position, false, 1)
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func clear():
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# ships return home on collision
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# simulate a collision
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collision = true
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released = 1
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# Convert the world-space coordinates to positions on the board
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func world_to_board_space(vector):
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# Do math
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var res = (vector - offset) / 32 # Basically Fahrenheit/Celcius conversion, but in 2D
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return res
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# Inverse of the above function.
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func board_to_world_space(vector):
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# Do math
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var res = (vector * 32) + offset #Invert the above function
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return res #Truncate decimals
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# index a Vector2 like an array
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# Why is this needed?
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# So we can discard the unimportant axis! (a ship is always 1 unit wide!)
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func vectorget(vector, axis):
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if axis:
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return vector.y
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else:
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return vector.x
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