extends Node2D var entities var cam_pos = Vector2(0, 0) func _ready(): pass func init(ents): entities = ents func it_changed(): cam_pos = get_tree().get_root().get_node("Game/Player").get_pos() update() func _draw(): var vp_rect = get_viewport().get_rect() # draw player in center var p_mw = ((vp_rect.size.x / 2) - 1) + 32 var p_mh = ((vp_rect.size.y / 2) - 1) + 32 draw_rect(Rect2(p_mw, p_mh, 2, 2), Color(0, 1, 0)) for e in entities: var ent = e.get_ref() var ent_pos = ent.get_global_pos() var s_mw = vp_rect.size.x / 2 var s_mh = vp_rect.size.y / 2 var s_x = s_mw + (ent_pos.x / vp_rect.size.x) - (cam_pos.x / vp_rect.size.x) + 32 var s_y = s_mh + (ent_pos.y / vp_rect.size.y) - (cam_pos.y / vp_rect.size.y) + 32 var rect = Rect2(Vector2(48, 48), Vector2(vp_rect.size.x - 32, vp_rect.size.y - 32)) if rect.has_point(Vector2(s_x, s_y)): if ent.type() == "Asteroid": draw_rect(Rect2(s_x, s_y, 2, 2), Color(1, 1, 1)) elif ent.type() == "PowerStation": draw_rect(Rect2(s_x, s_y, 4, 4), Color(0, 0, 1)) elif ent.type() == "Enemy": draw_rect(Rect2(s_x, s_y, 2, 2), Color(1, 0, 0))