Refactor game scripts and update vault scene structure. Enhanced organization of game logic by separating data and rendering responsibilities across multiple scripts. Removed unused background assets and updated vault scene to include new game clock and weather system functionalities.

This commit is contained in:
Leonid Pershin
2026-08-11 10:18:30 +03:00
parent 709776116b
commit a81747781d
48 changed files with 979 additions and 4509 deletions
-12
View File
@@ -7,8 +7,6 @@ extends Node2D
## Когда появится графика, заменять нужно только этот файл — модель
## (VaultGrid) и логика сцены от него не зависят.
const SKY_TOP := Color("#050912")
const SKY_HORIZON := Color("#16333f")
const DIRT_TOP := Color("#2a231d")
const DIRT_BOTTOM := Color("#100d0b")
const SURFACE := Color("#3d4f3a")
@@ -32,7 +30,6 @@ const GHOST_BAD := Color("#f2704a")
const SELECTION := Color("#ffffff")
const MARGIN := 1200.0
const SKY_HEIGHT := 900.0
const DIRT_DEPTH := 460.0
const PEBBLE_SEED := 20260810
@@ -74,7 +71,6 @@ func set_selection(cell: Vector2i) -> void:
func _draw() -> void:
if grid == null:
return
_draw_sky()
_draw_dirt()
_draw_shell()
_draw_empty_cells()
@@ -89,14 +85,6 @@ func _draw() -> void:
# --- Фон --------------------------------------------------------------------
func _draw_sky() -> void:
var bounds := VaultGrid.bounds()
var left := -MARGIN
var right := bounds.size.x + MARGIN
_fill_gradient(Rect2(Vector2(left, -SKY_HEIGHT), Vector2(right - left, SKY_HEIGHT)),
SKY_TOP, SKY_HORIZON)
func _draw_dirt() -> void:
var bounds := VaultGrid.bounds()
var left := -MARGIN