implement infolayer drawing, support for other types too
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5 changed files with 40 additions and 23 deletions
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@ -5,6 +5,7 @@ extends Node
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@onready var node_mainmenu:MainMenu
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@onready var node_game:Game
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@onready var node_camera:Camera
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@onready var node_infolayer:InfoLayer
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@onready var node_uilayer:UILayer
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@ -34,6 +35,7 @@ func _ready():
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node_mainmenu = find_child("MainMenu")
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node_game = find_child("Game")
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node_camera = find_child("Camera")
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node_infolayer = find_child("InfoLayer")
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node_uilayer = find_child("UILayer")
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@ -94,6 +96,17 @@ func _unhandled_input(event) -> void:
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node_camera.clamp_camera_position()
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func _on_control_infolayer_button_pressed(button_type):
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var current_layer:int = node_infolayer.get_draw_mode()
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if current_layer == button_type:
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node_infolayer.set_draw_mode(Globals.INFLAYER_LAYERS_HIDDEN)
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node_infolayer.set_visible(false)
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else:
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node_infolayer.set_draw_mode(button_type)
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node_infolayer.set_visible(true)
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func _on_mainmenu_button_pressed(button:int):
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match button:
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Globals.MAINMENU_NEW_GAME:
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@ -153,11 +166,6 @@ func start_new_game():
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node_game.set_visible(true)
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node_uilayer.set_visible(true)
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var node_infolayer:InfoLayer
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node_infolayer = find_child("InfoLayer")
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node_infolayer.set_draw_mode(0)
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node_infolayer.set_visible(true)
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# set camera to center of the map
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node_camera.camera_reset_rotation()
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node_camera.set_camera_position(
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@ -165,8 +173,5 @@ func start_new_game():
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Globals.map_size / 2.0 * Globals.TILE_SIZE_Y)
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)
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