refactor worldgen, still not optimal
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4030f040b6
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6 changed files with 195 additions and 179 deletions
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@ -9,16 +9,20 @@
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class_name Main
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extends Node
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signal set_camera_position(pos:Vector2)
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# The idea is for the user to be able to choose the map from GUI later
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var map_filename: String = "res://maps/varkaus_256x256px_test.png"
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#var map_filename: String = "res://maps/tampere_10x10km_1000px.png"
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var map_filename:String = "res://maps/tampere_200px_crop.png"
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var _world := World.new()
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var _world_generator := WorldGeneration.new()
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func _init():
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DisplayServer.window_set_size(
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#Vector2i(Globals.DEFAULT_X_RES, Globals.DEFAULT_Y_RES)
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Vector2i(3800,2000)
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)
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# DisplayServer.window_set_size(
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# #Vector2i(Globals.DEFAULT_X_RES, Globals.DEFAULT_Y_RES)
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# Vector2i(3800,2000)
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# )
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pass
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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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@ -30,6 +34,13 @@ func _ready():
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if !_world_generator.generate_world(map_filename):
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push_error(Globals.ERROR_WHILE_GENERATING_MAP)
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quit_game()
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# center camera to world map
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emit_signal(
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"set_camera_position",
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Vector2(Globals.map_image_size.x / 2.0 * Globals.TILE_SIZE_X,
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Globals.map_image_size.y / 2.0 * Globals.TILE_SIZE_Y)
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)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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