move source files to separate folders

This commit is contained in:
Antti Hakkarainen 2023-02-18 10:45:19 +02:00
parent e619b9a6df
commit 99b28ecfa3
23 changed files with 34 additions and 34 deletions

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source/Building.gd Normal file
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class_name Building
extends TileMap
func _init():
print("perse")
func _process(_delta):
#position = get_viewport().get_mouse_position()
pass

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class_name EventBus
extends Node
@onready var node_main:Main
@onready var node_mainmenu:MainMenu
@onready var node_game:Game
@onready var node_camera:Camera
@onready var node_uilayer:UILayer
# The idea is for the user to be able to choose the map from GUI later
var map_filenames:Array = [
"res://maps/tampere_10x10km_1000px.png",
"res://maps/tampere_10x10km_1024px.png",
"res://maps/varkaus_256x256px_test.png",
"res://maps/tampere_256px.png",
"res://maps/tampere_10x10km_4096px.png"
]
var map_filename:String = map_filenames[1]
var _world_generator:WorldGenerator
func _process(_delta) -> void:
while Input.is_action_pressed("camera_rotate_left_stepless"):
node_camera.camera_rotate(-0.1)
await get_tree().create_timer(0.2).timeout
while Input.is_action_pressed("camera_rotate_right_stepless"):
node_camera.camera_rotate(0.1)
await get_tree().create_timer(0.2).timeout
func _ready():
node_main = get_parent()
node_mainmenu = find_child("MainMenu")
node_game = find_child("Game")
node_camera = find_child("Camera")
node_uilayer = find_child("UILayer")
func set_ready():
node_mainmenu.set_ready()
func _unhandled_input(event) -> void:
if !node_camera:
return
###################################
# MAIN MENU #
###################################
if event.is_action_pressed("open_main_menu"):
# move mainmenu to current game camera position
var mainmenu_pos = Globals.CAMERA_POSITION
mainmenu_pos.x -= DisplayServer.window_get_size(0).x/2
mainmenu_pos.y -= DisplayServer.window_get_size(0).y/2
node_mainmenu.set_position(mainmenu_pos, false)
# show the menu
node_mainmenu.set_visible(true)
node_game.set_visible(false)
node_uilayer.set_visible(false)
node_main.pause_game()
###################################
# GAME CAMERA #
###################################
if event.is_action_pressed("camera_zoom_in"):
node_camera.camera_zoom_in()
if event.is_action_pressed("camera_zoom_out"):
node_camera.camera_zoom_out()
if event.is_action_pressed("camera_rotate_left_fixed_step"):
node_camera.camera_rotate(-45)
if event.is_action_pressed("camera_rotate_right_fixed_step"):
node_camera.camera_rotate(45)
if event.is_action_pressed("camera_reset_rotation"):
node_camera.camera_reset_rotation()
if event.is_action_pressed("take_screenshot"):
node_camera.camera_take_screenshot()
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if !node_camera.get_camera_panning() and event.pressed:
node_camera.set_camera_panning(true)
if node_camera.get_camera_panning() and !event.pressed:
node_camera.set_camera_panning(false)
if event is InputEventMouseMotion and node_camera.get_camera_panning():
# rotate event.relative vector with camera rotation so camera moves to "correct" direction
node_camera.camera_pan_position(event.relative.rotated(node_camera.get_camera_rotation()) * Globals.CAMERA_PAN_MULTI)
# prevent camera from going overboard
node_camera.clamp_camera_position()
func _on_mainmenu_button_pressed(button:int):
match button:
Globals.MAINMENU_NEW_GAME:
start_new_game()
Globals.MAINMENU_LOAD_GAME:
pass
Globals.MAINMENU_RESUME_GAME:
resume_game()
Globals.MAINMENU_OPTIONS:
pass
Globals.MAINMENU_CREDITS:
pass
Globals.MAINMENU_QUIT_GAME:
node_main.quit_game()
_:
push_error("Error: Main: unknown signal at _on_mainmenu_button_pressed: ", button)
func resume_game() -> void:
# TODO save camera position before opening menu, restore camera position when closing menu
node_main.unpause_game()
node_mainmenu.set_visible(false)
node_game.set_visible(true)
node_uilayer.set_visible(true)
func set_camera_position(pos:Vector2):
node_camera.set_camera_position(pos)
func start_new_game():
# create a new world with worldgenerator
_world_generator = WorldGenerator.new()
if !_world_generator.generate_world(map_filename):
push_error("World generation failed :-(")
node_main.quit_game()
# after generating the world we know what limits we should set to camera
node_camera.set_camera_limits()
node_mainmenu.find_child("Menu_NewGame").disabled = true
node_mainmenu.find_child("Menu_ResumeGame").disabled = false
# unpause game and setup it
node_main.unpause_game()
node_game.set_ready()
node_uilayer.set_ready()
# hide menu, display game & ui
node_mainmenu.set_visible(false)
node_game.set_visible(true)
node_uilayer.set_visible(true)
var node_infolayer:InfoLayer
node_infolayer = find_child("InfoLayer")
node_infolayer.set_visible(true)
# set camera to center of the map
node_camera.camera_reset_rotation()
node_camera.set_camera_position(
Vector2(Globals.map_size / 2.0 * Globals.TILE_SIZE_X,
Globals.map_size / 2.0 * Globals.TILE_SIZE_Y)
)

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# File contains global variables or constants so they all are in one place instead
# of a million files. So you can adjust them "easily" from one place if needed.
extends Node
var chunks_loaded:int = 0
###################################
# VARIABLE GAME DATA, saved #
###################################
# map size is based on input image x*y pixel size
@export var map_size:int
# store terrain type (water, land, forest etc. for every map cell)
@export var map_terrain_data:Array[PackedInt32Array] = [[]]
# preprocess and store exact tile for every map cell to speed up setting tiles
@export var map_tile_data:Array[Array] = [[]]
# list of parcels the map is divided to
@export var map_parcel_data:Array[Array] = [[]]
# current camera zoom level
@export var CAMERA_ZOOM_LEVEL:float
@export var CAMERA_POSITION:Vector2i
# minimap texture, used also as save game's imagetexture
@export var minimap_texture:ImageTexture = null
###################################
# FILE PATHS #
###################################
const SCENE_PATH:String = "res://scenes/"
const ART_PATH:String = "res://art/"
const SCRIPT_PATH:String = "res://scripts"
###################################
# MINIMAP SETTINGS #
###################################
var minimap_colors:Dictionary = {
Globals.TILE_WATER : Color8(42, 31, 255),
Globals.TILE_TERRAIN: Color8(148, 113, 71),
Globals.TILE_FOREST : Color8(0,123,19),
"default": Color8(255,0,255),
}
###################################
# CHUNK AND TERRAIN SETTINGS #
###################################
# world map chunk size
const CHUNK_SIZE:Vector2i = Vector2i(32,32)
# tilemap tile types
enum {TILE_WATER, TILE_TERRAIN, TILE_FOREST, TILE_BOG}
# parcel owner types
enum {PARCEL_CITY, PARCEL_STATE, PARCEL_PRIVATE}
# tilemap layers
enum {LAYER_TERRAIN, LAYER_BUILDINGS}
const TILESET_TERRAIN:TileSet = preload("res://scenes/Chunk.tres")
###################################
# CAMERA SETTINGS #
###################################
# minimap camera marker sprite
var camera_marker:Sprite2D
# GAME WINDOW DEFAULT SIZE
const DEFAULT_X_RES:int = 1920
const DEFAULT_Y_RES:int = 1080
# camera movement settings
const CAMERA_MIN_ZOOM_LEVEL: float = 0.1
const CAMERA_MAX_ZOOM_LEVEL: float = 2.0
const CAMERA_ZOOM_FACTOR: float = 0.1
const CAMERA_ZOOM_DURATION: float = 0.1
const CAMERA_PAN_MULTI:float = 2.0
###################################
# UI ELEMENT SETTINGS #
###################################
# NODE NAMES
const WORLD_NODE:String = "World"
const DEBUGINFO_NODE:String = "DebugInfo"
const CONSTRUCTION_PANEL_NODE:String = "ConstructionPanel"
const GUI_BUILD_BUTTON_SIZE_X: int = 50
const GUI_BUILD_BUTTON_SIZE_Y: int = 50
const GUI_BUILD_BUTTON_SIZE: Vector2i = Vector2i(GUI_BUILD_BUTTON_SIZE_X,GUI_BUILD_BUTTON_SIZE_Y)
# maybe should use int for these instead for faster matching?
# ^ yes TODO switch to enum
const TYPE_RESIDENTIAL:String = "residential"
const TYPE_COMMERCIAL:String = "commercial"
const TYPE_INDUSTRIAL:String = "industrial"
const TYPE_SERVICES:String = "services"
const TYPE_SOCIAL:String = "social"
const TYPE_POWERPLANT:String = "powerplant"
const TYPE_ROADS:String = "roads"
const TYPE_DEMOLISH:String = "demolish"
# Main menu buttons
enum {
MAINMENU_NEW_GAME,
MAINMENU_LOAD_GAME,
MAINMENU_RESUME_GAME,
MAINMENU_OPTIONS,
MAINMENU_CREDITS,
MAINMENU_QUIT_GAME,
}
###################################
# WORLD GENERATION SETTINGS #
###################################
# city map generation file should have black ground (0,0,0) and white water (1,1,1)
const GROUND_TILE_COLOR_IN_MAP_FILE: Color = Color(0,0,0)
const WATER_TILE_COLOR_IN_MAP_FILE: Color = Color(1,1,1)
# min and max sizes for a map so the map won't be unreasonably small or large
const MAP_MIN_HEIGHT:int = 256
const MAP_MAX_HEIGHT:int = 4096
const MAP_MIN_WIDTH:int = 256
const MAP_MAX_WIDTH:int = 4096
# tile size
const TILE_SIZE_X:int = 16
const TILE_SIZE_Y:int = 16
# tile dict to tilemap
var td = {
TILE_WATER: {
"default": [Vector2i(1,0)]
},
TILE_TERRAIN: {
"default": [Vector2i(0,0)],
# 4 land tiles around water
[1,1,1,1]: [Vector2i(0,0)],
# 3 land tiles around water
[1,1,1,0]: [Vector2i(0,0)],
[1,1,0,1]: [Vector2i(0,0)],
[1,0,1,1]: [Vector2i(0,0)],
[0,1,1,1]: [Vector2i(0,0)],
# 2 land tiles around water
[1,1,0,0]: [Vector2i(11,0), Vector2i(12,0)],
[0,1,1,0]: [Vector2i(7,0), Vector2i(8,0)],
[0,0,1,1]: [Vector2i(19,0), Vector2i(20,0)],
[1,0,0,1]: [Vector2i(15,0), Vector2i(16,0)],
# 1 land tile around water
[0,0,0,1]: [Vector2i(17,0), Vector2i(18,0)],
[0,0,1,0]: [Vector2i(5,0), Vector2i(6,0)],
[0,1,0,0]: [Vector2i(9,0), Vector2i(10,0)],
[1,0,0,0]: [Vector2i(13,0), Vector2i(14,0)],
},
TILE_FOREST: {
"default": [Vector2i(5,1)],
# 4 forest tiles around land
[2,2,2,2]: [Vector2i(5,1)],
# 3 forest tiles around land
[2,2,2,1]: [Vector2i(5,1)],
[2,2,1,2]: [Vector2i(5,1)],
[2,1,2,2]: [Vector2i(5,1)],
[1,2,2,2]: [Vector2i(5,1)],
# 2 forest tiles around land
[2,2,1,1]: [Vector2i(28,0)],
[1,2,2,1]: [Vector2i(26,0)],
[1,1,2,2]: [Vector2i(24,0)],
[2,1,1,2]: [Vector2i(22,0)],
# 1 forest tile around land
[1,1,1,2]: [Vector2i(23,0)],
[1,1,2,1]: [Vector2i(25,0)],
[1,2,1,1]: [Vector2i(27,0)],
[2,1,1,1]: [Vector2i(29,0)],
},
TILE_BOG: {
"key": [Vector2i(0,0)]
}
}
###################################
# GAME ERORR MESSAGES #
###################################
# error messages
const ERROR_BUILDING_TYPE_NOT_SET:String = "Building type not set, while trying to place building."
const ERROR_BUTTON_NOT_FOUND:String = "Button '%s' not found when trying to set it's properties in Control.gd!"
const ERROR_FAILED_TO_LOAD_FILE:String = "Failed to load image with filename: '%s'"
const ERROR_TILE_X_COORDS_OUT_OF_BOUNDS:String = "Trying to build outside the game area: '%s'. Cell should be between '%s-%s'"
const ERROR_TILE_Y_COORDS_OUT_OF_BOUNDS:String = "Trying to build outside the game area: y is: '%s'. Cell should be between '%s-%s'"
const ERROR_IMAGE_WIDTH_INCORRECT:String = "Provided map image width '%s' too small or too large. Width should be between: '%s-%s'"
const ERROR_IMAGE_HEIGHT_INCORRECT:String = "Provided map image height '%s' too small or too large. Height should be between: '%s-%s'"
const ERROR_MAKING_WORLD_INSTANCE:String = "Error while making an instance of World node."
const ERROR_WHILE_GENERATING_MAP:String = "Error in generating the map. Game won't start."
const ERROR_WORLD_TILEMAP_NODE_MISSING:String = "World TileMap node missing or name is wrong. Tried to load: '%s'"

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# https://github.com/dfloer/SC2k-docs
class_name Main
extends Node
var bus:EventBus
func _ready() -> void:
pause_game()
bus = find_child("EventBus")
bus.set_ready()
func pause_game() -> void:
get_tree().paused = true
func unpause_game() -> void:
get_tree().paused = false
func quit_game():
get_tree().get_root().propagate_notification(NOTIFICATION_WM_CLOSE_REQUEST)
get_tree().quit()

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class_name WorldGenerator
extends RefCounted
# About biome generation with noise: https://www.redblobgames.com/maps/terrain-from-noise/
# Trees with Poisson Disc: http://devmag.org.za/2009/05/03/poisson-disk-sampling/
signal worldgenerator_function_called(message:String, runtime:float)
var image:Image = Image.new()
var directions:Array = [
Vector2i(0,1), # south
Vector2i(1,0), # east
Vector2i(0,-1), # north
Vector2i(-1,0) # west
]
func are_coords_valid(value:int, bounds:Vector2i, errmsg:String) -> bool:
if bounds.x > value or value > bounds.y:
errmsg = errmsg % [value, bounds.x, bounds.y]
push_error(errmsg)
return false
return true
func choose_randomly(list_of_entries):
return list_of_entries[randi() % list_of_entries.size()]
func choose_tile(tile:Vector2i, selected, surrounding) -> Array:
var surrounding_tiles:Array = []
# determine which directions have land around the tile
for dir in directions:
# avoid index out of bounds
if (tile.y+dir.y >= Globals.map_size) or (tile.x+dir.x >= Globals.map_size):
surrounding_tiles.append(surrounding)
elif Globals.map_terrain_data[tile.y+dir.y][tile.x+dir.x] == surrounding:
surrounding_tiles.append(surrounding)
else:
surrounding_tiles.append(selected)
# this is because a tile can have more than 1 option
var selected_tile = Globals.td[surrounding].get(surrounding_tiles)
var tile_coords:Vector2i
if selected_tile == null:
tile_coords = Globals.td[selected].get("default")[0]
elif selected_tile.size() > 1:
tile_coords = choose_randomly(selected_tile)
else:
tile_coords = selected_tile[0]
return [tile_coords, 0 if selected_tile else choose_randomly([0,1,2,3])]
# Generates biomes, like forest and bog
func generate_biomes() -> void:
# generate a new noisemap which should emulate forest-looking areas
var fnl:FastNoiseLite = FastNoiseLite.new()
fnl.noise_type = FastNoiseLite.TYPE_SIMPLEX
fnl.seed = 69 #randi()
fnl.frequency = 0.01
fnl.fractal_type = FastNoiseLite.FRACTAL_FBM
fnl.fractal_octaves = 7
fnl.fractal_lacunarity = 1.671
fnl.fractal_gain = 0.947
var water_next_to_tile:bool = false
for y in Globals.map_terrain_data.size():
for x in Globals.map_terrain_data[y].size():
# replace non-water with biomes
if Globals.map_terrain_data[y][x] > 0:
water_next_to_tile = false
# don't put forest next to water
for dir in directions:
if (y+dir.y >= Globals.map_size) or (x+dir.x >= Globals.map_size):
continue
if Globals.map_terrain_data[y+dir.y][x+dir.x] == Globals.TILE_WATER:
water_next_to_tile = true
# if there's no water next to a land tile, it can be replaced with forest
if !water_next_to_tile:
var noise_sample = fnl.get_noise_2d(x, y)
if noise_sample < 0.1:
Globals.map_terrain_data[y][x] = Globals.TILE_FOREST
# can add other tresholds here for other biomes
# TODO move to globals later
var parcel_width = 16
var parcel_height = 64
# forests are not generated yet so can just compare water and terrain
func is_filled_with_water(coords:Vector2i) -> bool:
var terrain_tile_count:int = 0
for y in range(coords.y, coords.y + parcel_height):
for x in range(coords.x, coords.x + parcel_width):
if Globals.map_terrain_data[y][x] == Globals.TILE_TERRAIN:
terrain_tile_count += 1
# parcel is ok if it has at least one land
if terrain_tile_count > 0:
return false
return true
func generate_parcels() -> void:
# divide the land area Cadastres / Parcels
# TODO better solution, this is something my skills were able to handle at proto stage
# should replace with a real/better algo when I am skilled enough to do it
Globals.map_parcel_data.resize(Globals.map_size / parcel_height)
for y in Globals.map_size / parcel_height:
Globals.map_parcel_data[y].resize(Globals.map_size / parcel_width)
for x in Globals.map_size / parcel_width:
# ignore parcels full fo water
if !is_filled_with_water(Vector2i(y,x)):
# 0 = top left corner, 1 = bottom right corner, 2 = owner
Globals.map_parcel_data[y][x] = [
Vector2i(y * parcel_height, x * parcel_width),
Vector2i(y * parcel_height + parcel_height, x * parcel_width + parcel_width),
Globals.PARCEL_STATE
]
#for row in Globals.map_parcel_data:
# print(row)
#for col in row:
# print(Globals.map_parcel_data[row][col])
func generate_world(filename) -> bool:
# Try to load the image which we used to place water & ground to world map
image = load(filename)
if image == null:
var errmsg:String = Globals.ERROR_FAILED_TO_LOAD_FILE
push_error(errmsg % filename)
return false
if (image.get_size().x / image.get_size().y) != 1:
push_error("Error: image size was invalid in world generator")
return false
var image_size:Vector2i = image.get_size()
Globals.map_size = image_size.x
if !validate_mapgen_params():
push_error("Error: invalid mapgen size parameters in world generator")
return false
# idx 0: message sent to GUI, 1: function call, 2: optional args
var worldgen_calls:Array[Array] = [
["Reading image data", "read_image_pixel_data"],
["Smoothing water", "smooth_land_features", Globals.TILE_WATER],
["Generating parcels", "generate_parcels"],
["Generating biomes", "generate_biomes"],
["Smoothing forests", "smooth_land_features", Globals.TILE_FOREST],
["Precalculating tilemap tiles", "select_tilemap_tiles"],
]
# do this to send the generation stage and processing time to GUI
var start:int;
var end:int;
for function in worldgen_calls:
start = Time.get_ticks_usec()
if function.size() == 3:
self.call(function[1], function[2])
else:
self.call(function[1])
end = Time.get_ticks_usec()
emit_signal("worldgenerator_function_called", (end-start)/1000.0, function[0])
return true
func read_image_pixel_data() -> void:
# initialize the array to have enough rows
Globals.map_terrain_data.resize(Globals.map_size)
Globals.map_tile_data.resize(Globals.map_size)
for y in Globals.map_size:
#initialize the row to have enough columns
Globals.map_terrain_data[y].resize(Globals.map_size)
Globals.map_tile_data[y].resize(Globals.map_size)
for x in Globals.map_size:
if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
Globals.map_terrain_data[y][x] = Globals.TILE_WATER
else:
Globals.map_terrain_data[y][x] = Globals.TILE_TERRAIN
func select_tilemap_tiles() -> void:
for y in Globals.map_terrain_data.size():
for x in Globals.map_terrain_data[y].size():
# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
match Globals.map_terrain_data[y][x]:
Globals.TILE_WATER: # water or shoreline
Globals.map_tile_data[y][x] = choose_tile(Vector2i(x,y), Globals.TILE_WATER, Globals.TILE_TERRAIN)
Globals.TILE_TERRAIN: #terrain or forest edge
Globals.map_tile_data[y][x] = choose_tile(Vector2i(x,y), Globals.TILE_TERRAIN, Globals.TILE_FOREST)
Globals.TILE_FOREST:
Globals.map_tile_data[y][x] = [Vector2i(5,1), choose_randomly([0,1,2,3])]
_: #default
push_error("should be never here in worldgen!")
pass
# Fill water tiles, surrounded in 3-4 sides by land, with land.
# Do it recursively with limit of n recursions!
func smooth_land_features(tile_type:int) -> void:
# TODO for testing avoid map borders to make it simpler to implement
for y in range(1, Globals.map_size-1):
for x in range(1, Globals.map_size-1):
if Globals.map_terrain_data[y][x] != tile_type:
continue
match tile_type:
Globals.TILE_WATER:
smooth_recursively(
Vector2i(x, y),
Globals.TILE_WATER,
Globals.TILE_TERRAIN
)
Globals.TILE_FOREST:
smooth_forest_recursively(
Vector2i(x, y),
Globals.TILE_FOREST,
Globals.TILE_TERRAIN
)
# TEMP SPAGHETTI SOLUTION
func smooth_forest_recursively(pos:Vector2i, selected:int, comp:int) -> void:
# now we are supposed to be inspecting a tile with land
var surrounding_tiles:Array = []
# determine which directions have land around the tile
for dir in directions:
# avoid out of bounds hack
if (pos.y+dir.y >= Globals.map_size) or (pos.x+dir.x >= Globals.map_size):
surrounding_tiles.append(comp)
elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == comp:
surrounding_tiles.append(comp)
elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == selected:
surrounding_tiles.append(selected)
match surrounding_tiles:
[1,1,1,2]: #west
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.x -= 1
[1,1,2,1]: #north
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.y -= 1
[1,2,1,1]: #east
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.x += 1
[2,1,1,1]: #south
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.y += 1
[1,1,1,1]: # remove solo forests
Globals.map_terrain_data[pos.y][pos.x] = comp
return
_:
return
smooth_forest_recursively(pos, selected, comp)
func smooth_recursively(pos:Vector2i, selected:int, comp:int) -> void:
# now we are supposed to be inspecting a tile with land
var surrounding_tiles:Array = []
# determine which directions have land around the tile
for dir in directions:
# avoid out of bounds hack
if (pos.y+dir.y >= Globals.map_size) or (pos.x+dir.x >= Globals.map_size):
surrounding_tiles.append(comp)
elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == comp:
surrounding_tiles.append(comp)
elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == selected:
surrounding_tiles.append(selected)
match surrounding_tiles:
[1,1,1,0]: #west
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.x -= 1
[1,1,0,1]: #north
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.y -= 1
[1,0,1,1]: #east
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.x += 1
[0,1,1,1]: #south
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.y += 1
_:
return
smooth_recursively(pos, selected, comp)
func validate_mapgen_params() -> bool:
if !are_coords_valid(
Globals.map_size,
Vector2i(Globals.MAP_MIN_HEIGHT, Globals.MAP_MAX_HEIGHT),
Globals.ERROR_IMAGE_HEIGHT_INCORRECT):
return false
elif !are_coords_valid(
Globals.map_size,
Vector2i(Globals.MAP_MIN_WIDTH, Globals.MAP_MAX_WIDTH),
Globals.ERROR_IMAGE_WIDTH_INCORRECT):
return false
return true

132
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# Class handles the camera zoom and movement in the game
class_name Camera
extends Camera2D
signal camera_rotation_changed(new_rotation)
signal camera_zoom_changed(new_zoom_factor)
var is_panning_camera:bool = false
var tween:Tween
var chunk_in_px:Vector2i = Vector2i(
Globals.CHUNK_SIZE.x * Globals.TILE_SIZE_X,
Globals.CHUNK_SIZE.y * Globals.TILE_SIZE_Y)
var game_res:Vector2i = DisplayServer.window_get_size(0)
var x_min_limit:int = self.game_res.x/2 - chunk_in_px.x
func _process(_delta) -> void:
Globals.CAMERA_POSITION = self.get_camera_position()
func get_camera_position():
return self.position
func get_camera_panning() -> bool:
return self.is_panning_camera
func get_camera_rotation():
return self.rotation
func set_camera_panning(value:bool) -> void:
self.is_panning_camera = value
func set_camera_position(pos: Vector2) -> void:
self.position = pos
print("camera pos set:", self.position)
func set_camera_limits() -> void:
if Globals.map_size < Globals.MAP_MIN_WIDTH:
push_error("Camera: implausible map size '" + str(Globals.map_size) + "' while setting camera limits:")
# set camera bounds to map size, with chunk_in_px room to go over
self.set_limit(SIDE_LEFT, -chunk_in_px.x)
self.set_limit(SIDE_RIGHT, Globals.map_size*Globals.TILE_SIZE_X + chunk_in_px.x)
self.set_limit(SIDE_TOP, -chunk_in_px.y)
self.set_limit(SIDE_BOTTOM, Globals.map_size*Globals.TILE_SIZE_Y + chunk_in_px.y)
func set_camera_zoom_level(value: float) -> void:
# keep zoom level in bounds, return if zoom level was at min or max zoom
var new_zoom_level = clamp(value, Globals.CAMERA_MIN_ZOOM_LEVEL, Globals.CAMERA_MAX_ZOOM_LEVEL)
if new_zoom_level == Globals.CAMERA_ZOOM_LEVEL:
return
Globals.CAMERA_ZOOM_LEVEL = new_zoom_level
#interpolate frames between zoom levels to make zooming look smoother
tween = get_tree().create_tween()
tween.tween_property(
self,
"zoom",
Vector2(Globals.CAMERA_ZOOM_LEVEL, Globals.CAMERA_ZOOM_LEVEL),
Globals.CAMERA_ZOOM_DURATION
)
emit_signal("camera_zoom_changed", new_zoom_level)
func clamp_camera_position() -> void:
self.position.x = clamp(
self.position.x,
x_min_limit,
Globals.map_size*Globals.TILE_SIZE_X - chunk_in_px.x
);
self.position.y = clamp(
self.position.y,
0,
Globals.map_size*Globals.TILE_SIZE_Y
);
func camera_pan_position(value) -> void:
self.position -= value
func camera_zoom_in() -> void:
set_camera_zoom_level(Globals.CAMERA_ZOOM_LEVEL - Globals.CAMERA_ZOOM_FACTOR)
func camera_zoom_out() -> void:
set_camera_zoom_level(Globals.CAMERA_ZOOM_LEVEL + Globals.CAMERA_ZOOM_DURATION)
func camera_reset_rotation() -> void:
self.rotation_degrees = 0
emit_signal("camera_rotation_changed", self.rotation)
func camera_rotate(step:float) -> void:
self.rotation_degrees += step
emit_signal("camera_rotation_changed", self.rotation)
func camera_take_screenshot() -> void:
# Saves screenshot to user://
# Windows: %APPDATA%\Godot\app_userdata\[project_name]
# macOS: ~/Library/Application Support/Godot/app_userdata/[project_name]
# Linux: ~/.local/share/godot/app_userdata/[project_name]
var user_path:String = "user://screenshots/"
var moment:Dictionary = Time.get_datetime_dict_from_system()
var time:String = "%s-%s-%s_%s_%s-%s" % [
moment.get("year"),
moment.get("month"),
moment.get("day"),
moment.get("hour"),
moment.get("minute"),
moment.get("second")
]
var path:String = user_path + "acsim_" + time + ".png"
var captured_image:Image = get_viewport().get_texture().get_image()
captured_image.save_png(path)

55
source/game/Chunk.gd Normal file
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class_name Chunk
extends TileMap
var x:int = -1
var y:int = -1
# Called when the node enters the scene tree for the first time.
func _init(ypos:int, xpos:int):
self.x = xpos
self.y = ypos
#self.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC
self.cell_quadrant_size = 32
self.name = "Chunk [%d,%d]" % [x, y]
self.set_tileset(Globals.TILESET_TERRAIN)
self.position = Vector2i(
x*Globals.CHUNK_SIZE.x*Globals.TILE_SIZE_X,
y*Globals.CHUNK_SIZE.y*Globals.TILE_SIZE_Y
)
func _ready():
generate_chunk()
# draws borders around the chunk
#func _draw():
# self.draw_rect(
# Rect2(
# Vector2(0,0),
# Vector2(
# Globals.CHUNK_SIZE.x*Globals.TILE_SIZE_X,
# Globals.CHUNK_SIZE.y*Globals.TILE_SIZE_Y)
# ),
# Color(0,0,0,0.5),
# false
# )
func generate_chunk() -> void:
for row in Globals.CHUNK_SIZE.y:
for col in Globals.CHUNK_SIZE.x:
var tile_data: Array = Globals.map_tile_data[row+y*Globals.CHUNK_SIZE.y][col+x*Globals.CHUNK_SIZE.x]
# layer | tile coords at tilemap | tilemap id | coords of the tile at tileset | alternative tile
self.set_cell(
Globals.LAYER_TERRAIN,
Vector2i(col, row),
0,
tile_data[0],
tile_data[1]
)

159
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class_name ChunkHandler
extends Node2D
# one tilemap is one chunk
# map consists of many chunks
# chunks are loaded to view when needed
# chunks are deleted after they are no longer needed (in view)
# This is done to speed up game loading and avoiding setting one large tilemap in one go
# which is extremely slow in godot 4.0, 4096x4096 takes minutes to fill with set_cell() commands
signal chunk_stats(chunks, removal_queue)
var chunks:Dictionary = {}
var chunks_to_remove:Array[Chunk] = []
var window_width:int = DisplayServer.window_get_size(0).x
var distance:int = abs((window_width/(Globals.CHUNK_SIZE.x*Globals.TILE_SIZE_X)) / 2 +1 )
# for threading
var chunk_queue:Array = []
var mutex:Mutex
var semaphore:Semaphore
var thread:Thread
var exit_thread:bool = false
func _exit_tree():
if !thread:
return
mutex.lock()
exit_thread = true
mutex.unlock()
semaphore.post()
thread.wait_to_finish()
func _init() -> void:
self.name = "ChunkHandler"
func clean_up_chunks():
while true:
if not chunks_to_remove.is_empty():
mutex.lock()
var chunk = chunks_to_remove.pop_front()
mutex.unlock()
chunk.queue_free()
await get_tree().create_timer(0.02).timeout
func correction_factor(d) -> float:
if Globals.CAMERA_ZOOM_LEVEL < 0.6:
return d * 2.0
elif Globals.CAMERA_ZOOM_LEVEL > 1.0:
return d
else:
return d * ( 1 + 2 * (1-Globals.CAMERA_ZOOM_LEVEL) )
func get_chunk(key:Vector2i):
if self.chunks.has(key):
return chunks.get(key)
return null
func load_chunk(y:int, x:int, key):
var chunk = Chunk.new(y, x)
call_deferred("add_child", chunk)
mutex.lock()
chunks[key] = chunk
mutex.unlock()
func process_delay_chunks() -> void:
while true:
update_chunks()
await get_tree().create_timer(0.05).timeout
func process_delay_stats() -> void:
# emit stats about chunk amounts every 0,5s
while true:
emit_signal("chunk_stats", self.chunks.size(), self.chunks_to_remove.size())
await get_tree().create_timer(0.5).timeout
func set_ready():
mutex = Mutex.new()
semaphore = Semaphore.new()
exit_thread = false
if !thread:
thread = Thread.new()
if !thread.is_started():
thread.start(start_chunkgen, Thread.PRIORITY_NORMAL)
clean_up_chunks()
process_delay_chunks()
process_delay_stats()
func start_chunkgen():
while true:
semaphore.wait()
mutex.lock()
var should_exit = exit_thread # Protect with Mutex.
mutex.unlock()
if should_exit:
break
# work on emptying the generation queue
if not chunk_queue.is_empty():
mutex.lock()
var vars = chunk_queue.pop_front()
mutex.unlock()
load_chunk(vars[0].y, vars[0].x, vars[1])
func update_chunks():
var p_x:float = int(Globals.CAMERA_POSITION.x- Globals.CHUNK_SIZE.x) / Globals.TILE_SIZE_X / Globals.CHUNK_SIZE.x
var p_y:float = int(Globals.CAMERA_POSITION.y- Globals.CHUNK_SIZE.y) / Globals.TILE_SIZE_Y / Globals.CHUNK_SIZE.y
# When updating chunks, adjust chunk rendering distance
# based on current zoom level.
var zoom_corrected:float = correction_factor(distance)
# iterate through all the chunks. if a chunk is in camera range,
# and it exists, it should not be removed
# if chunk should be in range and it doesn't exist, it will be
# created by adding the coords to a work queue
for y in Globals.map_size/Globals.CHUNK_SIZE.y:
for x in Globals.map_size/Globals.CHUNK_SIZE.x:
var key = Vector2i(y,x)
var chunk = null
if chunks.has(key):
chunk = get_chunk(key)
if (abs(x - p_x) <= zoom_corrected && abs(y - p_y) <= zoom_corrected):
if chunk == null:
mutex.lock()
chunk_queue.push_back([Vector2i(x, y), key])
mutex.unlock()
semaphore.post()
elif chunks.has(key):
chunks_to_remove.append(chunks.get(key))
chunks.erase(key)

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source/game/Game.gd Normal file
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class_name Game
extends Node2D
@onready var node_chunkhandler:ChunkHandler
@onready var node_mapbackground:MapBackground
func _ready() -> void:
node_chunkhandler = find_child("ChunkHandler")
node_mapbackground = find_child("MapBackground")
# sets the minimap texture as map background to avoid jarring transitions
func _on_minimap_set_map_background_texture(sprite, scaling:Vector2) -> void:
self.set_map_background_texture(sprite, scaling)
func set_ready() -> void:
node_chunkhandler.set_ready()
func set_map_background_texture(sprite, scaling:Vector2) -> void:
node_mapbackground.set_map_background_texture(sprite, scaling)

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class_name MapBackground
extends Sprite2D
# sets the minimap texture as map background to avoid jarring transitions
func set_map_background_texture(sprite, scaling:Vector2) -> void:
self.texture = sprite
self.scale = scaling

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source/game/Simulation.gd Normal file
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class_name Simulation
extends Node
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
pass

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class_name InfoLayer
extends Node2D
# displays various info layers of the game
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func _draw():
for y in 16:
for x in 64:
draw_rect(Rect2(x*16*16, y*64*16, 16*16, 64*16), Color8(200,25,25,220), false, 4.0)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
self.position = Vector2(0,0)

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class_name MainMenu
extends Control
signal button_pressed(button_name)
# Connect main menu to Main game
#func _process(delta):
# print("aaa")
func set_ready():
self.connect("button_pressed", self.get_parent()._on_mainmenu_button_pressed, CONNECT_PERSIST)
self.find_child("Menu_ResumeGame").disabled = true
func _on_menu_new_game_pressed():
emit_signal("button_pressed", Globals.MAINMENU_NEW_GAME)
func _on_menu_load_game_pressed():
emit_signal("button_pressed", Globals.MAINMENU_LOAD_GAME)
func _on_menu_resume_game_pressed():
emit_signal("button_pressed", Globals.MAINMENU_RESUME_GAME)
func _on_menu_options_pressed():
emit_signal("button_pressed", Globals.MAINMENU_OPTIONS)
func _on_menu_credits_pressed():
emit_signal("button_pressed", Globals.MAINMENU_CREDITS)
func _on_menu_exit_game_pressed():
emit_signal("button_pressed", Globals.MAINMENU_QUIT_GAME)

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class_name CameraMarker
extends Sprite2D
var size_multiplier:float
var w_s:Vector2
# Draws a box represnting the camera view in minimap
func _draw():
draw_rect(Rect2(-w_s.x/2, -w_s.y/2, w_s.x, w_s.y), Color.GREEN, false, -3.0)
# Rotates the box if camera is rotated
func _on_camera_zoom_2d_camera_rotation_changed(new_rotation):
self.rotation = new_rotation
# Redraws the box to a different size if camera is zoomed
func _on_camera_zoom_2d_camera_zoom_changed(new_zoom_factor):
w_s = DisplayServer.window_get_size(0) / size_multiplier
w_s.x /= new_zoom_factor
w_s.y /= new_zoom_factor
queue_redraw()
# Sets the initial size of the camera box, after game is loaded
func set_camera_marker() -> void:
size_multiplier = Globals.map_size / 32
w_s = DisplayServer.window_get_size(0) / size_multiplier
func set_camera_marker_position(pos:Vector2) -> void:
#print("marker pos: ", pos)
self.position = pos

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source/uilayer/Control.gd Normal file
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extends Control
# var view = get_node("../View")
signal button_pressed(button_name)
@onready var debug_info = get_node("DebugContainer/" + Globals.DEBUGINFO_NODE)
@onready var minimap:Minimap
var amount_of_chunks:int = 0
var size_of_chunk_removal_queue:int = 0
var update_debug_info:bool = false
# name, position
var buttons = {
"button_residental": [Vector2(0,0), "R"],
"button_commercial": [Vector2(50,0), "C"],
"button_industrial": [Vector2(100,00), "I"],
"button_roads": [Vector2(0,50), "Rd"],
"button_demolish": [Vector2(50,50), "Dm"],
"button_services": [Vector2(100,50), "Sv"],
"button_social": [Vector2(150,50), "So"],
}
func _on_chunk_handler_chunk_stats(chunks, removal_queue):
self.amount_of_chunks = chunks
self.size_of_chunk_removal_queue = removal_queue
# Called when the node enters the scene tree for the first time.
func _ready():
create_buttons()
minimap = Minimap.new()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
update_debug_info_func()
# sends signals which View catches and places selected type of buildings
func _on_button_residental_pressed():
emit_signal("button_pressed", Globals.TYPE_RESIDENTIAL)
func _on_button_commercial_pressed():
emit_signal("button_pressed", Globals.TYPE_COMMERCIAL)
func _on_button_industrial_pressed():
emit_signal("button_pressed", Globals.TYPE_INDUSTRIAL)
func _on_button_roads_pressed():
emit_signal("button_pressed", Globals.TYPE_ROADS)
func _on_button_demolish_pressed():
emit_signal("button_pressed", Globals.TYPE_DEMOLISH)
func _on_button_services_pressed():
emit_signal("button_pressed", Globals.TYPE_SERVICES)
func _on_button_social_pressed():
emit_signal("button_pressed", Globals.TYPE_SOCIAL)
func _on_main_worldgen_ready():
self.set_process(true)
update_debug_info = true
# defines construction toolbar buttons
func create_buttons():
for button in buttons:
var values = buttons[button]
var node_path = get_node(Globals.CONSTRUCTION_PANEL_NODE + "/" + str(button))
if(!node_path):
var errmsg = Globals.ERROR_BUTTON_NOT_FOUND % button
push_error(errmsg)
node_path.set_size(Globals.GUI_BUILD_BUTTON_SIZE)
node_path.set_position(values[0])
node_path.set_anchor(SIDE_TOP, anchor_top)
node_path.set_text(values[1])
node_path.show()
func update_debug_info_func():
debug_info.set_text(
"Camera pos: " + str(Globals.CAMERA_POSITION) + "\n" +
"Chunks: " + str(self.amount_of_chunks) + "\n" +
"Chunk del: " + str(self.size_of_chunk_removal_queue)
)
# debug_info.set_text(
# #str(get_viewport().get_mouse_position()) +"\n" +
# "FPS " + str(Engine.get_frames_per_second()) + "\n" +
# "Zoom lvl: " + str(Globals.CAMERA_ZOOM_LEVEL) + "\n" +
# "Camera pos: " + str(Globals.CAMERA_POSITION) + "\n" +
# "Camera pos: " + str(Globals.camera_marker.position) + "\n" +
# "Chunks: " + str(self.amount_of_chunks) + "\n" +
# "Chunk del: " + str(self.size_of_chunk_removal_queue),
# )

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class_name EntityPlacer
extends Control
var has_placeable_building: bool = false
var building
var building_type: String
var scene
func get_building_properties() -> Array:
var tileset_id = 0 # default value
var tilemap_tile_coords: Vector2i
if building_type == null:
push_error(Globals.ERROR_BUILDING_TYPE_NOT_SET)
return []
# layer | position coords | tileset id | coords of the tile at tilemap | alternative tile
match building_type:
Globals.TYPE_RESIDENTIAL:
tilemap_tile_coords = Vector2i(0,0)
tileset_id = 0
Globals.TYPE_COMMERCIAL:
tilemap_tile_coords = Vector2i(4,12)
tileset_id = 1
Globals.TYPE_INDUSTRIAL:
tilemap_tile_coords = Vector2i(4,20)
tileset_id = 1
Globals.TYPE_ROADS:
tilemap_tile_coords = Vector2i(14,2)
tileset_id = 1
Globals.TYPE_DEMOLISH:
tilemap_tile_coords = Vector2i(4,4)
tileset_id = 1
Globals.TYPE_SERVICES:
tilemap_tile_coords = Vector2i(4,8)
tileset_id = 1
Globals.TYPE_SOCIAL:
tilemap_tile_coords = Vector2i(4,0)
tileset_id = 1
_: #default
tilemap_tile_coords = Vector2i(16,16)
tileset_id = 1
return [tileset_id, tilemap_tile_coords]
func _on_control_button_pressed(type):
self.building_type = type
# create new building, in Building node it is attached to mouse cursor
#var building_properties = get_building_properties()
scene = load(Globals.SCENE_PATH + "Building.tscn")
building = scene.instantiate()
#building.set_cell(0, Vector2i(0,0), building_properties[0], building_properties[1], 0)
#add_child(building)
has_placeable_building = true
#func _input(event):
# # place the building
# if event.is_action_pressed("place_building") and has_placeable_building:
# has_placeable_building = false
# place_building_to_map()
#
# # cancel placement
# if event.is_action_pressed("cancel"):
# if has_placeable_building:
# pass
func calculate_grid_coordinates(map_position: Vector2) -> Vector2:
return (map_position).floor()
#func place_building_to_map():
# var building_properties = get_building_properties()
# #var tile_on_mouse = local_to_map(get_global_mouse_position())
#
# if !Globals.are_coords_valid(
# tile_on_mouse.y,
# Vector2i(0, Globals.map_image_size.y),
# Globals.ERROR_TILE_Y_COORDS_OUT_OF_BOUNDS
# ):
# return false
# elif !Globals.are_coords_valid(
# tile_on_mouse.x,
# Vector2i(0, Globals.map_image_size.x),
# Globals.ERROR_TILE_X_COORDS_OUT_OF_BOUNDS
# ):
# return false
# set_cell(Globals.LAYER_BUILDINGS, tile_on_mouse, building_properties[0], building_properties[1], 0)

111
source/uilayer/Minimap.gd Normal file
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class_name Minimap
extends Control
signal set_camera_position(pos:Vector2)
signal set_map_background_texture(texture, scaling)
@onready var sprite:Sprite2D
@onready var is_mouse_inside_minimap:bool = false
@onready var position_multiplier:float
@onready var area_size:Vector2
@onready var node_camera_marker:CameraMarker
var observe_mouse_inside_minimap:bool = false
# Called when the node enters the scene tree for the first time.
func _ready():
Globals.minimap_texture = ImageTexture.new()
func _draw():
#self.draw_rect(Rect2i(Vector2i(1,1), Vector2i(514,514)), Color(0,0,0), false, 2.0)
pass
func _process(_delta):
if !is_mouse_inside_minimap and observe_mouse_inside_minimap:
node_camera_marker.set_position(Vector2(
Globals.CAMERA_POSITION.x / position_multiplier,
Globals.CAMERA_POSITION.y / position_multiplier,
))
func _on_mouse_entered():
is_mouse_inside_minimap = true
func _on_mouse_exited():
is_mouse_inside_minimap = false
func _unhandled_input(event) -> void:
if is_mouse_inside_minimap:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
node_camera_marker.set_camera_marker_position(get_local_mouse_position())
emit_signal(
"set_camera_position",
get_local_mouse_position() * position_multiplier
)
func generate_minimap() -> void:
var image = Image.new()
image = Image.create(Globals.map_size, Globals.map_size, false, Image.FORMAT_RGBAF)
image.resize(Globals.map_size, Globals.map_size)
for y in Globals.map_size:
for x in Globals.map_size:
var color:Color
match Globals.map_terrain_data[y][x]:
Globals.TILE_WATER:
color = Globals.minimap_colors.get(Globals.TILE_WATER)
Globals.TILE_TERRAIN:
color = Globals.minimap_colors.get(Globals.TILE_TERRAIN)
Globals.TILE_FOREST:
color = Globals.minimap_colors.get(Globals.TILE_FOREST)
_: #default
color = Globals.minimap_colors.get("default")
image.set_pixel(x, y, color)
Globals.minimap_texture = ImageTexture.create_from_image(image)
func set_camera_marker() -> void:
node_camera_marker = self.find_child("CameraMarker")
node_camera_marker.set_camera_marker()
func set_minimap() -> void:
self.sprite = self.find_child("MinimapSprite")
self.sprite.texture = Globals.minimap_texture
# The size of a sprite is determined from its texture
var texture_size = sprite.texture.get_size()
# Calculate which scale the sprite should have to match the size of the area
var sx = area_size.x / texture_size.x
var sy = area_size.y / texture_size.y
sprite.scale = Vector2(sx, sy)
emit_signal("set_map_background_texture", sprite.texture, Vector2(16, 16))
func set_ready() -> void:
# Assuming the area has a child CollisionShape2D with a RectangleShape resource
self.set_process(true)
observe_mouse_inside_minimap = true
area_size = self.get_rect().size
position_multiplier = Globals.map_size / 32
self.generate_minimap()
self.set_minimap()
self.set_camera_marker()

14
source/uilayer/UILayer.gd Normal file
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class_name UILayer
extends CanvasLayer
@onready var node_minimap:Minimap
func _ready() -> void:
node_minimap = find_child("Minimap")
func set_ready() -> void:
node_minimap.set_ready()