separate func for tile placement error checking
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c440e5f482
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8 changed files with 87 additions and 70 deletions
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@ -1,4 +1,4 @@
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extends Node2D
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extends TileMap
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func _process(delta):
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func _process(_delta):
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position = get_viewport().get_mouse_position()
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@ -1,8 +1,6 @@
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[gd_scene load_steps=3 format=3 uid="uid://sqvd1ev6ubp"]
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[gd_scene load_steps=2 format=3 uid="uid://sqvd1ev6ubp"]
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[ext_resource type="Script" path="res://scenes/Building.gd" id="1_uqlnt"]
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[ext_resource type="Texture2D" uid="uid://dabmo11wkiwm3" path="res://art/buildings/building_grid.png" id="1_yd1tr"]
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[node name="Building" type="Sprite2D"]
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texture = ExtResource("1_yd1tr")
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script = ExtResource("1_uqlnt")
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@ -549,10 +549,11 @@ offset_bottom = 8.0
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[node name="DebugInfo" type="Label" parent="UILayer/Control"]
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layout_mode = 0
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offset_left = 568.0
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offset_top = 24.0
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offset_right = 928.0
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offset_bottom = 280.0
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offset_left = 648.0
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offset_top = 16.0
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offset_right = 936.0
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offset_bottom = 256.0
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horizontal_alignment = 2
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[connection signal="set_camera_position" from="World" to="World/CameraZoom2D" method="_on_world_set_camera_position"]
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[connection signal="button_pressed" from="UILayer/Control" to="World" method="_on_control_button_pressed"]
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@ -25,7 +25,6 @@ func _set_camera_zoom_level(value: float) -> void:
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)
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func _on_world_set_camera_position(pos: Vector2) -> void:
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print("Setting camera pos:", pos)
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self.position = pos
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func _unhandled_input(event):
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@ -22,7 +22,7 @@ func _ready():
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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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debug_info.set_text(str(get_viewport().get_mouse_position()))
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debug_info.set_text(str(get_viewport().get_mouse_position()) +"\n" + "FPS " + str(Engine.get_frames_per_second()))
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# defines construction toolbar buttons
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func create_buttons():
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@ -31,7 +31,8 @@ func create_buttons():
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var node_path = get_node(Globals.CONSTRUCTION_PANEL_NODE + "/" + str(button))
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if(!node_path):
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push_error("Error: Button '%s' not found when trying to set it's properties in Control.gd!", button)
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var errmsg = Globals.ERROR_BUTTON_NOT_FOUND % button
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push_error(errmsg)
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node_path.set_size(Globals.GUI_BUILD_BUTTON_SIZE)
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node_path.set_position(values[0])
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@ -61,7 +61,15 @@ const TILE_SIZE_X:int = 16
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const TILE_SIZE_Y:int = 16
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# error messages
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const ERROR_BUILDING_TYPE_NOT_SET:String = "Building type not set, while trying to place building."
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const ERROR_BUTTON_NOT_FOUND:String = "Button '%s' not found when trying to set it's properties in Control.gd!"
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const ERROR_FAILED_TO_LOAD_FILE:String = "Failed to load image with filename: '%s'"
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const ERROR_TILE_X_COORDS_OUT_OF_BOUNDS:String = "Trying to build outside the game area: '%s'. Cell should be between '%s-%s'"
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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'"
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const ERROR_IMAGE_WIDTH_INCORRECT:String = "Provided map image width '%s' too small or too large. Width should be between: '%s-%s'"
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const ERROR_IMAGE_HEIGHT_INCORRECT:String = "Provided map image height '%s' too small or too large. Height should be between: '%s-%s'"
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const ERROR_FAILED_TO_LOAD_FILE:String = "Failed to load image with filename: '%s'"
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const ERROR_MAKING_WORLD_INSTANCE:String = "Error while making an instance of World node."
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const ERROR_WHILE_GENERATING_MAP:String = "Error in generating the map. Game won't start."
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const ERROR_WORLD_TILEMAP_NODE_MISSING:String = "World TileMap node missing or name is wrong. Tried to load: '%s'"
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@ -20,14 +20,13 @@ func _init():
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func _ready():
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Globals.world_map = get_node("World")
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if !Globals.world_map:
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push_error("Error while making an instance of World node.")
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push_error(Globals.ERROR_MAKING_WORLD_INSTANCE)
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quit_game()
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# generate terrain. quit game if generation fails.
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if !Globals.world_map.generate_terrain(map_file_name):
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push_error("Error in generating the map. Game won't start.")
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quit_game()
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#SceneTree.quit
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push_error(Globals.ERROR_WHILE_GENERATING_MAP)
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quit_game()
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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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@ -35,5 +34,6 @@ func _process(_delta):
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func quit_game():
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get_tree().get_root().propagate_notification(NOTIFICATION_WM_CLOSE_REQUEST)
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#SceneTree.quit
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116
scripts/World.gd
116
scripts/World.gd
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@ -2,9 +2,10 @@ extends TileMap
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signal set_camera_position(pos:Vector2)
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var building : bool = false
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var has_placeable_building: bool = false
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var building
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var building_type: String
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#var scene
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var scene
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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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@ -14,38 +15,14 @@ func _ready():
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func _process(_delta):
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pass
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func _on_control_button_pressed(type):
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# create new building, in Building node it is attached to mouse cursor
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#scene = load(Globals.SCENE_PATH + "Building.tscn")
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#building = scene.instantiate()
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#add_child(building)
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self.building = true
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self.building_type = type
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#print(button_name + " button pressed in Control! :-0")
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pass
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func _input(event):
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# place the building
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if event.is_action_pressed("place_building") and building != false:
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# stop processing the sprite (fix it in place). no idea if it is a good idea yet..
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#building.set_process(false)
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building = false
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place_building_to_map(event)
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# cancel placement
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if event.is_action_pressed("cancel"):
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if building != false:
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pass
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func calculate_grid_coordinates(map_position: Vector2) -> Vector2:
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return (map_position).floor()
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func place_building_to_map(event):
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func get_building_properties() -> Array:
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var tileset_id = 0 # default value
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var tilemap_tile_coords: Vector2i
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if building_type == null:
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push_error(Globals.ERROR_BUILDING_TYPE_NOT_SET)
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return []
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# layer | position coords | tileset id | coords of the tile at tilemap | alternative tile
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match building_type:
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Globals.TYPE_RESIDENTIAL:
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@ -73,11 +50,52 @@ func place_building_to_map(event):
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tilemap_tile_coords = Vector2i(16,16)
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tileset_id = 1
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var mouse_pos = local_to_map(get_global_mouse_position())
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set_cell(Globals.LAYER_BUILDINGS, mouse_pos, tileset_id, tilemap_tile_coords, 0)
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#print("cell set at layer ", Globals.LAYER_BUILDINGS)
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#print("cellpos:", local_to_map(get_global_mouse_position()))
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#print("event position:", event.position)
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return [tileset_id, tilemap_tile_coords]
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func _on_control_button_pressed(type):
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self.building_type = type
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# create new building, in Building node it is attached to mouse cursor
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var building_properties = get_building_properties()
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scene = load(Globals.SCENE_PATH + "Building.tscn")
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building = scene.instantiate()
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#building.set_cell(0, Vector2i(0,0), building_properties[0], building_properties[1], 0)
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add_child(building)
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has_placeable_building = true
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func _input(event):
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# place the building
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if event.is_action_pressed("place_building") and has_placeable_building:
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has_placeable_building = false
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place_building_to_map()
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# cancel placement
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if event.is_action_pressed("cancel"):
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if has_placeable_building:
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pass
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func calculate_grid_coordinates(map_position: Vector2) -> Vector2:
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return (map_position).floor()
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func are_coords_valid(value:int, errmsg:String) -> bool:
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if Globals.MAP_MIN_HEIGHT > value or value > Globals.MAP_MAX_HEIGHT:
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errmsg = errmsg % [value, Globals.MAP_MIN_HEIGHT, Globals.MAP_MAX_HEIGHT]
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push_error(errmsg)
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return false
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return true
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func place_building_to_map():
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var building_properties = get_building_properties()
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var tile_on_mouse = local_to_map(get_global_mouse_position())
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if !are_coords_valid(tile_on_mouse.y,Globals.ERROR_TILE_Y_COORDS_OUT_OF_BOUNDS):
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return false
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elif !are_coords_valid(tile_on_mouse.x,Globals.ERROR_TILE_X_COORDS_OUT_OF_BOUNDS):
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return false
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set_cell(Globals.LAYER_BUILDINGS, tile_on_mouse, building_properties[0], building_properties[1], 0)
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func generate_terrain(filename) -> bool:
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# Try to load the image which we used to place water & ground to world map
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@ -87,31 +105,23 @@ func generate_terrain(filename) -> bool:
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var errmsg = Globals.ERROR_FAILED_TO_LOAD_FILE
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push_error(errmsg % filename)
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return false
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var image_height:int = image.get_height()
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var image_width:int = image.get_width()
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# Check if image is too small or too large
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if Globals.MAP_MIN_HEIGHT > image_height or image_height > Globals.MAP_MAX_HEIGHT:
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var errmsg = Globals.ERROR_IMAGE_HEIGHT_INCORRECT
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errmsg = errmsg % [image_height, Globals.MAP_MIN_HEIGHT, Globals.MAP_MAX_HEIGHT]
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push_error(errmsg)
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var image_size:Vector2i = image.get_size()
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if !are_coords_valid(image_size.y,Globals.ERROR_IMAGE_HEIGHT_INCORRECT):
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return false
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elif Globals.MAP_MIN_WIDTH > image_width or image_width > Globals.MAP_MAX_WIDTH:
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var errmsg = Globals.ERROR_IMAGE_WIDTH_INCORRECT
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errmsg = errmsg % [image_width, Globals.MAP_MIN_WIDTH, Globals.MAP_MAX_WIDTH]
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push_error(errmsg)
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elif !are_coords_valid(image_size.x,Globals.ERROR_IMAGE_WIDTH_INCORRECT):
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return false
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# Try to load the world tilemap where we place the tiles
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if (Globals.world_map == null):
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print("World TileMap node missing or name is wrong.\n
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Tried to load: '%s'", Globals.WORLD_NODE)
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var errmsg = Globals.ERROR_WORLD_TILEMAP_NODE_MISSING % Globals.WORLD_NODE
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push_error(errmsg)
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return false
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# Finally populate the world map with hopefully valid tiles!
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for x in image_width:
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for y in image_height:
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for x in image_size.x:
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for y in image_size.y:
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# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
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if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
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Globals.world_map.set_cell(Globals.LAYER_TERRAIN, Vector2i(x, y), 2, Vector2i(0,0), 0)
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@ -119,6 +129,6 @@ func generate_terrain(filename) -> bool:
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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(image_height/2.0*Globals.TILE_SIZE_X, image_width/2.0*Globals.TILE_SIZE_Y)
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Vector2(image_size.x/2.0*Globals.TILE_SIZE_X, image_size.y/2.0*Globals.TILE_SIZE_Y)
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)
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return true
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