separate func for tile placement error checking
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8 changed files with 87 additions and 70 deletions
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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