separate func for tile placement error checking

This commit is contained in:
Antti Hakkarainen 2023-02-08 22:29:12 +02:00
parent c440e5f482
commit 9f2dbb2a1d
8 changed files with 87 additions and 70 deletions

View file

@ -1,4 +1,4 @@
extends Node2D extends TileMap
func _process(delta): func _process(_delta):
position = get_viewport().get_mouse_position() position = get_viewport().get_mouse_position()

View file

@ -1,8 +1,6 @@
[gd_scene load_steps=3 format=3 uid="uid://sqvd1ev6ubp"] [gd_scene load_steps=2 format=3 uid="uid://sqvd1ev6ubp"]
[ext_resource type="Script" path="res://scenes/Building.gd" id="1_uqlnt"] [ext_resource type="Script" path="res://scenes/Building.gd" id="1_uqlnt"]
[ext_resource type="Texture2D" uid="uid://dabmo11wkiwm3" path="res://art/buildings/building_grid.png" id="1_yd1tr"]
[node name="Building" type="Sprite2D"] [node name="Building" type="Sprite2D"]
texture = ExtResource("1_yd1tr")
script = ExtResource("1_uqlnt") script = ExtResource("1_uqlnt")

View file

@ -549,10 +549,11 @@ offset_bottom = 8.0
[node name="DebugInfo" type="Label" parent="UILayer/Control"] [node name="DebugInfo" type="Label" parent="UILayer/Control"]
layout_mode = 0 layout_mode = 0
offset_left = 568.0 offset_left = 648.0
offset_top = 24.0 offset_top = 16.0
offset_right = 928.0 offset_right = 936.0
offset_bottom = 280.0 offset_bottom = 256.0
horizontal_alignment = 2
[connection signal="set_camera_position" from="World" to="World/CameraZoom2D" method="_on_world_set_camera_position"] [connection signal="set_camera_position" from="World" to="World/CameraZoom2D" method="_on_world_set_camera_position"]
[connection signal="button_pressed" from="UILayer/Control" to="World" method="_on_control_button_pressed"] [connection signal="button_pressed" from="UILayer/Control" to="World" method="_on_control_button_pressed"]

View file

@ -25,7 +25,6 @@ func _set_camera_zoom_level(value: float) -> void:
) )
func _on_world_set_camera_position(pos: Vector2) -> void: func _on_world_set_camera_position(pos: Vector2) -> void:
print("Setting camera pos:", pos)
self.position = pos self.position = pos
func _unhandled_input(event): func _unhandled_input(event):

View file

@ -22,7 +22,7 @@ func _ready():
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta): func _process(_delta):
debug_info.set_text(str(get_viewport().get_mouse_position())) debug_info.set_text(str(get_viewport().get_mouse_position()) +"\n" + "FPS " + str(Engine.get_frames_per_second()))
# defines construction toolbar buttons # defines construction toolbar buttons
func create_buttons(): func create_buttons():
@ -31,7 +31,8 @@ func create_buttons():
var node_path = get_node(Globals.CONSTRUCTION_PANEL_NODE + "/" + str(button)) var node_path = get_node(Globals.CONSTRUCTION_PANEL_NODE + "/" + str(button))
if(!node_path): if(!node_path):
push_error("Error: Button '%s' not found when trying to set it's properties in Control.gd!", button) var errmsg = Globals.ERROR_BUTTON_NOT_FOUND % button
push_error(errmsg)
node_path.set_size(Globals.GUI_BUILD_BUTTON_SIZE) node_path.set_size(Globals.GUI_BUILD_BUTTON_SIZE)
node_path.set_position(values[0]) node_path.set_position(values[0])

View file

@ -61,7 +61,15 @@ const TILE_SIZE_X:int = 16
const TILE_SIZE_Y:int = 16 const TILE_SIZE_Y:int = 16
# error 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_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_IMAGE_HEIGHT_INCORRECT:String = "Provided map image height '%s' too small or too large. Height should be between: '%s-%s'"
const ERROR_FAILED_TO_LOAD_FILE:String = "Failed to load image with filename: '%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'"

View file

@ -20,14 +20,13 @@ func _init():
func _ready(): func _ready():
Globals.world_map = get_node("World") Globals.world_map = get_node("World")
if !Globals.world_map: if !Globals.world_map:
push_error("Error while making an instance of World node.") push_error(Globals.ERROR_MAKING_WORLD_INSTANCE)
quit_game() quit_game()
# generate terrain. quit game if generation fails. # generate terrain. quit game if generation fails.
if !Globals.world_map.generate_terrain(map_file_name): if !Globals.world_map.generate_terrain(map_file_name):
push_error("Error in generating the map. Game won't start.") push_error(Globals.ERROR_WHILE_GENERATING_MAP)
quit_game() quit_game()
#SceneTree.quit
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta): func _process(_delta):
@ -35,5 +34,6 @@ func _process(_delta):
func quit_game(): func quit_game():
get_tree().get_root().propagate_notification(NOTIFICATION_WM_CLOSE_REQUEST) get_tree().get_root().propagate_notification(NOTIFICATION_WM_CLOSE_REQUEST)
#SceneTree.quit

View file

@ -2,9 +2,10 @@ extends TileMap
signal set_camera_position(pos:Vector2) signal set_camera_position(pos:Vector2)
var building : bool = false var has_placeable_building: bool = false
var building
var building_type: String var building_type: String
#var scene var scene
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready(): func _ready():
@ -14,38 +15,14 @@ func _ready():
func _process(_delta): func _process(_delta):
pass pass
func get_building_properties() -> Array:
func _on_control_button_pressed(type):
# create new building, in Building node it is attached to mouse cursor
#scene = load(Globals.SCENE_PATH + "Building.tscn")
#building = scene.instantiate()
#add_child(building)
self.building = true
self.building_type = type
#print(button_name + " button pressed in Control! :-0")
pass
func _input(event):
# place the building
if event.is_action_pressed("place_building") and building != false:
# stop processing the sprite (fix it in place). no idea if it is a good idea yet..
#building.set_process(false)
building = false
place_building_to_map(event)
# cancel placement
if event.is_action_pressed("cancel"):
if building != false:
pass
func calculate_grid_coordinates(map_position: Vector2) -> Vector2:
return (map_position).floor()
func place_building_to_map(event):
var tileset_id = 0 # default value var tileset_id = 0 # default value
var tilemap_tile_coords: Vector2i 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 # layer | position coords | tileset id | coords of the tile at tilemap | alternative tile
match building_type: match building_type:
Globals.TYPE_RESIDENTIAL: Globals.TYPE_RESIDENTIAL:
@ -73,11 +50,52 @@ func place_building_to_map(event):
tilemap_tile_coords = Vector2i(16,16) tilemap_tile_coords = Vector2i(16,16)
tileset_id = 1 tileset_id = 1
var mouse_pos = local_to_map(get_global_mouse_position()) return [tileset_id, tilemap_tile_coords]
set_cell(Globals.LAYER_BUILDINGS, mouse_pos, tileset_id, tilemap_tile_coords, 0)
#print("cell set at layer ", Globals.LAYER_BUILDINGS) func _on_control_button_pressed(type):
#print("cellpos:", local_to_map(get_global_mouse_position())) self.building_type = type
#print("event position:", event.position)
# 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 are_coords_valid(value:int, errmsg:String) -> bool:
if Globals.MAP_MIN_HEIGHT > value or value > Globals.MAP_MAX_HEIGHT:
errmsg = errmsg % [value, Globals.MAP_MIN_HEIGHT, Globals.MAP_MAX_HEIGHT]
push_error(errmsg)
return false
return true
func place_building_to_map():
var building_properties = get_building_properties()
var tile_on_mouse = local_to_map(get_global_mouse_position())
if !are_coords_valid(tile_on_mouse.y,Globals.ERROR_TILE_Y_COORDS_OUT_OF_BOUNDS):
return false
elif !are_coords_valid(tile_on_mouse.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)
func generate_terrain(filename) -> bool: func generate_terrain(filename) -> bool:
# Try to load the image which we used to place water & ground to world map # Try to load the image which we used to place water & ground to world map
@ -87,31 +105,23 @@ func generate_terrain(filename) -> bool:
var errmsg = Globals.ERROR_FAILED_TO_LOAD_FILE var errmsg = Globals.ERROR_FAILED_TO_LOAD_FILE
push_error(errmsg % filename) push_error(errmsg % filename)
return false return false
var image_height:int = image.get_height()
var image_width:int = image.get_width()
# Check if image is too small or too large # Check if image is too small or too large
if Globals.MAP_MIN_HEIGHT > image_height or image_height > Globals.MAP_MAX_HEIGHT: var image_size:Vector2i = image.get_size()
var errmsg = Globals.ERROR_IMAGE_HEIGHT_INCORRECT if !are_coords_valid(image_size.y,Globals.ERROR_IMAGE_HEIGHT_INCORRECT):
errmsg = errmsg % [image_height, Globals.MAP_MIN_HEIGHT, Globals.MAP_MAX_HEIGHT]
push_error(errmsg)
return false return false
elif Globals.MAP_MIN_WIDTH > image_width or image_width > Globals.MAP_MAX_WIDTH: elif !are_coords_valid(image_size.x,Globals.ERROR_IMAGE_WIDTH_INCORRECT):
var errmsg = Globals.ERROR_IMAGE_WIDTH_INCORRECT
errmsg = errmsg % [image_width, Globals.MAP_MIN_WIDTH, Globals.MAP_MAX_WIDTH]
push_error(errmsg)
return false return false
# Try to load the world tilemap where we place the tiles # Try to load the world tilemap where we place the tiles
if (Globals.world_map == null): if (Globals.world_map == null):
print("World TileMap node missing or name is wrong.\n var errmsg = Globals.ERROR_WORLD_TILEMAP_NODE_MISSING % Globals.WORLD_NODE
Tried to load: '%s'", Globals.WORLD_NODE) push_error(errmsg)
return false return false
# Finally populate the world map with hopefully valid tiles! # Finally populate the world map with hopefully valid tiles!
for x in image_width: for x in image_size.x:
for y in image_height: for y in image_size.y:
# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile # layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE: if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
Globals.world_map.set_cell(Globals.LAYER_TERRAIN, Vector2i(x, y), 2, Vector2i(0,0), 0) Globals.world_map.set_cell(Globals.LAYER_TERRAIN, Vector2i(x, y), 2, Vector2i(0,0), 0)
@ -119,6 +129,6 @@ func generate_terrain(filename) -> bool:
# center camera to world map # center camera to world map
emit_signal( emit_signal(
"set_camera_position", "set_camera_position",
Vector2(image_height/2.0*Globals.TILE_SIZE_X, image_width/2.0*Globals.TILE_SIZE_Y) Vector2(image_size.x/2.0*Globals.TILE_SIZE_X, image_size.y/2.0*Globals.TILE_SIZE_Y)
) )
return true return true