accurately find tile coords. moved error msgs to global.
This commit is contained in:
parent
30ec55066b
commit
c440e5f482
8 changed files with 225 additions and 81 deletions
66
export_presets.cfg
Normal file
66
export_presets.cfg
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@ -0,0 +1,66 @@
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[preset.0]
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name="Windows Desktop"
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platform="Windows Desktop"
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runnable=true
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dedicated_server=false
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custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path=""
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encryption_include_filters=""
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encryption_exclude_filters=""
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encrypt_pck=false
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encrypt_directory=false
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script_encryption_key=""
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[preset.0.options]
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custom_template/debug=""
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custom_template/release=""
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debug/export_console_script=1
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binary_format/embed_pck=false
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texture_format/bptc=false
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texture_format/s3tc=true
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texture_format/etc=false
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texture_format/etc2=false
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texture_format/no_bptc_fallbacks=true
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binary_format/architecture="x86_64"
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codesign/enable=false
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codesign/identity_type=0
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codesign/identity=""
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codesign/password=""
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codesign/timestamp=true
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codesign/timestamp_server_url=""
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codesign/digest_algorithm=1
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codesign/description=""
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codesign/custom_options=PackedStringArray()
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application/modify_resources=true
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application/icon=""
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application/console_wrapper_icon=""
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application/icon_interpolation=4
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application/file_version=""
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application/product_version=""
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application/company_name=""
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application/product_name=""
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application/file_description=""
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application/copyright=""
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application/trademarks=""
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ssh_remote_deploy/enabled=false
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ssh_remote_deploy/host="user@host_ip"
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ssh_remote_deploy/port="22"
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ssh_remote_deploy/extra_args_ssh=""
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ssh_remote_deploy/extra_args_scp=""
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ssh_remote_deploy/run_script="Expand-Archive -LiteralPath '{temp_dir}\\{archive_name}' -DestinationPath '{temp_dir}'
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$action = New-ScheduledTaskAction -Execute '{temp_dir}\\{exe_name}' -Argument '{cmd_args}'
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$trigger = New-ScheduledTaskTrigger -Once -At 00:00
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$settings = New-ScheduledTaskSettingsSet
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$task = New-ScheduledTask -Action $action -Trigger $trigger -Settings $settings
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Register-ScheduledTask godot_remote_debug -InputObject $task -Force:$true
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Start-ScheduledTask -TaskName godot_remote_debug
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while (Get-ScheduledTask -TaskName godot_remote_debug | ? State -eq running) { Start-Sleep -Milliseconds 100 }
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Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue"
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ssh_remote_deploy/cleanup_script="Stop-ScheduledTask -TaskName godot_remote_debug -ErrorAction:SilentlyContinue
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Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue
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Remove-Item -Recurse -Force '{temp_dir}'"
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@ -1,34 +1,14 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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importer="image"
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type="Image"
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uid="uid://b3c1bddo2an1c"
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path="res://.godot/imported/tampere_10x10km_1000px.png-d109810aa82500564790bd9658dd33b4.ctex"
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metadata={
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"vram_texture": false
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}
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path="res://.godot/imported/tampere_10x10km_1000px.png-d109810aa82500564790bd9658dd33b4.image"
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[deps]
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source_file="res://maps/tampere_10x10km_1000px.png"
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dest_files=["res://.godot/imported/tampere_10x10km_1000px.png-d109810aa82500564790bd9658dd33b4.ctex"]
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dest_files=["res://.godot/imported/tampere_10x10km_1000px.png-d109810aa82500564790bd9658dd33b4.image"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@ -476,8 +476,8 @@ script = ExtResource("1_ysxum")
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[node name="World" type="TileMap" parent="."]
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tile_set = SubResource("TileSet_t3bbo")
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format = 2
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layer_0/name = "Buildings"
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layer_1/name = "Terrain"
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layer_0/name = "Terrain"
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layer_1/name = "Buildings"
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layer_1/enabled = true
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layer_1/modulate = Color(1, 1, 1, 1)
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layer_1/y_sort_enabled = false
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@ -554,6 +554,7 @@ offset_top = 24.0
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offset_right = 928.0
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offset_bottom = 280.0
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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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[connection signal="pressed" from="UILayer/Control/ConstructionPanel/button_residental" to="UILayer/Control" method="_on_button_residental_pressed"]
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[connection signal="pressed" from="UILayer/Control/ConstructionPanel/button_commercial" to="UILayer/Control" method="_on_button_commercial_pressed"]
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@ -5,6 +5,13 @@ extends Camera2D
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var is_panning_camera = false
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var tween
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func camera_zoom_in() -> void:
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_set_camera_zoom_level(Globals.CAMERA_ZOOM_LEVEL - Globals.CAMERA_ZOOM_FACTOR)
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func camera_zoom_out() -> void:
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_set_camera_zoom_level(Globals.CAMERA_ZOOM_LEVEL + Globals.CAMERA_ZOOM_DURATION)
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func _set_camera_zoom_level(value: float) -> void:
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Globals.CAMERA_ZOOM_LEVEL = clamp(value, Globals.CAMERA_MIN_ZOOM_LEVEL, Globals.CAMERA_MAX_ZOOM_LEVEL)
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@ -17,12 +24,9 @@ func _set_camera_zoom_level(value: float) -> void:
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Globals.CAMERA_ZOOM_DURATION
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)
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func camera_zoom_in() -> void:
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_set_camera_zoom_level(Globals.CAMERA_ZOOM_LEVEL - Globals.CAMERA_ZOOM_FACTOR)
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func camera_zoom_out() -> void:
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_set_camera_zoom_level(Globals.CAMERA_ZOOM_LEVEL + Globals.CAMERA_ZOOM_DURATION)
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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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if event.is_action_pressed("camera_zoom_in"):
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@ -39,3 +43,4 @@ func _unhandled_input(event):
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if event is InputEventMouseMotion and is_panning_camera:
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self.position -= event.relative * Globals.CAMERA_PAN_MULTI
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@ -3,7 +3,7 @@ extends Control
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# var view = get_node("../View")
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signal button_pressed(button_name)
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@onready var debug_info = get_node("DebugInfo")
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@onready var debug_info = get_node(Globals.DEBUGINFO_NODE)
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# name, position
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var buttons = {
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@ -28,10 +28,10 @@ func _process(_delta):
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func create_buttons():
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for button in buttons:
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var values = buttons[button]
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var node_path = get_node("ConstructionPanel/" + str(button))
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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 '" + button + "' not found when trying to set it's properties in Control.gd!")
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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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node_path.set_size(Globals.GUI_BUILD_BUTTON_SIZE)
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node_path.set_position(values[0])
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@ -1,24 +1,41 @@
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# File contains global variables or constants so they all are in one place instead
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# of a million files. So you can adjust them easily from one place if needed.
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extends Node
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var world_map: TileMap
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# FILE PATHS
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const SCENE_PATH:String = "res://scenes/"
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const ART_PATH:String = "res://art/"
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const SCRIPT_PATH:String = "res://scripts"
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# NODE NAMES
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const WORLD_NODE:String = "World"
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const DEBUGINFO_NODE:String = "DebugInfo"
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const CONSTRUCTION_PANEL_NODE:String = "ConstructionPanel"
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const GUI_BUILD_BUTTON_SIZE_X: int = 50
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const GUI_BUILD_BUTTON_SIZE_Y: int = 50
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const GUI_BUILD_BUTTON_SIZE: Vector2i = Vector2i(GUI_BUILD_BUTTON_SIZE_X,GUI_BUILD_BUTTON_SIZE_Y)
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# GAME WINDOW DEFAULT SIZE
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const DEFAULT_X_RES:int = 1920
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const DEFAULT_Y_RES:int = 1080
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const TYPE_RESIDENTIAL = "residential"
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const TYPE_COMMERCIAL = "commercial"
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const TYPE_INDUSTRIAL = "industrial"
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const TYPE_SERVICES = "services"
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const TYPE_SOCIAL = "social"
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const TYPE_POWERPLANT = "powerplant"
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const TYPE_ROADS = "roads"
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const TYPE_DEMOLISH = "demolish"
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# maybe should use int for these instead for faster matching?
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const TYPE_RESIDENTIAL:String = "residential"
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const TYPE_COMMERCIAL:String = "commercial"
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const TYPE_INDUSTRIAL:String = "industrial"
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const TYPE_SERVICES:String = "services"
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const TYPE_SOCIAL:String = "social"
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const TYPE_POWERPLANT:String = "powerplant"
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const TYPE_ROADS:String = "roads"
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const TYPE_DEMOLISH:String = "demolish"
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# tilemap layers
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const LAYER_TERRAIN:int = 0
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const LAYER_BUILDINGS:int = 1
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# camera movement settings
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var CAMERA_ZOOM_LEVEL: float = 1.0
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const CAMERA_ZOOM_FACTOR: float = 0.1
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const CAMERA_ZOOM_DURATION: float = 0.1
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const CAMERA_PAN_MULTI:float = 2.0
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# city map generation file should have black ground (0,0,0) and white water (1,1,1)
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const GROUND_TILE_COLOR_IN_MAP_FILE: Color = Color(0,0,0,1)
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const WATER_TILE_COLOR_IN_MAP_FILE: Color = Color(1,1,1,1)
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# min and max sizes for a map so the map won't be unreasonably small or large
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const MAP_MIN_HEIGHT:int = 100
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const MAP_MAX_HEIGHT:int = 1000
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const MAP_MIN_WIDTH:int = 100
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const MAP_MAX_WIDTH:int = 1000
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# tile size
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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_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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@ -8,7 +8,8 @@
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extends Node
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var world_map: TileMap
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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_file_name: String = "res://maps/tampere_10x10km_1000px.png"
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func _init():
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DisplayServer.window_set_size(
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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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generate_terrain()
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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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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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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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pass
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func generate_terrain():
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world_map = get_node("World")
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var image = Image.new()
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image.load("res://maps/tampere_10x10km_1000px.png")
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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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for x in 1000:
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for y in 1000:
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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) == Color(1,1,1,1):
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world_map.set_cell(0, Vector2i(x, y), 2, Vector2i(0,0), 0)
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@ -1,8 +1,9 @@
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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 building_type: String
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var tilemap: Vector2i
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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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@ -31,41 +32,93 @@ func _input(event):
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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()
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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():
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# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
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func place_building_to_map(event):
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var tileset_id = 0 # default value
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var tilemap_tile_coords: Vector2i
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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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tilemap = Vector2i(0,0)
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set_cell(0, local_to_map(get_viewport().get_mouse_position()) , 0, tilemap, 0)
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tilemap_tile_coords = Vector2i(0,0)
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tileset_id = 0
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Globals.TYPE_COMMERCIAL:
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tilemap = Vector2i(4,12)
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set_cell(0, local_to_map(get_viewport().get_mouse_position()) , 1, tilemap, 0)
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tilemap_tile_coords = Vector2i(4,12)
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tileset_id = 1
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Globals.TYPE_INDUSTRIAL:
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tilemap = Vector2i(4,20)
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set_cell(0, local_to_map(get_viewport().get_mouse_position()) , 1, tilemap, 0)
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tilemap_tile_coords = Vector2i(4,20)
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tileset_id = 1
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Globals.TYPE_ROADS:
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tilemap = Vector2i(14,2)
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set_cell(0, local_to_map(get_viewport().get_mouse_position()) , 1, tilemap, 0)
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tilemap_tile_coords = Vector2i(14,2)
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tileset_id = 1
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Globals.TYPE_DEMOLISH:
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tilemap = Vector2i(4,4)
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set_cell(0, local_to_map(get_viewport().get_mouse_position()) , 1, tilemap, 0)
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tilemap_tile_coords = Vector2i(4,4)
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tileset_id = 1
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Globals.TYPE_SERVICES:
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tilemap = Vector2i(4,8)
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set_cell(0, local_to_map(get_viewport().get_mouse_position()) , 1, tilemap, 0)
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tilemap_tile_coords = Vector2i(4,8)
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tileset_id = 1
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Globals.TYPE_SOCIAL:
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tilemap = Vector2i(4,0)
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set_cell(0, local_to_map(get_viewport().get_mouse_position()) , 1, tilemap, 0)
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tilemap_tile_coords = Vector2i(4,0)
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tileset_id = 1
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_: #default
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tilemap = Vector2i(16,16)
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set_cell(0, local_to_map(get_viewport().get_mouse_position()) , 1, tilemap, 0)
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tilemap_tile_coords = Vector2i(16,16)
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tileset_id = 1
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# set_cell(0, local_to_map(get_viewport().get_mouse_position()) , 1, tilemap, 0)
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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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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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var image:Image = Image.new()
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image = load(filename)
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if image == null:
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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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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
|
||||
errmsg = errmsg % [image_width, Globals.MAP_MIN_WIDTH, Globals.MAP_MAX_WIDTH]
|
||||
push_error(errmsg)
|
||||
return false
|
||||
|
||||
# Try to load the world tilemap where we place the tiles
|
||||
if (Globals.world_map == null):
|
||||
print("World TileMap node missing or name is wrong.\n
|
||||
Tried to load: '%s'", Globals.WORLD_NODE)
|
||||
return false
|
||||
|
||||
# Finally populate the world map with hopefully valid tiles!
|
||||
for x in image_width:
|
||||
for y in image_height:
|
||||
# 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:
|
||||
Globals.world_map.set_cell(Globals.LAYER_TERRAIN, Vector2i(x, y), 2, Vector2i(0,0), 0)
|
||||
|
||||
# center camera to world map
|
||||
emit_signal(
|
||||
"set_camera_position",
|
||||
Vector2(image_height/2.0*Globals.TILE_SIZE_X, image_width/2.0*Globals.TILE_SIZE_Y)
|
||||
)
|
||||
return true
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue