implement camera display marker to minimap
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d0f0d8c009
commit
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6 changed files with 96 additions and 47 deletions
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@ -2,11 +2,12 @@
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class_name CameraZoom2D
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extends Camera2D
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signal camera_rotation_changed(new_rotation)
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signal camera_zoom_changed(new_zoom_factor)
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var is_panning_camera = false
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var tween
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var _timer:Timer
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var camera_bounds:Array = [Vector2(0,0), Vector2(256*16, 256*16)]
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var chunk_in_px:Vector2i = Vector2i(Globals.CHUNK_SIZE.x*Globals.TILE_SIZE_X, Globals.CHUNK_SIZE.y*Globals.TILE_SIZE_Y)
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var game_res = DisplayServer.window_get_size(0)
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var x_min_limit = self.game_res.x/2 - chunk_in_px.x
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@ -19,19 +20,6 @@ func _on_main_worldgen_ready() -> void:
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self.set_limit(SIDE_TOP, -chunk_in_px.y)
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self.set_limit(SIDE_BOTTOM, Globals.map_size*Globals.TILE_SIZE_Y + chunk_in_px.y)
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# create timer for repeating camera rotation
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if !_timer:
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_timer = Timer.new()
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_timer.set_wait_time(0.1)
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_timer.set_one_shot(false)
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add_child(_timer)
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var is_camera_rotating: bool = false
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func rotate_camera(step:float) -> void:
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self.rotation_degrees += step
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func _on_set_camera_position(pos: Vector2) -> void:
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self.position = pos
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@ -52,8 +40,13 @@ func _ready() -> void:
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pass
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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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func _set_camera_zoom_level(value: float) -> void:
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# keep zoom level in bounds, return if zoom level was at min or max zoom
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var new_zoom_level = clamp(value, Globals.CAMERA_MIN_ZOOM_LEVEL, Globals.CAMERA_MAX_ZOOM_LEVEL)
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if new_zoom_level == Globals.CAMERA_ZOOM_LEVEL:
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return
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Globals.CAMERA_ZOOM_LEVEL = new_zoom_level
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#interpolate frames between zoom levels to make zooming look smoother
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tween = get_tree().create_tween()
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@ -63,6 +56,8 @@ func _set_camera_zoom_level(value: float) -> void:
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Vector2(Globals.CAMERA_ZOOM_LEVEL, Globals.CAMERA_ZOOM_LEVEL),
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Globals.CAMERA_ZOOM_DURATION
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)
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emit_signal("camera_zoom_changed", new_zoom_level)
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func _unhandled_input(event):
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@ -85,22 +80,8 @@ func _unhandled_input(event):
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is_panning_camera = false
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if event is InputEventMouseMotion and is_panning_camera:
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#var new_x = x + d * cos(theta)
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#var new_y = y + d * sin(theta)
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#self.position -= event.relative * Globals.CAMERA_PAN_MULTI
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# √[(x₂ - x₁)² + (y₂ - y₁)²]
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var d = sqrt(pow(event.position.x - 2560/2, 2) + pow(event.position.y - 1440/2, 2))
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var new_x = self.position.x + d * cos(self.rotation)
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var new_y = self.position.y + d * sin(self.rotation)
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#var new_vect = Vector2(new_x, new_y)
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#print ("distance: " , d, " ", new_x, " ", new_y)
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self.position = Vector2(new_x, new_y)
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#self.position -= event.relative * Globals.CAMERA_PAN_MULTI
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# rotate event.relative vector with camera rotation so camera moves to "correct" direction
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self.position -= event.relative.rotated(self.rotation) * Globals.CAMERA_PAN_MULTI
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# prevent camera from going overboard
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self.position.x = clamp(
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@ -116,7 +97,7 @@ func _unhandled_input(event):
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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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_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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@ -129,7 +110,10 @@ func get_camera_position():
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func reset_camera_rotation() -> void:
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self.rotation_degrees = 0
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emit_signal("camera_rotation_changed", self.rotation)
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func rotate_camera(step:float) -> void:
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self.rotation_degrees += step
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emit_signal("camera_rotation_changed", self.rotation)
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@ -5,8 +5,9 @@ signal set_camera_position(pos:Vector2)
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@onready var minimap_texture:ImageTexture = null
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@onready var sprite:Sprite2D
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var is_mouse_inside_minimap:bool = false
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var position_multiplier
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@onready var is_mouse_inside_minimap:bool = false
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@onready var position_multiplier
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@onready var area_size
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# Called when the node enters the scene tree for the first time.
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@ -28,12 +29,15 @@ func _process(_delta):
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func _on_main_worldgen_ready():
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# Assuming the area has a child CollisionShape2D with a RectangleShape resource
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area_size = self.get_rect().size
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position_multiplier = Globals.map_size / 32
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self.generate_minimap()
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self.set_minimap()
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self.setup_camera_marker()
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position_multiplier = Globals.map_size / 32
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func _on_mouse_entered():
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is_mouse_inside_minimap = true
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@ -79,10 +83,6 @@ func generate_minimap() -> void:
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func set_minimap() -> void:
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self.sprite = self.find_child("MinimapSprite")
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self.sprite.texture = minimap_texture
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# Assuming the area has a child CollisionShape2D with a RectangleShape resource
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var area_size = self.get_rect()
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area_size = area_size.size
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# The size of a sprite is determined from its texture
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var texture_size = sprite.texture.get_size()
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@ -93,7 +93,12 @@ func generate_biomes() -> void:
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if noise_sample < 0.1:
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Globals.map_terrain_data[y][x] = Globals.TILE_FOREST
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# can add other tresholds here for other biomes
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func generate_parcels() -> void:
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# divide the land area Cadastres / Parcels
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pass
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func generate_world(filename) -> bool:
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var image_size:Vector2i
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@ -127,6 +132,8 @@ func generate_world(filename) -> bool:
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end = Time.get_ticks_usec()
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print("2/5: smooth water ", (end-start)/1000.0, "ms")
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generate_parcels()
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start = Time.get_ticks_usec()
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generate_biomes()
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end = Time.get_ticks_usec()
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@ -135,7 +142,7 @@ func generate_world(filename) -> bool:
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start = Time.get_ticks_usec()
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smooth_land_features(Globals.TILE_FOREST) # smooth out forest
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end = Time.get_ticks_usec()
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print("4/5: smooth forest ", (end-start)/1000.0, "ms")
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print("4/5: smooth forest ", (end-start)/1000.0, "ms")
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start = Time.get_ticks_usec()
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select_tilemap_tiles()
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