refactor node structure
This commit is contained in:
parent
8189a16fee
commit
f35d27b518
11 changed files with 311 additions and 233 deletions
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@ -1,3 +1,4 @@
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class_name CameraMarker
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extends Sprite2D
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var size_multiplier:float
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@ -26,3 +27,7 @@ func _on_camera_zoom_2d_camera_zoom_changed(new_zoom_factor):
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func _on_main_worldgen_ready() -> void:
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size_multiplier = Globals.map_size / 32
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w_s = DisplayServer.window_get_size(0) / size_multiplier
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func set_camera_marker_position(pos:Vector2) -> void:
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self.position = pos
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@ -15,18 +15,6 @@ var x_min_limit:int = self.game_res.x/2 - chunk_in_px.x
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#@onready var captured_image = $CapturedImage
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func _on_main_worldgen_ready() -> void:
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# set camera bounds to map size, with chunk_in_px room to go over
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self.set_limit(SIDE_LEFT, -chunk_in_px.x)
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self.set_limit(SIDE_RIGHT, Globals.map_size*Globals.TILE_SIZE_X + chunk_in_px.x)
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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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func _on_set_camera_position(pos: Vector2) -> void:
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self.position = pos
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func _process(_delta) -> void:
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Globals.CAMERA_POSITION = self.position
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@ -142,5 +130,17 @@ func take_screenshot() -> void:
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var captured_image:Image = get_viewport().get_texture().get_image()
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captured_image.save_png(path)
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func set_ready() -> void:
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# set camera bounds to map size, with chunk_in_px room to go over
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self.set_limit(SIDE_LEFT, -chunk_in_px.x)
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self.set_limit(SIDE_RIGHT, Globals.map_size*Globals.TILE_SIZE_X + chunk_in_px.x)
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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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func set_camera_position(pos: Vector2) -> void:
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self.position = pos
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@ -37,56 +37,6 @@ func _exit_tree():
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func _init() -> void:
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self.name = "ChunkHandler"
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func _on_main_worldgen_ready():
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if !thread.is_started():
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thread.start(start_chunkgen, Thread.PRIORITY_NORMAL)
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clean_up_chunks()
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func _ready():
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mutex = Mutex.new()
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semaphore = Semaphore.new()
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exit_thread = false
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if !thread:
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thread = Thread.new()
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process_delay_chunks()
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process_delay_stats()
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func process_delay_chunks() -> void:
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while true:
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update_chunks()
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await get_tree().create_timer(0.05).timeout
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func process_delay_stats() -> void:
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# emit stats about chunk amounts every 0,5s
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while true:
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emit_signal("chunk_stats", self.chunks.size(), self.chunks_to_remove.size())
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await get_tree().create_timer(0.5).timeout
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func start_chunkgen():
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while true:
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semaphore.wait()
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mutex.lock()
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var should_exit = exit_thread # Protect with Mutex.
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mutex.unlock()
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if should_exit:
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break
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# work on emptying the generation queue
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if not chunk_queue.is_empty():
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mutex.lock()
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var vars = chunk_queue.pop_front()
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mutex.unlock()
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load_chunk(vars[0].y, vars[0].x, vars[1])
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func clean_up_chunks():
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while true:
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@ -98,6 +48,7 @@ func clean_up_chunks():
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await get_tree().create_timer(0.02).timeout
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func correction_factor(d) -> float:
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if Globals.CAMERA_ZOOM_LEVEL < 0.6:
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return d * 2.0
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@ -122,6 +73,55 @@ func load_chunk(y:int, x:int, key):
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chunks[key] = chunk
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mutex.unlock()
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func process_delay_chunks() -> void:
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while true:
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update_chunks()
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await get_tree().create_timer(0.05).timeout
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func process_delay_stats() -> void:
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# emit stats about chunk amounts every 0,5s
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while true:
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emit_signal("chunk_stats", self.chunks.size(), self.chunks_to_remove.size())
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await get_tree().create_timer(0.5).timeout
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func set_ready():
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mutex = Mutex.new()
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semaphore = Semaphore.new()
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exit_thread = false
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if !thread:
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thread = Thread.new()
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if !thread.is_started():
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thread.start(start_chunkgen, Thread.PRIORITY_NORMAL)
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clean_up_chunks()
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process_delay_chunks()
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process_delay_stats()
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func start_chunkgen():
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while true:
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semaphore.wait()
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mutex.lock()
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var should_exit = exit_thread # Protect with Mutex.
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mutex.unlock()
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if should_exit:
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break
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# work on emptying the generation queue
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if not chunk_queue.is_empty():
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mutex.lock()
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var vars = chunk_queue.pop_front()
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mutex.unlock()
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load_chunk(vars[0].y, vars[0].x, vars[1])
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func update_chunks():
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var p_x:float = int(Globals.CAMERA_POSITION.x- Globals.CHUNK_SIZE.x) / Globals.TILE_SIZE_X / Globals.CHUNK_SIZE.x
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95
scripts/EventBus.gd
Normal file
95
scripts/EventBus.gd
Normal file
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@ -0,0 +1,95 @@
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class_name EventBus
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extends Node
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@onready var node_main = get_parent()
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@onready var node_mainmenu = find_child("MainMenu")
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@onready var node_game = find_child("Game")
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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_filenames:Array = [
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"res://maps/tampere_10x10km_1000px.png",
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"res://maps/tampere_10x10km_1024px.png",
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"res://maps/varkaus_256x256px_test.png",
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"res://maps/tampere_256px.png",
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"res://maps/tampere_10x10km_4096px.png"
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]
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var map_filename:String = map_filenames[3]
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var _world_generator:WorldGenerator
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func _ready():
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node_mainmenu.set_ready()
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func _unhandled_input(event) -> void:
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if event.is_action_pressed("open_main_menu"):
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# move mainmenu to current game camera position
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var mainmenu_pos = Globals.CAMERA_POSITION
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mainmenu_pos.x -= DisplayServer.window_get_size(0).x/2
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mainmenu_pos.y -= DisplayServer.window_get_size(0).y/2
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self.find_child("MainMenu").position = mainmenu_pos
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# show the menu
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toggle_main_menu_visibility()
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#await get_tree().create_timer(0.2).timeout
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self.find_child("Game").process_mode = PROCESS_MODE_DISABLED
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func _on_mainmenu_button_pressed(button:int):
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match button:
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Globals.MAINMENU_NEW_GAME:
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start_new_game()
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node_mainmenu.find_child("Menu_NewGame").disabled = true
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node_mainmenu.find_child("Menu_ResumeGame").disabled = false
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toggle_main_menu_visibility()
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Globals.MAINMENU_LOAD_GAME:
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pass
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Globals.MAINMENU_RESUME_GAME:
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# TODO save camera position before opening menu, restore camera position when closing menu
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node_game.process_mode = PROCESS_MODE_INHERIT
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toggle_main_menu_visibility()
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Globals.MAINMENU_OPTIONS:
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pass
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Globals.MAINMENU_CREDITS:
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pass
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Globals.MAINMENU_QUIT_GAME:
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node_mainmenu.quit_game()
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_:
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push_error("Error: Main: unknown signal at _on_mainmenu_button_pressed: ", button)
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func start_new_game():
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# create a new world with worldgenerator
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_world_generator = WorldGenerator.new()
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if !_world_generator.generate_world(map_filename):
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push_error("World generation failed :-(")
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node_main.quit_game()
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node_main.unpause_game()
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node_game.set_ready()
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self.set_camera_position(
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Vector2(Globals.map_size / 2.0 * Globals.TILE_SIZE_X,
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Globals.map_size / 2.0 * Globals.TILE_SIZE_Y)
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)
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func toggle_main_menu_visibility():
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node_game.toggle_visibility()
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if node_mainmenu.visible:
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node_mainmenu.hide()
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else:
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node_mainmenu.show()
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func set_camera_position(pos:Vector2):
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node_game.set_camera_position(pos)
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47
scripts/Game.gd
Normal file
47
scripts/Game.gd
Normal file
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@ -0,0 +1,47 @@
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class_name Game
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extends Node2D
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@onready var node_camera:CameraZoom2D
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@onready var node_chunkhandler:ChunkHandler
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@onready var node_minimap:Minimap
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@onready var node_mapbackground:MapBackground
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@onready var node_uilayer
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func _ready() -> void:
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node_camera = find_child("CameraZoom2D")
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node_chunkhandler = find_child("ChunkHandler")
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node_minimap = find_child("Minimap")
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node_mapbackground = find_child("MapBackground")
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node_uilayer = find_child("UILayer")
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# sets the minimap texture as map background to avoid jarring transitions
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func _on_minimap_set_map_background_texture(sprite, scaling:Vector2) -> void:
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self.set_map_background_texture(sprite, scaling)
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func set_ready() -> void:
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node_camera.set_ready()
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node_chunkhandler.set_ready()
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node_minimap.set_ready()
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func set_map_background_texture(sprite, scaling:Vector2) -> void:
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node_mapbackground.set_map_background_texture(sprite, scaling)
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func set_camera_position(pos:Vector2):
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node_camera.set_camera_position(pos)
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func toggle_visibility():
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if self.visible:
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self.hide()
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else:
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self.show()
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if node_uilayer.visible:
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node_uilayer.hide()
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else:
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node_uilayer.show()
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100
scripts/Main.gd
100
scripts/Main.gd
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@ -1,107 +1,33 @@
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# OK - "Cube Clicker 2000" where you click a spot and a cube appears there.
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# OK - Then add different shapes or colors of cubes.
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# OK - Then clamp their positions to be on a grid.
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# - Then make it so that when you add yellow cubes, yellow desire meter goes down and green meter goes up.
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# - Then click a bunch of grey cubes in a row and have them automatically flatten out into flat grey cubes (roads).
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# - Then click and drag to draw the lines of grey cubes.
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# - etc.
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# https://github.com/dfloer/SC2k-docs
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class_name Main
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extends Node2D
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signal worldgen_ready
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signal set_camera_position(pos:Vector2)
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var start_new_game_pressed:bool = false
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var bus:EventBus
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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_filenames:Array = [
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"res://maps/tampere_10x10km_1000px.png",
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"res://maps/tampere_10x10km_1024px.png",
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"res://maps/varkaus_256x256px_test.png",
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"res://maps/tampere_256px.png",
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"res://maps/tampere_10x10km_4096px.png"
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]
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var map_filename:String = map_filenames[3]
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var _world_generator:WorldGenerator
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func _init():
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func _init() -> void:
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# DisplayServer.window_set_size(
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# #Vector2i(Globals.DEFAULT_X_RES, Globals.DEFAULT_Y_RES)
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# Vector2i(3800,2000)
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# )
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Globals.CAMERA_POSITION = Vector2(16*256/2, 16*256/2)
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pass
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func start_new_game():
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# create a new world with worldgenerator
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_world_generator = WorldGenerator.new()
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if !_world_generator.generate_world(map_filename):
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push_error("World generation failed :-(")
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quit_game()
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# connections are made from GUI
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# tell other classes they can start working after loading is done
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emit_signal("worldgen_ready")
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self.find_child("MainMenu").hide()
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self.find_child("Game").show()
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self.find_child("UILayer").show()
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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(Globals.map_size / 2.0 * Globals.TILE_SIZE_X,
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Globals.map_size / 2.0 * Globals.TILE_SIZE_Y)
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)
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func _on_mainmenu_button_pressed(button:int):
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match button:
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Globals.MAINMENU_NEW_GAME:
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start_new_game()
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self.find_child("Menu_NewGame").disabled = true
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self.find_child("Menu_ResumeGame").disabled = false
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Globals.MAINMENU_LOAD_GAME:
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pass
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Globals.MAINMENU_RESUME_GAME:
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# TODO save camera position before opening menu, restore camera position when closing menu
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self.find_child("Game").process_mode = PROCESS_MODE_INHERIT
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toggle_main_menu_visibility()
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Globals.MAINMENU_QUIT_GAME:
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quit_game()
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_:
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push_error("Error: Main: unknown signal at _on_mainmenu_button_pressed: ", button)
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func _unhandled_input(event) -> void:
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if event.is_action_pressed("open_main_menu"):
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# move mainmenu to current game camera position
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var mainmenu_pos = Globals.CAMERA_POSITION
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mainmenu_pos.x -= DisplayServer.window_get_size(0).x/2
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mainmenu_pos.y -= DisplayServer.window_get_size(0).y/2
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self.find_child("MainMenu").position = mainmenu_pos
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# show the menu
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toggle_main_menu_visibility()
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#await get_tree().create_timer(0.2).timeout
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self.find_child("Game").process_mode = PROCESS_MODE_DISABLED
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func _ready() -> void:
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pause_game()
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bus = find_child("EventBus")
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bus.set_camera_position(Vector2(16*256/2, 16*256/2))
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func toggle_main_menu_visibility():
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var items = [find_child("Game"), find_child("UILayer"), find_child("MainMenu")]
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func pause_game() -> void:
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get_tree().paused = true
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func unpause_game() -> void:
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get_tree().paused = false
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for item in items:
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if !item:
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push_error("Error: While toggling main menu visibility. Missing UI element " + item)
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if item.visible:
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item.hide()
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continue
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item.show()
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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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@ -1,12 +1,13 @@
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extends GridContainer
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class_name MainMenu
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extends Control
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signal button_pressed(button_name)
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# Connect main menu to Main game
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func _ready():
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self.connect("button_pressed", self.find_parent("Main")._on_mainmenu_button_pressed, CONNECT_PERSIST)
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self.find_child("Menu_ResumeGame").disabled = true
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func set_ready():
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self.connect("button_pressed", self.get_parent()._on_mainmenu_button_pressed, CONNECT_PERSIST)
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self.find_child("Menu_ResumeGame").disabled = true
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func _on_menu_new_game_pressed():
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emit_signal("button_pressed", Globals.MAINMENU_NEW_GAME)
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@ -1,7 +1,8 @@
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class_name MapBackground
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extends Sprite2D
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# sets the minimap texture as map background to avoid jarring transitions
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func _on_minimap_set_map_background_texture(sprite) -> void:
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func set_map_background_texture(sprite, scaling:Vector2) -> void:
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self.texture = sprite
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self.scale = Vector2(16, 16)
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self.scale = scaling
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@ -2,13 +2,14 @@ class_name Minimap
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extends Control
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signal set_camera_position(pos:Vector2)
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signal set_map_background_texture(texture)
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signal set_map_background_texture(texture, scaling)
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@onready var minimap_texture:ImageTexture = null
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@onready var sprite:Sprite2D
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@onready var is_mouse_inside_minimap:bool = false
|
||||
@onready var position_multiplier:float
|
||||
@onready var area_size:Vector2
|
||||
@onready var node_camera_marker:CameraMarker
|
||||
var observe_mouse_inside_minimap:bool = false
|
||||
|
||||
|
||||
|
@ -22,27 +23,14 @@ func _draw():
|
|||
pass
|
||||
|
||||
|
||||
func _process(_delta):
|
||||
if !is_mouse_inside_minimap and observe_mouse_inside_minimap:
|
||||
Globals.camera_marker.position = Vector2(
|
||||
Globals.CAMERA_POSITION.x / position_multiplier,
|
||||
Globals.CAMERA_POSITION.y / position_multiplier,
|
||||
)
|
||||
#func _process(_delta):
|
||||
# if !is_mouse_inside_minimap and observe_mouse_inside_minimap:
|
||||
# node_camera_marker.set_position(Vector2(
|
||||
# Globals.CAMERA_POSITION.x / position_multiplier,
|
||||
# Globals.CAMERA_POSITION.y / position_multiplier,
|
||||
# ))
|
||||
|
||||
|
||||
func _on_main_worldgen_ready():
|
||||
# Assuming the area has a child CollisionShape2D with a RectangleShape resource
|
||||
self.set_process(true)
|
||||
observe_mouse_inside_minimap = true
|
||||
area_size = self.get_rect().size
|
||||
|
||||
position_multiplier = Globals.map_size / 32
|
||||
|
||||
self.generate_minimap()
|
||||
self.set_minimap()
|
||||
self.setup_camera_marker()
|
||||
|
||||
|
||||
func _on_mouse_entered():
|
||||
is_mouse_inside_minimap = true
|
||||
|
||||
|
@ -53,10 +41,10 @@ func _on_mouse_exited():
|
|||
func _unhandled_input(event) -> void:
|
||||
if is_mouse_inside_minimap:
|
||||
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
|
||||
Globals.camera_marker.position = get_local_mouse_position()
|
||||
node_camera_marker.set_camera_marker_position(get_local_mouse_position())
|
||||
emit_signal(
|
||||
"set_camera_position",
|
||||
get_local_mouse_position() * position_multiplier # 8 on 256 size map. need a forumla to calculate this
|
||||
get_local_mouse_position() * position_multiplier
|
||||
)
|
||||
|
||||
|
||||
|
@ -83,6 +71,10 @@ func generate_minimap() -> void:
|
|||
|
||||
minimap_texture = ImageTexture.create_from_image(image)
|
||||
|
||||
|
||||
func set_camera_marker() -> void:
|
||||
node_camera_marker = self.find_child("CameraMarker")
|
||||
|
||||
|
||||
func set_minimap() -> void:
|
||||
self.sprite = self.find_child("MinimapSprite")
|
||||
|
@ -97,12 +89,23 @@ func set_minimap() -> void:
|
|||
|
||||
sprite.scale = Vector2(sx, sy)
|
||||
|
||||
emit_signal("set_map_background_texture", sprite.texture)
|
||||
emit_signal("set_map_background_texture", sprite.texture, Vector2(16, 16))
|
||||
|
||||
|
||||
func set_ready() -> void:
|
||||
# Assuming the area has a child CollisionShape2D with a RectangleShape resource
|
||||
self.set_process(true)
|
||||
observe_mouse_inside_minimap = true
|
||||
area_size = self.get_rect().size
|
||||
|
||||
position_multiplier = Globals.map_size / 32
|
||||
|
||||
self.generate_minimap()
|
||||
self.set_minimap()
|
||||
self.set_camera_marker()
|
||||
|
||||
func setup_camera_marker() -> void:
|
||||
Globals.camera_marker = self.find_child("CameraMarker")
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue