refactor node structure

This commit is contained in:
Antti Hakkarainen 2023-02-17 13:09:59 +02:00
parent 8189a16fee
commit f35d27b518
11 changed files with 311 additions and 233 deletions

View file

@ -1,9 +1,11 @@
[gd_scene load_steps=10 format=3 uid="uid://b1bahdquscsym"] [gd_scene load_steps=12 format=3 uid="uid://b1bahdquscsym"]
[ext_resource type="Script" path="res://scripts/Main.gd" id="1_ysxum"] [ext_resource type="Script" path="res://scripts/Main.gd" id="1_ysxum"]
[ext_resource type="Script" path="res://scripts/EventBus.gd" id="2_0j1ud"]
[ext_resource type="Script" path="res://scripts/ChunkHandler.gd" id="2_6cequ"] [ext_resource type="Script" path="res://scripts/ChunkHandler.gd" id="2_6cequ"]
[ext_resource type="PackedScene" uid="uid://bflqpejouge8r" path="res://scenes/MainMenu.tscn" id="2_wfpe2"] [ext_resource type="PackedScene" uid="uid://dq7jmiqon170p" path="res://scenes/MainMenu.tscn" id="2_wfpe2"]
[ext_resource type="Script" path="res://scripts/Control.gd" id="3_1t1c8"] [ext_resource type="Script" path="res://scripts/Control.gd" id="3_1t1c8"]
[ext_resource type="Script" path="res://scripts/Game.gd" id="4_4tr6y"]
[ext_resource type="PackedScene" uid="uid://2we3txfr812u" path="res://scenes/Camera_zoom_2d.tscn" id="4_rx82t"] [ext_resource type="PackedScene" uid="uid://2we3txfr812u" path="res://scenes/Camera_zoom_2d.tscn" id="4_rx82t"]
[ext_resource type="Script" path="res://scripts/EntityPlacer.gd" id="5_8jju5"] [ext_resource type="Script" path="res://scripts/EntityPlacer.gd" id="5_8jju5"]
[ext_resource type="Script" path="res://scripts/Minimap.gd" id="5_rg28x"] [ext_resource type="Script" path="res://scripts/Minimap.gd" id="5_rg28x"]
@ -13,16 +15,21 @@
[node name="Main" type="Node2D"] [node name="Main" type="Node2D"]
script = ExtResource("1_ysxum") script = ExtResource("1_ysxum")
[node name="MainMenu" parent="." instance=ExtResource("2_wfpe2")] [node name="EventBus" type="Node" parent="."]
script = ExtResource("2_0j1ud")
[node name="Game" type="Node2D" parent="."] [node name="MainMenu" parent="EventBus" instance=ExtResource("2_wfpe2")]
process_mode = 2
[node name="Game" type="Node2D" parent="EventBus"]
process_mode = 1 process_mode = 1
visible = false visible = false
script = ExtResource("4_4tr6y")
[node name="ChunkHandler" type="Node2D" parent="Game"] [node name="ChunkHandler" type="Node2D" parent="EventBus/Game"]
script = ExtResource("2_6cequ") script = ExtResource("2_6cequ")
[node name="CameraZoom2D" parent="Game" instance=ExtResource("4_rx82t")] [node name="CameraZoom2D" parent="EventBus/Game" instance=ExtResource("4_rx82t")]
position = Vector2(1272, 720) position = Vector2(1272, 720)
ignore_rotation = false ignore_rotation = false
limit_left = 0 limit_left = 0
@ -33,23 +40,22 @@ limit_smoothed = true
rotation_smoothing_enabled = true rotation_smoothing_enabled = true
editor_draw_limits = true editor_draw_limits = true
[node name="MapBackground" type="Sprite2D" parent="Game"] [node name="MapBackground" type="Sprite2D" parent="EventBus/Game"]
z_index = -1 z_index = -1
centered = false centered = false
script = ExtResource("8_ron2j") script = ExtResource("8_ron2j")
[node name="UILayer" type="CanvasLayer" parent="Game"] [node name="UILayer" type="CanvasLayer" parent="EventBus/Game"]
process_mode = 1
visible = false visible = false
[node name="EntityPlacer" type="Control" parent="Game/UILayer"] [node name="EntityPlacer" type="Control" parent="EventBus/Game/UILayer"]
layout_mode = 3 layout_mode = 3
anchors_preset = 0 anchors_preset = 0
offset_right = 40.0 offset_right = 40.0
offset_bottom = 40.0 offset_bottom = 40.0
script = ExtResource("5_8jju5") script = ExtResource("5_8jju5")
[node name="Control" type="Control" parent="Game/UILayer"] [node name="Control" type="Control" parent="EventBus/Game/UILayer"]
layout_mode = 3 layout_mode = 3
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
@ -60,7 +66,7 @@ mouse_filter = 1
script = ExtResource("3_1t1c8") script = ExtResource("3_1t1c8")
metadata/_edit_use_anchors_ = true metadata/_edit_use_anchors_ = true
[node name="ConstructionPanel" type="Panel" parent="Game/UILayer/Control"] [node name="ConstructionPanel" type="Panel" parent="EventBus/Game/UILayer/Control"]
custom_minimum_size = Vector2(500, 100) custom_minimum_size = Vector2(500, 100)
layout_mode = 1 layout_mode = 1
anchors_preset = 5 anchors_preset = 5
@ -71,42 +77,42 @@ offset_right = 250.0
offset_bottom = 100.0 offset_bottom = 100.0
grow_horizontal = 2 grow_horizontal = 2
[node name="button_residental" type="Button" parent="Game/UILayer/Control/ConstructionPanel"] [node name="button_residental" type="Button" parent="EventBus/Game/UILayer/Control/ConstructionPanel"]
layout_mode = 0 layout_mode = 0
offset_right = 8.0 offset_right = 8.0
offset_bottom = 8.0 offset_bottom = 8.0
[node name="button_commercial" type="Button" parent="Game/UILayer/Control/ConstructionPanel"] [node name="button_commercial" type="Button" parent="EventBus/Game/UILayer/Control/ConstructionPanel"]
layout_mode = 0 layout_mode = 0
offset_right = 8.0 offset_right = 8.0
offset_bottom = 8.0 offset_bottom = 8.0
[node name="button_industrial" type="Button" parent="Game/UILayer/Control/ConstructionPanel"] [node name="button_industrial" type="Button" parent="EventBus/Game/UILayer/Control/ConstructionPanel"]
layout_mode = 0 layout_mode = 0
offset_right = 8.0 offset_right = 8.0
offset_bottom = 8.0 offset_bottom = 8.0
[node name="button_roads" type="Button" parent="Game/UILayer/Control/ConstructionPanel"] [node name="button_roads" type="Button" parent="EventBus/Game/UILayer/Control/ConstructionPanel"]
layout_mode = 0 layout_mode = 0
offset_right = 8.0 offset_right = 8.0
offset_bottom = 8.0 offset_bottom = 8.0
[node name="button_demolish" type="Button" parent="Game/UILayer/Control/ConstructionPanel"] [node name="button_demolish" type="Button" parent="EventBus/Game/UILayer/Control/ConstructionPanel"]
layout_mode = 0 layout_mode = 0
offset_right = 8.0 offset_right = 8.0
offset_bottom = 8.0 offset_bottom = 8.0
[node name="button_services" type="Button" parent="Game/UILayer/Control/ConstructionPanel"] [node name="button_services" type="Button" parent="EventBus/Game/UILayer/Control/ConstructionPanel"]
layout_mode = 0 layout_mode = 0
offset_right = 8.0 offset_right = 8.0
offset_bottom = 8.0 offset_bottom = 8.0
[node name="button_social" type="Button" parent="Game/UILayer/Control/ConstructionPanel"] [node name="button_social" type="Button" parent="EventBus/Game/UILayer/Control/ConstructionPanel"]
layout_mode = 0 layout_mode = 0
offset_right = 8.0 offset_right = 8.0
offset_bottom = 8.0 offset_bottom = 8.0
[node name="DebugContainer" type="GridContainer" parent="Game/UILayer/Control"] [node name="DebugContainer" type="GridContainer" parent="EventBus/Game/UILayer/Control"]
layout_mode = 1 layout_mode = 1
anchors_preset = 1 anchors_preset = 1
anchor_left = 1.0 anchor_left = 1.0
@ -116,10 +122,10 @@ offset_top = 24.0
offset_bottom = 424.0 offset_bottom = 424.0
grow_horizontal = 0 grow_horizontal = 0
[node name="DebugInfo" type="Label" parent="Game/UILayer/Control/DebugContainer"] [node name="DebugInfo" type="Label" parent="EventBus/Game/UILayer/Control/DebugContainer"]
layout_mode = 2 layout_mode = 2
[node name="Minimap" type="Panel" parent="Game/UILayer/Control"] [node name="Minimap" type="Panel" parent="EventBus/Game/UILayer/Control"]
clip_contents = true clip_contents = true
custom_minimum_size = Vector2(512, 512) custom_minimum_size = Vector2(512, 512)
layout_mode = 1 layout_mode = 1
@ -135,33 +141,27 @@ grow_vertical = 0
mouse_filter = 1 mouse_filter = 1
script = ExtResource("5_rg28x") script = ExtResource("5_rg28x")
[node name="CameraMarker" type="Sprite2D" parent="Game/UILayer/Control/Minimap"] [node name="CameraMarker" type="Sprite2D" parent="EventBus/Game/UILayer/Control/Minimap"]
z_index = 1 z_index = 1
position = Vector2(-32, 0) position = Vector2(-32, 0)
centered = false centered = false
script = ExtResource("7_6krn1") script = ExtResource("7_6krn1")
[node name="MinimapSprite" type="Sprite2D" parent="Game/UILayer/Control/Minimap"] [node name="MinimapSprite" type="Sprite2D" parent="EventBus/Game/UILayer/Control/Minimap"]
texture_repeat = 1 texture_repeat = 1
centered = false centered = false
[connection signal="set_camera_position" from="." to="Game/CameraZoom2D" method="_on_set_camera_position"] [connection signal="chunk_stats" from="EventBus/Game/ChunkHandler" to="EventBus/Game/UILayer/Control" method="_on_chunk_handler_chunk_stats"]
[connection signal="worldgen_ready" from="." to="Game/ChunkHandler" method="_on_main_worldgen_ready"] [connection signal="camera_rotation_changed" from="EventBus/Game/CameraZoom2D" to="EventBus/Game/UILayer/Control/Minimap/CameraMarker" method="_on_camera_zoom_2d_camera_rotation_changed"]
[connection signal="worldgen_ready" from="." to="Game/CameraZoom2D" method="_on_main_worldgen_ready"] [connection signal="camera_zoom_changed" from="EventBus/Game/CameraZoom2D" to="EventBus/Game/UILayer/Control/Minimap/CameraMarker" method="_on_camera_zoom_2d_camera_zoom_changed"]
[connection signal="worldgen_ready" from="." to="Game/UILayer/Control" method="_on_main_worldgen_ready"] [connection signal="pressed" from="EventBus/Game/UILayer/Control/ConstructionPanel/button_residental" to="EventBus/Game/UILayer/Control" method="_on_button_residental_pressed"]
[connection signal="worldgen_ready" from="." to="Game/UILayer/Control/Minimap" method="_on_main_worldgen_ready"] [connection signal="pressed" from="EventBus/Game/UILayer/Control/ConstructionPanel/button_commercial" to="EventBus/Game/UILayer/Control" method="_on_button_commercial_pressed"]
[connection signal="worldgen_ready" from="." to="Game/UILayer/Control/Minimap/CameraMarker" method="_on_main_worldgen_ready"] [connection signal="pressed" from="EventBus/Game/UILayer/Control/ConstructionPanel/button_industrial" to="EventBus/Game/UILayer/Control" method="_on_button_industrial_pressed"]
[connection signal="chunk_stats" from="Game/ChunkHandler" to="Game/UILayer/Control" method="_on_chunk_handler_chunk_stats"] [connection signal="pressed" from="EventBus/Game/UILayer/Control/ConstructionPanel/button_roads" to="EventBus/Game/UILayer/Control" method="_on_button_roads_pressed"]
[connection signal="camera_rotation_changed" from="Game/CameraZoom2D" to="Game/UILayer/Control/Minimap/CameraMarker" method="_on_camera_zoom_2d_camera_rotation_changed"] [connection signal="pressed" from="EventBus/Game/UILayer/Control/ConstructionPanel/button_demolish" to="EventBus/Game/UILayer/Control" method="_on_button_demolish_pressed"]
[connection signal="camera_zoom_changed" from="Game/CameraZoom2D" to="Game/UILayer/Control/Minimap/CameraMarker" method="_on_camera_zoom_2d_camera_zoom_changed"] [connection signal="pressed" from="EventBus/Game/UILayer/Control/ConstructionPanel/button_services" to="EventBus/Game/UILayer/Control" method="_on_button_services_pressed"]
[connection signal="pressed" from="Game/UILayer/Control/ConstructionPanel/button_residental" to="Game/UILayer/Control" method="_on_button_residental_pressed"] [connection signal="pressed" from="EventBus/Game/UILayer/Control/ConstructionPanel/button_social" to="EventBus/Game/UILayer/Control" method="_on_button_social_pressed"]
[connection signal="pressed" from="Game/UILayer/Control/ConstructionPanel/button_commercial" to="Game/UILayer/Control" method="_on_button_commercial_pressed"] [connection signal="mouse_entered" from="EventBus/Game/UILayer/Control/Minimap" to="EventBus/Game/UILayer/Control/Minimap" method="_on_mouse_entered"]
[connection signal="pressed" from="Game/UILayer/Control/ConstructionPanel/button_industrial" to="Game/UILayer/Control" method="_on_button_industrial_pressed"] [connection signal="mouse_exited" from="EventBus/Game/UILayer/Control/Minimap" to="EventBus/Game/UILayer/Control/Minimap" method="_on_mouse_exited"]
[connection signal="pressed" from="Game/UILayer/Control/ConstructionPanel/button_roads" to="Game/UILayer/Control" method="_on_button_roads_pressed"] [connection signal="set_camera_position" from="EventBus/Game/UILayer/Control/Minimap" to="EventBus" method="set_camera_position"]
[connection signal="pressed" from="Game/UILayer/Control/ConstructionPanel/button_demolish" to="Game/UILayer/Control" method="_on_button_demolish_pressed"] [connection signal="set_map_background_texture" from="EventBus/Game/UILayer/Control/Minimap" to="EventBus/Game" method="_on_minimap_set_map_background_texture"]
[connection signal="pressed" from="Game/UILayer/Control/ConstructionPanel/button_services" to="Game/UILayer/Control" method="_on_button_services_pressed"]
[connection signal="pressed" from="Game/UILayer/Control/ConstructionPanel/button_social" to="Game/UILayer/Control" method="_on_button_social_pressed"]
[connection signal="mouse_entered" from="Game/UILayer/Control/Minimap" to="Game/UILayer/Control/Minimap" method="_on_mouse_entered"]
[connection signal="mouse_exited" from="Game/UILayer/Control/Minimap" to="Game/UILayer/Control/Minimap" method="_on_mouse_exited"]
[connection signal="set_camera_position" from="Game/UILayer/Control/Minimap" to="Game/CameraZoom2D" method="_on_set_camera_position"]
[connection signal="set_map_background_texture" from="Game/UILayer/Control/Minimap" to="Game/MapBackground" method="_on_minimap_set_map_background_texture"]

View file

@ -1,7 +1,7 @@
[gd_scene load_steps=5 format=3 uid="uid://bflqpejouge8r"] [gd_scene load_steps=5 format=3 uid="uid://dq7jmiqon170p"]
[ext_resource type="Script" path="res://scripts/MainMenuBar.gd" id="1_50qd7"]
[ext_resource type="Theme" uid="uid://clswkwdkqsx87" path="res://themes/mainmenu_button_theme.tres" id="1_jy0t0"] [ext_resource type="Theme" uid="uid://clswkwdkqsx87" path="res://themes/mainmenu_button_theme.tres" id="1_jy0t0"]
[ext_resource type="Script" path="res://scripts/MainMenu.gd" id="1_rpwyu"]
[ext_resource type="Texture2D" uid="uid://ccbum282wlrrj" path="res://art/backgrounds/mainmenu_background.png" id="2_7rmv5"] [ext_resource type="Texture2D" uid="uid://ccbum282wlrrj" path="res://art/backgrounds/mainmenu_background.png" id="2_7rmv5"]
[ext_resource type="Texture2D" uid="uid://jsnvlmenolg8" path="res://art/logos/mainmenu_logo.png" id="3_etjlt"] [ext_resource type="Texture2D" uid="uid://jsnvlmenolg8" path="res://art/logos/mainmenu_logo.png" id="3_etjlt"]
@ -12,6 +12,7 @@ anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
script = ExtResource("1_rpwyu")
[node name="MainMenuBar" type="GridContainer" parent="."] [node name="MainMenuBar" type="GridContainer" parent="."]
layout_mode = 0 layout_mode = 0
@ -22,7 +23,6 @@ offset_bottom = 1155.0
size_flags_horizontal = 4 size_flags_horizontal = 4
size_flags_vertical = 4 size_flags_vertical = 4
theme_override_constants/v_separation = 32 theme_override_constants/v_separation = 32
script = ExtResource("1_50qd7")
metadata/_edit_use_anchors_ = true metadata/_edit_use_anchors_ = true
[node name="Menu_NewGame" type="Button" parent="MainMenuBar"] [node name="Menu_NewGame" type="Button" parent="MainMenuBar"]
@ -74,9 +74,9 @@ rotation = -1.5708
scale = Vector2(0.547831, 0.547831) scale = Vector2(0.547831, 0.547831)
texture = ExtResource("3_etjlt") texture = ExtResource("3_etjlt")
[connection signal="pressed" from="MainMenuBar/Menu_NewGame" to="MainMenuBar" method="_on_menu_new_game_pressed"] [connection signal="pressed" from="MainMenuBar/Menu_NewGame" to="." method="_on_menu_new_game_pressed"]
[connection signal="pressed" from="MainMenuBar/Menu_LoadGame" to="MainMenuBar" method="_on_menu_load_game_pressed"] [connection signal="pressed" from="MainMenuBar/Menu_LoadGame" to="." method="_on_menu_load_game_pressed"]
[connection signal="pressed" from="MainMenuBar/Menu_ResumeGame" to="MainMenuBar" method="_on_menu_resume_game_pressed"] [connection signal="pressed" from="MainMenuBar/Menu_ResumeGame" to="." method="_on_menu_resume_game_pressed"]
[connection signal="pressed" from="MainMenuBar/Menu_Options" to="MainMenuBar" method="_on_menu_options_pressed"] [connection signal="pressed" from="MainMenuBar/Menu_Options" to="." method="_on_menu_options_pressed"]
[connection signal="pressed" from="MainMenuBar/Menu_Credits" to="MainMenuBar" method="_on_menu_credits_pressed"] [connection signal="pressed" from="MainMenuBar/Menu_Credits" to="." method="_on_menu_credits_pressed"]
[connection signal="pressed" from="MainMenuBar/Menu_ExitGame" to="MainMenuBar" method="_on_menu_exit_game_pressed"] [connection signal="pressed" from="MainMenuBar/Menu_ExitGame" to="." method="_on_menu_exit_game_pressed"]

View file

@ -1,3 +1,4 @@
class_name CameraMarker
extends Sprite2D extends Sprite2D
var size_multiplier:float var size_multiplier:float
@ -26,3 +27,7 @@ func _on_camera_zoom_2d_camera_zoom_changed(new_zoom_factor):
func _on_main_worldgen_ready() -> void: func _on_main_worldgen_ready() -> void:
size_multiplier = Globals.map_size / 32 size_multiplier = Globals.map_size / 32
w_s = DisplayServer.window_get_size(0) / size_multiplier w_s = DisplayServer.window_get_size(0) / size_multiplier
func set_camera_marker_position(pos:Vector2) -> void:
self.position = pos

View file

@ -15,18 +15,6 @@ var x_min_limit:int = self.game_res.x/2 - chunk_in_px.x
#@onready var captured_image = $CapturedImage #@onready var captured_image = $CapturedImage
func _on_main_worldgen_ready() -> void:
# set camera bounds to map size, with chunk_in_px room to go over
self.set_limit(SIDE_LEFT, -chunk_in_px.x)
self.set_limit(SIDE_RIGHT, Globals.map_size*Globals.TILE_SIZE_X + chunk_in_px.x)
self.set_limit(SIDE_TOP, -chunk_in_px.y)
self.set_limit(SIDE_BOTTOM, Globals.map_size*Globals.TILE_SIZE_Y + chunk_in_px.y)
func _on_set_camera_position(pos: Vector2) -> void:
self.position = pos
func _process(_delta) -> void: func _process(_delta) -> void:
Globals.CAMERA_POSITION = self.position Globals.CAMERA_POSITION = self.position
@ -142,5 +130,17 @@ func take_screenshot() -> void:
var captured_image:Image = get_viewport().get_texture().get_image() var captured_image:Image = get_viewport().get_texture().get_image()
captured_image.save_png(path) captured_image.save_png(path)
func set_ready() -> void:
# set camera bounds to map size, with chunk_in_px room to go over
self.set_limit(SIDE_LEFT, -chunk_in_px.x)
self.set_limit(SIDE_RIGHT, Globals.map_size*Globals.TILE_SIZE_X + chunk_in_px.x)
self.set_limit(SIDE_TOP, -chunk_in_px.y)
self.set_limit(SIDE_BOTTOM, Globals.map_size*Globals.TILE_SIZE_Y + chunk_in_px.y)
func set_camera_position(pos: Vector2) -> void:
self.position = pos

View file

@ -37,56 +37,6 @@ func _exit_tree():
func _init() -> void: func _init() -> void:
self.name = "ChunkHandler" self.name = "ChunkHandler"
func _on_main_worldgen_ready():
if !thread.is_started():
thread.start(start_chunkgen, Thread.PRIORITY_NORMAL)
clean_up_chunks()
func _ready():
mutex = Mutex.new()
semaphore = Semaphore.new()
exit_thread = false
if !thread:
thread = Thread.new()
process_delay_chunks()
process_delay_stats()
func process_delay_chunks() -> void:
while true:
update_chunks()
await get_tree().create_timer(0.05).timeout
func process_delay_stats() -> void:
# emit stats about chunk amounts every 0,5s
while true:
emit_signal("chunk_stats", self.chunks.size(), self.chunks_to_remove.size())
await get_tree().create_timer(0.5).timeout
func start_chunkgen():
while true:
semaphore.wait()
mutex.lock()
var should_exit = exit_thread # Protect with Mutex.
mutex.unlock()
if should_exit:
break
# work on emptying the generation queue
if not chunk_queue.is_empty():
mutex.lock()
var vars = chunk_queue.pop_front()
mutex.unlock()
load_chunk(vars[0].y, vars[0].x, vars[1])
func clean_up_chunks(): func clean_up_chunks():
while true: while true:
@ -98,6 +48,7 @@ func clean_up_chunks():
await get_tree().create_timer(0.02).timeout await get_tree().create_timer(0.02).timeout
func correction_factor(d) -> float: func correction_factor(d) -> float:
if Globals.CAMERA_ZOOM_LEVEL < 0.6: if Globals.CAMERA_ZOOM_LEVEL < 0.6:
return d * 2.0 return d * 2.0
@ -122,6 +73,55 @@ func load_chunk(y:int, x:int, key):
chunks[key] = chunk chunks[key] = chunk
mutex.unlock() mutex.unlock()
func process_delay_chunks() -> void:
while true:
update_chunks()
await get_tree().create_timer(0.05).timeout
func process_delay_stats() -> void:
# emit stats about chunk amounts every 0,5s
while true:
emit_signal("chunk_stats", self.chunks.size(), self.chunks_to_remove.size())
await get_tree().create_timer(0.5).timeout
func set_ready():
mutex = Mutex.new()
semaphore = Semaphore.new()
exit_thread = false
if !thread:
thread = Thread.new()
if !thread.is_started():
thread.start(start_chunkgen, Thread.PRIORITY_NORMAL)
clean_up_chunks()
process_delay_chunks()
process_delay_stats()
func start_chunkgen():
while true:
semaphore.wait()
mutex.lock()
var should_exit = exit_thread # Protect with Mutex.
mutex.unlock()
if should_exit:
break
# work on emptying the generation queue
if not chunk_queue.is_empty():
mutex.lock()
var vars = chunk_queue.pop_front()
mutex.unlock()
load_chunk(vars[0].y, vars[0].x, vars[1])
func update_chunks(): func update_chunks():
var p_x:float = int(Globals.CAMERA_POSITION.x- Globals.CHUNK_SIZE.x) / Globals.TILE_SIZE_X / Globals.CHUNK_SIZE.x var p_x:float = int(Globals.CAMERA_POSITION.x- Globals.CHUNK_SIZE.x) / Globals.TILE_SIZE_X / Globals.CHUNK_SIZE.x

95
scripts/EventBus.gd Normal file
View file

@ -0,0 +1,95 @@
class_name EventBus
extends Node
@onready var node_main = get_parent()
@onready var node_mainmenu = find_child("MainMenu")
@onready var node_game = find_child("Game")
# The idea is for the user to be able to choose the map from GUI later
var map_filenames:Array = [
"res://maps/tampere_10x10km_1000px.png",
"res://maps/tampere_10x10km_1024px.png",
"res://maps/varkaus_256x256px_test.png",
"res://maps/tampere_256px.png",
"res://maps/tampere_10x10km_4096px.png"
]
var map_filename:String = map_filenames[3]
var _world_generator:WorldGenerator
func _ready():
node_mainmenu.set_ready()
func _unhandled_input(event) -> void:
if event.is_action_pressed("open_main_menu"):
# move mainmenu to current game camera position
var mainmenu_pos = Globals.CAMERA_POSITION
mainmenu_pos.x -= DisplayServer.window_get_size(0).x/2
mainmenu_pos.y -= DisplayServer.window_get_size(0).y/2
self.find_child("MainMenu").position = mainmenu_pos
# show the menu
toggle_main_menu_visibility()
#await get_tree().create_timer(0.2).timeout
self.find_child("Game").process_mode = PROCESS_MODE_DISABLED
func _on_mainmenu_button_pressed(button:int):
match button:
Globals.MAINMENU_NEW_GAME:
start_new_game()
node_mainmenu.find_child("Menu_NewGame").disabled = true
node_mainmenu.find_child("Menu_ResumeGame").disabled = false
toggle_main_menu_visibility()
Globals.MAINMENU_LOAD_GAME:
pass
Globals.MAINMENU_RESUME_GAME:
# TODO save camera position before opening menu, restore camera position when closing menu
node_game.process_mode = PROCESS_MODE_INHERIT
toggle_main_menu_visibility()
Globals.MAINMENU_OPTIONS:
pass
Globals.MAINMENU_CREDITS:
pass
Globals.MAINMENU_QUIT_GAME:
node_mainmenu.quit_game()
_:
push_error("Error: Main: unknown signal at _on_mainmenu_button_pressed: ", button)
func start_new_game():
# create a new world with worldgenerator
_world_generator = WorldGenerator.new()
if !_world_generator.generate_world(map_filename):
push_error("World generation failed :-(")
node_main.quit_game()
node_main.unpause_game()
node_game.set_ready()
self.set_camera_position(
Vector2(Globals.map_size / 2.0 * Globals.TILE_SIZE_X,
Globals.map_size / 2.0 * Globals.TILE_SIZE_Y)
)
func toggle_main_menu_visibility():
node_game.toggle_visibility()
if node_mainmenu.visible:
node_mainmenu.hide()
else:
node_mainmenu.show()
func set_camera_position(pos:Vector2):
node_game.set_camera_position(pos)

47
scripts/Game.gd Normal file
View file

@ -0,0 +1,47 @@
class_name Game
extends Node2D
@onready var node_camera:CameraZoom2D
@onready var node_chunkhandler:ChunkHandler
@onready var node_minimap:Minimap
@onready var node_mapbackground:MapBackground
@onready var node_uilayer
func _ready() -> void:
node_camera = find_child("CameraZoom2D")
node_chunkhandler = find_child("ChunkHandler")
node_minimap = find_child("Minimap")
node_mapbackground = find_child("MapBackground")
node_uilayer = find_child("UILayer")
# sets the minimap texture as map background to avoid jarring transitions
func _on_minimap_set_map_background_texture(sprite, scaling:Vector2) -> void:
self.set_map_background_texture(sprite, scaling)
func set_ready() -> void:
node_camera.set_ready()
node_chunkhandler.set_ready()
node_minimap.set_ready()
func set_map_background_texture(sprite, scaling:Vector2) -> void:
node_mapbackground.set_map_background_texture(sprite, scaling)
func set_camera_position(pos:Vector2):
node_camera.set_camera_position(pos)
func toggle_visibility():
if self.visible:
self.hide()
else:
self.show()
if node_uilayer.visible:
node_uilayer.hide()
else:
node_uilayer.show()

View file

@ -1,107 +1,33 @@
# OK - "Cube Clicker 2000" where you click a spot and a cube appears there.
# OK - Then add different shapes or colors of cubes.
# OK - Then clamp their positions to be on a grid.
# - Then make it so that when you add yellow cubes, yellow desire meter goes down and green meter goes up.
# - Then click a bunch of grey cubes in a row and have them automatically flatten out into flat grey cubes (roads).
# - Then click and drag to draw the lines of grey cubes.
# - etc.
# https://github.com/dfloer/SC2k-docs # https://github.com/dfloer/SC2k-docs
class_name Main class_name Main
extends Node2D extends Node2D
signal worldgen_ready
signal set_camera_position(pos:Vector2)
var start_new_game_pressed:bool = false var bus:EventBus
# The idea is for the user to be able to choose the map from GUI later
var map_filenames:Array = [
"res://maps/tampere_10x10km_1000px.png",
"res://maps/tampere_10x10km_1024px.png",
"res://maps/varkaus_256x256px_test.png",
"res://maps/tampere_256px.png",
"res://maps/tampere_10x10km_4096px.png"
]
var map_filename:String = map_filenames[3]
var _world_generator:WorldGenerator func _init() -> void:
func _init():
# DisplayServer.window_set_size( # DisplayServer.window_set_size(
# #Vector2i(Globals.DEFAULT_X_RES, Globals.DEFAULT_Y_RES) # #Vector2i(Globals.DEFAULT_X_RES, Globals.DEFAULT_Y_RES)
# Vector2i(3800,2000) # Vector2i(3800,2000)
# ) # )
Globals.CAMERA_POSITION = Vector2(16*256/2, 16*256/2) pass
func start_new_game():
# create a new world with worldgenerator
_world_generator = WorldGenerator.new()
if !_world_generator.generate_world(map_filename):
push_error("World generation failed :-(")
quit_game()
# connections are made from GUI
# tell other classes they can start working after loading is done
emit_signal("worldgen_ready")
self.find_child("MainMenu").hide()
self.find_child("Game").show()
self.find_child("UILayer").show()
# center camera to world map
emit_signal(
"set_camera_position",
Vector2(Globals.map_size / 2.0 * Globals.TILE_SIZE_X,
Globals.map_size / 2.0 * Globals.TILE_SIZE_Y)
)
func _on_mainmenu_button_pressed(button:int):
match button:
Globals.MAINMENU_NEW_GAME:
start_new_game()
self.find_child("Menu_NewGame").disabled = true
self.find_child("Menu_ResumeGame").disabled = false
Globals.MAINMENU_LOAD_GAME:
pass
Globals.MAINMENU_RESUME_GAME:
# TODO save camera position before opening menu, restore camera position when closing menu
self.find_child("Game").process_mode = PROCESS_MODE_INHERIT
toggle_main_menu_visibility()
Globals.MAINMENU_QUIT_GAME:
quit_game()
_:
push_error("Error: Main: unknown signal at _on_mainmenu_button_pressed: ", button)
func _unhandled_input(event) -> void:
if event.is_action_pressed("open_main_menu"):
# move mainmenu to current game camera position
var mainmenu_pos = Globals.CAMERA_POSITION
mainmenu_pos.x -= DisplayServer.window_get_size(0).x/2
mainmenu_pos.y -= DisplayServer.window_get_size(0).y/2
self.find_child("MainMenu").position = mainmenu_pos
# show the menu func _ready() -> void:
toggle_main_menu_visibility() pause_game()
#await get_tree().create_timer(0.2).timeout bus = find_child("EventBus")
self.find_child("Game").process_mode = PROCESS_MODE_DISABLED bus.set_camera_position(Vector2(16*256/2, 16*256/2))
func toggle_main_menu_visibility(): func pause_game() -> void:
var items = [find_child("Game"), find_child("UILayer"), find_child("MainMenu")] get_tree().paused = true
func unpause_game() -> void:
get_tree().paused = false
for item in items:
if !item:
push_error("Error: While toggling main menu visibility. Missing UI element " + item)
if item.visible:
item.hide()
continue
item.show()
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)

View file

@ -1,12 +1,13 @@
extends GridContainer class_name MainMenu
extends Control
signal button_pressed(button_name) signal button_pressed(button_name)
# Connect main menu to Main game # Connect main menu to Main game
func _ready():
self.connect("button_pressed", self.find_parent("Main")._on_mainmenu_button_pressed, CONNECT_PERSIST)
self.find_child("Menu_ResumeGame").disabled = true
func set_ready():
self.connect("button_pressed", self.get_parent()._on_mainmenu_button_pressed, CONNECT_PERSIST)
self.find_child("Menu_ResumeGame").disabled = true
func _on_menu_new_game_pressed(): func _on_menu_new_game_pressed():
emit_signal("button_pressed", Globals.MAINMENU_NEW_GAME) emit_signal("button_pressed", Globals.MAINMENU_NEW_GAME)

View file

@ -1,7 +1,8 @@
class_name MapBackground
extends Sprite2D extends Sprite2D
# sets the minimap texture as map background to avoid jarring transitions # sets the minimap texture as map background to avoid jarring transitions
func _on_minimap_set_map_background_texture(sprite) -> void: func set_map_background_texture(sprite, scaling:Vector2) -> void:
self.texture = sprite self.texture = sprite
self.scale = Vector2(16, 16) self.scale = scaling

View file

@ -2,13 +2,14 @@ class_name Minimap
extends Control extends Control
signal set_camera_position(pos:Vector2) signal set_camera_position(pos:Vector2)
signal set_map_background_texture(texture) signal set_map_background_texture(texture, scaling)
@onready var minimap_texture:ImageTexture = null @onready var minimap_texture:ImageTexture = null
@onready var sprite:Sprite2D @onready var sprite:Sprite2D
@onready var is_mouse_inside_minimap:bool = false @onready var is_mouse_inside_minimap:bool = false
@onready var position_multiplier:float @onready var position_multiplier:float
@onready var area_size:Vector2 @onready var area_size:Vector2
@onready var node_camera_marker:CameraMarker
var observe_mouse_inside_minimap:bool = false var observe_mouse_inside_minimap:bool = false
@ -22,27 +23,14 @@ func _draw():
pass pass
func _process(_delta): #func _process(_delta):
if !is_mouse_inside_minimap and observe_mouse_inside_minimap: # if !is_mouse_inside_minimap and observe_mouse_inside_minimap:
Globals.camera_marker.position = Vector2( # node_camera_marker.set_position(Vector2(
Globals.CAMERA_POSITION.x / position_multiplier, # Globals.CAMERA_POSITION.x / position_multiplier,
Globals.CAMERA_POSITION.y / 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(): func _on_mouse_entered():
is_mouse_inside_minimap = true is_mouse_inside_minimap = true
@ -53,10 +41,10 @@ func _on_mouse_exited():
func _unhandled_input(event) -> void: func _unhandled_input(event) -> void:
if is_mouse_inside_minimap: if is_mouse_inside_minimap:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT: 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( emit_signal(
"set_camera_position", "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) minimap_texture = ImageTexture.create_from_image(image)
func set_camera_marker() -> void:
node_camera_marker = self.find_child("CameraMarker")
func set_minimap() -> void: func set_minimap() -> void:
self.sprite = self.find_child("MinimapSprite") self.sprite = self.find_child("MinimapSprite")
@ -97,12 +89,23 @@ func set_minimap() -> void:
sprite.scale = Vector2(sx, sy) 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")