# 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. class_name Main extends Node signal set_camera_position(pos:Vector2) # 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" ] var map_filename:String = map_filenames[2] var _world_generator:WorldGenerator var _tilemap_generator:TileMapGenerator func _init(): # DisplayServer.window_set_size( # #Vector2i(Globals.DEFAULT_X_RES, Globals.DEFAULT_Y_RES) # Vector2i(3800,2000) # ) pass # Called when the node enters the scene tree for the first time. func _ready(): # create a new world and worldgenerator _world_generator = WorldGenerator.new() _tilemap_generator = TileMapGenerator.new() # generate terrain. quit game if generation fails. if !_world_generator.generate_world(map_filename): push_error(Globals.ERROR_WHILE_GENERATING_MAP) quit_game() if !_tilemap_generator: push_error(Globals.ERROR_MAKING_WORLD_INSTANCE) quit_game() _tilemap_generator.start() _tilemap_generator.test_func() # center camera to world map emit_signal( "set_camera_position", Vector2(Globals.map_size.x / 2.0 * Globals.TILE_SIZE_X, Globals.map_size.y / 2.0 * Globals.TILE_SIZE_Y) ) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta): pass func quit_game(): get_tree().get_root().propagate_notification(NOTIFICATION_WM_CLOSE_REQUEST) #SceneTree.quit