# 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 class_name Main extends Node2D signal worldgen_ready signal set_camera_position(pos:Vector2) var start_new_game_pressed:bool = false # 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(): # DisplayServer.window_set_size( # #Vector2i(Globals.DEFAULT_X_RES, Globals.DEFAULT_Y_RES) # Vector2i(3800,2000) # ) Globals.CAMERA_POSITION = Vector2(16*256/2, 16*256/2) 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 toggle_main_menu_visibility() #await get_tree().create_timer(0.2).timeout self.find_child("Game").process_mode = PROCESS_MODE_DISABLED func toggle_main_menu_visibility(): var items = [find_child("Game"), find_child("UILayer"), find_child("MainMenu")] 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(): get_tree().get_root().propagate_notification(NOTIFICATION_WM_CLOSE_REQUEST) get_tree().quit()