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 _process(_delta) -> void: while Input.is_action_pressed("camera_rotate_left_stepless"): node_game.camera_rotate(-0.1) await get_tree().create_timer(0.2).timeout while Input.is_action_pressed("camera_rotate_right_stepless"): node_game.camera_rotate(0.1) await get_tree().create_timer(0.2).timeout func _ready(): node_mainmenu.set_ready() func _unhandled_input(event) -> void: ################################### # MAIN MENU # ################################### 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 ################################### # GAME CAMERA # ################################### if event.is_action_pressed("camera_zoom_in"): node_game.camera_zoom_in() if event.is_action_pressed("camera_zoom_out"): node_game.camera_zoom_out() if event.is_action_pressed("camera_rotate_left_fixed_step"): node_game.camera_rotate(-45) if event.is_action_pressed("camera_rotate_right_fixed_step"): node_game.camera_rotate(45) if event.is_action_pressed("camera_reset_rotation"): node_game.camera_reset_rotation() if event.is_action_pressed("take_screenshot"): node_game.take_screenshot() if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT: if !node_game.camera_get_panning() and event.pressed: node_game.camera_set_panning(true) if node_game.camera_get_panning() and !event.pressed: node_game.camera_set_panning(false) if event is InputEventMouseMotion and node_game.camera_get_panning(): # rotate event.relative vector with camera rotation so camera moves to "correct" direction node_game.camera_pan_position(event.relative.rotated(node_game.camera_get_rotation()) * Globals.CAMERA_PAN_MULTI) # prevent camera from going overboard node_game.camera_clamp_position() 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.camera_set_position(pos)