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 camera_clamp_position() -> void: node_camera.clamp_camera_position() func camera_pan_position(value): node_camera.camera_pan_position(value) func camera_zoom_out() -> void: node_camera.camera_zoom_out() func camera_zoom_in() -> void: node_camera.camera_zoom_in() func camera_rotate(value) -> void: node_camera.camera_rotate(value) func camera_reset_rotation() -> void: node_camera.camera_reset_rotation() func camera_get_panning() -> bool: return node_camera.get_camera_panning() func camera_get_rotation(): return node_camera.get_camera_rotation() func camera_set_panning(value:bool) -> void: node_camera.set_camera_panning(value) func camera_set_position(pos:Vector2) -> void: node_camera.set_camera_position(pos) func camera_take_screenshot() -> void: node_camera.camera_take_screenshot() func toggle_visibility() -> void: if self.visible: self.hide() else: self.show() if node_uilayer.visible: node_uilayer.hide() else: node_uilayer.show()