# 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 Node2D 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", "res://maps/tampere_256px.png" ] var map_filename:String = map_filenames[3] var _world_generator:WorldGenerator var _chunk_handler:ChunkHandler 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() _chunk_handler = ChunkHandler.new() add_child(_chunk_handler) var result = _world_generator.generate_world(map_filename) if result: #_chunk_handler.start_handler() _chunk_handler.set_visible(true) _chunk_handler.add_chunk(0, 0) #_chunk_handler.show() #_chunk_handler.set_visible(true) print("main visible? ", is_visible_in_tree()) else: push_error("World generation failed :-(") # 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) ) # 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