extends Control # var view = get_node("../View") signal button_pressed(button_name) @onready var debug_info = get_node("DebugContainer/" + Globals.DEBUGINFO_NODE) @onready var minimap:Minimap var amount_of_chunks:int = 0 var size_of_chunk_removal_queue:int = 0 # name, position var buttons = { "button_residental": [Vector2(0,0), "R"], "button_commercial": [Vector2(50,0), "C"], "button_industrial": [Vector2(100,00), "I"], "button_roads": [Vector2(0,50), "Rd"], "button_demolish": [Vector2(50,50), "Dm"], "button_services": [Vector2(100,50), "Sv"], "button_social": [Vector2(150,50), "So"], } # Called when the node enters the scene tree for the first time. func _ready(): create_buttons() minimap = Minimap.new() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta): debug_info.set_text( str(get_viewport().get_mouse_position()) +"\n" + "FPS " + str(Engine.get_frames_per_second()) + "\n" + "Zoom lvl: " + str(Globals.CAMERA_ZOOM_LEVEL) + "\n" + "Camera pos: " + str(Globals.CAMERA_POSITION) + "\n" + "Camera pos: " + str(Globals.camera_marker.position) + "\n" + "Chunks: " + str(self.amount_of_chunks) + "\n" + "Chunk del: " + str(self.size_of_chunk_removal_queue), ) # defines construction toolbar buttons func create_buttons(): for button in buttons: var values = buttons[button] var node_path = get_node(Globals.CONSTRUCTION_PANEL_NODE + "/" + str(button)) if(!node_path): var errmsg = Globals.ERROR_BUTTON_NOT_FOUND % button push_error(errmsg) node_path.set_size(Globals.GUI_BUILD_BUTTON_SIZE) node_path.set_position(values[0]) node_path.set_anchor(SIDE_TOP, anchor_top) node_path.set_text(values[1]) node_path.show() # sends signals which View catches and places selected type of buildings func _on_button_residental_pressed(): emit_signal("button_pressed", Globals.TYPE_RESIDENTIAL) func _on_button_commercial_pressed(): emit_signal("button_pressed", Globals.TYPE_COMMERCIAL) func _on_button_industrial_pressed(): emit_signal("button_pressed", Globals.TYPE_INDUSTRIAL) func _on_button_roads_pressed(): emit_signal("button_pressed", Globals.TYPE_ROADS) func _on_button_demolish_pressed(): emit_signal("button_pressed", Globals.TYPE_DEMOLISH) func _on_button_services_pressed(): emit_signal("button_pressed", Globals.TYPE_SERVICES) func _on_button_social_pressed(): emit_signal("button_pressed", Globals.TYPE_SOCIAL) func _on_chunk_handler_chunk_stats(chunks, removal_queue): self.amount_of_chunks = chunks self.size_of_chunk_removal_queue = removal_queue