citylimits-next/scripts/Main.gd
2023-02-13 21:24:55 +02:00

61 lines
1.9 KiB
GDScript

# 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",
"res://maps/tampere_10x10km_4096px.png"
]
var map_filename:String = map_filenames[1]
var _world_generator:WorldGenerator
var _chunk_handler:ChunkHandler
#var _2d_camera:CameraZoom2D
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)
# Called when the node enters the scene tree for the first time.
func _ready():
# create a new world and worldgenerator
_world_generator = WorldGenerator.new()
#_2d_camera = CameraZoom2D.new()
# add chunk handler if worldgen was successful
if _world_generator.generate_world(map_filename):
Globals.worlgen_ready = true
_chunk_handler = ChunkHandler.new()
add_child(_chunk_handler)
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)
)
func quit_game():
get_tree().get_root().propagate_notification(NOTIFICATION_WM_CLOSE_REQUEST)
#SceneTree.quit