citylimits-next/scripts/World.gd
2023-02-08 18:18:26 +02:00

124 lines
3.9 KiB
GDScript

extends TileMap
signal set_camera_position(pos:Vector2)
var building : bool = false
var building_type: String
#var scene
# Called when the node enters the scene tree for the first time.
func _ready():
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
pass
func _on_control_button_pressed(type):
# create new building, in Building node it is attached to mouse cursor
#scene = load(Globals.SCENE_PATH + "Building.tscn")
#building = scene.instantiate()
#add_child(building)
self.building = true
self.building_type = type
#print(button_name + " button pressed in Control! :-0")
pass
func _input(event):
# place the building
if event.is_action_pressed("place_building") and building != false:
# stop processing the sprite (fix it in place). no idea if it is a good idea yet..
#building.set_process(false)
building = false
place_building_to_map(event)
# cancel placement
if event.is_action_pressed("cancel"):
if building != false:
pass
func calculate_grid_coordinates(map_position: Vector2) -> Vector2:
return (map_position).floor()
func place_building_to_map(event):
var tileset_id = 0 # default value
var tilemap_tile_coords: Vector2i
# layer | position coords | tileset id | coords of the tile at tilemap | alternative tile
match building_type:
Globals.TYPE_RESIDENTIAL:
tilemap_tile_coords = Vector2i(0,0)
tileset_id = 0
Globals.TYPE_COMMERCIAL:
tilemap_tile_coords = Vector2i(4,12)
tileset_id = 1
Globals.TYPE_INDUSTRIAL:
tilemap_tile_coords = Vector2i(4,20)
tileset_id = 1
Globals.TYPE_ROADS:
tilemap_tile_coords = Vector2i(14,2)
tileset_id = 1
Globals.TYPE_DEMOLISH:
tilemap_tile_coords = Vector2i(4,4)
tileset_id = 1
Globals.TYPE_SERVICES:
tilemap_tile_coords = Vector2i(4,8)
tileset_id = 1
Globals.TYPE_SOCIAL:
tilemap_tile_coords = Vector2i(4,0)
tileset_id = 1
_: #default
tilemap_tile_coords = Vector2i(16,16)
tileset_id = 1
var mouse_pos = local_to_map(get_global_mouse_position())
set_cell(Globals.LAYER_BUILDINGS, mouse_pos, tileset_id, tilemap_tile_coords, 0)
#print("cell set at layer ", Globals.LAYER_BUILDINGS)
#print("cellpos:", local_to_map(get_global_mouse_position()))
#print("event position:", event.position)
func generate_terrain(filename) -> bool:
# Try to load the image which we used to place water & ground to world map
var image:Image = Image.new()
image = load(filename)
if image == null:
var errmsg = Globals.ERROR_FAILED_TO_LOAD_FILE
push_error(errmsg % filename)
return false
var image_height:int = image.get_height()
var image_width:int = image.get_width()
# Check if image is too small or too large
if Globals.MAP_MIN_HEIGHT > image_height or image_height > Globals.MAP_MAX_HEIGHT:
var errmsg = Globals.ERROR_IMAGE_HEIGHT_INCORRECT
errmsg = errmsg % [image_height, Globals.MAP_MIN_HEIGHT, Globals.MAP_MAX_HEIGHT]
push_error(errmsg)
return false
elif Globals.MAP_MIN_WIDTH > image_width or image_width > Globals.MAP_MAX_WIDTH:
var errmsg = Globals.ERROR_IMAGE_WIDTH_INCORRECT
errmsg = errmsg % [image_width, Globals.MAP_MIN_WIDTH, Globals.MAP_MAX_WIDTH]
push_error(errmsg)
return false
# Try to load the world tilemap where we place the tiles
if (Globals.world_map == null):
print("World TileMap node missing or name is wrong.\n
Tried to load: '%s'", Globals.WORLD_NODE)
return false
# Finally populate the world map with hopefully valid tiles!
for x in image_width:
for y in image_height:
# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
Globals.world_map.set_cell(Globals.LAYER_TERRAIN, Vector2i(x, y), 2, Vector2i(0,0), 0)
# center camera to world map
emit_signal(
"set_camera_position",
Vector2(image_height/2.0*Globals.TILE_SIZE_X, image_width/2.0*Globals.TILE_SIZE_Y)
)
return true