citylimits-next/scripts/Main.gd
2023-02-15 21:13:24 +02:00

62 lines
1.8 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.
# https://github.com/dfloer/SC2k-docs
class_name Main
extends Node2D
signal worldgen_ready
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
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 with worldgenerator
_world_generator = WorldGenerator.new()
if !_world_generator.generate_world(map_filename):
push_error("World generation failed :-(")
quit_game()
# connections are made from GUI
# tell other classes they can start working after loading is done
emit_signal("worldgen_ready")
# 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)