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author Spartan322 <Megacake1234@gmail.com>2023-07-06 22:28:55 +0200
committer Spartan322 <Megacake1234@gmail.com>2023-07-09 01:24:10 +0200
commit86bee7b44c7cc7adaef8cdf441667a99223dd98a (patch)
tree5004d04dbe607dedf273afdee7dff783f4d980ed /game/src/Game/GameSession/MapView.gd
parent5838c2508682bc3f6e35e44056f9ba229bca4571 (diff)
Add GameLoader Autoload to handle global loading data
Remove GameDebug, Localization, and ShaderManager from Events.gd Renamed OptionsSingleton class_name to OptionsEventsObject Add Events.Loader to handle Loader events (which are global signals) Make GameDebug singleton with static functions and property Make Localization functions static Move ShaderManager variable to GameLoader Move Events._define_filepaths_dict to GameLoader.define_filepaths_dict Move game initialization from LoadingScreen.gd and Events.gd to GameStart.gd Attach GameStart.gd to GameStart.tscn root Make LoadingScreen generalized and so it is reusable Remove class_name from LoaderingScreen.gd
Diffstat (limited to 'game/src/Game/GameSession/MapView.gd')
-rw-r--r--game/src/Game/GameSession/MapView.gd10
1 files changed, 5 insertions, 5 deletions
diff --git a/game/src/Game/GameSession/MapView.gd b/game/src/Game/GameSession/MapView.gd
index ced8bb7..a2fe6b1 100644
--- a/game/src/Game/GameSession/MapView.gd
+++ b/game/src/Game/GameSession/MapView.gd
@@ -58,7 +58,7 @@ func _ready():
# Shader Material
var map_material := _map_mesh_instance.get_active_material(0)
- if Events.ShaderManager.set_up_shader(map_material, true) != OK:
+ if GameLoader.ShaderManager.set_up_shader(map_material, true) != OK:
push_error("Failed to set up map shader")
return
_map_shader_material = map_material
@@ -70,7 +70,7 @@ func _ready():
# Set map mesh size and get bounds
const pixels_per_terrain_tile : float = 32.0
- _map_shader_material.set_shader_parameter(Events.ShaderManager.param_terrain_tile_factor,
+ _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_terrain_tile_factor,
float(GameSingleton.get_height()) / pixels_per_terrain_tile)
var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform
_map_mesh_corner = Vector2(
@@ -114,7 +114,7 @@ func zoom_out() -> void:
_zoom_target += _zoom_target_step
func _on_province_selected(index : int) -> void:
- _map_shader_material.set_shader_parameter(Events.ShaderManager.param_selected_index, index)
+ _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_selected_index, index)
# REQUIREMENTS
# * SS-31
@@ -218,14 +218,14 @@ func _update_mouse_map_position() -> void:
_mouse_pos_map = _viewport_to_map_coords(_mouse_pos_viewport)
var hover_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map)
if _mouse_over_viewport:
- _map_shader_material.set_shader_parameter(Events.ShaderManager.param_hover_index, hover_index)
+ _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_hover_index, hover_index)
func _on_mouse_entered_viewport():
_mouse_over_viewport = true
func _on_mouse_exited_viewport():
_mouse_over_viewport = false
- _map_shader_material.set_shader_parameter(Events.ShaderManager.param_hover_index, 0)
+ _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_hover_index, 0)
func _on_minimap_clicked(pos_clicked : Vector2):
pos_clicked *= _map_mesh_dims