diff options
author | Spartan322 <Megacake1234@gmail.com> | 2023-07-06 22:28:55 +0200 |
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committer | Spartan322 <Megacake1234@gmail.com> | 2023-07-09 01:24:10 +0200 |
commit | 86bee7b44c7cc7adaef8cdf441667a99223dd98a (patch) | |
tree | 5004d04dbe607dedf273afdee7dff783f4d980ed /game/src/Game/GameSession/MapView.gd | |
parent | 5838c2508682bc3f6e35e44056f9ba229bca4571 (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.gd | 10 |
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 |