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author Hop311 <Hop3114@gmail.com>2023-12-26 00:00:02 +0100
committer GitHub <noreply@github.com>2023-12-26 00:00:02 +0100
commitd114ecaa5a54f1e8e20828561a3cd26a09dc10a3 (patch)
treea59c5b960a706a383b8ebd1dbcfb704067a5b51b /game/src/Game/GameSession/MapView.gd
parentd26c990d9a5596a3ef3b32ba1cb0f99950cd6d34 (diff)
parent4e9764ee29fb7b453862835d5aa3a081b0f9a269 (diff)
Merge pull request #179 from OpenVicProject/ui-work
GUIOverlappingElementsBox + GUINode improvements
Diffstat (limited to 'game/src/Game/GameSession/MapView.gd')
-rw-r--r--game/src/Game/GameSession/MapView.gd30
1 files changed, 16 insertions, 14 deletions
diff --git a/game/src/Game/GameSession/MapView.gd b/game/src/Game/GameSession/MapView.gd
index 01e5844..499f745 100644
--- a/game/src/Game/GameSession/MapView.gd
+++ b/game/src/Game/GameSession/MapView.gd
@@ -50,7 +50,7 @@ var _viewport_dims : Vector2 = Vector2(1, 1)
# to a failed HashMap lookup. I'm not sure if this is a bug in the
# editor, GDExtension, my own extension, or a combination of them.
# This was an absolute pain to track down. --- hop311
-func _ready():
+func _ready() -> void:
if _camera == null:
push_error("MapView's _camera variable hasn't been set!")
return
@@ -71,14 +71,16 @@ func _ready():
return
_map_mesh = _map_mesh_instance.mesh
- # Set map mesh size and get bounds
- const pixels_per_terrain_tile : float = 32.0
+ const pixels_per_terrain_tile : float = 20.0
_map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_terrain_tile_factor,
float(GameSingleton.get_map_height()) / pixels_per_terrain_tile)
+
const pixels_per_stripe_tile : float = 16.0
_map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_stripe_tile_factor,
float(GameSingleton.get_map_height()) / pixels_per_stripe_tile)
- var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform
+
+ # Get map mesh bounds
+ var map_mesh_aabb : AABB = _map_mesh.get_core_aabb() * _map_mesh_instance.transform
_map_mesh_corner = Vector2(
min(map_mesh_aabb.position.x, map_mesh_aabb.end.x),
min(map_mesh_aabb.position.z, map_mesh_aabb.end.z)
@@ -90,7 +92,7 @@ func _ready():
GameSingleton.province_selected.connect(_on_province_selected)
-func _notification(what : int):
+func _notification(what : int) -> void:
match what:
NOTIFICATION_WM_MOUSE_ENTER: # Mouse inside window
_on_mouse_entered_viewport()
@@ -108,7 +110,7 @@ func _viewport_to_map_coords(pos_viewport : Vector2) -> Vector2:
var ray_origin := _camera.project_ray_origin(pos_viewport)
var ray_normal := _camera.project_ray_normal(pos_viewport)
# Plane with normal (0,1,0) facing upwards, at a distance 0 from the origin
- var intersection = Plane(0, 1, 0, 0).intersects_ray(ray_origin, ray_normal)
+ var intersection : Variant = Plane(0, 1, 0, 0).intersects_ray(ray_origin, ray_normal)
if typeof(intersection) == TYPE_VECTOR3:
return _world_to_map_coords(intersection as Vector3)
else:
@@ -133,7 +135,7 @@ func _on_province_selected(index : int) -> void:
# REQUIREMENTS
# * SS-31
-func _unhandled_input(event : InputEvent):
+func _unhandled_input(event : InputEvent) -> void:
if _mouse_over_viewport and event.is_action_pressed(_action_click):
# Check if the mouse is outside of bounds
if _map_mesh.is_valid_uv_coord(_mouse_pos_map):
@@ -154,7 +156,7 @@ func _unhandled_input(event : InputEvent):
elif event.is_action_pressed(_action_zoom_out, true):
zoom_out()
-func _physics_process(delta : float):
+func _physics_process(delta : float) -> void:
_mouse_pos_viewport = get_viewport().get_mouse_position()
_viewport_dims = Vector2(Resolution.get_current_resolution())
# Process movement
@@ -212,7 +214,7 @@ func _clamp_over_map() -> void:
func _zoom_process(delta : float) -> void:
var height := _camera.position.y
var zoom := _zoom_target - height
- var zoom_delta = zoom * _zoom_speed * delta
+ var zoom_delta := zoom * _zoom_speed * delta
# Set to target if height is within _zoom_epsilon of it or has overshot past it
if abs(zoom - zoom_delta) < _zoom_epsilon or sign(zoom) != sign(zoom - zoom_delta):
zoom_delta = zoom
@@ -235,20 +237,20 @@ func _update_mouse_map_position() -> void:
if _mouse_over_viewport:
_map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_hover_index, hover_index)
-func _on_mouse_entered_viewport():
+func _on_mouse_entered_viewport() -> void:
_mouse_over_viewport = true
-func _on_mouse_exited_viewport():
+func _on_mouse_exited_viewport() -> void:
_mouse_over_viewport = false
_map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_hover_index, 0)
-func _on_window_entered_focus():
+func _on_window_entered_focus() -> void:
_window_in_focus = true
-func _on_window_exited_focus():
+func _on_window_exited_focus() -> void:
_window_in_focus = false
-func _on_minimap_clicked(pos_clicked : Vector2):
+func _on_minimap_clicked(pos_clicked : Vector2) -> void:
pos_clicked *= _map_mesh_dims
_camera.position.x = pos_clicked.x
_camera.position.z = pos_clicked.y