diff options
author | Hop311 <hop3114@gmail.com> | 2023-04-23 20:49:01 +0200 |
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committer | Hop311 <hop3114@gmail.com> | 2023-04-23 20:49:01 +0200 |
commit | d3f3187209cb4085f27f95ce8ad2a77af25704fd (patch) | |
tree | 60971db586e78761341f2b48110d149b1ba0db9d /game/src/GameSession/MapView.gd | |
parent | 1084a5d64df5d3465ef90b3b85fe3374636a3fe8 (diff) |
C++ refactoring + simulation prototype
Diffstat (limited to 'game/src/GameSession/MapView.gd')
-rw-r--r-- | game/src/GameSession/MapView.gd | 21 |
1 files changed, 10 insertions, 11 deletions
diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd index ae49e82..ac060e1 100644 --- a/game/src/GameSession/MapView.gd +++ b/game/src/GameSession/MapView.gd @@ -1,6 +1,6 @@ extends Node3D -signal province_selected(identifier : String) +signal province_selected(index : int) signal map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) const _action_north : StringName = &"map_north" @@ -21,7 +21,7 @@ const _shader_param_terrain_tile_factor : StringName = &"terrain_tile_factor" @export var _camera : Camera3D @export var _cardinal_move_speed : float = 1.0 -@export var _edge_move_threshold: float = 0.02 +@export var _edge_move_threshold: float = 0.01 @export var _edge_move_speed: float = 2.5 var _drag_anchor : Vector2 var _drag_active : bool = false @@ -53,7 +53,7 @@ var _viewport_dims : Vector2 = Vector2(1, 1) # ??? Strange Godot/GDExtension Bug ??? # Upon first opening a clone of this repo with the Godot Editor, -# if MapSingleton.get_province_index_image is called before MapMesh +# if GameSingleton.get_province_index_image is called before MapMesh # is referenced in the script below, then the editor will crash due # 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. @@ -78,7 +78,7 @@ func _ready(): _map_shader_material = map_material # Province index texture - _map_province_index_image = MapSingleton.get_province_index_image() + _map_province_index_image = GameSingleton.get_province_index_image() if _map_province_index_image == null: push_error("Failed to get province index image!") return @@ -86,7 +86,7 @@ func _ready(): _map_shader_material.set_shader_parameter(_shader_param_province_index, province_index_texture) # Province colour texture - _map_province_colour_image = MapSingleton.get_province_colour_image() + _map_province_colour_image = GameSingleton.get_province_colour_image() if _map_province_colour_image == null: push_error("Failed to get province colour image!") return @@ -99,7 +99,7 @@ func _ready(): _map_mesh = _map_mesh_instance.mesh # Set map mesh size and get bounds - _map_image_size = Vector2(Vector2i(MapSingleton.get_width(), MapSingleton.get_height())) + _map_image_size = Vector2(Vector2i(GameSingleton.get_width(), GameSingleton.get_height())) _map_mesh.aspect_ratio = _map_image_size.x / _map_image_size.y _map_shader_material.set_shader_parameter(_shader_param_terrain_tile_factor, _map_image_size.y / 64.0) var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform @@ -120,7 +120,7 @@ func _notification(what : int): _on_mouse_exited_viewport() func _update_colour_texture() -> void: - MapSingleton.update_colour_image() + GameSingleton.update_colour_image() _map_province_colour_texture.update(_map_province_colour_image) func _world_to_map_coords(pos : Vector3) -> Vector2: @@ -151,10 +151,9 @@ func _unhandled_input(event : InputEvent): 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): - var selected_index := MapSingleton.get_province_index_from_uv_coords(_mouse_pos_map) + var selected_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map) _map_shader_material.set_shader_parameter(_shader_param_selected_index, selected_index) - var province_identifier := MapSingleton.get_province_identifier_from_uv_coords(_mouse_pos_map) - province_selected.emit(province_identifier) + province_selected.emit(selected_index) else: print("Clicked outside the map!") elif event.is_action_pressed(_action_drag): @@ -248,7 +247,7 @@ func _update_minimap_viewport() -> void: func _update_mouse_map_position() -> void: _mouse_pos_map = _viewport_to_map_coords(_mouse_pos_viewport) - var hover_index := MapSingleton.get_province_index_from_uv_coords(_mouse_pos_map) + var hover_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map) if _mouse_over_viewport: _map_shader_material.set_shader_parameter(_shader_param_hover_index, hover_index) |