diff options
author | Hop311 <Hop3114@gmail.com> | 2023-04-26 01:26:33 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-04-26 01:26:33 +0200 |
commit | 10053cf259c55ee45803268a844edf1011d8a16b (patch) | |
tree | fcf86e6fac31430ba537a0d056e97f901ad76dd7 /game | |
parent | 639f86febf39184cccde9f898fc328375048233f (diff) | |
parent | 563834e7e6f9ce565bbfd553a0d9ff80a98c677d (diff) |
Merge pull request #98 from OpenVic2Project/some-cleanup
Req comments + cleanup + c++ registry refactoring
Diffstat (limited to 'game')
-rw-r--r-- | game/localisation/en_GB/menus.csv | 1 | ||||
-rw-r--r-- | game/src/Autoload/Events.gd | 1 | ||||
-rw-r--r-- | game/src/GameSession/GameSession.gd | 2 | ||||
-rw-r--r-- | game/src/GameSession/GameSessionMenu.gd | 1 | ||||
-rw-r--r-- | game/src/GameSession/GameSpeedPanel.gd | 1 | ||||
-rw-r--r-- | game/src/GameSession/MapView.gd | 12 | ||||
-rw-r--r-- | game/src/GameSession/ProvinceOverviewPanel.gd | 10 | ||||
-rw-r--r-- | game/src/GameSession/ProvinceOverviewPanel.tscn | 7 | ||||
-rw-r--r-- | game/src/GameSession/TerrainMap.gdshader | 23 |
9 files changed, 36 insertions, 22 deletions
diff --git a/game/localisation/en_GB/menus.csv b/game/localisation/en_GB/menus.csv index 0009acd..3c3fff1 100644 --- a/game/localisation/en_GB/menus.csv +++ b/game/localisation/en_GB/menus.csv @@ -69,6 +69,7 @@ DIALOG_SAVE_AND_QUIT,Save and Quit ,, Province Overview Panel province_MISSING,No Province region_MISSING,No Region +LIFE_RATING_TOOLTIP,Liferating: %d building_MISSING,No Building building_fort,Fort building_naval_base,Naval Base diff --git a/game/src/Autoload/Events.gd b/game/src/Autoload/Events.gd index 0ee2eff..7540d3e 100644 --- a/game/src/Autoload/Events.gd +++ b/game/src/Autoload/Events.gd @@ -19,4 +19,3 @@ func _ready(): push_error("Failed to load regions") if GameSingleton.load_province_shape_file(_province_shape_file) != OK: push_error("Failed to load province shapes") - GameSingleton.finished_loading_data() diff --git a/game/src/GameSession/GameSession.gd b/game/src/GameSession/GameSession.gd index 2761815..556b98e 100644 --- a/game/src/GameSession/GameSession.gd +++ b/game/src/GameSession/GameSession.gd @@ -4,6 +4,8 @@ extends Control func _ready(): Events.Options.load_settings_from_file() + if GameSingleton.setup() != OK: + push_error("Failed to setup game") func _process(delta : float): GameSingleton.try_tick() diff --git a/game/src/GameSession/GameSessionMenu.gd b/game/src/GameSession/GameSessionMenu.gd index 70a1630..6f373d7 100644 --- a/game/src/GameSession/GameSessionMenu.gd +++ b/game/src/GameSession/GameSessionMenu.gd @@ -45,7 +45,6 @@ func show_save_dialog_button() -> void: # * SS-47 # * UIFUN-69 func _on_main_menu_confirmed() -> void: - # TODO - reset map when going back to main menu get_tree().change_scene_to_packed(_main_menu_scene) # REQUIREMENTS: diff --git a/game/src/GameSession/GameSpeedPanel.gd b/game/src/GameSession/GameSpeedPanel.gd index 8b7af29..80708b1 100644 --- a/game/src/GameSession/GameSpeedPanel.gd +++ b/game/src/GameSession/GameSpeedPanel.gd @@ -7,7 +7,6 @@ extends PanelContainer @export var _decrease_speed_button : Button @export var _increase_speed_button : Button -# Called when the node enters the scene tree for the first time. func _ready(): GameSingleton.state_updated.connect(_update_buttons) _update_buttons() diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd index 510d70a..e74ea59 100644 --- a/game/src/GameSession/MapView.gd +++ b/game/src/GameSession/MapView.gd @@ -41,7 +41,6 @@ var _mouse_over_viewport : bool = true var _map_mesh : MapMesh var _map_shader_material : ShaderMaterial var _map_image_size : Vector2 -var _map_province_index_image : Image var _map_province_colour_image : Image var _map_province_colour_texture : ImageTexture var _map_mesh_corner : Vector2 @@ -77,12 +76,15 @@ func _ready(): return _map_shader_material = map_material - # Province index texture - _map_province_index_image = GameSingleton.get_province_index_image() - if _map_province_index_image == null: + # Province index textures + var map_province_index_images := GameSingleton.get_province_index_images() + if map_province_index_images == null or map_province_index_images.is_empty(): push_error("Failed to get province index image!") return - var province_index_texture := ImageTexture.create_from_image(_map_province_index_image) + var province_index_texture := Texture2DArray.new() + if province_index_texture.create_from_images(map_province_index_images) != OK: + push_error("Failed to generate province index texture array!") + return _map_shader_material.set_shader_parameter(_shader_param_province_index, province_index_texture) # Province colour texture diff --git a/game/src/GameSession/ProvinceOverviewPanel.gd b/game/src/GameSession/ProvinceOverviewPanel.gd index cbab9d0..17da9d0 100644 --- a/game/src/GameSession/ProvinceOverviewPanel.gd +++ b/game/src/GameSession/ProvinceOverviewPanel.gd @@ -2,6 +2,7 @@ extends PanelContainer @export var _province_name_label : Label @export var _region_name_label : Label +@export var _life_rating_bar : ProgressBar @export var _buildings_container : Container const _missing_suffix : String = "_MISSING" @@ -23,6 +24,10 @@ func _expand_building(building_identifier : String) -> void: if GameSingleton.expand_building(_selected_index, building_identifier) != OK: push_error("Failed to expand ", building_identifier, " in province #", _selected_index); +# REQUIREMENTS: +# * UI-183, UI-185, UI-186, UI-765, UI-187, UI-188, UI-189 +# * UI-191, UI-193, UI-194, UI-766, UI-195, UI-196, UI-197 +# * UI-199, UI-201, UI-202, UI-767, UI-203, UI-204, UI-205 func _add_building(building : Dictionary) -> void: const _building_key : StringName = &"building" const _level_key : StringName = &"level" @@ -62,11 +67,16 @@ func update_info() -> void: const _life_rating_key : StringName = &"life_rating" const _buildings_key : StringName = &"buildings" + const _life_rating_tooltip : String = "LIFE_RATING_TOOLTIP" + _province_info = GameSingleton.get_province_info_from_index(_selected_index) if _province_info: _province_name_label.text = _province_info.get(_province_key, _province_key + _missing_suffix) _region_name_label.text = _province_info.get(_region_key, _region_key + _missing_suffix) + _life_rating_bar.value = _province_info.get(_life_rating_key, 0) + _life_rating_bar.tooltip_text = tr(_life_rating_tooltip) % _life_rating_bar.value + for child in _buildings_container.get_children(): _buildings_container.remove_child(child) child.queue_free() diff --git a/game/src/GameSession/ProvinceOverviewPanel.tscn b/game/src/GameSession/ProvinceOverviewPanel.tscn index 7b28cc1..48e7c25 100644 --- a/game/src/GameSession/ProvinceOverviewPanel.tscn +++ b/game/src/GameSession/ProvinceOverviewPanel.tscn @@ -2,7 +2,7 @@ [ext_resource type="Script" path="res://src/GameSession/ProvinceOverviewPanel.gd" id="1_3n8k5"] -[node name="ProvinceOverviewPanel" type="PanelContainer" node_paths=PackedStringArray("_province_name_label", "_region_name_label", "_buildings_container")] +[node name="ProvinceOverviewPanel" type="PanelContainer" node_paths=PackedStringArray("_province_name_label", "_region_name_label", "_life_rating_bar", "_buildings_container")] editor_description = "UI-56" anchors_preset = 2 anchor_top = 1.0 @@ -13,6 +13,7 @@ grow_vertical = 0 script = ExtResource("1_3n8k5") _province_name_label = NodePath("PanelList/TopBarList/NameList/ProvinceName") _region_name_label = NodePath("PanelList/TopBarList/NameList/RegionName") +_life_rating_bar = NodePath("PanelList/TopBarList/NameList/LifeRatingBar") _buildings_container = NodePath("PanelList/InteractList/BuildingsContainer") [node name="PanelList" type="VBoxContainer" parent="."] @@ -38,6 +39,10 @@ layout_mode = 2 text = "region_MISSING" vertical_alignment = 1 +[node name="LifeRatingBar" type="ProgressBar" parent="PanelList/TopBarList/NameList"] +editor_description = "UI-62" +layout_mode = 2 + [node name="CloseButton" type="Button" parent="PanelList/TopBarList"] custom_minimum_size = Vector2(30, 30) layout_mode = 2 diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader index 9ce1a24..305a34b 100644 --- a/game/src/GameSession/TerrainMap.gdshader +++ b/game/src/GameSession/TerrainMap.gdshader @@ -5,7 +5,7 @@ render_mode unshaded; // Cosmetic farmlands terrain texture uniform sampler2D farmlands_tex: source_color, repeat_enable, filter_linear; // Province index texture -uniform sampler2D province_index_tex : source_color, repeat_enable, filter_nearest; +uniform sampler2DArray province_index_tex : source_color, repeat_enable, filter_nearest; // Province colour texture uniform sampler2D province_colour_tex: source_color, repeat_enable, filter_nearest; // Index of the mouse over the map mesh @@ -18,23 +18,20 @@ uniform float terrain_tile_factor; uvec2 vec2_to_uvec2(vec2 v) { return uvec2(v * 255.0); } - +uvec2 read_uvec2(vec2 uv) { + float width_divisions = float(textureSize(province_index_tex, 0).z); + uv.x *= width_divisions; + float idx = mod(floor(uv.x), width_divisions); + return vec2_to_uvec2(texture(province_index_tex, vec3(uv, idx)).rg); +} uint uvec2_to_uint(uvec2 v) { return (v.y << 8u) | v.x; } -uvec2 read_uvec2(sampler2D tex, vec2 uv) { - return vec2_to_uvec2(texture(tex, uv).rg); -} - -uint read_uint16(sampler2D tex, vec2 uv) { - return uvec2_to_uint(read_uvec2(tex, uv)); -} - const vec3 water_colour = vec3(0, 0, 1); vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain_uv) { - uvec2 index_split = read_uvec2(province_index_tex, fma(corner, half_pixel_size, uv)); + uvec2 index_split = read_uvec2(fma(corner, half_pixel_size, uv)); uint index = uvec2_to_uint(index_split); vec4 province_data = texelFetch(province_colour_tex, ivec2(index_split), 0); vec3 province_colour = province_data.rgb; @@ -47,8 +44,8 @@ vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain } vec3 mix_terrain_colour(vec2 uv) { - vec2 map_size = vec2(textureSize(province_index_tex, 0)); - vec2 pixel_offset = mod(fma(uv, map_size, vec2(0.5)), 1.0); + vec2 map_size = vec2(textureSize(province_index_tex, 0).xy); + vec2 pixel_offset = fract(fma(uv, map_size, vec2(0.5))); vec2 half_pixel_size = 0.49 / map_size; vec2 terrain_uv = uv; |