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-rw-r--r--game/src/GameSession/MapView.gd45
1 files changed, 28 insertions, 17 deletions
diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd
index faf90e8..4291191 100644
--- a/game/src/GameSession/MapView.gd
+++ b/game/src/GameSession/MapView.gd
@@ -44,6 +44,13 @@ var _map_mesh_dims : Vector2
var _mouse_pos_viewport : Vector2 = Vector2(0.5, 0.5)
var _mouse_pos_map : Vector2 = Vector2(0.5, 0.5)
+# ??? 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
+# 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.
+# This was an absolute pain to track down. --- hop311
func _ready():
if _camera == null:
push_error("MapView's _camera variable hasn't been set!")
@@ -51,24 +58,8 @@ func _ready():
if _map_mesh_instance == null:
push_error("MapView's _map_mesh variable hasn't been set!")
return
- if not _map_mesh_instance.mesh is MapMesh:
- push_error("Invalid map mesh class: ", _map_mesh_instance.mesh.get_class(), "(expected MapMesh)")
- return
- _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_mesh.aspect_ratio = _map_image_size.x / _map_image_size.y
- var map_mesh_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)
- )
- _map_mesh_dims = abs(Vector2(
- map_mesh_aabb.position.x - map_mesh_aabb.end.x,
- map_mesh_aabb.position.z - map_mesh_aabb.end.z
- ))
+ # Shader Material
var map_material = _map_mesh_instance.get_active_material(0)
if map_material == null:
push_error("Map mesh is missing material!")
@@ -77,6 +68,7 @@ func _ready():
push_error("Invalid map mesh material class: ", map_material.get_class())
return
_map_shader_material = map_material
+
# Province index texture
_map_province_index_image = MapSingleton.get_province_index_image()
if _map_province_index_image == null:
@@ -84,6 +76,7 @@ func _ready():
return
var province_index_texture := ImageTexture.create_from_image(_map_province_index_image)
_map_shader_material.set_shader_parameter(_shader_param_province_index, province_index_texture)
+
# Province colour texture
var province_colour_image = MapSingleton.get_province_colour_image()
if province_colour_image == null:
@@ -92,6 +85,24 @@ func _ready():
var province_colour_texture := ImageTexture.create_from_image(province_colour_image)
_map_shader_material.set_shader_parameter(_shader_param_province_colour, province_colour_texture)
+ if not _map_mesh_instance.mesh is MapMesh:
+ push_error("Invalid map mesh class: ", _map_mesh_instance.mesh.get_class(), "(expected MapMesh)")
+ return
+ _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_mesh.aspect_ratio = _map_image_size.x / _map_image_size.y
+ var map_mesh_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)
+ )
+ _map_mesh_dims = abs(Vector2(
+ map_mesh_aabb.position.x - map_mesh_aabb.end.x,
+ map_mesh_aabb.position.z - map_mesh_aabb.end.z
+ ))
+
func _unhandled_input(event : InputEvent):
if event.is_action_pressed(_action_click):
# Check if the mouse is outside of bounds