diff options
Diffstat (limited to 'game/src/Autoload')
-rw-r--r-- | game/src/Autoload/Events.gd | 10 | ||||
-rw-r--r-- | game/src/Autoload/Events/ShaderManager.gd | 20 |
2 files changed, 21 insertions, 9 deletions
diff --git a/game/src/Autoload/Events.gd b/game/src/Autoload/Events.gd index f94d338..47c3b88 100644 --- a/game/src/Autoload/Events.gd +++ b/game/src/Autoload/Events.gd @@ -8,7 +8,9 @@ var ShaderManager = preload("Events/ShaderManager.gd").new() const _province_identifier_file : String = "res://common/map/provinces.json" const _water_province_file : String = "res://common/map/water.json" const _region_file : String = "res://common/map/regions.json" -const _province_shape_file : String = "res://common/map/provinces.png" +const _terrain_file : String = "res://common/map/terrain.json" +const _province_image_file : String = "res://common/map/provinces.png" +const _terrain_image_file : String = "res://common/map/terrain.png" # REQUIREMENTS # * FS-333, FS-334, FS-335, FS-341 @@ -19,5 +21,7 @@ func _ready(): push_error("Failed to load water provinces") if GameSingleton.load_region_file(_region_file) != OK: push_error("Failed to load regions") - if GameSingleton.load_province_shape_file(_province_shape_file) != OK: - push_error("Failed to load province shapes") + if GameSingleton.load_terrain_file(_terrain_file) != OK: + push_error("Failed to load terrain variants") + if GameSingleton.load_map_images(_province_image_file, _terrain_image_file) != OK: + push_error("Failed to load map images") diff --git a/game/src/Autoload/Events/ShaderManager.gd b/game/src/Autoload/Events/ShaderManager.gd index 96ed5b4..a503c52 100644 --- a/game/src/Autoload/Events/ShaderManager.gd +++ b/game/src/Autoload/Events/ShaderManager.gd @@ -1,13 +1,14 @@ extends RefCounted -const param_province_shape : StringName = &"province_shape_tex" +const param_province_shape_tex : StringName = &"province_shape_tex" const param_province_shape_subdivisions : StringName = &"province_shape_subdivisions" -const param_province_colour : StringName = &"province_colour_tex" +const param_province_colour_tex : StringName = &"province_colour_tex" const param_hover_index : StringName = &"hover_index" const param_selected_index : StringName = &"selected_index" +const param_terrain_tex : StringName = &"terrain_tex" const param_terrain_tile_factor : StringName = &"terrain_tile_factor" -func set_up_shader(material : Material, add_colour_texture : bool) -> Error: +func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error: # Shader Material if material == null: push_error("material is null!") @@ -22,19 +23,26 @@ func set_up_shader(material : Material, add_colour_texture : bool) -> Error: if province_shape_texture == null: push_error("Failed to get province shape texture!") return FAILED - shader_material.set_shader_parameter(param_province_shape, province_shape_texture) + shader_material.set_shader_parameter(param_province_shape_tex, province_shape_texture) var subdivisions := GameSingleton.get_province_shape_image_subdivisions() if subdivisions.x < 1 or subdivisions.y < 1: push_error("Invalid province shape image subdivision: ", subdivisions.x, "x", subdivisions.y) return FAILED shader_material.set_shader_parameter(param_province_shape_subdivisions, Vector2(subdivisions)) - if add_colour_texture: + if add_cosmetic_textures: # Province colour texture var map_province_colour_texture := GameSingleton.get_province_colour_texture() if map_province_colour_texture == null: push_error("Failed to get province colour image!") return FAILED - shader_material.set_shader_parameter(param_province_colour, map_province_colour_texture) + shader_material.set_shader_parameter(param_province_colour_tex, map_province_colour_texture) + + # Terrain texture + var terrain_texture := GameSingleton.get_terrain_texture() + if terrain_texture == null: + push_error("Failed to get terrain texture!") + return FAILED + shader_material.set_shader_parameter(param_terrain_tex, terrain_texture) return OK |