diff options
Diffstat (limited to 'game/src/Game/GameSession/MapView.gd')
-rw-r--r-- | game/src/Game/GameSession/MapView.gd | 30 |
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 |