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Diffstat (limited to 'game/src/GameSession/MapView.gd')
-rw-r--r--game/src/GameSession/MapView.gd21
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)