diff options
Diffstat (limited to 'game')
-rw-r--r-- | game/src/Game/GameSession/ProvinceOverviewPanel.gd | 30 | ||||
-rw-r--r-- | game/src/Game/GameSession/Topbar.gd | 8 |
2 files changed, 19 insertions, 19 deletions
diff --git a/game/src/Game/GameSession/ProvinceOverviewPanel.gd b/game/src/Game/GameSession/ProvinceOverviewPanel.gd index cb76241..bf3c3dc 100644 --- a/game/src/Game/GameSession/ProvinceOverviewPanel.gd +++ b/game/src/Game/GameSession/ProvinceOverviewPanel.gd @@ -5,23 +5,23 @@ var _province_name_label : Label var _region_name_label : Label var _slave_status_icon : TextureRect var _colony_status_button : Button -var _colony_status_button_texture : GFXIconTexture +var _colony_status_button_texture : GFXSpriteTexture var _administrative_percentage_label : Label var _owner_percentage_label : Label var _province_modifiers_overlapping_elements_box : GUIOverlappingElementsBox -var _terrain_type_texture : GFXIconTexture +var _terrain_type_texture : GFXSpriteTexture var _life_rating_bar : TextureProgressBar var _controller_flag_texture : GFXMaskedFlagTexture # Statistics -var _rgo_icon_texture : GFXIconTexture +var _rgo_icon_texture : GFXSpriteTexture var _rgo_produced_label : Label var _rgo_income_label : Label -var _rgo_employment_percentage_texture : GFXIconTexture +var _rgo_employment_percentage_texture : GFXSpriteTexture var _rgo_employment_population_label : Label var _rgo_employment_percentage_label : Label var _crime_name_label : Label -var _crime_icon_texture : GFXIconTexture +var _crime_icon_texture : GFXSpriteTexture var _crime_fighting_label : Label var _total_population_label : Label var _migration_label : Label @@ -44,7 +44,7 @@ class BuildingSlot: var _slot_index : int var _slot_node : Control - var _building_icon : GFXIconTexture + var _building_icon : GFXSpriteTexture var _expand_button : Button var _expanding_icon : TextureRect var _expanding_progress_bar : TextureProgressBar @@ -64,7 +64,7 @@ class BuildingSlot: var icon := _slot_node.get_node("build_icon%d" % icon_index) if icon: if icon_index == _slot_index: - _building_icon = GUINode.get_gfx_icon_texture_from_node(icon) + _building_icon = GUINode.get_gfx_sprite_texture_from_node(icon) else: icon.hide() @@ -133,12 +133,12 @@ func _ready() -> void: _province_name_label = get_label_from_nodepath(^"./province_view/province_view_header/province_name") _region_name_label = get_label_from_nodepath(^"./province_view/province_view_header/state_name") _slave_status_icon = get_texture_rect_from_nodepath(^"./province_view/province_view_header/slave_state_icon") - var slave_status_icon_texture : GFXIconTexture = get_gfx_icon_texture_from_nodepath(^"./province_view/province_view_header/slave_state_icon") + var slave_status_icon_texture : GFXSpriteTexture = get_gfx_sprite_texture_from_nodepath(^"./province_view/province_view_header/slave_state_icon") if slave_status_icon_texture: slave_status_icon_texture.set_icon_index(GameSingleton.get_slave_pop_icon_index()) _colony_status_button = get_button_from_nodepath(^"./province_view/province_view_header/colony_button") - _colony_status_button_texture = get_gfx_icon_texture_from_nodepath(^"./province_view/province_view_header/colony_button") - var admin_icon_texture : GFXIconTexture = get_gfx_icon_texture_from_nodepath(^"./province_view/province_view_header/admin_icon") + _colony_status_button_texture = get_gfx_sprite_texture_from_nodepath(^"./province_view/province_view_header/colony_button") + var admin_icon_texture : GFXSpriteTexture = get_gfx_sprite_texture_from_nodepath(^"./province_view/province_view_header/admin_icon") if admin_icon_texture: admin_icon_texture.set_icon_index(GameSingleton.get_administrative_pop_icon_index()) _administrative_percentage_label = get_label_from_nodepath(^"./province_view/province_view_header/admin_efficiency") @@ -146,19 +146,19 @@ func _ready() -> void: _province_modifiers_overlapping_elements_box = get_gui_overlapping_elements_box_from_nodepath(^"./province_view/province_view_header/province_modifiers") if _province_modifiers_overlapping_elements_box and _province_modifiers_overlapping_elements_box.set_gui_child_element_name("province_interface", "prov_state_modifier") != OK: _province_modifiers_overlapping_elements_box = null # hide province modifiers box since we can't do anything with it - _terrain_type_texture = get_gfx_icon_texture_from_nodepath(^"./province_view/province_view_header/prov_terrain") + _terrain_type_texture = get_gfx_sprite_texture_from_nodepath(^"./province_view/province_view_header/prov_terrain") _life_rating_bar = get_progress_bar_from_nodepath(^"./province_view/province_view_header/liferating") _controller_flag_texture = get_gfx_masked_flag_texture_from_nodepath(^"./province_view/province_view_header/controller_flag") # Statistics - _rgo_icon_texture = get_gfx_icon_texture_from_nodepath(^"./province_view/province_statistics/goods_type") + _rgo_icon_texture = get_gfx_sprite_texture_from_nodepath(^"./province_view/province_statistics/goods_type") _rgo_produced_label = get_label_from_nodepath(^"./province_view/province_statistics/produced") _rgo_income_label = get_label_from_nodepath(^"./province_view/province_statistics/income") - _rgo_employment_percentage_texture = get_gfx_icon_texture_from_nodepath(^"./province_view/province_statistics/employment_ratio") + _rgo_employment_percentage_texture = get_gfx_sprite_texture_from_nodepath(^"./province_view/province_statistics/employment_ratio") _rgo_employment_population_label = get_label_from_nodepath(^"./province_view/province_statistics/rgo_population") _rgo_employment_percentage_label = get_label_from_nodepath(^"./province_view/province_statistics/rgo_percent") _crime_name_label = get_label_from_nodepath(^"./province_view/province_statistics/crime_name") - _crime_icon_texture = get_gfx_icon_texture_from_nodepath(^"./province_view/province_statistics/crime_icon") + _crime_icon_texture = get_gfx_sprite_texture_from_nodepath(^"./province_view/province_statistics/crime_icon") _crime_fighting_label = get_label_from_nodepath(^"./province_view/province_statistics/crimefight_percent") _total_population_label = get_label_from_nodepath(^"./province_view/province_statistics/total_population") _migration_label = get_label_from_nodepath(^"./province_view/province_statistics/migration") @@ -280,7 +280,7 @@ func _update_info() -> void: # TODO - replace example icons with those from the province's list of modifier instances _province_modifiers_overlapping_elements_box.set_child_count(8) for i : int in _province_modifiers_overlapping_elements_box.get_child_count(): - var icon : GFXIconTexture = GUINode.get_gfx_icon_texture_from_node( + var icon : GFXSpriteTexture = GUINode.get_gfx_sprite_texture_from_node( _province_modifiers_overlapping_elements_box.get_child(i).get_node(^"./modifier") ) if icon: diff --git a/game/src/Game/GameSession/Topbar.gd b/game/src/Game/GameSession/Topbar.gd index 3cfc0e6..e660c6a 100644 --- a/game/src/Game/GameSession/Topbar.gd +++ b/game/src/Game/GameSession/Topbar.gd @@ -5,13 +5,13 @@ extends GUINode var _speed_up_button : Button var _speed_down_button : Button var _speed_indicator_button : Button -var _speed_indicator_texture : GFXIconTexture +var _speed_indicator_texture : GFXSpriteTexture var _date_label : Label var _country_name_label : Label # NationManagement.Screen-Button var _nation_management_buttons : Dictionary -# NationManagement.Screen-GFXIconTexture +# NationManagement.Screen-GFXSpriteTexture var _nation_management_button_textures : Dictionary func _ready() -> void: @@ -54,7 +54,7 @@ func _ready() -> void: _speed_indicator_button = get_button_from_nodepath(^"./topbar/speed_indicator") if _speed_indicator_button: _speed_indicator_button.pressed.connect(_on_play_pause_button_pressed) - _speed_indicator_texture = GUINode.get_gfx_icon_texture_from_node(_speed_indicator_button) + _speed_indicator_texture = GUINode.get_gfx_sprite_texture_from_node(_speed_indicator_button) # Nation management screens const screen_nodepaths : Dictionary = { @@ -73,7 +73,7 @@ func _ready() -> void: button.pressed.connect( Events.NationManagementScreens.toggle_nation_management_screen.bind(screen) ) - var icon : GFXIconTexture = get_gfx_icon_texture_from_node(button) + var icon : GFXSpriteTexture = get_gfx_sprite_texture_from_node(button) if icon: _nation_management_buttons[screen] = button _nation_management_button_textures[screen] = icon |