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-rw-r--r--game/src/Game/GameSession/ProvinceOverviewPanel.gd30
-rw-r--r--game/src/Game/GameSession/Topbar.gd8
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