Reviewed-on: #16
This commit is contained in:
ktyl 2022-12-13 01:54:54 +01:00
parent 47c2c189b8
commit 58c2d9a451
28 changed files with 491 additions and 181 deletions

32
gdd.md
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@ -8,6 +8,11 @@
* Education
* Supply chains
## Clock
Ticks can be applied manually or they can be applied over time.
Add a tick counter as a UI element.
## Grid
Add a 10x10 grid.
@ -17,13 +22,6 @@ Tiles are highlighted a different colour when the player hovers over them with t
Tiles in the grid contain floating point values.
These values propogate to neighbouring cells a tick happens.
Ticks can be applied manually or they can be applied over time.
Add a tick counter as a UI element.
* [ ] understand different options for representing the rate of diffusion
Diffusing should use 'pull' operations; tiles should pull values from surrounding tiles.
This is an attempt to think forwards to parallelising computation of diffusiong - ideally using the GPU.
#### Diffusion Algorithm
@ -46,6 +44,20 @@ private float TransferHeat(float t0, float alpha, float nx, float ny, float px,
}
```
Diffusing uses 'pull' operations; tiles pull values from surrounding tiles.
This is an attempt to think forwards to parallelising computation of diffusiong - ideally using the GPU.
## Overlays
The current overlay can be cycled with a UI button or by pressing `tab`.
Overlays display tile information by displaying tiles in different colours.
Normally, tile colours are displayed depending on their type and health.
This is the 'normal' view with no overlay.
Other overlays include:
* [Heat overlay](#heat-overlay)
## Build Mode
Build mode can be entered by pressing the `b` key.
@ -71,8 +83,12 @@ In build mode, the player can click on a wile tile to turn it into a developed t
Developed tiles produce heat while wild tiles absorb it.
Every tile has a floating-point heat value which diffuses to its neighbours.
Add a heat map view which can be toggled or cycled to.
### Heat overlay
A heat map view can be toggled or cycled to.
It is possible to cycle the view using a UI element.
Tile colours are displayed as a value along a gradient from cold to hot tiles.
## Tile Health

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@ -1,4 +1,4 @@
[gd_scene load_steps=11 format=2]
[gd_scene load_steps=13 format=2]
[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
@ -7,8 +7,10 @@
[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
[ext_resource path="res://resources/tile_types/wild.tres" type="Resource" id=8]
[ext_resource path="res://nodes/ui/overlays UI.tscn" type="PackedScene" id=8]
[ext_resource path="res://nodes/ui/mode_selection_ui.tscn" type="PackedScene" id=9]
[ext_resource path="res://nodes/overlays.tscn" type="PackedScene" id=10]
[ext_resource path="res://resources/overlays/overlays.tres" type="Resource" id=11]
[sub_resource type="Curve" id=1]
_data = [ Vector2( 0, 0 ), 0.0, 5.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), -4.0, 0.0, 0, 0 ]
@ -18,21 +20,24 @@ _data = [ Vector2( 0, 0 ), 0.0, 5.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Ve
[node name="Clock" parent="." instance=ExtResource( 4 )]
_autoTick = true
[node name="Grid" parent="." instance=ExtResource( 1 )]
[node name="World Grid" parent="." instance=ExtResource( 1 )]
DiffusionCoefficient = 0.1
_startTileTypeResource = ExtResource( 8 )
[node name="Cursor" parent="." instance=ExtResource( 2 )]
Grid = NodePath("../Grid")
Grid = NodePath("../World Grid")
_pulseShape = SubResource( 1 )
[node name="Interaction Modes" parent="." instance=ExtResource( 5 )]
_buildModePath = NodePath("Build Mode")
[node name="Build Mode" parent="Interaction Modes" instance=ExtResource( 7 )]
_gridPath = NodePath("../../Grid")
_gridPath = NodePath("../../World Grid")
_cursorPath = NodePath("../../Cursor")
[node name="Overlays" parent="." instance=ExtResource( 10 )]
_overlaysResource = ExtResource( 11 )
_worldGridPath = NodePath("../World Grid")
[node name="UI" type="Control" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
@ -45,15 +50,19 @@ _buildModePath = NodePath("../../Interaction Modes/Build Mode")
[node name="Mode Selection" parent="UI" instance=ExtResource( 9 )]
[node name="Overlays UI" parent="UI" instance=ExtResource( 8 )]
_overlaysPath = NodePath("../../Overlays")
[connection signal="OnPauseChanged" from="Clock" to="UI/Debug" method="_on_Clock_OnPauseChanged"]
[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
[connection signal="OnTick" from="Clock" to="World Grid" method="_on_Clock_OnTick"]
[connection signal="OnTick" from="Clock" to="UI/Debug" method="_on_Clock_OnTick"]
[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="Cursor" method="_on_Interaction_Mode_OnInteractionModeChanged"]
[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="UI/Debug" method="_on_Interaction_Mode_OnInteractionModeChanged"]
[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeEntered"]
[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="EnableBuildMode"]
[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeExited"]
[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="Enable"]
[connection signal="SelectedTileTypeChanged" from="Interaction Modes/Build Mode" to="UI/Build Mode" method="UpdateButtonToggleState"]
[connection signal="OverlayCycled" from="Overlays" to="UI/Overlays UI" method="UpdateOverlayText"]
[connection signal="OnExit" from="UI/Build Mode" to="Interaction Modes" method="Reset"]
[connection signal="OnExit" from="UI/Build Mode" to="UI/Mode Selection" method="Enable"]
[connection signal="BuildModeEnabled" from="UI/Mode Selection" to="Interaction Modes/Build Mode" method="Enable"]

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@ -1,10 +1,11 @@
[gd_scene load_steps=3 format=2]
[gd_scene load_steps=4 format=2]
[ext_resource path="res://scripts/WorldGrid.cs" type="Script" id=1]
[ext_resource path="res://nodes/tile.tscn" type="PackedScene" id=2]
[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=3]
[node name="Grid" type="Node2D"]
script = ExtResource( 1 )
TileScene = ExtResource( 2 )
Size = 10
CellSize = 64
_tileGridResource = ExtResource( 3 )

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@ -1,7 +1,7 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://scripts/interaction_modes/BuildMode.cs" type="Script" id=1]
[ext_resource path="res://resources/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
[ext_resource path="res://resources/tiles/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
[node name="Build Mode" type="Node"]
script = ExtResource( 1 )

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@ -0,0 +1,12 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://scripts/overlays/Overlays.cs" type="Script" id=1]
[ext_resource path="res://resources/overlays/heat_overlay.tres" type="Resource" id=2]
[ext_resource path="res://resources/overlays/no_overlay.tres" type="Resource" id=3]
[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=4]
[node name="Overlays" type="Node"]
script = ExtResource( 1 )
_cycleOverlayKey = 16777218
_overlayResources = [ ExtResource( 3 ), ExtResource( 2 ) ]
_tileGridResource = ExtResource( 4 )

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@ -14,6 +14,6 @@ margin_left = 2.0
margin_top = 562.0
margin_right = 38.0
margin_bottom = 598.0
text = "Build Mode"
text = "[B] Build Mode"
[connection signal="pressed" from="Build Mode" to="." method="EnableBuildMode"]

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@ -0,0 +1,18 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://scripts/ui/OverlaysUI.cs" type="Script" id=1]
[node name="Overlays UI" type="Node"]
script = ExtResource( 1 )
_cycleOverlayButtonPath = NodePath("Button")
[node name="Button" type="Button" parent="."]
anchor_top = 1.0
anchor_bottom = 1.0
margin_top = -90.0
margin_right = 42.0
margin_bottom = -52.0
grow_vertical = 0
text = "[Tab] Cycle Overlay"
[connection signal="pressed" from="Button" to="." method="CycleOverlay"]

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@ -0,0 +1,8 @@
[gd_resource type="Resource" load_steps=2 format=2]
[ext_resource path="res://scripts/overlays/HeatOverlay.cs" type="Script" id=1]
[resource]
script = ExtResource( 1 )
_coldColor = Color( 0, 0, 0, 1 )
_hotColor = Color( 1, 0.654902, 0, 1 )

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@ -0,0 +1,6 @@
[gd_resource type="Resource" load_steps=2 format=2]
[ext_resource path="res://scripts/overlays/NoOverlay.cs" type="Script" id=1]
[resource]
script = ExtResource( 1 )

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@ -0,0 +1,9 @@
[gd_resource type="Resource" load_steps=4 format=2]
[ext_resource path="res://scripts/overlays/OverlayCollection.cs" type="Script" id=1]
[ext_resource path="res://resources/overlays/no_overlay.tres" type="Resource" id=2]
[ext_resource path="res://resources/overlays/heat_overlay.tres" type="Resource" id=3]
[resource]
script = ExtResource( 1 )
_resources = [ ExtResource( 2 ), ExtResource( 3 ) ]

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@ -1,8 +0,0 @@
[gd_resource type="Resource" load_steps=3 format=2]
[ext_resource path="res://scripts/TileTypeCollection.cs" type="Script" id=1]
[ext_resource path="res://resources/tile_types/developed.tres" type="Resource" id=2]
[resource]
script = ExtResource( 1 )
_tileTypeResources = [ ExtResource( 2 ) ]

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@ -1,10 +1,10 @@
[gd_resource type="Resource" load_steps=2 format=2]
[ext_resource path="res://scripts/TileType.cs" type="Script" id=1]
[ext_resource path="res://scripts/tile/TileType.cs" type="Script" id=1]
[resource]
script = ExtResource( 1 )
Name = "Developed"
BuildLabel = "[D]eveloped"
Key = 68
Color = Color( 0.372549, 0.372549, 0.372549, 1 )
HeatGeneration = 0.4

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@ -0,0 +1,8 @@
[gd_resource type="Resource" load_steps=3 format=2]
[ext_resource path="res://scripts/tile/TileTypeCollection.cs" type="Script" id=1]
[ext_resource path="res://resources/tiles/tile_types/developed.tres" type="Resource" id=2]
[resource]
script = ExtResource( 1 )
_resources = [ ExtResource( 2 ) ]

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@ -1,10 +1,10 @@
[gd_resource type="Resource" load_steps=2 format=2]
[ext_resource path="res://scripts/TileType.cs" type="Script" id=1]
[ext_resource path="res://scripts/tile/TileType.cs" type="Script" id=1]
[resource]
script = ExtResource( 1 )
Name = "Wild"
BuildLabel = "[W]ild"
Key = 87
Color = Color( 0, 0.545098, 0.0196078, 1 )
HeatGeneration = -0.2

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@ -0,0 +1,9 @@
[gd_resource type="Resource" load_steps=3 format=2]
[ext_resource path="res://scripts/tile/TileGrid.cs" type="Script" id=1]
[ext_resource path="res://resources/tiles/tile_types/wild.tres" type="Resource" id=2]
[resource]
script = ExtResource( 1 )
Size = 10
_startTileTypeResource = ExtResource( 2 )

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@ -0,0 +1,33 @@
using Godot;
using System.Collections;
using System.Collections.Generic;
public abstract class ReadOnlyResourceList<T> : Resource, IReadOnlyList<T> where T : Resource
{
[Export]
private List<Resource> _resources = new List<Resource>();
private List<T> Collection
{
get
{
if (_collection != null)
return _collection;
_collection = new List<T>();
foreach (var resource in _resources)
{
_collection.Add((T)resource);
}
return _collection;
}
}
private List<T> _collection = null;
public T this[int index] => Collection[index];
public int Count => Collection.Count;
public IEnumerator<T> GetEnumerator() => Collection.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => Collection.GetEnumerator();
}

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@ -1,46 +0,0 @@
using Godot;
using System;
using System.Collections;
using System.Collections.Generic;
public class TileTypeCollection : Resource, IReadOnlyList<TileType>
{
[Export]
private List<Resource> _tileTypeResources = new List<Resource>();
private List<TileType> TileTypes
{
get
{
if (_tileTypes != null)
return _tileTypes;
_tileTypes = new List<TileType>();
foreach (var resource in _tileTypeResources)
{
if (!(resource is TileType))
throw new InvalidCastException($"{resource} must be a {typeof(TileType)}");
_tileTypes.Add((TileType)resource);
}
return _tileTypes;
}
}
private List<TileType> _tileTypes = null;
public TileType this[int index] => TileTypes[index];
public int Count => TileTypes.Count;
public IEnumerator<TileType> GetEnumerator()
{
return TileTypes.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return TileTypes.GetEnumerator();
}
}

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@ -7,11 +7,8 @@ public class WorldGrid : Node2D
private PackedScene TileScene { get; set; }
[Export]
private Resource _startTileTypeResource;
private TileType _startTileType;
[Export]
public int Size { get; set; }
private Resource _tileGridResource;
private TileGrid _tileGrid;
[Export]
public int CellSize { get; set; }
@ -19,65 +16,50 @@ public class WorldGrid : Node2D
[Export]
public float DiffusionCoefficient { get; set; } = 0.01f;
private Tile[,] _tiles;
private float[,] _nextValues = null;
private float[] _nextValues = null;
public struct TileView
{
public ShaderMaterial material;
}
private TileView[] _tileViews;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_startTileType = (TileType)_startTileTypeResource;
_tileGrid = (TileGrid)_tileGridResource;
GenerateGrid(Size);
}
public override void _Process(float delta)
{
base._Process(delta);
for (int x = 0; x < Size; x++)
{
for (int y = 0; y < Size; y++)
{
var tile = _tiles[x, y];
var material = tile.material;
material.SetShaderParam("t", tile.value);
}
}
}
public bool IsInBounds(int x, int y)
{
return x >= 0 && x < Size && y >= 0 && y < Size;
}
public void ToggleTileHighlight(int x, int y)
{
if (!IsInBounds(x, y))
return;
_tiles[x, y].isHighlighted ^= true;
}
public void SetTileType(int x, int y, TileType tileType)
{
if (!IsInBounds(x, y))
return;
GD.Print($"set ({x}, {y}) to {tileType}");
_tiles[x, y].type = tileType;
_tiles[x, y].material.SetShaderParam("lowColor", tileType.Color);
GenerateCanvasItems(_tileGrid);
}
#region Positioning
public void GetGridPos(Vector2 position, out int x, out int y)
{
x = Mathf.FloorToInt(position.x / CellSize);
y = Mathf.FloorToInt(position.y / CellSize);
}
public bool IsInBounds(int x, int y) => _tileGrid.IsInBounds(x, y);
#endregion
#region Interaction
public void SetTileType(int x, int y, TileType tileType)
{
if (!_tileGrid.IsInBounds(x, y))
return;
_tileGrid.MapPosition(x, y, out var idx);
var tile = _tileGrid[idx];
tile.type = tileType;
_tileGrid[x, y] = tile;
_tileViews[idx].material.SetShaderParam("lowColor", tileType.Color);
}
#endregion
private void Clear()
{
_tiles = null;
int children = this.GetChildCount();
GD.Print(children);
for (int i = 0; i < children; i++)
@ -85,23 +67,20 @@ public class WorldGrid : Node2D
var child = this.GetChild(i);
child.QueueFree();
}
_tileViews = null;
}
private void GenerateGrid(int size)
private void GenerateCanvasItems(TileGrid grid)
{
this.Clear();
_tiles = new Tile[size, size];
_nextValues = new float[size, size];
_tileViews = new TileView[grid.Count];
_nextValues = new float[grid.Count];
for (int x = 0; x < size; x++)
for (int i = 0; i < grid.Count; i++)
{
for (int y = 0; y < size; y++)
{
var tile = new Tile();
tile.isHighlighted = false;
tile.value = 0.0f;
tile.type = _startTileType;
_tileGrid.MapIndex(i, out var x, out var y);
var node = TileScene.Instance<Node2D>();
this.AddChild(node);
@ -112,16 +91,22 @@ public class WorldGrid : Node2D
};
node.Position = position;
var canvasItem = (CanvasItem)node;
tile.material = (ShaderMaterial)canvasItem.Material;
tile.material.SetShaderParam("lowColor", _startTileType.Color);
_tiles[x, y] = tile;
}
var tile = _tileGrid[i];
TileView view = default;
view.material = (ShaderMaterial)canvasItem.Material;
view.material.SetShaderParam("lowColor", _tileGrid.StartTileType.Color);
_tileViews[i] = view;
}
}
public ShaderMaterial GetTileMaterial(int idx) => _tileViews[idx].material;
#region Simulation
public void _on_Clock_OnTick(int ticks)
{
GenerateHeat();
Diffuse();
}
@ -135,24 +120,36 @@ public class WorldGrid : Node2D
private void GetNeighbourTemperatures(int x, int y, out float nx, out float ny, out float px, out float py)
{
// default value
var t = _tiles[x, y].value;
var t = _tileGrid[x, y].temperature;
nx = x > 0 ? _tiles[x - 1, y].value : t;
px = x < Size - 1 ? _tiles[x + 1, y].value : t;
nx = x > 0 ? _tileGrid[x - 1, y].temperature : t;
px = x < _tileGrid.Size - 1 ? _tileGrid[x + 1, y].temperature : t;
ny = y > 0 ? _tiles[x, y - 1].value : t;
py = y < Size - 1 ? _tiles[x, y + 1].value : t;
ny = y > 0 ? _tileGrid[x, y - 1].temperature : t;
py = y < _tileGrid.Size - 1 ? _tileGrid[x, y + 1].temperature : t;
}
private void GenerateHeat()
{
for (int i = 0; i < _tileGrid.Count; i++)
{
var tile = _tileGrid[i];
var type = tile.type;
tile.temperature += type.HeatGeneration;
_tileGrid[i] = tile;
}
}
private void Diffuse()
{
for (int x = 0; x < Size; x++)
{
for (int y = 0; y < Size; y++)
{
float t = _tiles[x, y].value;
var D = DiffusionCoefficient;
for (int i = 0; i < _tileGrid.Count; i++)
{
float t = _tileGrid[i].temperature;
_tileGrid.MapIndex(i, out var x, out var y);
GetNeighbourTemperatures(
x, y,
out var nx,
@ -160,17 +157,19 @@ public class WorldGrid : Node2D
out var px,
out var py);
// current value
_nextValues[x, y] = TransferHeat(t, D, nx, ny, px, py);
}
var temperature = TransferHeat(t, D, nx, ny, px, py);
// TODO: what if it's really really cold out?
temperature = Mathf.Max(0, temperature);
_nextValues[i] = temperature;
}
for (int x = 0; x < Size; x++)
for (int i = 0; i < _tileGrid.Count; i++)
{
for (int y = 0; y < Size; y++)
{
_tiles[x, y].value = _nextValues[x, y];
}
var tile = _tileGrid[i];
tile.temperature = _nextValues[i];
_tileGrid[i] = tile;
}
}
#endregion
}

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@ -0,0 +1,18 @@
using Godot;
using System;
public class HeatOverlay : Overlay
{
[Export]
private Color _coldColor;
[Export]
private Color _hotColor;
public override void Apply(Tile tile, ShaderMaterial material)
{
material.SetShaderParam("lowColor", _coldColor);
material.SetShaderParam("highColor", _hotColor);
material.SetShaderParam("t", tile.temperature);
}
}

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@ -0,0 +1,12 @@
using Godot;
public class NoOverlay : Overlay
{
// in this view we want to draw tiles with their normal colour
public override void Apply(Tile tile, ShaderMaterial material)
{
var type = tile.type;
material.SetShaderParam("lowColor", type.Color);
material.SetShaderParam("t", 0);
}
}

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@ -0,0 +1,7 @@
using Godot;
public abstract class Overlay : Resource
{
public string Name => GetType().ToString();
public abstract void Apply(Tile tile, ShaderMaterial material);
}

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@ -0,0 +1,3 @@
public class OverlayCollection : ReadOnlyResourceList<Overlay>
{
}

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@ -0,0 +1,67 @@
using Godot;
using System;
public class Overlays : Node
{
[Signal]
delegate void OverlayCycled(Overlay overlay);
[Export]
private KeyList _cycleOverlayKey;
[Export] private Resource _overlaysResource;
public Overlay Current => _overlays[_overlayIdx];
private OverlayCollection _overlays;
private int _overlayIdx = 0;
[Export]
private Resource _tileGridResource;
private TileGrid _tileGrid;
[Export]
private NodePath _worldGridPath;
private WorldGrid _worldGrid;
public override void _Ready()
{
_overlays = (OverlayCollection)_overlaysResource;
_tileGrid = (TileGrid)_tileGridResource;
_worldGrid = GetNode<WorldGrid>(_worldGridPath);
}
public override void _Input(InputEvent @event)
{
base._Input(@event);
if (!(@event is InputEventKey keyEvent))
return;
if (!(keyEvent.Pressed))
return;
if ((KeyList)keyEvent.Scancode != _cycleOverlayKey)
return;
CycleOverlay();
}
public override void _Process(float delta)
{
base._Process(delta);
for (int i = 0; i < _tileGrid.Count; i++)
{
var tile = _tileGrid[i];
var material = _worldGrid.GetTileMaterial(i);
Current.Apply(tile, material);
}
}
public void CycleOverlay()
{
_overlayIdx++;
_overlayIdx %= _overlays.Count;
EmitSignal(nameof(OverlayCycled), Current);
}
}

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@ -3,7 +3,6 @@ using Godot;
public struct Tile
{
public bool isHighlighted;
public float value;
public ShaderMaterial material;
public float temperature;
public TileType type;
}

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@ -0,0 +1,92 @@
using Godot;
using System;
using System.Collections;
using System.Collections.Generic;
public class TileGrid : Resource, IReadOnlyList<Tile>
{
[Export]
public int Size { get; private set; } = 10;
[Export]
private Resource _startTileTypeResource;
public TileType StartTileType => (TileType)_startTileTypeResource;
public int Count => Size * Size;
public Tile this[int index]
{
get => Tiles[index];
set => Tiles[index] = value;
}
public Tile this[int x, int y]
{
get
{
MapPosition(x, y, out int idx);
return Tiles[idx];
}
set
{
MapPosition(x, y, out int idx);
Tiles[idx] = value;
}
}
private List<Tile> Tiles
{
get
{
if (_tiles == null)
{
_tiles = new List<Tile>();
Generate(_tiles);
}
return _tiles;
}
}
private List<Tile> _tiles = null;
private void Generate(List<Tile> tiles)
{
tiles.Clear();
for (int i = 0; i < Count; i++)
{
var tile = new Tile();
tile.isHighlighted = false;
tile.temperature = 0.0f;
tile.type = StartTileType;
tiles.Add(tile);
}
}
public IEnumerator<Tile> GetEnumerator()
{
return Tiles.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return Tiles.GetEnumerator();
}
public void MapIndex(int idx, out int x, out int y)
{
y = idx / Size;
x = idx % Size;
}
public void MapPosition(int x, int y, out int idx)
{
idx = y * Size + x;
}
public bool IsInBounds(int x, int y)
{
return x >= 0 && x < Size && y >= 0 && y < Size;
}
}

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@ -5,8 +5,7 @@ public class TileType : Resource
[Export]
public string Name { get; private set; }
[Export]
public string BuildLabel { get; private set; }
public string BuildLabel => $"[{Key}] {Name}";
[Export]
public KeyList Key { get; private set; }
@ -14,8 +13,8 @@ public class TileType : Resource
[Export]
public Color Color { get; private set; }
public override string ToString()
{
return Name;
}
[Export]
public float HeatGeneration { get; private set; }
public override string ToString() => Name;
}

View File

@ -0,0 +1,3 @@
public class TileTypeCollection : ReadOnlyResourceList<TileType>
{
}

View File

@ -0,0 +1,36 @@
using Godot;
using System;
using System.Collections.Generic;
public class OverlaysUI : Node
{
[Export]
private NodePath _cycleOverlayButtonPath;
private Button _cycleOverlayButton;
[Export]
private NodePath _overlaysPath;
private Overlays _overlays;
private string _mainText;
public override void _Ready()
{
base._Ready();
_cycleOverlayButton = GetNode<Button>(_cycleOverlayButtonPath);
_mainText = _cycleOverlayButton.Text;
_overlays = GetNode<Overlays>(_overlaysPath);
}
public void CycleOverlay()
{
_overlays.CycleOverlay();
}
public void UpdateOverlayText(Overlay overlay)
{
_cycleOverlayButton.Text = $"{_mainText} ({_overlays.Current.Name})";
}
}