tile-types #15
							
								
								
									
										41
									
								
								gdd.md
									
									
									
									
									
								
							
							
						
						
									
										41
									
								
								gdd.md
									
									
									
									
									
								
							@ -8,13 +8,10 @@
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* Education
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* Supply chains
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## Critical Path
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### Grid
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## Grid
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Add a 10x10 grid.
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Tiles are highlighted a different colour when the player hovers over them with the cursor.
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Tiles can be interacted with, which turns them another colour.
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### Diffusion
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@ -49,7 +46,19 @@ private float TransferHeat(float t0, float alpha, float nx, float ny, float px,
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}
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```
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### Tile Types
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## Build Mode
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Build mode can be entered by pressing the `b` key.
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Build the cursor will start flashing when entering build mode.
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Once in build mode, a tile type must be selected to build anything.
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Tiles cab be selected with the buttons along the bottom of the screen or by keyboard shortcuts.
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The keyboard shortcut to select a tile type is indicated on the button.
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To deselect a tile type, press `esc`.
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Press `esc` again to exit build mode.
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## Tile Types
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Tiles start as wild tiles.
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The player can use a UI element or a keyboard shortcut to enable build mode.
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@ -58,14 +67,14 @@ In build mode, the player can click on a wile tile to turn it into a developed t
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* Wild tiles are green
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* Developed tiles are grey
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### Heat
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## Heat
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Developed tiles produce heat while wild tiles absorb it.
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Every tile has a floating-point heat value which diffuses to its neighbours.
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Add a heat map view which can be toggled or cycled to.
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It is possible to cycle the view using a UI element.
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### Tile Health
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## Tile Health
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Add another value to wild tiles: health.
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A wild tile can accept a certain amount of heat each tick from surrounding tiles.
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@ -83,13 +92,13 @@ Its effectiveness at absorbing heat scales with its remaining health.
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Diffusion still occurs to move heat away from depleted wild tiles.
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### Rewilding
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## Rewilding
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Add a rewilding mode option to the UI.
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In rewilding mode, the player can click on a developed tile to turn in into a wild tile.
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The wild tile starts with 0 health.
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### Wild Recovery
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## Wild Recovery
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Depleted wile tiles can recover health each tick.
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The recovery rate is based on the difference between the damage threshold and the actual amount they received.
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@ -98,7 +107,7 @@ The recovery rate is increased if the tile has wild neighbours.
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    neighbour multiplier = lerp(1, max, number of neighbours / 4)
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    health restored = max((damage threshold - heat received), 0) * neighbour multiplier.
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### Developed tile types
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## Developed tile types
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Split developed tiles into 3 types:
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@ -111,19 +120,19 @@ These types generate different amounts of heat:
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    industrial > commercial > residential
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### Journeys
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## Journeys
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Developed tiles have a chance to generate journeys between them.
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A journey instances a vehicle which traverses the map at a constant speed from its origin to its destination tile.
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A vehicle adds a constant amount of heat to every tile it traverses.
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### Moving In
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## Moving In
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Residential tiles have two new integer resources, current residents and maximum residents.
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Every tick there is a chance for residents to move in to a residential tile if the current number is less than the maximum number of residents.
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The initial number of maximm residents per residential tile is 4.
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### Jobs
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## Jobs
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Industrial and commercial tiles have two new integer resources, available jobs and occupied jobs.
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The chance for residents to move in depends on there being being fewer occupied than available jobs.
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@ -132,12 +141,12 @@ Their chance of generating a journey is proportional to
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    occupied jobs / available jobs .
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### Commutes
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## Commutes
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A resident moves in to a residential tile and gets a job at an industrial or commercial 'job' tile.
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The residential tile regularly generates journeys to the job tile, and the job tile regularly generates journeys in the other direction.
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### Comfortable Living Temperatures
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## Comfortable Living Temperatures
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If a residential tile is too hot, people will not want to live there.
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Residential tiles have a critical temperature at which the chance of someone moving into a tile becomes negative, becoming a chance that someone moves out.
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@ -148,7 +157,7 @@ When someone moves out, one of the jobs associated with that residential tile is
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# Not critical
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### Wealth
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## Wealth
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Journeys generate a new integer tile resource, wealth.
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When a journey is completed, the destination tile accrues 1 wealth.
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@ -4,6 +4,6 @@
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[resource]
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shader = ExtResource( 1 )
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shader_param/lowColor = Color( 1, 0.960784, 0, 1 )
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shader_param/highColor = Color( 0.921569, 0, 1, 1 )
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shader_param/lowColor = Color( 0, 0, 0, 0 )
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shader_param/highColor = Color( 0, 0.976471, 1, 1 )
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shader_param/t = null
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@ -1,36 +0,0 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/DebugUI.cs" type="Script" id=1]
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[node name="Debug UI" type="Control"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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script = ExtResource( 1 )
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TicksLabelPath = NodePath("Ticks")
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PauseLabelPath = NodePath("Paused")
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[node name="Ticks" type="Label" parent="."]
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anchor_left = 1.0
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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margin_right = -10.0
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margin_bottom = -30.0
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grow_horizontal = 0
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grow_vertical = 0
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text = "ticks: 0"
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align = 2
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valign = 2
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[node name="Paused" type="Label" parent="."]
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anchor_left = 1.0
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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margin_right = -10.0
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margin_bottom = -10.0
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grow_horizontal = 0
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grow_vertical = 0
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text = "pause: false"
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align = 2
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valign = 2
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@ -1,23 +1,59 @@
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[gd_scene load_steps=5 format=2]
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[gd_scene load_steps=11 format=2]
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[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
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[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
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[ext_resource path="res://nodes/debug_ui.tscn" type="PackedScene" id=3]
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[ext_resource path="res://nodes/ui/debug_ui.tscn" type="PackedScene" id=3]
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[ext_resource path="res://nodes/clock.tscn" type="PackedScene" id=4]
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[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
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[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
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[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
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[ext_resource path="res://resources/tile_types/wild.tres" type="Resource" id=8]
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[ext_resource path="res://nodes/ui/mode_selection_ui.tscn" type="PackedScene" id=9]
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[sub_resource type="Curve" id=1]
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_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 ]
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[node name="Root" type="Node"]
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[node name="Grid" parent="." instance=ExtResource( 1 )]
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DiffusionCoefficient = 0.1
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[node name="Cursor" parent="." instance=ExtResource( 2 )]
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Grid = NodePath("../Grid")
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[node name="Debug UI" parent="." instance=ExtResource( 3 )]
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[node name="Clock" parent="." instance=ExtResource( 4 )]
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_autoTick = true
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[connection signal="OnPauseChanged" from="Clock" to="Debug UI" method="_on_Clock_OnPauseChanged"]
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[node name="Grid" parent="." instance=ExtResource( 1 )]
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DiffusionCoefficient = 0.1
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_startTileTypeResource = ExtResource( 8 )
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[node name="Cursor" parent="." instance=ExtResource( 2 )]
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Grid = NodePath("../Grid")
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_pulseShape = SubResource( 1 )
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[node name="Interaction Modes" parent="." instance=ExtResource( 5 )]
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_buildModePath = NodePath("Build Mode")
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[node name="Build Mode" parent="Interaction Modes" instance=ExtResource( 7 )]
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_gridPath = NodePath("../../Grid")
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_cursorPath = NodePath("../../Cursor")
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[node name="UI" type="Control" parent="."]
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anchor_right = 1.0
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anchor_bottom = 1.0
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mouse_filter = 2
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[node name="Debug" parent="UI" instance=ExtResource( 3 )]
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[node name="Build Mode" parent="UI" instance=ExtResource( 6 )]
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_buildModePath = NodePath("../../Interaction Modes/Build Mode")
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[node name="Mode Selection" parent="UI" instance=ExtResource( 9 )]
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[connection signal="OnPauseChanged" from="Clock" to="UI/Debug" method="_on_Clock_OnPauseChanged"]
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[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
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[connection signal="OnTick" from="Clock" to="Debug UI" method="_on_Clock_OnTick"]
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[connection signal="OnTick" from="Clock" to="UI/Debug" method="_on_Clock_OnTick"]
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[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="Cursor" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="UI/Debug" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeEntered"]
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[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="EnableBuildMode"]
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[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeExited"]
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[connection signal="SelectedTileTypeChanged" from="Interaction Modes/Build Mode" to="UI/Build Mode" method="UpdateButtonToggleState"]
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[connection signal="OnExit" from="UI/Build Mode" to="Interaction Modes" method="Reset"]
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[connection signal="OnExit" from="UI/Build Mode" to="UI/Mode Selection" method="Enable"]
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[connection signal="BuildModeEnabled" from="UI/Mode Selection" to="Interaction Modes/Build Mode" method="Enable"]
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		||||
							
								
								
									
										9
									
								
								half-earth/nodes/interaction_modes/build_mode.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										9
									
								
								half-earth/nodes/interaction_modes/build_mode.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,9 @@
 | 
			
		||||
[gd_scene load_steps=3 format=2]
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		||||
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[ext_resource path="res://scripts/interaction_modes/BuildMode.cs" type="Script" id=1]
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[ext_resource path="res://resources/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
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[node name="Build Mode" type="Node"]
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script = ExtResource( 1 )
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_key = 66
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_buildableTilesResource = ExtResource( 2 )
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										6
									
								
								half-earth/nodes/interaction_modes/interaction_mode.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										6
									
								
								half-earth/nodes/interaction_modes/interaction_mode.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,6 @@
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		||||
[gd_scene load_steps=2 format=2]
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		||||
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[ext_resource path="res://scripts/interaction_modes/InteractionModes.cs" type="Script" id=1]
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[node name="Interaction Mode" type="Node"]
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script = ExtResource( 1 )
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		||||
							
								
								
									
										3
									
								
								half-earth/nodes/interaction_modes/selection_mode.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										3
									
								
								half-earth/nodes/interaction_modes/selection_mode.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,3 @@
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		||||
[gd_scene format=2]
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		||||
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		||||
[node name="Selection Mode" type="Node"]
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		||||
							
								
								
									
										18
									
								
								half-earth/nodes/ui/build_mode_ui.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								half-earth/nodes/ui/build_mode_ui.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,18 @@
 | 
			
		||||
[gd_scene load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/ui/BuildModeUI.cs" type="Script" id=1]
 | 
			
		||||
 | 
			
		||||
[node name="Build Mode" type="Control"]
 | 
			
		||||
anchor_right = 1.0
 | 
			
		||||
anchor_bottom = 1.0
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
 | 
			
		||||
[node name="Exit" type="Button" parent="."]
 | 
			
		||||
anchor_top = 1.0
 | 
			
		||||
anchor_bottom = 1.0
 | 
			
		||||
margin_top = -40.0
 | 
			
		||||
margin_right = 40.0
 | 
			
		||||
grow_vertical = 0
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		||||
text = "Exit"
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		||||
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		||||
[connection signal="pressed" from="Exit" to="." method="Exit"]
 | 
			
		||||
							
								
								
									
										48
									
								
								half-earth/nodes/ui/debug_ui.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										48
									
								
								half-earth/nodes/ui/debug_ui.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,48 @@
 | 
			
		||||
[gd_scene load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/ui/DebugUI.cs" type="Script" id=1]
 | 
			
		||||
 | 
			
		||||
[node name="Debug UI" type="Control"]
 | 
			
		||||
anchor_left = 1.0
 | 
			
		||||
anchor_right = 1.0
 | 
			
		||||
mouse_filter = 2
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
TicksLabelPath = NodePath("Ticks")
 | 
			
		||||
PauseLabelPath = NodePath("Paused")
 | 
			
		||||
InteractionModeLabelPath = NodePath("Interaction Mode")
 | 
			
		||||
 | 
			
		||||
[node name="Interaction Mode" type="Label" parent="."]
 | 
			
		||||
anchor_left = 1.0
 | 
			
		||||
anchor_right = 1.0
 | 
			
		||||
margin_left = -102.0
 | 
			
		||||
margin_top = 15.0
 | 
			
		||||
margin_right = -14.0
 | 
			
		||||
margin_bottom = 29.0
 | 
			
		||||
grow_horizontal = 0
 | 
			
		||||
grow_vertical = 0
 | 
			
		||||
text = "mode: Selection"
 | 
			
		||||
align = 2
 | 
			
		||||
 | 
			
		||||
[node name="Ticks" type="Label" parent="."]
 | 
			
		||||
anchor_left = 1.0
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		||||
anchor_right = 1.0
 | 
			
		||||
margin_left = -60.0
 | 
			
		||||
margin_top = 35.0
 | 
			
		||||
margin_right = -14.0
 | 
			
		||||
margin_bottom = 49.0
 | 
			
		||||
grow_horizontal = 0
 | 
			
		||||
grow_vertical = 0
 | 
			
		||||
text = "ticks: 0"
 | 
			
		||||
align = 2
 | 
			
		||||
 | 
			
		||||
[node name="Paused" type="Label" parent="."]
 | 
			
		||||
anchor_left = 1.0
 | 
			
		||||
anchor_right = 1.0
 | 
			
		||||
margin_left = -90.0
 | 
			
		||||
margin_top = 55.0
 | 
			
		||||
margin_right = -14.0
 | 
			
		||||
margin_bottom = 69.0
 | 
			
		||||
grow_horizontal = 0
 | 
			
		||||
grow_vertical = 0
 | 
			
		||||
text = "pause: false"
 | 
			
		||||
align = 2
 | 
			
		||||
							
								
								
									
										19
									
								
								half-earth/nodes/ui/mode_selection_ui.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										19
									
								
								half-earth/nodes/ui/mode_selection_ui.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,19 @@
 | 
			
		||||
[gd_scene load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/ui/ModeSelectionUI.cs" type="Script" id=1]
 | 
			
		||||
 | 
			
		||||
[node name="Mode Selection UI" type="Control"]
 | 
			
		||||
anchor_top = 1.0
 | 
			
		||||
anchor_bottom = 1.0
 | 
			
		||||
margin_top = -600.0
 | 
			
		||||
margin_bottom = -600.0
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
 | 
			
		||||
[node name="Build Mode" type="Button" parent="."]
 | 
			
		||||
margin_left = 2.0
 | 
			
		||||
margin_top = 562.0
 | 
			
		||||
margin_right = 38.0
 | 
			
		||||
margin_bottom = 598.0
 | 
			
		||||
text = "Build Mode"
 | 
			
		||||
 | 
			
		||||
[connection signal="pressed" from="Build Mode" to="." method="EnableBuildMode"]
 | 
			
		||||
							
								
								
									
										10
									
								
								half-earth/resources/tile_types/developed.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								half-earth/resources/tile_types/developed.tres
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,10 @@
 | 
			
		||||
[gd_resource type="Resource" load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/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 )
 | 
			
		||||
@ -0,0 +1,8 @@
 | 
			
		||||
[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 ) ]
 | 
			
		||||
							
								
								
									
										10
									
								
								half-earth/resources/tile_types/wild.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								half-earth/resources/tile_types/wild.tres
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,10 @@
 | 
			
		||||
[gd_resource type="Resource" load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/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 )
 | 
			
		||||
@ -1,37 +0,0 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
public class DebugUI : Control
 | 
			
		||||
{
 | 
			
		||||
    [Export]
 | 
			
		||||
    public NodePath TicksLabelPath { private get; set; }
 | 
			
		||||
    private Label _ticksLabel;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    public NodePath PauseLabelPath { private get; set; }
 | 
			
		||||
    private Label _pauseLabel;
 | 
			
		||||
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        _ticksLabel = GetNode<Label>(TicksLabelPath);
 | 
			
		||||
        _pauseLabel = GetNode<Label>(PauseLabelPath);
 | 
			
		||||
 | 
			
		||||
        SetTicksText(0);
 | 
			
		||||
        SetPauseText(false);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    #region Signals
 | 
			
		||||
    public void _on_Clock_OnPauseChanged(bool paused) => SetPauseText(paused);
 | 
			
		||||
    public void _on_Clock_OnTick(int ticks) => SetTicksText(ticks);
 | 
			
		||||
    #endregion
 | 
			
		||||
 | 
			
		||||
    private void SetTicksText(int ticks)
 | 
			
		||||
    {
 | 
			
		||||
        _ticksLabel.Text = $"ticks: {ticks}";
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void SetPauseText(bool paused)
 | 
			
		||||
    {
 | 
			
		||||
        _pauseLabel.Text = $"pause: {paused}";
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -8,8 +8,22 @@ public class GridCursor : Sprite
 | 
			
		||||
    private WorldGrid _grid;
 | 
			
		||||
    private ShaderMaterial _material;
 | 
			
		||||
 | 
			
		||||
    #region Animation
 | 
			
		||||
    [Export]
 | 
			
		||||
    private Curve _pulseShape;
 | 
			
		||||
    [Export]
 | 
			
		||||
    private float _pulseRate = 1.0f;
 | 
			
		||||
    private float PulsePeriod => 1.0f / _pulseRate;
 | 
			
		||||
    #endregion
 | 
			
		||||
 | 
			
		||||
    private float _elapsed = 0.0f;
 | 
			
		||||
    private bool _pulsing = false;
 | 
			
		||||
 | 
			
		||||
    private const string T = "t";
 | 
			
		||||
 | 
			
		||||
    public int X { get; private set; }
 | 
			
		||||
    public int Y { get; private set; }
 | 
			
		||||
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        _grid = GetNode<WorldGrid>(Grid);
 | 
			
		||||
@ -24,28 +38,32 @@ public class GridCursor : Sprite
 | 
			
		||||
        {
 | 
			
		||||
            var pos = mouseMoveEvent.Position;
 | 
			
		||||
            _grid.GetGridPos(pos, out var x, out var y);
 | 
			
		||||
            this.Visible = _grid.IsInBounds(x, y);
 | 
			
		||||
            var position = new Vector2(x + .5f, y + .5f) * _grid.CellSize;
 | 
			
		||||
            X = x;
 | 
			
		||||
            Y = y;
 | 
			
		||||
 | 
			
		||||
            this.Visible = _grid.IsInBounds(X, Y);
 | 
			
		||||
            var position = new Vector2(X + .5f, Y + .5f) * _grid.CellSize;
 | 
			
		||||
            this.Position = position;
 | 
			
		||||
        }
 | 
			
		||||
        else if (@event is InputEventMouseButton mouseButtonEvent)
 | 
			
		||||
        {
 | 
			
		||||
            switch ((ButtonList)mouseButtonEvent.ButtonIndex)
 | 
			
		||||
            {
 | 
			
		||||
                case ButtonList.Left:
 | 
			
		||||
                    if (mouseButtonEvent.Pressed)
 | 
			
		||||
                    {
 | 
			
		||||
                        var pos = mouseButtonEvent.Position;
 | 
			
		||||
                        _grid.GetGridPos(pos, out var x, out var y);
 | 
			
		||||
                        _grid.SetTileValue(x, y, 1.0f);
 | 
			
		||||
                        _material.SetShaderParam(T, 1f);
 | 
			
		||||
                    }
 | 
			
		||||
                    else
 | 
			
		||||
                    {
 | 
			
		||||
                        _material.SetShaderParam(T, 0f);
 | 
			
		||||
                    }
 | 
			
		||||
                    break;
 | 
			
		||||
            }
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void _Process(float delta)
 | 
			
		||||
    {
 | 
			
		||||
        _elapsed += delta * _pulseRate;
 | 
			
		||||
 | 
			
		||||
        if (!_pulsing)
 | 
			
		||||
        {
 | 
			
		||||
            _material.SetShaderParam(T, 1f);
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        var a = _pulseShape.Interpolate(_elapsed % 1.0f);
 | 
			
		||||
        _material.SetShaderParam(T, a);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void _on_Interaction_Mode_OnInteractionModeChanged(Mode oldMode, Mode newMode)
 | 
			
		||||
    {
 | 
			
		||||
        _pulsing = newMode is BuildMode;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -5,4 +5,5 @@ public struct Tile
 | 
			
		||||
    public bool isHighlighted;
 | 
			
		||||
    public float value;
 | 
			
		||||
    public ShaderMaterial material;
 | 
			
		||||
    public TileType type;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										21
									
								
								half-earth/scripts/TileType.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										21
									
								
								half-earth/scripts/TileType.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,21 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
 | 
			
		||||
public class TileType : Resource
 | 
			
		||||
{
 | 
			
		||||
    [Export]
 | 
			
		||||
    public string Name { get; private set; }
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    public string BuildLabel { get; private set; }
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    public KeyList Key { get; private set; }
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    public Color Color { get; private set; }
 | 
			
		||||
 | 
			
		||||
    public override string ToString()
 | 
			
		||||
    {
 | 
			
		||||
        return Name;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										46
									
								
								half-earth/scripts/TileTypeCollection.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										46
									
								
								half-earth/scripts/TileTypeCollection.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,46 @@
 | 
			
		||||
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();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -6,6 +6,10 @@ public class WorldGrid : Node2D
 | 
			
		||||
    [Export]
 | 
			
		||||
    private PackedScene TileScene { get; set; }
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private Resource _startTileTypeResource;
 | 
			
		||||
    private TileType _startTileType;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    public int Size { get; set; }
 | 
			
		||||
 | 
			
		||||
@ -21,6 +25,8 @@ public class WorldGrid : Node2D
 | 
			
		||||
    // Called when the node enters the scene tree for the first time.
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        _startTileType = (TileType)_startTileTypeResource;
 | 
			
		||||
 | 
			
		||||
        GenerateGrid(Size);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@ -52,9 +58,14 @@ public class WorldGrid : Node2D
 | 
			
		||||
        _tiles[x, y].isHighlighted ^= true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void SetTileValue(int x, int y, float value)
 | 
			
		||||
    public void SetTileType(int x, int y, TileType tileType)
 | 
			
		||||
    {
 | 
			
		||||
        _tiles[x, y].value = value;
 | 
			
		||||
        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);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void GetGridPos(Vector2 position, out int x, out int y)
 | 
			
		||||
@ -90,6 +101,7 @@ public class WorldGrid : Node2D
 | 
			
		||||
                var tile = new Tile();
 | 
			
		||||
                tile.isHighlighted = false;
 | 
			
		||||
                tile.value = 0.0f;
 | 
			
		||||
                tile.type = _startTileType;
 | 
			
		||||
 | 
			
		||||
                var node = TileScene.Instance<Node2D>();
 | 
			
		||||
                this.AddChild(node);
 | 
			
		||||
@ -101,6 +113,7 @@ 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;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										132
									
								
								half-earth/scripts/interaction_modes/BuildMode.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										132
									
								
								half-earth/scripts/interaction_modes/BuildMode.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,132 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
public class BuildMode : Mode
 | 
			
		||||
{
 | 
			
		||||
    [Signal]
 | 
			
		||||
    delegate void SelectedTileTypeChanged();
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private NodePath _gridPath;
 | 
			
		||||
    private WorldGrid _grid;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private NodePath _cursorPath;
 | 
			
		||||
    private GridCursor _cursor;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private Resource _buildableTilesResource;
 | 
			
		||||
    public TileTypeCollection BuildableTiles { get; private set; }
 | 
			
		||||
 | 
			
		||||
    public TileType SelectedTileType
 | 
			
		||||
    {
 | 
			
		||||
        get => _selectedTileType;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            if (_selectedTileType == value)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            if (value != null)
 | 
			
		||||
            {
 | 
			
		||||
                GD.Print($"{GetType()}: selected {value} tile type");
 | 
			
		||||
            }
 | 
			
		||||
            else if (_selectedTileType != null)
 | 
			
		||||
            {
 | 
			
		||||
                GD.Print($"{GetType()}: cleared tile selection");
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            _selectedTileType = value;
 | 
			
		||||
            EmitSignal(nameof(SelectedTileTypeChanged), _selectedTileType);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    private TileType _selectedTileType = null;
 | 
			
		||||
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        base._Ready();
 | 
			
		||||
 | 
			
		||||
        BuildableTiles = (TileTypeCollection)_buildableTilesResource;
 | 
			
		||||
 | 
			
		||||
        foreach (var tt in BuildableTiles)
 | 
			
		||||
        {
 | 
			
		||||
            GD.Print(tt.Name);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        _grid = GetNode<WorldGrid>(_gridPath);
 | 
			
		||||
        _cursor = GetNode<GridCursor>(_cursorPath);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void HandleKeyInput(InputEventKey keyEvent)
 | 
			
		||||
    {
 | 
			
		||||
        if (!(keyEvent.Pressed))
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        var key = (KeyList)keyEvent.Scancode;
 | 
			
		||||
 | 
			
		||||
        if (key == KeyList.Escape)
 | 
			
		||||
        {
 | 
			
		||||
            if (SelectedTileType != null)
 | 
			
		||||
            {
 | 
			
		||||
                SelectedTileType = null;
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            Disable();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        foreach (var tt in BuildableTiles)
 | 
			
		||||
        {
 | 
			
		||||
            if (key != tt.Key)
 | 
			
		||||
                continue;
 | 
			
		||||
 | 
			
		||||
            SelectedTileType = tt;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void HandleMouseInput(InputEventMouse mouseEvent)
 | 
			
		||||
    {
 | 
			
		||||
        if (!(mouseEvent is InputEventMouseButton buttonEvent))
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        if (!buttonEvent.Pressed)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        var button = (ButtonList)buttonEvent.ButtonIndex;
 | 
			
		||||
        if (button != ButtonList.Left)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        if (SelectedTileType == null)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        _grid.SetTileType(_cursor.X, _cursor.Y, SelectedTileType);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void _Input(InputEvent @event)
 | 
			
		||||
    {
 | 
			
		||||
        base._Input(@event);
 | 
			
		||||
 | 
			
		||||
        if (!Active)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        if (@event is InputEventKey keyEvent)
 | 
			
		||||
        {
 | 
			
		||||
            HandleKeyInput(keyEvent);
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (@event is InputEventMouse mouseEvent)
 | 
			
		||||
        {
 | 
			
		||||
            HandleMouseInput(mouseEvent);
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnEnabled()
 | 
			
		||||
    {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnDisabled()
 | 
			
		||||
    {
 | 
			
		||||
        SelectedTileType = null;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										57
									
								
								half-earth/scripts/interaction_modes/InteractionModes.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										57
									
								
								half-earth/scripts/interaction_modes/InteractionModes.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,57 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
public class InteractionModes : Node
 | 
			
		||||
{
 | 
			
		||||
    [Export]
 | 
			
		||||
    private NodePath _buildModePath;
 | 
			
		||||
    private BuildMode _buildMode;
 | 
			
		||||
 | 
			
		||||
    [Signal]
 | 
			
		||||
    delegate void OnInteractionModeChanged(Mode oldMode, Mode newMode);
 | 
			
		||||
 | 
			
		||||
    private Mode Mode
 | 
			
		||||
    {
 | 
			
		||||
        get => _current;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            if (_current == value)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            if (value != null)
 | 
			
		||||
            {
 | 
			
		||||
                GD.Print($"set interaction mode: {value}");
 | 
			
		||||
            }
 | 
			
		||||
            else if (_current != null)
 | 
			
		||||
            {
 | 
			
		||||
                GD.Print($"clear interaction mode");
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            var old = _current;
 | 
			
		||||
            _current = value;
 | 
			
		||||
            EmitSignal(nameof(OnInteractionModeChanged), old, _current);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    private Mode _current = null;
 | 
			
		||||
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        base._Ready();
 | 
			
		||||
 | 
			
		||||
        _buildMode = GetNode<BuildMode>(_buildModePath);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void _on_Build_Mode_OnModeEntered()
 | 
			
		||||
    {
 | 
			
		||||
        Mode = _buildMode;
 | 
			
		||||
    }
 | 
			
		||||
    public void _on_Build_Mode_OnModeExited()
 | 
			
		||||
    {
 | 
			
		||||
        Mode = null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Reset()
 | 
			
		||||
    {
 | 
			
		||||
        _buildMode.Disable();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										68
									
								
								half-earth/scripts/interaction_modes/Mode.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										68
									
								
								half-earth/scripts/interaction_modes/Mode.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,68 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
public abstract class Mode : Node
 | 
			
		||||
{
 | 
			
		||||
    [Signal]
 | 
			
		||||
    delegate void OnModeEntered();
 | 
			
		||||
    [Signal]
 | 
			
		||||
    delegate void OnModeExited();
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private KeyList _key;
 | 
			
		||||
 | 
			
		||||
    public bool Active
 | 
			
		||||
    {
 | 
			
		||||
        get => _active;
 | 
			
		||||
        private set
 | 
			
		||||
        {
 | 
			
		||||
            if (value == _active)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            _active = value;
 | 
			
		||||
 | 
			
		||||
            var signal = _active
 | 
			
		||||
                ? nameof(OnModeEntered)
 | 
			
		||||
                : nameof(OnModeExited);
 | 
			
		||||
            EmitSignal(signal);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    private bool _active;
 | 
			
		||||
 | 
			
		||||
    public override void _Input(InputEvent @event)
 | 
			
		||||
    {
 | 
			
		||||
        base._Input(@event);
 | 
			
		||||
 | 
			
		||||
        if (!(@event is InputEventKey keyEvent))
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        if (!keyEvent.Pressed)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        var key = (KeyList)keyEvent.Scancode;
 | 
			
		||||
 | 
			
		||||
        if (key == _key)
 | 
			
		||||
        {
 | 
			
		||||
            Active = true;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Enable()
 | 
			
		||||
    {
 | 
			
		||||
        Active = true;
 | 
			
		||||
        OnEnabled();
 | 
			
		||||
    }
 | 
			
		||||
    protected abstract void OnEnabled();
 | 
			
		||||
 | 
			
		||||
    public void Disable()
 | 
			
		||||
    {
 | 
			
		||||
        Active = false;
 | 
			
		||||
        OnDisabled();
 | 
			
		||||
    }
 | 
			
		||||
    protected abstract void OnDisabled();
 | 
			
		||||
 | 
			
		||||
    public override string ToString()
 | 
			
		||||
    {
 | 
			
		||||
        return GetType().ToString();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										81
									
								
								half-earth/scripts/ui/BuildModeUI.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										81
									
								
								half-earth/scripts/ui/BuildModeUI.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,81 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
 | 
			
		||||
public class BuildModeUI : Control
 | 
			
		||||
{
 | 
			
		||||
    [Signal]
 | 
			
		||||
    delegate void OnExit();
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private NodePath _buildModePath;
 | 
			
		||||
    private BuildMode _buildMode;
 | 
			
		||||
 | 
			
		||||
    private readonly Dictionary<TileType, Button> _typeButtons
 | 
			
		||||
        = new Dictionary<TileType, Button>();
 | 
			
		||||
 | 
			
		||||
    // Called when the node enters the scene tree for the first time.
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        _buildMode = GetNode<BuildMode>(_buildModePath);
 | 
			
		||||
 | 
			
		||||
        var buttonHeight = 40;
 | 
			
		||||
        var tileType = _buildMode.BuildableTiles[0];
 | 
			
		||||
        int x = 50;
 | 
			
		||||
 | 
			
		||||
        SpawnButton(tileType, buttonHeight, ref x);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void UpdateButtonToggleState(TileType tileType)
 | 
			
		||||
    {
 | 
			
		||||
        foreach (var kvp in _typeButtons)
 | 
			
		||||
        {
 | 
			
		||||
            var button = _typeButtons[kvp.Key];
 | 
			
		||||
            button.SetPressedNoSignal(kvp.Key == tileType);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void SpawnButton(TileType tileType, int buttonHeight, ref int x)
 | 
			
		||||
    {
 | 
			
		||||
        const int MARGIN = 5;
 | 
			
		||||
 | 
			
		||||
        var button = new Button();
 | 
			
		||||
        this.AddChild(button);
 | 
			
		||||
 | 
			
		||||
        button.Text = tileType.BuildLabel;
 | 
			
		||||
        var parameters = new Godot.Collections.Array(button, tileType);
 | 
			
		||||
        button.Connect("pressed", this, nameof(SelectTileType), parameters);
 | 
			
		||||
 | 
			
		||||
        button.SetAnchorsPreset(LayoutPreset.BottomLeft);
 | 
			
		||||
        button.MarginBottom = 0;
 | 
			
		||||
 | 
			
		||||
        var size = button.RectSize;
 | 
			
		||||
        button.RectSize = new Vector2(size.x, buttonHeight);
 | 
			
		||||
 | 
			
		||||
        button.ToggleMode = true;
 | 
			
		||||
 | 
			
		||||
        button.SetPosition(new Vector2(x, -buttonHeight));
 | 
			
		||||
        x += Mathf.RoundToInt(size.x) + MARGIN;
 | 
			
		||||
 | 
			
		||||
        _typeButtons[tileType] = button;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void SelectTileType(Button button, TileType tileType)
 | 
			
		||||
    {
 | 
			
		||||
        _buildMode.SelectedTileType = button.Pressed
 | 
			
		||||
            ? tileType
 | 
			
		||||
            : null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Exit()
 | 
			
		||||
    {
 | 
			
		||||
        EmitSignal(nameof(OnExit));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void _Process(float delta)
 | 
			
		||||
    {
 | 
			
		||||
        base._Process(delta);
 | 
			
		||||
 | 
			
		||||
        Visible = _buildMode.Active;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										41
									
								
								half-earth/scripts/ui/DebugUI.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										41
									
								
								half-earth/scripts/ui/DebugUI.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,41 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
public class DebugUI : Control
 | 
			
		||||
{
 | 
			
		||||
    [Export]
 | 
			
		||||
    public NodePath TicksLabelPath { private get; set; }
 | 
			
		||||
    private Label _ticksLabel;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    public NodePath PauseLabelPath { private get; set; }
 | 
			
		||||
    private Label _pauseLabel;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    public NodePath InteractionModeLabelPath { private get; set; }
 | 
			
		||||
    private Label _interactionModeLabel;
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        _ticksLabel = GetNode<Label>(TicksLabelPath);
 | 
			
		||||
        _pauseLabel = GetNode<Label>(PauseLabelPath);
 | 
			
		||||
        _interactionModeLabel = GetNode<Label>(InteractionModeLabelPath);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    #region Signals
 | 
			
		||||
    public void _on_Clock_OnPauseChanged(bool paused) =>
 | 
			
		||||
        SetLabelText(_pauseLabel, "pause", paused);
 | 
			
		||||
 | 
			
		||||
    public void _on_Clock_OnTick(int ticks) =>
 | 
			
		||||
        SetLabelText(_ticksLabel, "ticks", ticks);
 | 
			
		||||
 | 
			
		||||
    public void _on_Interaction_Mode_OnInteractionModeChanged(Mode oldMode, Mode newMode)
 | 
			
		||||
    {
 | 
			
		||||
        SetLabelText(_interactionModeLabel, "mode", newMode);
 | 
			
		||||
    }
 | 
			
		||||
    #endregion
 | 
			
		||||
 | 
			
		||||
    private void SetLabelText(Label label, string key, object value)
 | 
			
		||||
    {
 | 
			
		||||
        label.Text = $"{key}: {value}";
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										24
									
								
								half-earth/scripts/ui/ModeSelectionUI.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										24
									
								
								half-earth/scripts/ui/ModeSelectionUI.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,24 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
public class ModeSelectionUI : Control
 | 
			
		||||
{
 | 
			
		||||
    [Signal]
 | 
			
		||||
    delegate void BuildModeEnabled();
 | 
			
		||||
 | 
			
		||||
    public override void _Process(float delta)
 | 
			
		||||
    {
 | 
			
		||||
        base._Process(delta);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void EnableBuildMode()
 | 
			
		||||
    {
 | 
			
		||||
        EmitSignal(nameof(BuildModeEnabled));
 | 
			
		||||
        Visible = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Enable()
 | 
			
		||||
    {
 | 
			
		||||
        Visible = true;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
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		Reference in New Issue
	
	Block a user