heat #16
							
								
								
									
										32
									
								
								gdd.md
									
									
									
									
									
								
							
							
						
						
									
										32
									
								
								gdd.md
									
									
									
									
									
								
							@ -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.
 | 
			
		||||
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		||||
* [ ] understand different options for representing the rate of diffusion
 | 
			
		||||
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		||||
Diffusing should use 'pull' operations; tiles should pull values from surrounding tiles.
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		||||
This is an attempt to think forwards to parallelising computation of diffusiong - ideally using the GPU.
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		||||
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		||||
#### Diffusion Algorithm
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		||||
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		||||
@ -46,6 +44,20 @@ private float TransferHeat(float t0, float alpha, float nx, float ny, float px,
 | 
			
		||||
}
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		||||
```
 | 
			
		||||
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		||||
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.
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		||||
Normally, tile colours are displayed depending on their type and health.
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		||||
This is the 'normal' view with no overlay.
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		||||
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		||||
Other overlays include:
 | 
			
		||||
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		||||
* [Heat overlay](#heat-overlay)
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		||||
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		||||
## Build Mode
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		||||
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		||||
Build mode can be entered by pressing the `b` key.
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		||||
@ -71,8 +83,12 @@ In build mode, the player can click on a wile tile to turn it into a developed t
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		||||
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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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		||||
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		||||
### Heat overlay
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		||||
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		||||
A heat map view 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 colours are displayed as a value along a gradient from cold to hot tiles.
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## Tile Health
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@ -1,4 +1,4 @@
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		||||
[gd_scene load_steps=11 format=2]
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		||||
[gd_scene load_steps=13 format=2]
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		||||
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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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		||||
@ -7,8 +7,10 @@
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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/overlays UI.tscn" type="PackedScene" id=8]
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		||||
[ext_resource path="res://nodes/ui/mode_selection_ui.tscn" type="PackedScene" id=9]
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		||||
[ext_resource path="res://nodes/overlays.tscn" type="PackedScene" id=10]
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		||||
[ext_resource path="res://resources/overlays/overlays.tres" type="Resource" id=11]
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		||||
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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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@ -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
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[node name="Clock" parent="." instance=ExtResource( 4 )]
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_autoTick = true
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[node name="Grid" parent="." instance=ExtResource( 1 )]
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[node name="World 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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Grid = NodePath("../World 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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_gridPath = NodePath("../../World Grid")
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_cursorPath = NodePath("../../Cursor")
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[node name="Overlays" parent="." instance=ExtResource( 10 )]
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_overlaysResource = ExtResource( 11 )
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_worldGridPath = NodePath("../World Grid")
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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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@ -45,15 +50,19 @@ _buildModePath = NodePath("../../Interaction Modes/Build Mode")
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[node name="Mode Selection" parent="UI" instance=ExtResource( 9 )]
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[node name="Overlays UI" parent="UI" instance=ExtResource( 8 )]
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_overlaysPath = NodePath("../../Overlays")
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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="World Grid" 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="OnModeExited" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="Enable"]
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[connection signal="SelectedTileTypeChanged" from="Interaction Modes/Build Mode" to="UI/Build Mode" method="UpdateButtonToggleState"]
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[connection signal="OverlayCycled" from="Overlays" to="UI/Overlays UI" method="UpdateOverlayText"]
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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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@ -1,10 +1,11 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://scripts/WorldGrid.cs" type="Script" id=1]
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[ext_resource path="res://nodes/tile.tscn" type="PackedScene" id=2]
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[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=3]
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[node name="Grid" type="Node2D"]
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script = ExtResource( 1 )
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TileScene = ExtResource( 2 )
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Size = 10
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CellSize = 64
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_tileGridResource = ExtResource( 3 )
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@ -1,7 +1,7 @@
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[gd_scene load_steps=3 format=2]
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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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[ext_resource path="res://resources/tiles/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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										12
									
								
								half-earth/nodes/overlays.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										12
									
								
								half-earth/nodes/overlays.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,12 @@
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://scripts/overlays/Overlays.cs" type="Script" id=1]
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[ext_resource path="res://resources/overlays/heat_overlay.tres" type="Resource" id=2]
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[ext_resource path="res://resources/overlays/no_overlay.tres" type="Resource" id=3]
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[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=4]
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[node name="Overlays" type="Node"]
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script = ExtResource( 1 )
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_cycleOverlayKey = 16777218
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_overlayResources = [ ExtResource( 3 ), ExtResource( 2 ) ]
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_tileGridResource = ExtResource( 4 )
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@ -14,6 +14,6 @@ margin_left = 2.0
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margin_top = 562.0
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margin_right = 38.0
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margin_bottom = 598.0
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text = "Build Mode"
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text = "[B] Build Mode"
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[connection signal="pressed" from="Build Mode" to="." method="EnableBuildMode"]
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										18
									
								
								half-earth/nodes/ui/overlays UI.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								half-earth/nodes/ui/overlays UI.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,18 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/ui/OverlaysUI.cs" type="Script" id=1]
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[node name="Overlays UI" type="Node"]
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script = ExtResource( 1 )
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_cycleOverlayButtonPath = NodePath("Button")
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[node name="Button" type="Button" parent="."]
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anchor_top = 1.0
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anchor_bottom = 1.0
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margin_top = -90.0
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margin_right = 42.0
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margin_bottom = -52.0
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grow_vertical = 0
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text = "[Tab] Cycle Overlay"
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[connection signal="pressed" from="Button" to="." method="CycleOverlay"]
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										8
									
								
								half-earth/resources/overlays/heat_overlay.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								half-earth/resources/overlays/heat_overlay.tres
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,8 @@
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[gd_resource type="Resource" load_steps=2 format=2]
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[ext_resource path="res://scripts/overlays/HeatOverlay.cs" type="Script" id=1]
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[resource]
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script = ExtResource( 1 )
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_coldColor = Color( 0, 0, 0, 1 )
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_hotColor = Color( 1, 0.654902, 0, 1 )
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										6
									
								
								half-earth/resources/overlays/no_overlay.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										6
									
								
								half-earth/resources/overlays/no_overlay.tres
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,6 @@
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[gd_resource type="Resource" load_steps=2 format=2]
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[ext_resource path="res://scripts/overlays/NoOverlay.cs" type="Script" id=1]
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[resource]
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script = ExtResource( 1 )
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										9
									
								
								half-earth/resources/overlays/overlays.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										9
									
								
								half-earth/resources/overlays/overlays.tres
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,9 @@
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		||||
[gd_resource type="Resource" load_steps=4 format=2]
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[ext_resource path="res://scripts/overlays/OverlayCollection.cs" type="Script" id=1]
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[ext_resource path="res://resources/overlays/no_overlay.tres" type="Resource" id=2]
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[ext_resource path="res://resources/overlays/heat_overlay.tres" type="Resource" id=3]
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[resource]
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script = ExtResource( 1 )
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_resources = [ ExtResource( 2 ), ExtResource( 3 ) ]
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@ -1,8 +0,0 @@
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[gd_resource type="Resource" load_steps=3 format=2]
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[ext_resource path="res://scripts/TileTypeCollection.cs" type="Script" id=1]
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		||||
[ext_resource path="res://resources/tile_types/developed.tres" type="Resource" id=2]
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[resource]
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script = ExtResource( 1 )
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_tileTypeResources = [ ExtResource( 2 ) ]
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@ -1,10 +1,10 @@
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[gd_resource type="Resource" load_steps=2 format=2]
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		||||
 | 
			
		||||
[ext_resource path="res://scripts/TileType.cs" type="Script" id=1]
 | 
			
		||||
[ext_resource path="res://scripts/tile/TileType.cs" type="Script" id=1]
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		||||
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[resource]
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script = ExtResource( 1 )
 | 
			
		||||
Name = "Developed"
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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 ) ]
 | 
			
		||||
@ -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
 | 
			
		||||
							
								
								
									
										9
									
								
								half-earth/resources/tiles/tiles.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										9
									
								
								half-earth/resources/tiles/tiles.tres
									
									
									
									
									
										Normal file
									
								
							@ -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 )
 | 
			
		||||
							
								
								
									
										33
									
								
								half-earth/scripts/ReadOnlyResourceList.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										33
									
								
								half-earth/scripts/ReadOnlyResourceList.cs
									
									
									
									
									
										Normal file
									
								
							@ -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();
 | 
			
		||||
}
 | 
			
		||||
@ -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();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -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++)
 | 
			
		||||
@ -85,43 +67,46 @@ 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++)
 | 
			
		||||
            _tileGrid.MapIndex(i, out var x, out var y);
 | 
			
		||||
 | 
			
		||||
            var node = TileScene.Instance<Node2D>();
 | 
			
		||||
            this.AddChild(node);
 | 
			
		||||
            var position = new Vector2
 | 
			
		||||
            {
 | 
			
		||||
                var tile = new Tile();
 | 
			
		||||
                tile.isHighlighted = false;
 | 
			
		||||
                tile.value = 0.0f;
 | 
			
		||||
                tile.type = _startTileType;
 | 
			
		||||
                x = (x + .5f) * CellSize,
 | 
			
		||||
                y = (y + .5f) * CellSize
 | 
			
		||||
            };
 | 
			
		||||
            node.Position = position;
 | 
			
		||||
            var canvasItem = (CanvasItem)node;
 | 
			
		||||
 | 
			
		||||
                var node = TileScene.Instance<Node2D>();
 | 
			
		||||
                this.AddChild(node);
 | 
			
		||||
                var position = new Vector2
 | 
			
		||||
                {
 | 
			
		||||
                    x = (x + .5f) * CellSize,
 | 
			
		||||
                    y = (y + .5f) * CellSize
 | 
			
		||||
                };
 | 
			
		||||
                node.Position = position;
 | 
			
		||||
                var canvasItem = (CanvasItem)node;
 | 
			
		||||
                tile.material = (ShaderMaterial)canvasItem.Material;
 | 
			
		||||
                tile.material.SetShaderParam("lowColor", _startTileType.Color);
 | 
			
		||||
            var tile = _tileGrid[i];
 | 
			
		||||
 | 
			
		||||
                _tiles[x, y] = tile;
 | 
			
		||||
            }
 | 
			
		||||
            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();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@ -135,42 +120,56 @@ 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++)
 | 
			
		||||
        var D = DiffusionCoefficient;
 | 
			
		||||
 | 
			
		||||
        for (int i = 0; i < _tileGrid.Count; i++)
 | 
			
		||||
        {
 | 
			
		||||
            for (int y = 0; y < Size; y++)
 | 
			
		||||
            {
 | 
			
		||||
                float t = _tiles[x, y].value;
 | 
			
		||||
                var D = DiffusionCoefficient;
 | 
			
		||||
            float t = _tileGrid[i].temperature;
 | 
			
		||||
 | 
			
		||||
                GetNeighbourTemperatures(
 | 
			
		||||
                    x, y,
 | 
			
		||||
                    out var nx,
 | 
			
		||||
                    out var ny,
 | 
			
		||||
                    out var px,
 | 
			
		||||
                    out var py);
 | 
			
		||||
            _tileGrid.MapIndex(i, out var x, out var y);
 | 
			
		||||
 | 
			
		||||
                // current value
 | 
			
		||||
                _nextValues[x, y] = TransferHeat(t, D, nx, ny, px, py);
 | 
			
		||||
            }
 | 
			
		||||
            GetNeighbourTemperatures(
 | 
			
		||||
                x, y,
 | 
			
		||||
                out var nx,
 | 
			
		||||
                out var ny,
 | 
			
		||||
                out var px,
 | 
			
		||||
                out var 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
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										18
									
								
								half-earth/scripts/overlays/HeatOverlay.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								half-earth/scripts/overlays/HeatOverlay.cs
									
									
									
									
									
										Normal file
									
								
							@ -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);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										12
									
								
								half-earth/scripts/overlays/NoOverlay.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										12
									
								
								half-earth/scripts/overlays/NoOverlay.cs
									
									
									
									
									
										Normal file
									
								
							@ -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);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										7
									
								
								half-earth/scripts/overlays/Overlay.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										7
									
								
								half-earth/scripts/overlays/Overlay.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,7 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
 | 
			
		||||
public abstract class Overlay : Resource
 | 
			
		||||
{
 | 
			
		||||
    public string Name => GetType().ToString();
 | 
			
		||||
    public abstract void Apply(Tile tile, ShaderMaterial material);
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										3
									
								
								half-earth/scripts/overlays/OverlayCollection.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										3
									
								
								half-earth/scripts/overlays/OverlayCollection.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,3 @@
 | 
			
		||||
public class OverlayCollection : ReadOnlyResourceList<Overlay>
 | 
			
		||||
{
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										67
									
								
								half-earth/scripts/overlays/Overlays.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										67
									
								
								half-earth/scripts/overlays/Overlays.cs
									
									
									
									
									
										Normal file
									
								
							@ -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);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -3,7 +3,6 @@ using Godot;
 | 
			
		||||
public struct Tile
 | 
			
		||||
{
 | 
			
		||||
    public bool isHighlighted;
 | 
			
		||||
    public float value;
 | 
			
		||||
    public ShaderMaterial material;
 | 
			
		||||
    public float temperature;
 | 
			
		||||
    public TileType type;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										92
									
								
								half-earth/scripts/tile/TileGrid.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										92
									
								
								half-earth/scripts/tile/TileGrid.cs
									
									
									
									
									
										Normal file
									
								
							@ -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;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -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;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										3
									
								
								half-earth/scripts/tile/TileTypeCollection.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										3
									
								
								half-earth/scripts/tile/TileTypeCollection.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,3 @@
 | 
			
		||||
public class TileTypeCollection : ReadOnlyResourceList<TileType>
 | 
			
		||||
{
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										36
									
								
								half-earth/scripts/ui/OverlaysUI.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										36
									
								
								half-earth/scripts/ui/OverlaysUI.cs
									
									
									
									
									
										Normal 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})";
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
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		Reference in New Issue
	
	Block a user