Interior Maps #13

Merged
kayomn merged 30 commits from interior-maps into main 2023-02-01 01:16:16 +01:00
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Extends the map editor to support interior map environments like dungeon and building interiors - opting to use a grid-like tile system over the free-form terrain system used for exterior spaces.

Also closes #6.

Extends the map editor to support interior map environments like dungeon and building interiors - opting to use a grid-like tile system over the free-form terrain system used for exterior spaces. Also closes #6.
kayomn added 1 commit 2023-01-25 12:55:26 +01:00
kayomn added this to the Editor Iteration 1 milestone 2023-01-25 12:55:29 +01:00
kayomn self-assigned this 2023-01-25 12:55:35 +01:00
kayomn added 3 commits 2023-01-26 00:39:20 +01:00
kayomn added 3 commits 2023-01-26 00:48:22 +01:00
f3f837f31b Rename Frame rate: 144.638397
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Frame rate: 144.000000 to  and  to  in UI and code
kayomn added 3 commits 2023-01-26 01:08:58 +01:00
kayomn added 4 commits 2023-01-27 20:37:05 +01:00
kayomn added 3 commits 2023-01-27 23:44:47 +01:00
kayomn added 1 commit 2023-01-28 00:52:21 +01:00
kayomn added 1 commit 2023-01-28 01:14:02 +01:00
kayomn added 1 commit 2023-01-31 01:07:55 +01:00
kayomn added 2 commits 2023-01-31 23:33:27 +01:00
kayomn added 5 commits 2023-02-01 00:24:52 +01:00
kayomn changed title from WIP: Interior Maps to Interior Maps 2023-02-01 00:25:09 +01:00
kayomn reviewed 2023-02-01 00:30:09 +01:00
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enum Orientation {
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## Baked block of meshes making up a segment of the grid.
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class Chunk:
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## For clearing a specific region of the mesh grid, see [method fill_mesh].
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func clear_tiles(orientation: Orientation, tile: InteriorTile) -> void:
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Doc comment does not mention purpose of orientation.

Doc comment does not mention purpose of `orientation`.
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## For clearing the whole of the mesh grid, see [method clear_mesh].
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func fill_tiles(area: Rect2i, orientation: Orientation, tile: InteriorTile) -> void:
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Doc comment does not mention purpose of orientation.

Doc comment does not mention purpose of `orientation`.
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func get_area() -> Rect2i:
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## For bulk-setting many meshes at once, see [method fill_mesh] and [method clear_mesh].
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func plot_tile(coordinates: Vector2i, orientation: Orientation, tile: InteriorTile) -> void:
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Doc comment does not mention purpose of orientation.

Doc comment does not mention purpose of `orientation`.
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func world_to_grid(world_position: Vector2) -> Vector2i:
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Unused method.
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enum Kind {
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@export
var fixed_orientation := false
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@export
var kind := Kind.FLOOR
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@export
var mesh: Mesh = null
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enum SelectAction {
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## Selection of a point on screenspace has started happening.
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signal selection_started()
signal selection_started(select_action: SelectAction)
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Purpose of select_action is not explained in doc comment.

Purpose of `select_action` is not explained in doc comment.
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return Vector2.ZERO
func is_frozen() -> bool:
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func in_select_area() -> bool:
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signal prompt_accepted()
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signal prompted()
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func prompt() -> void:
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signal prompted()
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signal prompt_selected(selected_item: int)
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signal prompt_completed()
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signal prompted()
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@export
var label: Label = null
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@export
var progress: Range = null
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func prompt(display_message: String, steps: Array) -> void:
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kayomn added 3 commits 2023-02-01 01:13:52 +01:00
kayomn merged commit e6b115a9e2 into main 2023-02-01 01:16:16 +01:00
kayomn deleted branch interior-maps 2023-02-01 01:16:16 +01:00
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Reference: protectorate/game#13
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