Setup basic GUI and scanner selection
This commit was merged in pull request #4.
This commit is contained in:
7
scripts/gui.gd
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7
scripts/gui.gd
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class_name Gui
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extends Control
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signal scanner_selected
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func _on_scanner_modes_scanner_selected(type : Scanners.Type):
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emit_signal("scanner_selected", type)
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14
scripts/gui/scanner_modes.gd
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14
scripts/gui/scanner_modes.gd
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extends Control
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signal scanner_selected
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func _on_scanner_select_item_selected(index):
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var scannerType : Scanners.Type
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match index:
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0: scannerType = Scanners.Type.NoScanner
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1: scannerType = Scanners.Type.Water
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2: scannerType = Scanners.Type.Fertility
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3: scannerType = Scanners.Type.Presence
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emit_signal("scanner_selected", scannerType)
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@@ -1,2 +1,6 @@
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class_name Map
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extends Node2D
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func _on_gui_scanner_selected(type : Scanners.Type):
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$Scanners.select_scanner(type)
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@@ -1,11 +1,20 @@
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class_name Scanners
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extends Node2D
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func _ready():
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for sprite in [$Water, $Fertility, $Data]:
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sprite.texture = GameTerrain.get_texture()
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sprite.scale = Vector2(GameTerrain.MAP_RATIO,GameTerrain.MAP_RATIO,)
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enum Type {NoScanner, Water, Fertility, Presence, Combined}
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func _ready():
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for sprite in [$Water, $Fertility, $Presence, $Data]:
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sprite.texture = GameTerrain.get_texture()
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sprite.scale = Vector2(GameTerrain.MAP_RATIO,GameTerrain.MAP_RATIO)
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sprite.visible = false
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func select_scanner(type: Type):
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for sprite in [$Water, $Fertility, $Presence, $Data]:
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sprite.visible = false
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match type:
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Type.Water: $Water.visible = true
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Type.Fertility: $Fertility.visible = true
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Type.Presence: $Presence.visible = true
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Type.Combined: $Data.visible = true
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