Setup basic GUI and scanner selection

This commit was merged in pull request #4.
This commit is contained in:
2024-08-31 17:13:07 +02:00
parent ee46a240c2
commit 5f8052f0a3
13 changed files with 288 additions and 28 deletions

7
scripts/gui.gd Normal file
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@@ -0,0 +1,7 @@
class_name Gui
extends Control
signal scanner_selected
func _on_scanner_modes_scanner_selected(type : Scanners.Type):
emit_signal("scanner_selected", type)

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@@ -0,0 +1,14 @@
extends Control
signal scanner_selected
func _on_scanner_select_item_selected(index):
var scannerType : Scanners.Type
match index:
0: scannerType = Scanners.Type.NoScanner
1: scannerType = Scanners.Type.Water
2: scannerType = Scanners.Type.Fertility
3: scannerType = Scanners.Type.Presence
emit_signal("scanner_selected", scannerType)

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@@ -1,2 +1,6 @@
class_name Map
extends Node2D
func _on_gui_scanner_selected(type : Scanners.Type):
$Scanners.select_scanner(type)

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@@ -1,11 +1,20 @@
class_name Scanners
extends Node2D
func _ready():
for sprite in [$Water, $Fertility, $Data]:
sprite.texture = GameTerrain.get_texture()
sprite.scale = Vector2(GameTerrain.MAP_RATIO,GameTerrain.MAP_RATIO,)
enum Type {NoScanner, Water, Fertility, Presence, Combined}
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _ready():
for sprite in [$Water, $Fertility, $Presence, $Data]:
sprite.texture = GameTerrain.get_texture()
sprite.scale = Vector2(GameTerrain.MAP_RATIO,GameTerrain.MAP_RATIO)
sprite.visible = false
func select_scanner(type: Type):
for sprite in [$Water, $Fertility, $Presence, $Data]:
sprite.visible = false
match type:
Type.Water: $Water.visible = true
Type.Fertility: $Fertility.visible = true
Type.Presence: $Presence.visible = true
Type.Combined: $Data.visible = true