2021-06-27 12:26:44 +02:00
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extends Node2D
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# UI elements
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onready var EditorUI = get_node("UI/Editor")
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onready var TileTypes = get_node("UI/TileTypes")
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onready var NoneButton = get_node("UI/Editor/NoneButton")
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# World objects
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onready var world = get_node("../World")
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onready var world_camera = get_node("../World/Camera")
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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func handle_editor_event(event):
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if (Input.get_mouse_button_mask() & BUTTON_LEFT) == BUTTON_LEFT:
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# if event.pressed and event.button_index == BUTTON_LEFT:
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var pressed_button = NoneButton.group.get_pressed_button()
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var tile_type = "None"
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if pressed_button:
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tile_type = pressed_button.text
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2021-06-28 21:51:09 +02:00
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var hex_coord = Globals.HexGrid.get_hex_center(Globals.ScreenToHex(event.position,world.WorldCamera))
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2021-06-27 12:26:44 +02:00
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if tile_type != "None":
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world.tile_data[hex_coord] = tile_type
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update()
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elif hex_coord in world.tile_data.keys():
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world.tile_data.erase(hex_coord)
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update()
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return true
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return false
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func _unhandled_input(event):
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if not EditorUI.visible:
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return
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if event is InputEventMouseButton:
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if handle_editor_event (event):
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return
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if 'position' in event:
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if handle_editor_event (event):
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return
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update()
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func _on_SaveWorldButton_pressed():
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world.save_world("user://pirate_game_world.save")
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func _on_ClearWorldButton_pressed():
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world.tile_data = {}
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world.update()
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func _on_LoadWorldButton_pressed():
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world.load_world("user://pirate_game_world.save")
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update()
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func _on_EditIslandButton_toggled(button_pressed):
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EditorUI.visible = button_pressed
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print (button_pressed)
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