Island placement okayish, added boat
parent
db97e9d66d
commit
2652bbbfa8
11
Globals.gd
11
Globals.gd
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@ -8,6 +8,7 @@ const SHOVEL_DURATION=1
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var DebugLabel = null
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var HexGrid = null
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var OceanGrid = null
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var hex_size = 128
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@ -15,8 +16,10 @@ var hex_size = 128
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func _ready():
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HexGrid = preload("../thirdparty/gdhexgrid/HexGrid.gd").new()
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HexGrid.hex_scale = Vector2(hex_size, hex_size)
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# add_child(HexGrid)
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OceanGrid = preload("../thirdparty/gdhexgrid/HexGrid.gd").new()
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OceanGrid.hex_scale = Vector2(hex_size, hex_size)
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HexTileDrawer.hex_scale = Vector2(hex_size, hex_size)
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@ -51,5 +54,9 @@ func WorldToHex(pos: Vector2):
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return Globals.HexGrid.get_hex_at(pos).axial_coords
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func WorldToHexCenter(pos: Vector2):
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return Globals.HexGrid.get_hex_center(Globals.HexGrid.get_hex_at(pos).axial_coords)
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func WorldToScreen(pos: Vector2, camera: Camera2D):
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return pos * camera.zoom + camera.offset
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@ -0,0 +1,93 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<!-- Created with Inkscape (http://www.inkscape.org/) -->
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<svg
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xmlns:dc="http://purl.org/dc/elements/1.1/"
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xmlns:cc="http://creativecommons.org/ns#"
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xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
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xmlns:svg="http://www.w3.org/2000/svg"
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xmlns="http://www.w3.org/2000/svg"
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xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
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xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
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width="67.73333mm"
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height="67.73333mm"
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viewBox="0 0 67.73333 67.73333"
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version="1.1"
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id="svg1420"
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inkscape:version="0.92.5 (2060ec1f9f, 2020-04-08)"
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sodipodi:docname="boat.svg">
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<defs
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id="defs1414" />
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<sodipodi:namedview
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id="base"
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pagecolor="#ffffff"
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bordercolor="#666666"
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borderopacity="1.0"
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inkscape:pageopacity="0.0"
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inkscape:pageshadow="2"
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inkscape:window-x="0"
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inkscape:window-y="37"
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inkscape:window-maximized="0"
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fit-margin-top="0"
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fit-margin-left="0"
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fit-margin-right="0"
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fit-margin-bottom="0"
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showguides="false" />
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<metadata
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id="metadata1417">
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<rdf:RDF>
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<cc:Work
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rdf:about="">
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<dc:format>image/svg+xml</dc:format>
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<dc:type
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rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
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<dc:title></dc:title>
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</cc:Work>
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</rdf:RDF>
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</metadata>
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<g
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inkscape:label="Layer 1"
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inkscape:groupmode="layer"
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id="layer1"
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transform="translate(-22.735567,-21.843752)">
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<rect
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style="fill:none;fill-opacity:1;stroke:none;stroke-width:1.16499996;stroke-linecap:round;stroke-linejoin:round;stroke-miterlimit:4;stroke-dasharray:none;stroke-opacity:1"
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height="67.73333"
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<path
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style="opacity:1;fill:#aa4400;fill-opacity:1;stroke:#2b1100;stroke-width:0.52916664;stroke-miterlimit:4;stroke-dasharray:none;stroke-opacity:1"
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d="m 23.071131,55.664689 14.890256,-0.395664 6.023877,11.301298 30.159844,-0.25963 3.997071,-4.343995 11.792181,-0.808583 -6.566376,19.510488 -13.026317,8.152523 -32.203568,0.09449 -10.826748,-3.990267 z"
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<path
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<path
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d="m 26.509194,78.481637 56.85879,2.186966 -5.580848,3.288939 -50.612142,-0.202825 z"
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<path
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style="opacity:1;fill:#2b1100;fill-opacity:1;stroke:#2b1100;stroke-width:0.52916664;stroke-miterlimit:4;stroke-dasharray:none;stroke-opacity:1"
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</g>
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</svg>
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After Width: | Height: | Size: 3.6 KiB |
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@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/boat.svg-5f58629bd5f6beab10c05f8be81c6a0b.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/boat.svg"
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dest_files=[ "res://.import/boat.svg-5f58629bd5f6beab10c05f8be81c6a0b.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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@ -1,4 +1,4 @@
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[gd_scene load_steps=12 format=2]
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[gd_scene load_steps=13 format=2]
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[ext_resource path="res://scenes/World.gd" type="Script" id=1]
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[ext_resource path="res://scenes/Grid.gd" type="Script" id=2]
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@ -8,6 +8,7 @@
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[ext_resource path="res://fonts/Roboto/Roboto-Regular.ttf" type="DynamicFontData" id=6]
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[ext_resource path="res://scenes/Editor.gd" type="Script" id=7]
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[ext_resource path="res://scenes/GridHighlight.gd" type="Script" id=8]
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[ext_resource path="res://assets/boat.svg" type="Texture" id=9]
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[sub_resource type="DynamicFont" id=1]
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size = 27
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@ -24,9 +25,6 @@ resource_name = "TileTypeGroup"
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[node name="World" type="Node2D" parent="."]
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script = ExtResource( 1 )
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[node name="Camera" type="Camera2D" parent="World"]
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current = true
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[node name="Grid" type="Node2D" parent="World"]
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script = ExtResource( 2 )
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@ -143,6 +141,15 @@ texture = ExtResource( 3 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="World/PlayerChar"]
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[node name="Camera" type="Camera2D" parent="World"]
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current = true
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[node name="PlayerBoat" type="Node2D" parent="World"]
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[node name="boat" type="Sprite" parent="World/PlayerBoat"]
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scale = Vector2( 0.455, 0.455 )
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texture = ExtResource( 9 )
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[node name="Editor" type="Node2D" parent="."]
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script = ExtResource( 7 )
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@ -1,11 +1,11 @@
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extends Node2D
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var tiles = {}
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var offset = Vector2.ZERO
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var offset_world = Vector2.ZERO
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var center_coord = Vector2.ZERO
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var center_world_coord = Vector2.ZERO
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var tile_local_coords = []
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var rect_world = Rect2()
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var rect_local = Rect2()
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var radius_world = 0.0
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# Called when the node enters the scene tree for the first time.
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@ -23,8 +23,8 @@ func set_tile(coord: Vector2, value: String):
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update()
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func set_offset(value: Vector2):
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offset = value
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func set_offset_world(value: Vector2):
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offset_world = value
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func clear_island():
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@ -50,10 +50,12 @@ func calc_bbox():
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if local_coords.y > coord_max.y:
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coord_max.y = local_coords.y
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var hex_half_size = Vector2.ONE * Globals.hex_size * 0.5
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rect_world = Rect2(coord_min - hex_half_size, coord_max - coord_min + hex_half_size * 2)
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var hex_half_size = Vector2 (Globals.hex_size * 0.5, Globals.hex_size * sqrt(3) * 0.25)
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rect_local = Rect2(coord_min - hex_half_size, coord_max - coord_min + hex_half_size * 2)
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center_world_coord = Globals.HexToWorld(Globals.WorldToHex(coord_min + 0.5 * (coord_max - coord_min)))
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radius_world = max(rect_world.size.x, rect_world.size.y) * 0.5
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center_coord = Globals.WorldToHex(center_world_coord)
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print ("center coord: " + str(center_coord))
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radius_world = max(rect_local.size.x, rect_local.size.y) * 0.5
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func save_island(path: String):
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@ -100,28 +102,35 @@ func load_island(path: String):
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func check_overlap(other):
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var tile_offset = Globals.HexToWorld(offset)
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var other_offset = Globals.HexToWorld(other.offset)
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var rel_offset = other_offset - tile_offset
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var dist = rel_offset.length() - radius_world - other.radius_world
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var rect_world = calc_rect_world()
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var rect_world_other = other.calc_rect_world()
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return dist < 0
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return rect_world.intersects(rect_world_other)
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func calc_rect_world():
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var rect_world = Rect2(rect_local)
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rect_world.position = transform.origin + rect_world.position + offset_world
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return rect_world
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func draw_bsphere():
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var transform = get_transform()
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draw_set_transform(transform.origin + offset_world, transform.get_rotation(), transform.get_scale())
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draw_circle(center_world_coord, radius_world, Color("#80000033"))
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draw_circle(center_world_coord, 10, Color.red)
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func _draw():
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var tile_offset = Globals.HexToWorld(offset)
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print (name, tile_offset)
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print (name, offset_world)
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for coord in tiles.keys():
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draw_set_transform (coord + tile_offset, 0, Vector2.ONE)
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draw_set_transform (coord + offset_world, 0, Vector2.ONE)
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draw_polygon(HexTileDrawer.HexPoints, HexTileDrawer.get_tile_color(tiles[coord]))
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var transform = get_transform()
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draw_set_transform(transform.origin + tile_offset, transform.get_rotation(), transform.get_scale())
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draw_set_transform(transform.origin + offset_world, transform.get_rotation(), transform.get_scale())
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draw_rect(rect_world, Color.red, false)
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draw_circle(center_world_coord, radius_world, Color.brown)
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draw_circle(center_world_coord, 10, Color.red)
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# draw_rect(rect_local, Color.red, false)
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# draw_bsphere()
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var default_font = Control.new().get_font("font")
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draw_string(default_font, Vector2(0, 0), name)
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draw_string(default_font, Vector2(0, 0), name + str(" ") + str(offset_world))
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@ -12,6 +12,7 @@ onready var ZoomValueLabel = get_node("UI/TopContainer/ZoomValue")
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onready var HexCoordValueLabel = get_node("UI/TopContainer/HexCoordValue")
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onready var WorldCoordValueLabel = get_node("UI/TopContainer/WorldCoordValue")
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onready var PlayerChar = get_node("PlayerChar")
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onready var PlayerBoat = get_node("PlayerBoat")
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onready var FPSValueLabel = get_node("UI/TopContainer/FPSValue")
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var Island = preload("Island.gd")
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@ -23,7 +24,6 @@ var is_dragging = false
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var drag_start = null
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var target = Vector2()
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var tile_data = {}
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var islands = []
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var current_island = null
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@ -37,40 +37,77 @@ func _ready():
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PlayerChar.position = Globals.HexGrid.get_hex_center(Vector2(0,0))
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func clear_islands():
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for island in Islands.get_children():
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Islands.remove_child(island)
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island.queue_free()
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func _process(_delta):
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WorldCamera.offset = PlayerChar.position
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PlayerBoat.transform.origin = PlayerChar.transform.origin
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pass
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func check_island_overlap(new_island):
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var islands = Islands.get_children()
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for island in islands:
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if island.check_overlap(new_island):
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return true
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return false
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func add_island_at(file_name, offset_world: Vector2):
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var island = Island.new()
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island.load_island(file_name)
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island.offset_world = offset_world
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Islands.add_child(island)
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func populate_ocean_grid():
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Globals.OceanGrid.remove_obstacles(Globals.OceanGrid.get_obstacles())
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func generate():
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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islands.clear()
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for island in Islands.get_children():
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Islands.remove_child(island)
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island.queue_free()
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clear_islands()
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var radius = 1300
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var num_islands = 10
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var radius = 5
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var num_islands = 3
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for i in range (num_islands):
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var overlapping = true
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var find_free_retries = 10
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var island = Island.new()
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var file_name = "user://pirate_game_island_" + str(i) + ".island"
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var island_index = i % 4
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var file_name = "user://pirate_game_island_" + str(island_index) + ".island"
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island.load_island(file_name)
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while overlapping and find_free_retries > 0:
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overlapping = false
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island.offset = Vector2(rng.randi_range(-radius, radius), rng.randi_range(-radius, radius))
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for world_island in Islands.get_children():
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overlapping = world_island.check_overlap(island)
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var rand_coord = Vector2(rng.randi_range(-radius, radius), rng.randi_range(-radius, radius))
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island.offset_world = Globals.WorldToHexCenter(rand_coord)
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var overlapping = check_island_overlap(island)
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var overlap_retry_num = 0
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var overlap_retry_max = 10
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while overlapping and overlap_retry_num < overlap_retry_max:
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if overlap_retry_num % 4 == 0:
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radius = radius + 500
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overlap_retry_num = overlap_retry_num + 1
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rand_coord = Vector2(rng.randi_range(-radius, radius), rng.randi_range(-radius, radius))
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island.offset_world = Globals.WorldToHexCenter(rand_coord)
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overlapping = check_island_overlap(island)
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find_free_retries = find_free_retries - 1
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if overlapping:
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print ("Could not find free spot for island!")
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print ("Could not place island!")
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else:
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print ("Retries left: " + str(find_free_retries) )
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print ("Placed after " + str(overlap_retry_num) + " retries.")
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Islands.add_child(island)
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populate_ocean_grid()
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func handle_game_event(event):
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@ -105,6 +142,9 @@ func _unhandled_input(event):
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hex_hover = Globals.ScreenToHex(event.position, WorldCamera)
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GridHighlight.pos = hex_hover
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HexCoordValueLabel.text = str(hex_hover)
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# Islands.get_children()[1].offset_world = Globals.HexToWorld(hex_hover)
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# Islands.get_children()[1].update()
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WorldCoordValueLabel.text = str(Globals.ScreenToWorld(event.position, WorldCamera))
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