Initial commit

master
Benjamin Bädorf 3 years ago
commit ec70b6c289
  1. 3
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  2. BIN
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  4. BIN
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  5. 3
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  6. BIN
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  8. 3
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  16. BIN
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  20. BIN
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  22. BIN
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  23. 3
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  24. BIN
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  28. BIN
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  29. 7
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  30. BIN
      fonts/DejaVuSans-Bold.ttf
  31. BIN
      fonts/DejaVuSans-BoldOblique.ttf
  32. BIN
      fonts/DejaVuSans-ExtraLight.ttf
  33. BIN
      fonts/DejaVuSans-Oblique.ttf
  34. BIN
      fonts/DejaVuSans.ttf
  35. BIN
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  36. BIN
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  37. BIN
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  38. BIN
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  39. BIN
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  40. BIN
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  41. BIN
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  42. BIN
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  43. 137
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  44. 34
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  45. 22
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  46. 137
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  47. 34
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  48. 8
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  49. 17
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  50. 15
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  51. 22
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  52. 110
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  53. 34
      game/entities/plate.svg.import
  54. 8
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  55. 50
      game/game.gd
  56. 28
      game/game.tscn
  57. 17
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  58. 55
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  59. 46
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  60. 38
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  61. 11
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  62. 6
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  63. 258
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  64. 34
      game/tiles/grass_iso.svg.import
  65. 15
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  66. 6
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  67. 261
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  68. 34
      game/tiles/water_iso.svg.import
  69. BIN
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  70. 34
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  71. 21
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  72. 85
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  73. 29
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  74. 13
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  75. 17
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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
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[remap]
importer="texture"
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extends TileMap
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
const CornerPosition = preload("res://game/entities/corner_position.tscn")
# Called when the node enters the scene tree for the first time.
func _ready():
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
# func set_corner_position(Vector2 position, bool active):
# set_cell(
func _input(event):
if event is InputEventMouseMotion:

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[ext_resource path="res://game/entities/city.svg" type="Texture" id=1]
[node name="city" type="Node2D"]
[node name="city" type="Sprite" parent="."]
texture = ExtResource( 1 )

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extends Polygon2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func _input(event):
print_debug(event)
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

@ -0,0 +1,15 @@
extends Node2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
onready var collision_plate = get_node("click_plate")
# Called when the node enters the scene tree for the first time.
func _ready():
collision_plate._input
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

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[ext_resource path="res://game/entities/corner_position.gd" type="Script" id=1]
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[ext_resource path="res://game/entities/plate.svg" type="Texture" id=3]
[ext_resource path="res://game/entities/click_plate.gd" type="Script" id=4]
[node name="corner_position" type="Node2D"]
script = ExtResource( 1 )
[node name="city" type="Sprite" parent="."]
visible = false
position = Vector2( 0, -67 )
texture = ExtResource( 2 )
[node name="plate" type="Sprite" parent="."]
texture = ExtResource( 3 )
[node name="click_plate" type="Polygon2D" parent="."]
color = Color( 1, 1, 1, 0 )
polygon = PoolVector2Array( 0, -270, 80, -260, 180, -230, 270, -150, 300, -90, 310, 0, 270, 90, 220, 140, 170, 170, 90, 210, 0, 210, -100, 200, -160, 180, -250, 120, -280, 70, -310, 10, -300, -80, -280, -130, -250, -170, -180, -230, -100, -260 )
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[gd_scene load_steps=2 format=2]
[ext_resource path="res://game/entities/plate.svg" type="Texture" id=1]
[node name="plate" type="Node2D"]
[node name="plate" type="Sprite" parent="."]
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@ -0,0 +1,50 @@
extends Node2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
const CAMERA_SCROLL_SPEED = 10
const Player = preload("res://game/state/player.gd")
const players = []
onready var camera = get_node("camera")
func add_player(player: Player):
players.push_front(player)
func get_player(name: String):
for player in players:
if (player.name == name):
return player
func reset():
players.clear()
# Called when the node enters the scene tree for the first time.
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED)
add_player(Player.new("Ben", Color.blue))
add_player(Player.new("Thomas", Color.red))
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
reposition_camera()
func reposition_camera():
var viewport = get_viewport()
var mouse_position = viewport.get_mouse_position()
var viewport_size = viewport.size
var camera_position = camera.get_camera_position()
if mouse_position.x == 0:
camera_position.x -= CAMERA_SCROLL_SPEED
elif mouse_position.x == viewport.size.x - 1:
camera_position.x += CAMERA_SCROLL_SPEED
if mouse_position.y == 0:
camera_position.y -= CAMERA_SCROLL_SPEED
elif mouse_position.y == viewport.size.y - 1:
camera_position.y += CAMERA_SCROLL_SPEED
camera.position = camera_position

@ -0,0 +1,28 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://game/game.gd" type="Script" id=1]
[ext_resource path="res://game/map.tscn" type="PackedScene" id=2]
[ext_resource path="res://game/hud/hud.tscn" type="PackedScene" id=3]
[node name="Game" type="Node2D"]
script = ExtResource( 1 )
[node name="map" parent="." instance=ExtResource( 2 )]
scale = Vector2( 0.1, 0.1 )
[node name="camera" type="Camera2D" parent="."]
position = Vector2( 950.697, 526.052 )
current = true
drag_margin_h_enabled = false
drag_margin_v_enabled = false
drag_margin_left = 1.0
drag_margin_top = 1.0
drag_margin_right = 1.0
drag_margin_bottom = 1.0
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="HUD" parent="CanvasLayer" instance=ExtResource( 3 )]
anchor_left = 0.5
anchor_right = 0.5
anchor_bottom = 0.0

@ -0,0 +1,17 @@
[gd_scene format=2]
[node name="HUD" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
[node name="HBoxContainer" type="HBoxContainer" parent="."]
anchor_left = 0.5
anchor_right = 0.5
margin_left = -20.0
margin_right = 20.0
margin_bottom = 40.0
[node name="Button" type="Button" parent="HBoxContainer"]
margin_right = 65.0
margin_bottom = 40.0
text = "End turn"

@ -0,0 +1,55 @@
extends Node2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
onready var fields = get_node("fields")
onready var entities = get_node("entities")
const GrassTile = preload("res://game/tiles/grass.gd")
const WaterTile = preload("res://game/tiles/water.gd")
var _height: int
var _width: int
const _map = []
const LAND_THRESHOLD = 0.5
const WATER_MARGIN = 2
func initialize(height, width):
_height = height
_width = width
_map.resize(_width)
for x in range(_width):
_map[x] = []
_map[x].resize(_height)
for y in range(_height):
if (
x < WATER_MARGIN
|| y < WATER_MARGIN
|| x >= _width - WATER_MARGIN
|| y >= _height - WATER_MARGIN
|| randf() < LAND_THRESHOLD
):
_map[x][y] = WaterTile.new()
else:
_map[x][y] = GrassTile.new()
# Called when the node enters the scene tree for the first time.
func _ready():
initialize(20, 40)
draw_full()
func draw_full():
for x in range(_width):
for y in range(_height):
draw_tile(x, y)
func draw_tile(x: int, y: int):
fields.set_cell(x, y, _map[x][y].TILE_NUM)
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

@ -0,0 +1,46 @@
[gd_scene load_steps=6 format=2]
[ext_resource path="res://game/map.gd" type="Script" id=1]
[ext_resource path="res://game/entities.gd" type="Script" id=2]
[ext_resource path="res://game/tiles/water_iso.svg" type="Texture" id=3]
[ext_resource path="res://game/tiles/grass_iso.svg" type="Texture" id=4]
[sub_resource type="TileSet" id=1]
0/name = "water_iso.svg 0"
0/texture = ExtResource( 3 )
0/tex_offset = Vector2( 0, 0 )
0/modulate = Color( 1, 1, 1, 1 )
0/region = Rect2( 0, -1, 888, 658 )
0/tile_mode = 0
0/occluder_offset = Vector2( 0, 0 )
0/navigation_offset = Vector2( 0, 0 )
0/shapes = [ ]
0/z_index = 0
1/name = "grass_iso.svg 1"
1/texture = ExtResource( 4 )
1/tex_offset = Vector2( 0, 0 )
1/modulate = Color( 1, 1, 1, 1 )
1/region = Rect2( 1, 1, 889, 658 )
1/tile_mode = 0
1/occluder_offset = Vector2( 0, 0 )
1/navigation_offset = Vector2( 0, 0 )
1/shapes = [ ]
1/z_index = 0
[node name="map" type="Node2D"]
script = ExtResource( 1 )
[node name="entities" type="TileMap" parent="."]
position = Vector2( 112, 47 )
cell_size = Vector2( 223, 94 )
format = 1
script = ExtResource( 2 )
[node name="fields" type="TileMap" parent="."]
tile_set = SubResource( 1 )
cell_size = Vector2( 670, 562 )
cell_custom_transform = Transform2D( 0, 0, 0, 0, 0, 0 )
cell_half_offset = 1
cell_y_sort = true
format = 1
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@ -0,0 +1,38 @@
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
signal changed
var _name setget set_name, get_name
func set_name(name):
_name = name
emit_signal("changed")
func get_name():
return _name
var _color setget set_color, get_color
func set_color(color):
_color = color
emit_signal("changed")
func get_color():
return _color
func _init(name: String, color: Color):
_name = name
_color = color
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

@ -0,0 +1,11 @@
extends Node2D
const TILE_NUM = 1
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://game/tiles/grass.gd" type="Script" id=1]
[node name="grass" type="Node2D"]
script = ExtResource( 1 )

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