Added chits
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				| @ -19,6 +19,7 @@ export(Dictionary) var distribution = { | |||||||
| export(Array, int) var chits = [] | export(Array, int) var chits = [] | ||||||
| 
 | 
 | ||||||
| func _ready(): | func _ready(): | ||||||
|  | 	## Place Tiles | ||||||
| 	var tiles = [] | 	var tiles = [] | ||||||
| 	for tile in distribution: | 	for tile in distribution: | ||||||
| 		for _i in range(distribution[tile]): | 		for _i in range(distribution[tile]): | ||||||
| @ -33,3 +34,7 @@ func _ready(): | |||||||
| 		add_child(hex) | 		add_child(hex) | ||||||
| 		hex.type = tiles.pop_front() | 		hex.type = tiles.pop_front() | ||||||
| 		hex.index = index | 		hex.index = index | ||||||
|  | 		if hex.type != "desert": | ||||||
|  | 			var chit = Chit.new() | ||||||
|  | 			chit.setup(chits.pop_front()) | ||||||
|  | 			hex.add_child(chit) | ||||||
|  | |||||||
							
								
								
									
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								Scripts/Chit.gd
									
									
									
									
									
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							| @ -0,0 +1,12 @@ | |||||||
|  | extends Sprite | ||||||
|  | 
 | ||||||
|  | class_name Chit | ||||||
|  | 
 | ||||||
|  | const CHIT_SCALE = 0.1 | ||||||
|  | 
 | ||||||
|  | var num = 6 | ||||||
|  | 
 | ||||||
|  | func setup(num): | ||||||
|  | 	self.num = num | ||||||
|  | 	texture = load("res://Assets/%d-chit.png" % num) | ||||||
|  | 	scale *= CHIT_SCALE | ||||||
| @ -1,5 +1,10 @@ | |||||||
| # Hexland Devlog | # Hexland Devlog | ||||||
| 
 | 
 | ||||||
|  | ## TODO | ||||||
|  | - Order indicies by chit placement (center spiral out) | ||||||
|  | - Docks | ||||||
|  | - Placement on corners | ||||||
|  | 
 | ||||||
| ## Dane - 08/23/22 @ 2:45 pm | ## Dane - 08/23/22 @ 2:45 pm | ||||||
| 
 | 
 | ||||||
| A couple of years ago Cole and I make a simple little drag and drop Catan set we called "foreplay". We made it in LOVE, which at the time seemed like a great move until I grew up a little and realized that Godot was infinitely more usable than LOVE. | A couple of years ago Cole and I make a simple little drag and drop Catan set we called "foreplay". We made it in LOVE, which at the time seemed like a great move until I grew up a little and realized that Godot was infinitely more usable than LOVE. | ||||||
|  | |||||||
| @ -14,6 +14,11 @@ _global_script_classes=[ { | |||||||
| "language": "GDScript", | "language": "GDScript", | ||||||
| "path": "res://Scripts/Board.gd" | "path": "res://Scripts/Board.gd" | ||||||
| }, { | }, { | ||||||
|  | "base": "Sprite", | ||||||
|  | "class": "Chit", | ||||||
|  | "language": "GDScript", | ||||||
|  | "path": "res://Scripts/Chit.gd" | ||||||
|  | }, { | ||||||
| "base": "Node2D", | "base": "Node2D", | ||||||
| "class": "Hex", | "class": "Hex", | ||||||
| "language": "GDScript", | "language": "GDScript", | ||||||
| @ -21,6 +26,7 @@ _global_script_classes=[ { | |||||||
| } ] | } ] | ||||||
| _global_script_class_icons={ | _global_script_class_icons={ | ||||||
| "Board": "", | "Board": "", | ||||||
|  | "Chit": "", | ||||||
| "Hex": "" | "Hex": "" | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | |||||||
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