mirror of
https://github.com/tonytins/citylimits
synced 2025-06-25 09:24:44 -04:00
Menu sprites from Micropolis
- Removed UI from ZC's Dress Up (may return in a later time) - Power stations - Simplified UI - Time now works - Income and expenses
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parent
0b60335591
commit
8170b69b7a
400 changed files with 1888 additions and 4809 deletions
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@ -1,24 +1,24 @@
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extends KinematicBody2D
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signal grabbed
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signal power
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export var cost: int = 10000
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export var income: int
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export var expense: int
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enum IsPowerStation {TRUE, FALSE}
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export(IsPowerStation) var power_station = IsPowerStation.FALSE
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onready var zone = $Sprite
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onready var quarters = $Quarters
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onready var player = $AnimationPlayer
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onready var animator = $AnimationPlayer
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var can_grab = false
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var is_powered = false
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var grabbed_offset = Vector2()
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func _ready():
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SimEvents.connect("pay_expense", self, "_get_expense")
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SimEvents.connect("budget", self, "_get_budget")
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SimEvents.connect("has_power", self, "_power_zone")
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connect("grabbed", self, "_grab_zone")
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connect("power", self, "_power_zone")
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func _input(event):
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if event is InputEventMouseButton and can_grab:
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@ -29,35 +29,36 @@ func _input(event):
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# Substract from the player's budget
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if SimData.budget >= cost:
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SimData.budget -= cost
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if power_station == IsPowerStation.TRUE:
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SimEvents.emit_signal("has_power")
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func _process(delta):
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if can_grab:
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position = get_global_mouse_position() + grabbed_offset
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if not is_powered:
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quarters.stop()
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else:
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if SimData.has_power and can_grab == false:
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quarters.start()
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_animante_sprite()
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else:
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quarters.stop()
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_animante_sprite(false)
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func _animante_sprite(animante: bool = true):
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if zone.hframes > 1 or zone.vframes > 1 and animante:
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animator.play("Animante")
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else:
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animator.stop()
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func _grab_zone():
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can_grab = true
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func _power_zone():
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quarters.start()
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player.play("Animante")
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SimData.has_power = true
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func _on_Quarters_timeout():
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if SimData.prev_quarter == 4:
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if SimData.budget >= expense:
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SimData.budget -= expense
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func _get_budget():
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if SimData.budget >= expense:
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SimData.budget -= expense
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if SimData.budget >= income:
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SimData.budget += income
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SimData.year += 1
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SimData.emit_signal("one_time_zone")
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SimData.emit_signal("pay_expense")
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SimData.prev_quarter = SimData.quarter
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quarters.start()
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if SimData.budget >= income:
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SimData.budget += income
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@ -1,15 +1,18 @@
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extends Node
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var city_name: String
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var year: int = 1
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# Hard-coded for now
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var city_name: String = "Furtropolis"
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var year: int = 1980
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var prev_quarter: int
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var quarter: int = 1
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var population: int = 0
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var news_ticker: String
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var budget: int = 10000000
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var prev_budget: int
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var power_grid: int
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var has_power: bool
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var res_tax: int
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var comm_tax: int
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var indust_tax: int
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@ -1,5 +1,5 @@
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extends Node
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signal one_time_income
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signal pay_expense
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signal has_power
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signal budget
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signal game_speed
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@ -2,9 +2,11 @@ extends BoxContainer
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onready var city_name = $CityNameLbl
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onready var money = $Money/MoneyLbl
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onready var year = $YearLbl
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func _ready():
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city_name.text = SimData.city_name
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func _process(delta):
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money.text = str(SimData.budget)
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year.text = str(SimData.year)
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10
scripts/game.gd
Normal file
10
scripts/game.gd
Normal file
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@ -0,0 +1,10 @@
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extends Node2D
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onready var quarters = $Quarters
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func _on_Quarters_timeout():
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SimData.year += 1
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SimData.prev_quarter = SimData.quarter
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SimEvents.emit_signal("budget")
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quarters.start()
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@ -1,8 +0,0 @@
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extends Node
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onready var gui = $Controls/GUI
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onready var advisor = $Controls/GUI/AdvsiorNotice
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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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advisor.show()
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@ -17,7 +17,7 @@ func _ready():
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make_terrian_map()
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make_water()
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func make_terrian_map():
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for x in map_size.x:
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for y in map_size.y:
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@ -35,17 +35,15 @@ func make_water():
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water.update_bitmask_region(Vector2(0.0, 0.0), Vector2(map_size.x, map_size.y))
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func fake_click(flags=0):
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var ev = InputEvent
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ev.type = InputEvent.MOUSE_BUTTON
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ev.button_index=BUTTON_LEFT
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ev.pressed = true
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ev.global_pos = get_global_mouse_position()
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ev.meta = flags
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get_tree().input_event(ev)
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func _on_PoliceBtn_pressed():
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var police = preload("res://scenes/Zone.tscn")
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var instance = police.instance()
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func _on_ResBtn_pressed():
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var new_zone = preload("res://scenes/zones/Zone.tscn")
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var instance = new_zone.instance()
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add_child(instance)
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instance.emit_signal("grabbed")
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func _on_CoalBtn_pressed():
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var new_zone = preload("res://scenes/zones/Coal.tscn")
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var instance = new_zone.instance()
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add_child(instance)
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instance.emit_signal("grabbed")
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@ -6,6 +6,4 @@ onready var budget = $Container/BudgetMenu
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func _on_CreateBtn_pressed():
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SimData.city_name = city_name
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get_tree().change_scene("res://scenes/Game.tscn")
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4
scripts/toolbar.gd
Normal file
4
scripts/toolbar.gd
Normal file
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extends Panel
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