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Toolbar UI

NebSeniah edited this page Jun 12, 2026 · 10 revisions

System Summary

UI Bar displaying all placeable objects. The icons update based on the currently loaded assets.


Connected Systems

Connecting Systems:

Subsystems:


Related Controls

Key(s): (Mouse press)

  • Click on the items within the UI bar to select which object is currently being placed Key(s): (Brush or Box Brush selected)
  • Changes the tilebar to show tile selection. Key(s): (Cursor selected)
  • Changes the tilebar to show entity selection Key(s): (Mouse press on dropdown)
  • With the cursor selected, switches between entities and props being accessible

Bugs

  • None

Feature List / Breakdown of Features

Object Buttons:

  • Buttons for each placeable object
  • When clicked, that object is placeable
  • Icon updates based on the tile map

Important Variables

  • toolManager: Node2D = A reference to the tool manager.
  • editorManager: Node2D = A reference to the editor manager.
  • tileMap: TileMapLayer = A reference to the tile map.
  • tileButton: TextureButton = A reference to the button to select the placeable tile. There is one of these for each tile type.
  • propButton: TextureButton = A reference to the button to select the placeable prop. There is one of these for each prop type.

Important Functions

  • func _ready() -> [void]: Connects pressed signals for all tile buttons and prop buttons.
  • func display_tiles(visibility: bool) -> [void]: Toggles the visibility of the tile selection bar.
  • func display_entities(visibility: bool) -> [void]: Toggles the visibility of the entity selection bar.
  • func entity_dropdown_select(index: int) -> [void]: Toggles the visibility of each tab based on the tab selected.
  • func _on_(Type of tile)_tile_button_pressed() -> [void]: Updates the currently selected tile type based on the button pressed. There is one of these for each tile type.
  • func _on_prop_(number)_button_pressed() -> [void]: Updates the currently selected prop type based on the button pressed. There is one of these for each prop type.

Future Work / Risks

Future Work:

  1. Add final enemy type and sixth prop

Risks:

  • No current risks

Miscellaneous Notes

  • No Notes
    • No Subnotes

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