bovido/scripts/tile_map.gd

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GDScript3
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extends TileMap
@export var map_width = 13 # keep to a odd value
@export var map_height = 19 # keep to a odd value
func _ready():
draw_map()
func draw_map():
draw_ground()
draw_separation()
get_random_top_cell()
func draw_ground():
for x in range(map_width):
for y in range(map_height):
set_cell(0, Vector2i(x, y), 0, Vector2i(0, 0), 0)
# The tilemap is initially divided in two section
# One for the player (bottom section)
# One for the enemy (top section)
func draw_separation():
var middle_height = floor(map_height / 2.0)
for x in range(map_width):
set_cell(1, Vector2i(x - 1, middle_height - 1), 1, Vector2i(0, 0), 0) # why have we to add -1?
func get_top_spawn_cell() -> Vector2i:
return Vector2i(floor(map_width / 2.0), 1)
func get_bottom_spawn_cell() -> Vector2i:
return Vector2i(floor(map_width / 2.0), map_height - 2)
func get_random_top_cell() -> Vector2i:
var middle_height = floor(map_height / 2.0)
var rand_width = randi_range(0, map_width - 1)
var rand_height = randi_range(0, middle_height - 1)
#set_cell(0, Vector2i(rand_width, rand_height), 1, Vector2i(0, 0), 0)
return Vector2i(rand_width, rand_height)