81 lines
2.4 KiB
GDScript
81 lines
2.4 KiB
GDScript
extends TileMap
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@export var ground_tile_source_id = 0
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@export var wall_tile_source_id = 1
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@export var destination_tile_source_id = 2
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@export var target_tile_source_id = 3
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@export var map_width = 13 # keep to a odd value
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@export var map_height = 19 # keep to a odd value
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# Debug variables
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var current_destination_cell: Vector2i
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var current_target_cell: Vector2i
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# The tilemap is divided in two areas separated by a wall
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# One for the player (bottom area)
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# One for the enemy (top area)
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func _ready():
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draw_map()
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func draw_map():
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draw_ground()
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draw_wall()
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func draw_ground():
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for x in range(map_width):
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for y in range(map_height):
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set_cell(0, Vector2i(x, y), ground_tile_source_id, Vector2i(0, 0), 0)
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func draw_wall():
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var middle_height = floor(map_height / 2.0)
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for x in range(map_width):
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set_cell(1, Vector2i(x - 1, middle_height - 1), wall_tile_source_id, Vector2i(0, 0), 0) # why have we to add -1?
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func get_top_spawn_cell():
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return Vector2i(floor(map_width / 2.0), 1)
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func get_bottom_spawn_cell():
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return Vector2i(floor(map_width / 2.0), map_height - 2)
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func get_random_top_cell():
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var w = get_area_width()
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var h = get_top_area_height()
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return Vector2i(randi_range(w.x, w.y), randi_range(h.x, h.y))
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func get_random_bottom_cell():
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var w = get_area_width()
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var h = get_bottom_area_height()
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return Vector2i(randi_range(w.x, w.y), randi_range(h.x, h.y))
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func is_in_bottom_area(local_position: Vector2):
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var map_position = local_to_map(local_position)
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var height = get_bottom_area_height()
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return map_position.y >= height.x && map_position.y <= height.y
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func get_area_width():
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return Vector2i(0, map_width - 1)
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func get_top_area_height():
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var middle_height = floor(map_height / 2.0)
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return Vector2i(0, middle_height - 1)
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func get_bottom_area_height():
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var middle_height = floor(map_height / 2.0)
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return Vector2i(middle_height + 1, map_height - 1)
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# Debug functions
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func reset_and_set_target_cell(cell: Vector2i):
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reset_and_set_cell(current_target_cell, cell, target_tile_source_id)
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func reset_and_set_destination_cell(cell: Vector2i):
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reset_and_set_cell(current_destination_cell, cell, destination_tile_source_id)
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func reset_and_set_cell(current_cell: Vector2i, cell: Vector2i, tile_source_id: int):
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if current_cell != null:
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set_cell(0, current_cell, ground_tile_source_id, Vector2i(0, 0), 0)
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set_cell(0, cell, tile_source_id, Vector2i(0, 0), 0)
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current_cell = cell
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