Adding pathing
This commit is contained in:
parent
a91635a68c
commit
9f9f1a7502
5 changed files with 187 additions and 7 deletions
3
.vscode/settings.json
vendored
Normal file
3
.vscode/settings.json
vendored
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
{
|
||||
"godotTools.editorPath.godot4": "c:\\Dev\\Godot\\Godot_v4.2.1-stable_win64.exe"
|
||||
}
|
||||
|
|
@ -1,11 +1,33 @@
|
|||
extends Node2D
|
||||
class_name Glowling
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
pass # Replace with function body.
|
||||
@onready var tilemap = $"../TileMap" # This needs rectifying
|
||||
var current_path : Array[Vector2i] = []
|
||||
|
||||
var speed : int = 10
|
||||
|
||||
func _ready():
|
||||
$GlowlingAnimations.play("GlowingPulse")
|
||||
pass
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(_delta):
|
||||
if current_path.is_empty():
|
||||
return
|
||||
|
||||
var target_position = tilemap.map_to_local(current_path.front())
|
||||
global_position = global_position.move_toward(target_position, speed)
|
||||
|
||||
if global_position == target_position:
|
||||
current_path.pop_front()
|
||||
pass
|
||||
|
||||
## This is the temporary way for having something move
|
||||
func _unhandled_input(event):
|
||||
var click_position = get_global_mouse_position()
|
||||
if event.is_action_pressed("move_to"):
|
||||
if tilemap.is_point_walkable(click_position):
|
||||
current_path = tilemap.astar.get_id_path(
|
||||
tilemap.local_to_map(global_position),
|
||||
tilemap.local_to_map(click_position)
|
||||
).slice(1)
|
||||
|
|
|
|||
45
levels/scripts/map.gd
Normal file
45
levels/scripts/map.gd
Normal file
|
|
@ -0,0 +1,45 @@
|
|||
extends TileMap
|
||||
|
||||
var astar : AStarGrid2D = AStarGrid2D.new()
|
||||
|
||||
@onready var tilemap_size : Vector2i = get_used_rect().end - get_used_rect().position
|
||||
@onready var map_rect : Rect2i = Rect2i(Vector2i.ZERO, tilemap_size)
|
||||
|
||||
func _ready() -> void:
|
||||
setup_pathing()
|
||||
pass
|
||||
|
||||
func setup_pathing() -> void:
|
||||
# Setup the AStarGrid2D for pathfinding
|
||||
var tile_size : Vector2i = get_tileset().tile_size
|
||||
|
||||
Log.pr("Tilemap size: " + str(tilemap_size))
|
||||
|
||||
astar.region = map_rect
|
||||
astar.cell_size = tile_size
|
||||
astar.default_compute_heuristic = AStarGrid2D.HEURISTIC_MANHATTAN
|
||||
astar.default_estimate_heuristic = AStarGrid2D.HEURISTIC_MANHATTAN
|
||||
astar.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_NEVER
|
||||
astar.update()
|
||||
|
||||
update_passable()
|
||||
|
||||
pass
|
||||
|
||||
func update_passable() -> void:
|
||||
# Update the AStarGrid2D with the new passable tiles
|
||||
for i in tilemap_size.x:
|
||||
for j in tilemap_size.y:
|
||||
var coords : Vector2i = Vector2i(i, j)
|
||||
var tile_data = get_cell_tile_data(0, coords)
|
||||
if tile_data and tile_data.get_custom_data('navtype') == 'wall':
|
||||
astar.set_point_solid(coords)
|
||||
|
||||
pass
|
||||
|
||||
func is_point_walkable(check_position) -> bool:
|
||||
var map_position = local_to_map(check_position)
|
||||
if map_rect.has_point(map_position) and not astar.is_point_solid(map_position):
|
||||
return true
|
||||
|
||||
return false
|
||||
File diff suppressed because one or more lines are too long
|
|
@ -24,3 +24,11 @@ window/stretch/scale_mode="integer"
|
|||
[editor_plugins]
|
||||
|
||||
enabled=PackedStringArray("res://addons/log/plugin.cfg")
|
||||
|
||||
[input]
|
||||
|
||||
move_to={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(253, 34),"global_position":Vector2(259, 96),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue