All sorts of fun and games

This commit is contained in:
Dan 2024-06-03 17:34:11 +01:00
parent cf3c8d82f1
commit ce0ef75241
116 changed files with 1849 additions and 109 deletions

View file

@ -75,6 +75,7 @@ func _unhandled_input(event : InputEvent) -> void:
## We spread to a 3x3 area for blowing up walls because it was very
## weird with 1x1 cells
var update_cells : Array = GridUtil.get_surrounding_tiles(tile_position)
update_cells = filter_indestructible_tiles(update_cells)
set_cells_terrain_connect(0, update_cells, 0, 0)
## Get all the co-ordinates around the given tile_position coordinates
@ -85,22 +86,27 @@ func _unhandled_input(event : InputEvent) -> void:
update_passable()
check_for_visible_gatherables()
# Check if the tile is already highlighted
#if highlighted_tiles.has(tile_position):
# Change the tile to destroyed tile and remove from highlighted set
# set_cellv(tile_position, DESTROYED_TILE)
# highlighted_tiles.erase(tile_position)
func redraw_surrounding_tiles(positions : Array) -> void:
var walls : Array = []
for cell_pos : Vector2 in positions:
var tile_data : TileData = get_cell_tile_data(0, cell_pos)
if tile_data and tile_data.get_custom_data('navtype') == 'wall':
if tile_data and tile_data.get_custom_data('navtype') == 'wall' and tile_data.get_custom_data('indestructible') != true:
walls.append(cell_pos)
set_cells_terrain_connect(0, walls, 0, 1)
func filter_indestructible_tiles(coords : Array) -> Array:
var filtered_coords : Array = []
for coord : Vector2 in coords:
var tile_data : TileData = get_cell_tile_data(0, coord)
if tile_data and tile_data.get_custom_data('indestructible') != true:
filtered_coords.append(coord)
Log.pr(filtered_coords)
return filtered_coords
func check_for_visible_gatherables() -> void:
# Remove all existing glowing lights
@ -108,7 +114,7 @@ func check_for_visible_gatherables() -> void:
child.queue_free()
## Loop through the tiles on the gatherables layer and check if the thing on
# the layer below them is a wall, if it is they need to be hidden.
# the layer below them is a wall, we don't add a glow - if it is visible then we do
for i in tilemap_size.x:
for j in tilemap_size.y:
var coords : Vector2i = Vector2i(i, j)
@ -121,14 +127,8 @@ func check_for_visible_gatherables() -> void:
else:
if tile_data.get_custom_data('glowcolour'):
var glow_colour : String = tile_data.get_custom_data('glowcolour')
Log.pr("Glow colour: " + str(glow_colour))
var glow : MushroomGlow = mushroom_glow.instantiate()
glow.set_position(coords * get_tileset().tile_size + get_tileset().tile_size / 2)
glow.colour_name = glow_colour
mushroom_glow_container.add_child.call_deferred(glow)
Log.pr(glow)
# Log.pr(below_tile_data)
#if tile_data and tile_data.get_custom_data('navtype') == 'gatherable':
# var below_tile_data : TileData = get_cell_tile_data(0, coords + Vector2i(0, 1))
# if below_tile_data and below_tile_data.get_custom_data('navtype') == 'wall':
# set_cellv(coords, -1)