glowlings/levels/scripts/map.gd

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GDScript

extends TileMap
class_name CustomTileMap
var astar : AStarGrid2D = AStarGrid2D.new()
@onready var fog_overlay : ColorRect = $FogOverlay
@onready var tilemap_size : Vector2i = get_used_rect().end - get_used_rect().position
@onready var map_rect : Rect2i = Rect2i(Vector2i.ZERO, tilemap_size)
var mushroom_glow : PackedScene = load("res://entities/mushroom_glow.tscn")
var highlighted_tiles : Array = []
# Has a signal to indicate the tilemap has been updated
signal tilemap_updated
func _ready() -> void:
var tile_size : Vector2i = get_tileset().tile_size
var map_pixel_size : Vector2i = tilemap_size * tile_size
fog_overlay.size = map_pixel_size
setup_pathing()
# check_for_visible_gatherables()
emit_signal('tilemap_updated')
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 : TileData = get_cell_tile_data(get_layer_id_by_name('Floor'), coords)
if tile_data and tile_data.get_custom_data('navtype') == 'wall':
astar.set_point_solid(coords)
continue
tile_data = get_cell_tile_data(get_layer_id_by_name('Water'), coords)
if tile_data and tile_data.get_custom_data('navtype') == 'water':
astar.set_point_solid(coords)
continue
astar.set_point_solid(coords, false)
pass
func is_point_walkable(check_position : Vector2i) -> bool:
var map_position : Vector2i = local_to_map(check_position)
if map_rect.has_point(map_position) and not astar.is_point_solid(map_position):
return true
return false
func _unhandled_input(event : InputEvent) -> void:
pass
if event.is_action_pressed("move_to"):
var click_position : Vector2 = get_global_mouse_position()
var tile_position : Vector2i = local_to_map(click_position)
## Check if the clicked tile is a wall
## Get the surrounding wall tiles and redraw them
## 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
## This will redraw the surrounding cells to make the terrains look better
var surrounding_cells : Array = GridUtil.get_surrounding_tiles(tile_position, 5)
redraw_surrounding_tiles(surrounding_cells)
update_passable()
## Emit event to update the mushroom glowies
emit_signal('tilemap_updated')
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' 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)
return filtered_coords
func get_layer_id_by_name(level_name : String) -> int:
var layers : int = get_layers_count()
for i in layers:
if get_layer_name(i) == level_name:
return i
return -1