glowlings/components/scripts/mushroom_glow_component.gd

55 lines
2 KiB
GDScript

extends Node2D
class_name MushroomGlowComponent
var mushroom_glow : PackedScene = preload("res://entities/mushroom_glow.tscn")
@export var tile_map : CustomTileMap = null
@onready var mushroom_glow_container : Node2D = $MushroomGlowContainer
var glowing_mushrooms : Array = []
var tile_size : Vector2i
var map_pixel_size : Vector2i
var tilemap_size : Vector2i
var mushroom_layer : int = -1
func _ready() -> void:
if !tile_map:
Log.err("MushroomGlowComponent: TileMap not set")
Log.pr("MushroomGlowComponent ready")
tile_map.tilemap_updated.connect(add_mushroom_glow)
tile_size = tile_map.get_tileset().tile_size
map_pixel_size = tilemap_size * tile_size
tilemap_size = tile_map.get_used_rect().end - tile_map.get_used_rect().position
mushroom_layer = tile_map.get_layer_id_by_name('Mushrooms')
Log.pr(mushroom_layer)
add_mushroom_glow()
## Look for crystals in the scene and add the glow to the approprirate angle and colour
func add_mushroom_glow() -> void:
for i in tilemap_size.x:
for j in tilemap_size.y:
var coords : Vector2i = Vector2i(i, j)
## If this coord is glowing already then we dont need to do anything
if coords in glowing_mushrooms:
continue
else:
var tile_data : TileData = tile_map.get_cell_tile_data(mushroom_layer, coords)
if tile_data:
# Get the tile data from the base layer
var below_tile_data : TileData = tile_map.get_cell_tile_data(tile_map.get_layer_id_by_name('Floor'), coords)
if below_tile_data and below_tile_data.get_custom_data('navtype') == 'wall':
pass
else:
if tile_data.get_custom_data('glowcolour'):
var glow_colour : String = tile_data.get_custom_data('glowcolour')
var glow : MushroomGlow = mushroom_glow.instantiate()
glow.set_position(coords * tile_map.get_tileset().tile_size + tile_map.get_tileset().tile_size / 2)
glow.colour_name = glow_colour
mushroom_glow_container.add_child.call_deferred(glow)
glowing_mushrooms.append(coords)