glowlings/components/scripts/crystal_glow_component.gd
2024-06-04 15:45:48 +01:00

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1.8 KiB
GDScript

extends Node2D
class_name CrystalGlowComponent
var crystal_glow : PackedScene = preload("res://entities/crystal_glow.tscn")
@export var tile_map : CustomTileMap = null
@onready var crystal_glow_container : Node2D = $CrystalGlowContainer
var glowing_crystals : Array = []
var tile_size : Vector2i
var map_pixel_size : Vector2i
var tilemap_size : Vector2i
var crystal_layer : int = -1
func _ready() -> void:
if !tile_map:
Log.err("CrystalGlowComponent: TileMap not set")
Log.pr("CrystalGlowComponent ready")
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
crystal_layer = tile_map.get_layer_id_by_name('Crystals')
Log.pr(crystal_layer)
add_crystal_glow()
## Look for crystals in the scene and add the glow to the approprirate angle and colour
func add_crystal_glow() -> void:
for i in tilemap_size.x:
for j in tilemap_size.y:
var coords : Vector2i = Vector2i(i, j)
var tile_data : TileData = tile_map.get_cell_tile_data(crystal_layer, coords)
if tile_data:
if tile_data.get_custom_data('glowcolour'):
var glow_colour : String = tile_data.get_custom_data('glowcolour')
var orientation : String = tile_data.get_custom_data('orientation')
# Check if this coord is already in the glowing_crystals array
if coords in glowing_crystals:
continue
else:
var glow : CrystalGlow = crystal_glow.instantiate().duplicate()
glow.set_position(coords * tile_map.get_tileset().tile_size + tile_map.get_tileset().tile_size / 2)
glow.glow_colour = glow_colour
glow.orientation = orientation
crystal_glow_container.add_child(glow)
glowing_crystals.append(coords)
Log.pr("Glowing crystals: ", glowing_crystals)