glowlings/levels/scripts/map.gd
2024-06-02 17:28:38 +01:00

134 lines
4.6 KiB
GDScript

extends TileMap
class_name CustomTileMap
var astar : AStarGrid2D = AStarGrid2D.new()
@onready var fog_overlay : ColorRect = $FogOverlay
@onready var mushroom_glow_container : Node2D = $MushroomGlowContainer
@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 = []
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()
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(0, coords)
if tile_data and tile_data.get_custom_data('navtype') == 'wall':
astar.set_point_solid(coords)
else:
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)
Log.pr(tile_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)
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()
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':
walls.append(cell_pos)
set_cells_terrain_connect(0, walls, 0, 1)
func check_for_visible_gatherables() -> void:
# Remove all existing glowing lights
for child in mushroom_glow_container.get_children():
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.
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(1, coords)
if tile_data:
# Get the tile data from the base layer
var below_tile_data : TileData = get_cell_tile_data(0, coords)
if below_tile_data and below_tile_data.get_custom_data('navtype') == 'wall':
Log.pr("This is behind a wall...")
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)