Working map generator

This commit is contained in:
2024-01-21 00:42:57 +01:00
parent cd80ab3357
commit 405b374b9a
17 changed files with 240 additions and 38 deletions

View File

@ -9,11 +9,12 @@ const TILEMAP_LAYER = 0
@export var top: bool = false
@export var bottom: bool = false
@onready
var room_size: Vector2i = self.get_used_rect().size
@onready
var cell_size: Vector2i = self.tile_set.tile_size
var room_size: Vector2i
var cell_size: Vector2i
func _init() -> void:
self.room_size = self.get_used_rect().size
self.cell_size = self.tile_set.tile_size
func is_block() -> bool:
if self.left or self.right or self.top or self.bottom:
@ -44,19 +45,62 @@ func get_exit_pos(exit: Vector2i) -> Vector2i:
pos = Vector2i(self.room_size.x / 2, self.room_size.y - 1)
return pos
func copy_to_map(map: TileMap, pos: Vector2i) -> void:
for x in range(self.room_size.x):
for y in range(self.room_size.y):
func get_exit_pos_offset(edge_pos: Vector2i, exit: Vector2i) -> Vector2i:
match exit:
Vector2i.UP:
return edge_pos + Vector2i(self.room_size.x/-2, self.room_size.y * -1)
Vector2i.DOWN:
return edge_pos + Vector2i(self.room_size.x/-2, 1)
Vector2i.LEFT:
return edge_pos + Vector2i(-self.room_size.x, -self.room_size.y/2)
Vector2i.RIGHT:
return edge_pos + Vector2i(1, -self.room_size.y/2)
_:
return Vector2i.ZERO
func copy_to_map(map: TileMap) -> void:
for x in range(0, self.room_size.x):
for y in range(0, self.room_size.y):
var tile = self.get_cell_source_id(TILEMAP_LAYER, Vector2i(x, y))
if tile.tile_set:
map.set_cell(TILEMAP_LAYER, Vector2i(pos.x + x, pos.y + y), tile.tile_id)
if tile != -1:
map.set_cell(TILEMAP_LAYER, Vector2i(position.x + x, position.y + y), tile, Vector2i(0, 0))
else:
map.set_cell(TILEMAP_LAYER, Vector2i(pos.x + x, pos.y + y), -1)
map.set_cell(TILEMAP_LAYER, Vector2i(position.x + x, position.y + y), -1, Vector2i(0, 0))
func seal_exit(map: TileMap, pos: Vector2i, exit: Vector2i) -> void:
var exit_pos = get_exit_pos(exit)
var seal_tile_id = 0
match exit:
Vector2i.UP:
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0))
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0))
Vector2i.DOWN:
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0))
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0))
Vector2i.RIGHT:
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0))
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0))
Vector2i.LEFT:
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0))
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0))
func is_overlapping(map: TileMap) -> bool:
for x in range(0, self.room_size.x):
for y in range(0, self.room_size.y):
var tile = map.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.position.x + x, self.position.y + y))
if tile != -1:
return true
return false
# Validate room by checking that the top left tile is at 0, 0 and all exits are valid
func _validate() -> bool:
# Check of tiles where x is negative
# Check for tiles where x is negative
pass
# Check for tiles where y is negative
@ -80,3 +124,19 @@ func _validate() -> bool:
return false
return true
func flip_vector(vector: Vector2i) -> Vector2i:
return Vector2i(vector.x * -1, vector.y * -1)
func disable_room_exit_opposite(exit: Vector2i) -> void:
self.disable_room_exit(self.flip_vector(exit))
func disable_room_exit(exit: Vector2i) -> void:
if exit == Vector2i.LEFT:
self.left = false
elif exit == Vector2i.RIGHT:
self.right = false
elif exit == Vector2i.UP:
self.top = false
elif exit == Vector2i.DOWN:
self.bottom = false