General code improvements, progress step tracker implementation for worldgen, and work towards enemy behavior
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@ -9,18 +9,27 @@ const TILEMAP_LAYER = 0
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@export var top: bool = false
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@export var bottom: bool = false
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var room_size: Vector2i
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var cell_size: Vector2i
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## The rect that the room occupies in the map
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## from 0, 0 to room_size.x, room_size.y
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var room_size: Vector2i
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## The size of each tile in the room
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var cell_size: Vector2i
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func _init() -> void:
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self.room_size = self.get_used_rect().size
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self.cell_size = self.tile_set.tile_size
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## Returns true when the room has no exits
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func is_block() -> bool:
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if self.left or self.right or self.top or self.bottom:
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return false
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return true
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## Get the position of the exit in the room
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func get_exits() -> Array[Vector2i]:
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var exits: Array[Vector2i] = []
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if self.left:
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@ -33,6 +42,8 @@ func get_exits() -> Array[Vector2i]:
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exits.append(Vector2i.DOWN)
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return exits
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## Get the position of the exit in the room
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func get_exit_pos(exit: Vector2i) -> Vector2i:
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var pos: Vector2i = Vector2i.ZERO
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if exit == Vector2i.LEFT:
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@ -45,75 +56,122 @@ func get_exit_pos(exit: Vector2i) -> Vector2i:
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pos = Vector2i(self.room_size.x / 2, self.room_size.y - 1)
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return pos
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## Get the offset of the exit position from the edge of the room
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func get_exit_pos_offset(edge_pos: Vector2i, exit: Vector2i) -> Vector2i:
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match exit:
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Vector2i.UP:
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return edge_pos + Vector2i(self.room_size.x/-2, self.room_size.y * -1)
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return edge_pos + Vector2i(self.room_size.x / -2, self.room_size.y * -1)
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Vector2i.DOWN:
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return edge_pos + Vector2i(self.room_size.x/-2, 1)
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return edge_pos + Vector2i(self.room_size.x / -2, 1)
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Vector2i.LEFT:
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return edge_pos + Vector2i(-self.room_size.x, -self.room_size.y/2)
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return edge_pos + Vector2i(-self.room_size.x, -self.room_size.y / 2)
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Vector2i.RIGHT:
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return edge_pos + Vector2i(1, -self.room_size.y/2)
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return edge_pos + Vector2i(1, -self.room_size.y / 2)
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_:
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return Vector2i.ZERO
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## Copy the room to the TileMap at a given position
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func copy_to_map(map: TileMap) -> void:
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for x in range(0, self.room_size.x):
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for y in range(0, self.room_size.y):
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var tile = self.get_cell_source_id(TILEMAP_LAYER, Vector2i(x, y))
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var alt = self.get_cell_alternative_tile(TILEMAP_LAYER, Vector2i(x, y))
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if tile != -1:
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map.set_cell(TILEMAP_LAYER, Vector2i(position.x + x, position.y + y), tile, Vector2i(0, 0), alt)
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else:
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map.set_cell(TILEMAP_LAYER, Vector2i(position.x + x, position.y + y), -1, Vector2i(0, 0))
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if tile != -1:
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map.set_cell(
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TILEMAP_LAYER,
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Vector2i(position.x + x, position.y + y),
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tile,
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Vector2i(0, 0),
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alt
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)
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else:
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map.set_cell(
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TILEMAP_LAYER, Vector2i(position.x + x, position.y + y), -1, Vector2i(0, 0)
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)
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## Seal the exit of a room by placing a tile over it
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func seal_exit(map: TileMap, pos: Vector2i, exit: Vector2i) -> void:
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var exit_pos = get_exit_pos(exit)
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var seal_tile_id = 0
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match exit:
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Vector2i.UP:
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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Vector2i.DOWN:
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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Vector2i.RIGHT:
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0))
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0)
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)
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Vector2i.LEFT:
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0))
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0)
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)
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## Check if the room overlaps with any tiles in the map
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func is_overlapping(map: TileMap) -> bool:
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for x in range(0, self.room_size.x):
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for y in range(0, self.room_size.y):
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var tile = map.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.position.x + x, self.position.y + y))
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var tile = map.get_cell_source_id(
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TILEMAP_LAYER, Vector2i(self.position.x + x, self.position.y + y)
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)
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if tile != -1:
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return true
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return false
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# Validate room by checking that the top left tile is at 0, 0 and all exits are valid
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func _validate() -> bool:
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# Check for tiles where x is negative
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pass
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# Check for tiles where y is negative
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pass
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## Validate room by checking that the top left tile is at 0, 0 and all exits are valid
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func _validate() -> bool:
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# If exit on left, check that the middle tile on the left is empty
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if self.left and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(0, self.room_size.y / 2)) != -1:
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if (
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self.left
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and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(0, self.room_size.y / 2)) != -1
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):
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push_error("Room with exit on left must have empty middle tile on left")
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return false
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# If exit on right, check that the middle tile on the right is empty
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if self.right and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.room_size.x - 1, self.room_size.y / 2)) != -1:
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if (
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self.right
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and (
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self.get_cell_source_id(
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TILEMAP_LAYER, Vector2i(self.room_size.x - 1, self.room_size.y / 2)
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)
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!= -1
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)
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):
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push_error("Room with exit on right must have empty middle tile on right")
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return false
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# If exit on top, check that the middle tile on the top is empty
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@ -121,18 +179,32 @@ func _validate() -> bool:
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push_error("Room with exit on top must have empty middle tile on top")
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return false
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# If exit on bottom, check that the middle tile on the bottom is empty
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if self.bottom and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.room_size.x / 2, self.room_size.y - 1)) != -1:
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if (
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self.bottom
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and (
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self.get_cell_source_id(
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TILEMAP_LAYER, Vector2i(self.room_size.x / 2, self.room_size.y - 1)
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)
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!= -1
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)
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):
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push_error("Room with exit on bottom must have empty middle tile on bottom")
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return false
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return true
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## Flip a vector
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func flip_vector(vector: Vector2i) -> Vector2i:
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return Vector2i(vector.x * -1, vector.y * -1)
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## Disable a room exit by setting the corresponding exit variable to false
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func disable_room_exit_opposite(exit: Vector2i) -> void:
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self.disable_room_exit(self.flip_vector(exit))
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## Disable a room exit by setting the corresponding exit variable to false
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func disable_room_exit(exit: Vector2i) -> void:
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if exit == Vector2i.LEFT:
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self.left = false
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