Implement simple worldgen
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@ -1,19 +1,82 @@
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class_name StandardRoom
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extends TileMap
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const TILEMAP_LAYER = 0
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@export_category("Room Openings")
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@export var left: bool = false
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@export var right: bool = false
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@export var top: bool = false
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@export var bottom: bool = false
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@onready
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var room_size: Vector2i = self.get_used_rect().size
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@onready
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var cell_size: Vector2i = self.tile_set.tile_size
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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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func get_exits() -> Array[Vector2i]:
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var exits: Array[Vector2i] = []
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if self.left:
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exits.append(Vector2i.LEFT)
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if self.right:
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exits.append(Vector2i.RIGHT)
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if self.top:
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exits.append(Vector2i.UP)
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if self.bottom:
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exits.append(Vector2i.DOWN)
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return exits
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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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pos = Vector2i(0, self.room_size.y / 2)
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elif exit == Vector2i.RIGHT:
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pos = Vector2i(self.room_size.x - 1, self.room_size.y / 2)
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elif exit == Vector2i.UP:
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pos = Vector2i(self.room_size.x / 2, 0)
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elif exit == Vector2i.DOWN:
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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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func copy_to_map(map: TileMap, pos: Vector2i) -> void:
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for x in range(self.room_size.x):
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for y in range(self.room_size.y):
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var tile = self.get_cell_source_id(TILEMAP_LAYER, Vector2i(x, y))
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if tile.tile_set:
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map.set_cell(TILEMAP_LAYER, Vector2i(pos.x + x, pos.y + y), tile.tile_id)
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else:
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map.set_cell(TILEMAP_LAYER, Vector2i(pos.x + x, pos.y + y), -1)
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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 of 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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# 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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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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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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if self.top and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.room_size.x / 2, 0)) != -1:
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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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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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