diff --git a/scripts/debug_level.gd b/scripts/debug_level.gd index c82024a..a706214 100644 --- a/scripts/debug_level.gd +++ b/scripts/debug_level.gd @@ -1,4 +1,6 @@ extends Node2D + + func _process(_delta: float) -> void: pass diff --git a/scripts/isometric_map_layer_holder.gd b/scripts/isometric_map_layer_holder.gd index 08daff8..d36cf71 100644 --- a/scripts/isometric_map_layer_holder.gd +++ b/scripts/isometric_map_layer_holder.gd @@ -1,5 +1,17 @@ extends Node2D +#TODO add player at a tile coordinate from tile array. +#TODO player movement +#TODO player actions (movement and attack) +#TODO highlight possible tiles for actions +#TODO collisions and pathfinding +#TODO add "physiks" and "destroy" feature of tiles +#TODO add enemy with some kind of AI +#TODO refractor code to be more modular +#TODO get nice tileset and create first normal level + + + # camera stuff @onready var camera = $Camera2D @@ -78,7 +90,7 @@ func create_debug_map_array(): "destroyable": false, "visibility": false, "unit": null, - "gravity": null + "gravity": null, } _debug_map[x][y][z] = tile_data @@ -352,6 +364,7 @@ func initialize_map_layers(): var debug_map = create_debug_map_array() # Draw the map func draw_visible_tiles(): + # TODO change it so that tiles behind something is not drawn z+1 at same tile["x"] and tile["y"] # clear all previously drawn tiles on each layer for layer in isometric_map_layers: layer.clear()