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