tried to change the higlighting, did not work
This commit is contained in:
parent
48ee4b49ea
commit
e55dc546e3
@ -1,4 +1,4 @@
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extends Node2D
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func _process(delta: float) -> void:
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pass
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func _process(_delta: float) -> void:
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pass
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@ -35,543 +35,561 @@ const OFFSET = 0
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var MAX_ARRAY_SIZE = 0
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func _set_max_array_size():
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MAX_ARRAY_SIZE = 0
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MAX_ARRAY_SIZE = 0
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if MAX_ARRAY_SIZE < GRID_SIZE_WIDTH:
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MAX_ARRAY_SIZE = GRID_SIZE_WIDTH
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if MAX_ARRAY_SIZE < GRID_SIZE_LENGTH:
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MAX_ARRAY_SIZE = GRID_SIZE_LENGTH
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if MAX_ARRAY_SIZE < GRID_SIZE_HEIGHT:
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MAX_ARRAY_SIZE = GRID_SIZE_HEIGHT
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if MAX_ARRAY_SIZE < GRID_SIZE_WIDTH:
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MAX_ARRAY_SIZE = GRID_SIZE_WIDTH
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if MAX_ARRAY_SIZE < GRID_SIZE_LENGTH:
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MAX_ARRAY_SIZE = GRID_SIZE_LENGTH
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if MAX_ARRAY_SIZE < GRID_SIZE_HEIGHT:
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MAX_ARRAY_SIZE = GRID_SIZE_HEIGHT
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func create_debug_map_array():
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var _debug_map = []
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var _debug_map = []
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_set_max_array_size()
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for x in MAX_ARRAY_SIZE:
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var y_array = []
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for y in MAX_ARRAY_SIZE:
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var z_array = []
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for z in MAX_ARRAY_SIZE:
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z_array.append(null)
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y_array.append(z_array)
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_debug_map.append(y_array)
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_set_max_array_size()
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for x in MAX_ARRAY_SIZE:
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var y_array = []
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for y in MAX_ARRAY_SIZE:
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var z_array = []
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for z in MAX_ARRAY_SIZE:
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z_array.append(null)
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y_array.append(z_array)
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_debug_map.append(y_array)
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for z in INITIAL_GRID_SIZE_HEIGHT:
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for y in INITIAL_GRID_SIZE_LENGTH:
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for x in INITIAL_GRID_SIZE_WIDTH:
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var coord_x = x + (-1 * z) + OFFSET
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var coord_y = y + (-1 * z) - OFFSET
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for z in INITIAL_GRID_SIZE_HEIGHT:
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for y in INITIAL_GRID_SIZE_LENGTH:
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for x in INITIAL_GRID_SIZE_WIDTH:
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var coord_x = x + (-1 * z) + OFFSET
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var coord_y = y + (-1 * z) - OFFSET
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var tile_data = {
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"x": coord_x,
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"y": coord_y,
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"z": z,
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"atlas_base_position": null,
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"atlas_highlight_position": null,
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"highlighted": false,
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"selected": false,
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"hp": 100,
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"armour": 0,
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"destroyable": false,
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"visibility": false,
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"unit": null,
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"gravity": null
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}
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_debug_map[x][y][z] = tile_data
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var tile_data = {
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"x": coord_x,
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"y": coord_y,
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"z": z,
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"atlas_base_position": null,
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"atlas_highlight_position": null,
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"highlighted": false,
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"selected": false,
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"hp": 100,
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"armour": 0,
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"destroyable": false,
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"visibility": false,
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"unit": null,
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"gravity": null
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}
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_debug_map[x][y][z] = tile_data
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var tile = _debug_map[0][0][0]
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for y in INITIAL_GRID_SIZE_LENGTH:
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for x in INITIAL_GRID_SIZE_WIDTH:
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tile = _debug_map[x][y][0]
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tile["atlas_base_position"] = BLUE_ISOMETRICTILE_ATLAS_POSITION
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tile["atlas_highlight_position"] = WHITE_ISOMETRICTILE_ATLAS_POSITION
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tile["visibility"] = true
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for i in range(1,10):
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tile = _debug_map[5][5][i]
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tile["atlas_base_position"] = RED_ISOMETRICTILE_ATLAS_POSITION
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tile["atlas_highlight_position"] = WHITE_ISOMETRICTILE_ATLAS_POSITION
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tile["visibility"] = true
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var tile = _debug_map[0][0][0]
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for y in INITIAL_GRID_SIZE_LENGTH:
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for x in INITIAL_GRID_SIZE_WIDTH:
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tile = _debug_map[x][y][0]
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tile["atlas_base_position"] = BLUE_ISOMETRICTILE_ATLAS_POSITION
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tile["atlas_highlight_position"] = WHITE_ISOMETRICTILE_ATLAS_POSITION
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tile["visibility"] = true
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for i in range(1,10):
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tile = _debug_map[5][5][i]
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tile["atlas_base_position"] = RED_ISOMETRICTILE_ATLAS_POSITION
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tile["atlas_highlight_position"] = WHITE_ISOMETRICTILE_ATLAS_POSITION
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tile["visibility"] = true
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# for y in INITIAL_GRID_SIZE_LENGTH:
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# for x in INITIAL_GRID_SIZE_WIDTH:
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# tile = _debug_map[x][y][INITIAL_GRID_SIZE_HEIGHT-1]
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# tile["atlas_position"] = BLUE_ISOMETRICTILE_ATLAS_POSITION
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# tile["visibility"] = true
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# for y in INITIAL_GRID_SIZE_LENGTH:
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# for x in INITIAL_GRID_SIZE_WIDTH:
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# tile = _debug_map[x][y][INITIAL_GRID_SIZE_HEIGHT-1]
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# tile["atlas_position"] = BLUE_ISOMETRICTILE_ATLAS_POSITION
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# tile["visibility"] = true
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# for z in range(1,INITIAL_GRID_SIZE_HEIGHT-1):
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# for x in INITIAL_GRID_SIZE_WIDTH:
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# tile = _debug_map[x][0][z]
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# tile["atlas_position"] = GREEN_ISOMETRICTILE_ATLAS_POSITION
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# tile["visibility"] = true
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# for z in range(1,INITIAL_GRID_SIZE_HEIGHT-1):
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# for x in INITIAL_GRID_SIZE_WIDTH:
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# tile = _debug_map[x][INITIAL_GRID_SIZE_LENGTH-1][z]
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# tile["atlas_position"] = GREEN_ISOMETRICTILE_ATLAS_POSITION
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# tile["visibility"] = true
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# for z in range(1,INITIAL_GRID_SIZE_HEIGHT-1):
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# for x in INITIAL_GRID_SIZE_WIDTH:
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# tile = _debug_map[x][0][z]
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# tile["atlas_position"] = GREEN_ISOMETRICTILE_ATLAS_POSITION
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# tile["visibility"] = true
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# for z in range(1,INITIAL_GRID_SIZE_HEIGHT-1):
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# for x in INITIAL_GRID_SIZE_WIDTH:
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# tile = _debug_map[x][INITIAL_GRID_SIZE_LENGTH-1][z]
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# tile["atlas_position"] = GREEN_ISOMETRICTILE_ATLAS_POSITION
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# tile["visibility"] = true
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# for z in range(1,INITIAL_GRID_SIZE_HEIGHT-1):
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# for y in range(1,INITIAL_GRID_SIZE_LENGTH-1):
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# tile = _debug_map[0][y][z]
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# tile["atlas_position"] = BLACK_ISOMETRICTILE_ATLAS_POSITION
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# tile["visibility"] = true
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# for z in range(1,INITIAL_GRID_SIZE_HEIGHT-1):
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# for y in range(1,INITIAL_GRID_SIZE_LENGTH-1):
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# tile = _debug_map[INITIAL_GRID_SIZE_WIDTH-1][y][z]
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# tile["atlas_position"] = RED_ISOMETRICTILE_ATLAS_POSITION
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# tile["visibility"] = true
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# for z in range(1,INITIAL_GRID_SIZE_HEIGHT-1):
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# for y in range(1,INITIAL_GRID_SIZE_LENGTH-1):
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# tile = _debug_map[0][y][z]
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# tile["atlas_position"] = BLACK_ISOMETRICTILE_ATLAS_POSITION
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# tile["visibility"] = true
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# for z in range(1,INITIAL_GRID_SIZE_HEIGHT-1):
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# for y in range(1,INITIAL_GRID_SIZE_LENGTH-1):
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# tile = _debug_map[INITIAL_GRID_SIZE_WIDTH-1][y][z]
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# tile["atlas_position"] = RED_ISOMETRICTILE_ATLAS_POSITION
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# tile["visibility"] = true
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GRID_SIZE_WIDTH = INITIAL_GRID_SIZE_WIDTH # play area size x
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GRID_SIZE_LENGTH = INITIAL_GRID_SIZE_LENGTH # play area size y
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GRID_SIZE_HEIGHT = INITIAL_GRID_SIZE_HEIGHT # play area size z
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GRID_SIZE_WIDTH = INITIAL_GRID_SIZE_WIDTH # play area size x
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GRID_SIZE_LENGTH = INITIAL_GRID_SIZE_LENGTH # play area size y
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GRID_SIZE_HEIGHT = INITIAL_GRID_SIZE_HEIGHT # play area size z
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return _debug_map
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return _debug_map
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func rotate_map_around_x_axis(rotation_steps = 1):
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rotation_steps = rotation_steps % 4
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rotation_steps = rotation_steps % 4
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if rotation_steps == 0:
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return
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if rotation_steps == 0:
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return
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var temp_map = []
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# Initialize temp_map with same structure
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var temp_map = []
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# Initialize temp_map with same structure
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_set_max_array_size()
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for x in MAX_ARRAY_SIZE:
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var y_array = []
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for y in MAX_ARRAY_SIZE:
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var z_array = []
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for z in MAX_ARRAY_SIZE:
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z_array.append(null)
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y_array.append(z_array)
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temp_map.append(y_array)
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_set_max_array_size()
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for x in MAX_ARRAY_SIZE:
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var y_array = []
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for y in MAX_ARRAY_SIZE:
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var z_array = []
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for z in MAX_ARRAY_SIZE:
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z_array.append(null)
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y_array.append(z_array)
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temp_map.append(y_array)
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# Create a new map with adjusted dimensions
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var new_height = int(GRID_SIZE_LENGTH) if rotation_steps % 2 == 1 else int(GRID_SIZE_HEIGHT)
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var new_length = int(GRID_SIZE_HEIGHT) if rotation_steps % 2 == 1 else int(GRID_SIZE_LENGTH)
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# Create a new map with adjusted dimensions
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var new_height = int(GRID_SIZE_LENGTH) if rotation_steps % 2 == 1 else int(GRID_SIZE_HEIGHT)
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var new_length = int(GRID_SIZE_HEIGHT) if rotation_steps % 2 == 1 else int(GRID_SIZE_LENGTH)
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# Store the original dimensions
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var original_height = GRID_SIZE_HEIGHT
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var original_length = GRID_SIZE_LENGTH
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# Store the original dimensions
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var original_height = GRID_SIZE_HEIGHT
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var original_length = GRID_SIZE_LENGTH
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# Temporarily adjust grid dimensions for coordinate calculation
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GRID_SIZE_HEIGHT = new_height
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GRID_SIZE_LENGTH = new_length
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# Temporarily adjust grid dimensions for coordinate calculation
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GRID_SIZE_HEIGHT = new_height
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GRID_SIZE_LENGTH = new_length
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for x in GRID_SIZE_WIDTH:
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for y in original_length:
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for z in original_height:
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if debug_map[x][y][z] == null:
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continue
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for x in GRID_SIZE_WIDTH:
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for y in original_length:
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for z in original_height:
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if debug_map[x][y][z] == null:
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continue
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var new_y = 0
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var new_z = 0
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var new_y = 0
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var new_z = 0
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match rotation_steps:
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1: # 90 degrees
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new_y = z
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new_z = original_length - 1 - y
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2: # 180 degrees
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new_y = original_length - 1 - y
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new_z = original_height - 1 - z
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3: # 270 degrees
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new_y = original_height - 1 - z
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new_z = y
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match rotation_steps:
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1: # 90 degrees
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new_y = z
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new_z = original_length - 1 - y
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2: # 180 degrees
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new_y = original_length - 1 - y
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new_z = original_height - 1 - z
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3: # 270 degrees
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new_y = original_height - 1 - z
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new_z = y
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if new_y >= 0 and new_y < new_length and new_z >= 0 and new_z < new_height:
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temp_map[x][new_y][new_z] = debug_map[x][y][z].duplicate()
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if new_y >= 0 and new_y < new_length and new_z >= 0 and new_z < new_height:
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temp_map[x][new_y][new_z] = debug_map[x][y][z].duplicate()
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var new_coord_x = x + (-1 * new_z) + OFFSET
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var new_coord_y = new_y + (-1 * new_z) - OFFSET
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var new_coord_x = x + (-1 * new_z) + OFFSET
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var new_coord_y = new_y + (-1 * new_z) - OFFSET
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temp_map[x][new_y][new_z]["x"] = new_coord_x
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temp_map[x][new_y][new_z]["y"] = new_coord_y
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temp_map[x][new_y][new_z]["z"] = new_z
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temp_map[x][new_y][new_z]["x"] = new_coord_x
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temp_map[x][new_y][new_z]["y"] = new_coord_y
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temp_map[x][new_y][new_z]["z"] = new_z
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# Update the grid dimensions
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GRID_SIZE_HEIGHT = new_height
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GRID_SIZE_LENGTH = new_length
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# Update the grid dimensions
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GRID_SIZE_HEIGHT = new_height
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GRID_SIZE_LENGTH = new_length
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debug_map = temp_map
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debug_map = temp_map
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func rotate_map_around_y_axis(rotation_steps = 1):
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rotation_steps = rotation_steps % 4
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rotation_steps = rotation_steps % 4
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if rotation_steps == 0:
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return
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if rotation_steps == 0:
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return
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var temp_map = []
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# Initialize temp_map with same structure
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_set_max_array_size()
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for x in MAX_ARRAY_SIZE:
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var y_array = []
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for y in MAX_ARRAY_SIZE:
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var z_array = []
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for z in MAX_ARRAY_SIZE:
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z_array.append(null)
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y_array.append(z_array)
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temp_map.append(y_array)
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var temp_map = []
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# Initialize temp_map with same structure
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_set_max_array_size()
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for x in MAX_ARRAY_SIZE:
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var y_array = []
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for y in MAX_ARRAY_SIZE:
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var z_array = []
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for z in MAX_ARRAY_SIZE:
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z_array.append(null)
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y_array.append(z_array)
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temp_map.append(y_array)
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# Create a new map with adjusted dimensions
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var new_width = int(GRID_SIZE_HEIGHT) if rotation_steps % 2 == 1 else int(GRID_SIZE_WIDTH)
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var new_height = int(GRID_SIZE_WIDTH) if rotation_steps % 2 == 1 else int(GRID_SIZE_HEIGHT)
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# Create a new map with adjusted dimensions
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var new_width = int(GRID_SIZE_HEIGHT) if rotation_steps % 2 == 1 else int(GRID_SIZE_WIDTH)
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var new_height = int(GRID_SIZE_WIDTH) if rotation_steps % 2 == 1 else int(GRID_SIZE_HEIGHT)
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# Store the original dimensions
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var original_width = GRID_SIZE_WIDTH
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var original_height = GRID_SIZE_HEIGHT
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# Store the original dimensions
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var original_width = GRID_SIZE_WIDTH
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var original_height = GRID_SIZE_HEIGHT
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# Temporarily adjust grid dimensions for coordinate calculation
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GRID_SIZE_WIDTH = new_width
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GRID_SIZE_HEIGHT = new_height
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# Temporarily adjust grid dimensions for coordinate calculation
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GRID_SIZE_WIDTH = new_width
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GRID_SIZE_HEIGHT = new_height
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for x in original_width:
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for y in GRID_SIZE_LENGTH:
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for z in original_height:
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if debug_map[x][y][z] == null:
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continue
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for x in original_width:
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for y in GRID_SIZE_LENGTH:
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for z in original_height:
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if debug_map[x][y][z] == null:
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continue
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var new_x = 0
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var new_z = 0
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var new_x = 0
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var new_z = 0
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match rotation_steps:
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1: # 90 degrees clockwise around Y axis
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new_x = original_height - 1 - z
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new_z = x
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2: # 180 degrees
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new_x = original_width - 1 - x
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new_z = original_height - 1 - z
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3: # 270 degrees
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new_x = z
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new_z = original_width - 1 - x
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match rotation_steps:
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1: # 90 degrees clockwise around Y axis
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new_x = original_height - 1 - z
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new_z = x
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2: # 180 degrees
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new_x = original_width - 1 - x
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new_z = original_height - 1 - z
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3: # 270 degrees
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new_x = z
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new_z = original_width - 1 - x
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if new_x >= 0 and new_x < new_width and new_z >= 0 and new_z < new_height:
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temp_map[new_x][y][new_z] = debug_map[x][y][z].duplicate()
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if new_x >= 0 and new_x < new_width and new_z >= 0 and new_z < new_height:
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temp_map[new_x][y][new_z] = debug_map[x][y][z].duplicate()
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var new_coord_x = new_x + (-1 * new_z) + OFFSET
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var new_coord_y = y + (-1 * new_z) - OFFSET
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var new_coord_x = new_x + (-1 * new_z) + OFFSET
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var new_coord_y = y + (-1 * new_z) - OFFSET
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temp_map[new_x][y][new_z]["x"] = new_coord_x
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temp_map[new_x][y][new_z]["y"] = new_coord_y
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temp_map[new_x][y][new_z]["z"] = new_z
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temp_map[new_x][y][new_z]["x"] = new_coord_x
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temp_map[new_x][y][new_z]["y"] = new_coord_y
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temp_map[new_x][y][new_z]["z"] = new_z
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# Update the grid dimensions
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GRID_SIZE_WIDTH = new_width
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GRID_SIZE_HEIGHT = new_height
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# Update the grid dimensions
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GRID_SIZE_WIDTH = new_width
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GRID_SIZE_HEIGHT = new_height
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debug_map = temp_map
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debug_map = temp_map
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|
||||
func rotate_map_around_z_axis(rotation_steps = 1):
|
||||
rotation_steps = rotation_steps % 4
|
||||
rotation_steps = rotation_steps % 4
|
||||
|
||||
if rotation_steps == 0:
|
||||
return
|
||||
if rotation_steps == 0:
|
||||
return
|
||||
|
||||
var temp_map = []
|
||||
# Initialize temp_map with same structure
|
||||
_set_max_array_size()
|
||||
for x in MAX_ARRAY_SIZE:
|
||||
var y_array = []
|
||||
for y in MAX_ARRAY_SIZE:
|
||||
var z_array = []
|
||||
for z in MAX_ARRAY_SIZE:
|
||||
z_array.append(null)
|
||||
y_array.append(z_array)
|
||||
temp_map.append(y_array)
|
||||
var temp_map = []
|
||||
# Initialize temp_map with same structure
|
||||
_set_max_array_size()
|
||||
for x in MAX_ARRAY_SIZE:
|
||||
var y_array = []
|
||||
for y in MAX_ARRAY_SIZE:
|
||||
var z_array = []
|
||||
for z in MAX_ARRAY_SIZE:
|
||||
z_array.append(null)
|
||||
y_array.append(z_array)
|
||||
temp_map.append(y_array)
|
||||
|
||||
# Create a new map with adjusted dimensions based on rotation
|
||||
var new_width = int(GRID_SIZE_LENGTH) if rotation_steps % 2 == 1 else int(GRID_SIZE_WIDTH)
|
||||
var new_length = int(GRID_SIZE_WIDTH) if rotation_steps % 2 == 1 else int(GRID_SIZE_LENGTH)
|
||||
# Create a new map with adjusted dimensions based on rotation
|
||||
var new_width = int(GRID_SIZE_LENGTH) if rotation_steps % 2 == 1 else int(GRID_SIZE_WIDTH)
|
||||
var new_length = int(GRID_SIZE_WIDTH) if rotation_steps % 2 == 1 else int(GRID_SIZE_LENGTH)
|
||||
|
||||
# Store the original dimensions
|
||||
var original_width = GRID_SIZE_WIDTH
|
||||
var original_length = GRID_SIZE_LENGTH
|
||||
# Store the original dimensions
|
||||
var original_width = GRID_SIZE_WIDTH
|
||||
var original_length = GRID_SIZE_LENGTH
|
||||
|
||||
# Temporarily adjust grid dimensions for coordinate calculation
|
||||
GRID_SIZE_WIDTH = new_width
|
||||
GRID_SIZE_LENGTH = new_length
|
||||
# Temporarily adjust grid dimensions for coordinate calculation
|
||||
GRID_SIZE_WIDTH = new_width
|
||||
GRID_SIZE_LENGTH = new_length
|
||||
|
||||
for x in original_width:
|
||||
for y in original_length:
|
||||
for z in GRID_SIZE_HEIGHT:
|
||||
if debug_map[x][y][z] == null:
|
||||
continue
|
||||
for x in original_width:
|
||||
for y in original_length:
|
||||
for z in GRID_SIZE_HEIGHT:
|
||||
if debug_map[x][y][z] == null:
|
||||
continue
|
||||
|
||||
var new_x = 0
|
||||
var new_y = 0
|
||||
var new_x = 0
|
||||
var new_y = 0
|
||||
|
||||
match rotation_steps:
|
||||
1: # 90 degrees
|
||||
new_x = y
|
||||
new_y = original_width - 1 - x
|
||||
2: # 180 degrees
|
||||
new_x = original_width - 1 - x
|
||||
new_y = original_length - 1 - y
|
||||
3: # 270 degrees
|
||||
new_x = original_length - 1 - y
|
||||
new_y = x
|
||||
match rotation_steps:
|
||||
1: # 90 degrees
|
||||
new_x = y
|
||||
new_y = original_width - 1 - x
|
||||
2: # 180 degrees
|
||||
new_x = original_width - 1 - x
|
||||
new_y = original_length - 1 - y
|
||||
3: # 270 degrees
|
||||
new_x = original_length - 1 - y
|
||||
new_y = x
|
||||
|
||||
if new_x >= 0 and new_x < new_width and new_y >= 0 and new_y < new_length:
|
||||
temp_map[new_x][new_y][z] = debug_map[x][y][z].duplicate()
|
||||
if new_x >= 0 and new_x < new_width and new_y >= 0 and new_y < new_length:
|
||||
temp_map[new_x][new_y][z] = debug_map[x][y][z].duplicate()
|
||||
|
||||
var new_coord_x = new_x + (-1 * z) + OFFSET
|
||||
var new_coord_y = new_y + (-1 * z) - OFFSET
|
||||
var new_coord_x = new_x + (-1 * z) + OFFSET
|
||||
var new_coord_y = new_y + (-1 * z) - OFFSET
|
||||
|
||||
temp_map[new_x][new_y][z]["x"] = new_coord_x
|
||||
temp_map[new_x][new_y][z]["y"] = new_coord_y
|
||||
temp_map[new_x][new_y][z]["z"] = z
|
||||
temp_map[new_x][new_y][z]["x"] = new_coord_x
|
||||
temp_map[new_x][new_y][z]["y"] = new_coord_y
|
||||
temp_map[new_x][new_y][z]["z"] = z
|
||||
|
||||
# Update the grid dimensions
|
||||
GRID_SIZE_WIDTH = new_width
|
||||
GRID_SIZE_LENGTH = new_length
|
||||
# Update the grid dimensions
|
||||
GRID_SIZE_WIDTH = new_width
|
||||
GRID_SIZE_LENGTH = new_length
|
||||
|
||||
debug_map = temp_map
|
||||
debug_map = temp_map
|
||||
var isometric_map_layers = []
|
||||
|
||||
func initialize_map_layers():
|
||||
# Clear any existing layers
|
||||
for layer in isometric_map_layers:
|
||||
if is_instance_valid(layer):
|
||||
layer.queue_free()
|
||||
# Clear any existing layers
|
||||
for layer in isometric_map_layers:
|
||||
if is_instance_valid(layer):
|
||||
layer.queue_free()
|
||||
|
||||
isometric_map_layers.clear()
|
||||
isometric_map_layers.clear()
|
||||
|
||||
# Create new layers for each height level
|
||||
for z in GRID_SIZE_HEIGHT:
|
||||
var new_layer = TileMapLayer.new()
|
||||
new_layer.set_name("IsometricMapLayer_" + str(z))
|
||||
new_layer.tile_set = $TileMapLayer.tile_set # Set your tileset
|
||||
new_layer.z_index = z # Set the z-index to match the layer's height
|
||||
# Create new layers for each height level
|
||||
for z in GRID_SIZE_HEIGHT:
|
||||
var new_layer = TileMapLayer.new()
|
||||
new_layer.set_name("IsometricMapLayer_" + str(z))
|
||||
new_layer.tile_set = $TileMapLayer.tile_set # Set your tileset
|
||||
new_layer.z_index = z # Set the z-index to match the layer's height
|
||||
|
||||
# Add other TileMap settings as needed
|
||||
|
||||
add_child(new_layer)
|
||||
isometric_map_layers.append(new_layer)
|
||||
add_child(new_layer)
|
||||
isometric_map_layers.append(new_layer)
|
||||
|
||||
var debug_map = create_debug_map_array()
|
||||
# Draw the map
|
||||
func draw_visible_tiles():
|
||||
# clear all previously drawn tiles on each layer
|
||||
for layer in isometric_map_layers:
|
||||
layer.clear()
|
||||
# draw the map
|
||||
for z in GRID_SIZE_HEIGHT:
|
||||
for y in GRID_SIZE_LENGTH:
|
||||
for x in GRID_SIZE_WIDTH:
|
||||
var tile = debug_map[x][y][z]
|
||||
if tile != null and tile["visibility"]:
|
||||
# Use the layer that corresponds to the tile's z-value
|
||||
if z < isometric_map_layers.size():
|
||||
isometric_map_layers[z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
MAIN_SOURCE_ID,
|
||||
tile["atlas_base_position"]
|
||||
)
|
||||
# clear all previously drawn tiles on each layer
|
||||
for layer in isometric_map_layers:
|
||||
layer.clear()
|
||||
# draw the map
|
||||
for z in GRID_SIZE_HEIGHT:
|
||||
for y in GRID_SIZE_LENGTH:
|
||||
for x in GRID_SIZE_WIDTH:
|
||||
var tile = debug_map[x][y][z]
|
||||
if tile != null and tile["visibility"]:
|
||||
# Use the layer that corresponds to the tile's z-value
|
||||
if z < isometric_map_layers.size():
|
||||
isometric_map_layers[z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
MAIN_SOURCE_ID,
|
||||
tile["atlas_base_position"]
|
||||
)
|
||||
|
||||
|
||||
var highlighted_tiles = {} # Dictionary to store all currently highlighted tiles
|
||||
|
||||
func isometric_grid_hover():
|
||||
var hover_tile_position = isometric_map_layers[0].local_to_map(get_global_mouse_position())
|
||||
var new_highlighted_tiles = {} # Will store tiles to highlight this frame
|
||||
var hover_tile_position = isometric_map_layers[0].local_to_map(get_global_mouse_position())
|
||||
var new_highlighted_tiles = {} # Will store tiles to highlight this frame
|
||||
|
||||
# First find all tiles that should be highlighted
|
||||
for z in GRID_SIZE_HEIGHT:
|
||||
for x in GRID_SIZE_WIDTH:
|
||||
for y in GRID_SIZE_LENGTH:
|
||||
var tile = debug_map[x][y][z]
|
||||
# First find all tiles that should be highlighted
|
||||
for z in GRID_SIZE_HEIGHT:
|
||||
for x in GRID_SIZE_WIDTH:
|
||||
for y in GRID_SIZE_LENGTH:
|
||||
var tile = debug_map[x][y][z]
|
||||
|
||||
if tile != null and tile["visibility"]:
|
||||
if tile["x"] == hover_tile_position.x and tile["y"] == hover_tile_position.y:
|
||||
# Store this tile for highlighting
|
||||
var tile_key = str(x) + "_" + str(y) + "_" + str(z)
|
||||
new_highlighted_tiles[tile_key] = {
|
||||
"x": x,
|
||||
"y": y,
|
||||
"z": z
|
||||
}
|
||||
if tile != null and tile["visibility"]:
|
||||
if tile["x"] == hover_tile_position.x and tile["y"] == hover_tile_position.y:
|
||||
# TODO: change highlighing so when the mouse is over an drawn tile and not the grid
|
||||
var tile_above = isometric_map_layers[z+1].get_cell_source_id(
|
||||
Vector2i(tile["x"]-1, tile["y"]-1)
|
||||
)
|
||||
# Store this tile for highlighting
|
||||
var tile_key = str(x) + "_" + str(y) + "_" + str(z)
|
||||
# print(tile_above)
|
||||
# print(tile["x"], " ", tile["y"], " ", z)
|
||||
# print(hover_tile_position)
|
||||
if not tile_above:
|
||||
new_highlighted_tiles[tile_key] = {
|
||||
"x": x,
|
||||
"y": y,
|
||||
"z": z+1
|
||||
}
|
||||
else:
|
||||
new_highlighted_tiles[tile_key] = {
|
||||
"x": x,
|
||||
"y": y,
|
||||
"z": z
|
||||
}
|
||||
|
||||
# Highlight new tiles
|
||||
for tile_key in new_highlighted_tiles:
|
||||
var tile_data = new_highlighted_tiles[tile_key]
|
||||
var tile = debug_map[tile_data.x][tile_data.y][tile_data.z]
|
||||
new_highlighted_tiles[tile_key] = {
|
||||
"x": x,
|
||||
"y": y,
|
||||
"z": z
|
||||
}
|
||||
|
||||
if not tile["selected"]:
|
||||
isometric_map_layers[tile_data.z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
MAIN_SOURCE_ID,
|
||||
tile["atlas_highlight_position"]
|
||||
)
|
||||
else:
|
||||
isometric_map_layers[tile_data.z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
1,
|
||||
Vector2i(3,1) #
|
||||
)
|
||||
# Highlight new tiles
|
||||
for tile_key in new_highlighted_tiles:
|
||||
var tile_data = new_highlighted_tiles[tile_key]
|
||||
var tile = debug_map[tile_data.x][tile_data.y][tile_data.z]
|
||||
if not tile["selected"]:
|
||||
isometric_map_layers[tile_data.z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
MAIN_SOURCE_ID,
|
||||
tile["atlas_highlight_position"]
|
||||
)
|
||||
else:
|
||||
isometric_map_layers[tile_data.z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
1,
|
||||
Vector2i(3,1) #
|
||||
)
|
||||
|
||||
tile["highlighted"] = true
|
||||
|
||||
# De-highlight tiles that are no longer under the cursor
|
||||
for tile_key in highlighted_tiles:
|
||||
if not (tile_key in new_highlighted_tiles):
|
||||
var tile_data = highlighted_tiles[tile_key]
|
||||
var tile = debug_map[tile_data.x][tile_data.y][tile_data.z]
|
||||
tile["highlighted"] = true
|
||||
|
||||
if tile != null and tile["visibility"]:
|
||||
# De-highlight tiles that are no longer under the cursor
|
||||
for tile_key in highlighted_tiles:
|
||||
if not (tile_key in new_highlighted_tiles):
|
||||
var tile_data = highlighted_tiles[tile_key]
|
||||
var tile = debug_map[tile_data.x][tile_data.y][tile_data.z]
|
||||
|
||||
if not tile["selected"]:
|
||||
isometric_map_layers[tile_data.z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
MAIN_SOURCE_ID,
|
||||
tile["atlas_base_position"] # Original appearance
|
||||
)
|
||||
else:
|
||||
isometric_map_layers[tile_data.z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
1,
|
||||
Vector2i(0,1) #
|
||||
)
|
||||
tile["highlighted"] = false
|
||||
if tile != null and tile["visibility"]:
|
||||
|
||||
# Update the highlighted tiles list
|
||||
highlighted_tiles = new_highlighted_tiles
|
||||
if not tile["selected"]:
|
||||
isometric_map_layers[tile_data.z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
MAIN_SOURCE_ID,
|
||||
tile["atlas_base_position"] # Original appearance
|
||||
)
|
||||
else:
|
||||
isometric_map_layers[tile_data.z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
1,
|
||||
Vector2i(0,1) #
|
||||
)
|
||||
tile["highlighted"] = false
|
||||
|
||||
# Update the highlighted tiles list
|
||||
highlighted_tiles = new_highlighted_tiles
|
||||
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
# Store initial camera position
|
||||
initial_camera_position = camera.position
|
||||
initial_camera_zoom = camera.zoom
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
# Store initial camera position
|
||||
initial_camera_position = camera.position
|
||||
initial_camera_zoom = camera.zoom
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
# isometric_grid_hover()
|
||||
func _process(_delta: float) -> void:
|
||||
pass
|
||||
# isometric_grid_hover()
|
||||
|
||||
func _input(event):
|
||||
if event is InputEventMouseMotion:
|
||||
isometric_grid_hover()
|
||||
# Camera drag (pan) control
|
||||
if event is InputEventMouseButton:
|
||||
if event.button_index == MOUSE_BUTTON_RIGHT:
|
||||
if event.pressed:
|
||||
drag_start = event.position
|
||||
drag_active = true
|
||||
else:
|
||||
drag_active = false
|
||||
if event is InputEventMouseMotion:
|
||||
isometric_grid_hover()
|
||||
# Camera drag (pan) control
|
||||
if event is InputEventMouseButton:
|
||||
if event.button_index == MOUSE_BUTTON_RIGHT:
|
||||
if event.pressed:
|
||||
drag_start = event.position
|
||||
drag_active = true
|
||||
else:
|
||||
drag_active = false
|
||||
|
||||
# Zoom control with mouse wheel
|
||||
if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
|
||||
zoom_camera(-zoom_speed)
|
||||
elif event.button_index == MOUSE_BUTTON_WHEEL_UP:
|
||||
zoom_camera(zoom_speed)
|
||||
# Zoom control with mouse wheel
|
||||
if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
|
||||
zoom_camera(-zoom_speed)
|
||||
elif event.button_index == MOUSE_BUTTON_WHEEL_UP:
|
||||
zoom_camera(zoom_speed)
|
||||
|
||||
# Handle camera movement while dragging
|
||||
if event is InputEventMouseMotion and drag_active:
|
||||
camera.position -= event.relative / camera.zoom
|
||||
# Handle camera movement while dragging
|
||||
if event is InputEventMouseMotion and drag_active:
|
||||
camera.position -= event.relative / camera.zoom
|
||||
|
||||
func _on_reset_button_pressed() -> void:
|
||||
# Reset camera position and zoom
|
||||
# Reset camera position and zoom
|
||||
|
||||
debug_map = create_debug_map_array()
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
camera.position = initial_camera_position
|
||||
camera.zoom = initial_camera_zoom
|
||||
debug_map = create_debug_map_array()
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
camera.position = initial_camera_position
|
||||
camera.zoom = initial_camera_zoom
|
||||
|
||||
func zoom_camera(zoom_amount):
|
||||
var new_zoom = camera.zoom.x + zoom_amount
|
||||
new_zoom = clamp(new_zoom, zoom_min, zoom_max)
|
||||
camera.zoom = Vector2(new_zoom, new_zoom)
|
||||
var new_zoom = camera.zoom.x + zoom_amount
|
||||
new_zoom = clamp(new_zoom, zoom_min, zoom_max)
|
||||
camera.zoom = Vector2(new_zoom, new_zoom)
|
||||
|
||||
func _on_cw_pressed() -> void:
|
||||
_reset_class_values()
|
||||
rotate_map_around_z_axis(3)
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
_reset_class_values()
|
||||
rotate_map_around_z_axis(3)
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
|
||||
func _on_ccw_pressed() -> void:
|
||||
_reset_class_values()
|
||||
rotate_map_around_z_axis(1)
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
_reset_class_values()
|
||||
rotate_map_around_z_axis(1)
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
|
||||
func _on_x_cw_pressed() -> void:
|
||||
_reset_class_values()
|
||||
rotate_map_around_x_axis(1)
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
_reset_class_values()
|
||||
rotate_map_around_x_axis(1)
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
|
||||
func _on_x_ccw_pressed() -> void:
|
||||
_reset_class_values()
|
||||
rotate_map_around_x_axis(3)
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
_reset_class_values()
|
||||
rotate_map_around_x_axis(3)
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
|
||||
func _on_y_cw_pressed() -> void:
|
||||
_reset_class_values()
|
||||
rotate_map_around_y_axis(3)
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
_reset_class_values()
|
||||
rotate_map_around_y_axis(3)
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
|
||||
func _on_y_ccw_pressed() -> void:
|
||||
_reset_class_values()
|
||||
rotate_map_around_y_axis(1)
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
_reset_class_values()
|
||||
rotate_map_around_y_axis(1)
|
||||
initialize_map_layers()
|
||||
draw_visible_tiles()
|
||||
|
||||
|
||||
|
||||
func _reset_class_values():
|
||||
highlighted_tiles = {}
|
||||
last_click_time = 0.0
|
||||
clicked_position = Vector2i(1, 1)
|
||||
is_tile_selected = false
|
||||
highlighted_tiles = {}
|
||||
last_click_time = 0.0
|
||||
clicked_position = Vector2i(1, 1)
|
||||
is_tile_selected = false
|
||||
|
||||
var click_delay: float = 0.2
|
||||
var last_click_time: float = 0.0
|
||||
var clicked_position: Vector2i = Vector2i(1, 1)
|
||||
var is_tile_selected: bool = false
|
||||
|
||||
func tile_selction_logic(position: Vector2i):
|
||||
for z in GRID_SIZE_HEIGHT:
|
||||
for x in GRID_SIZE_WIDTH:
|
||||
for y in GRID_SIZE_LENGTH:
|
||||
var tile = debug_map[x][y][z]
|
||||
if tile["selected"] and tile["highlighted"]:
|
||||
isometric_map_layers[z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
1,
|
||||
Vector2i(0,1) #
|
||||
)
|
||||
tile["selected"] = false
|
||||
if tile["selected"] and not tile["highlighted"]:
|
||||
isometric_map_layers[z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
0,
|
||||
Vector2i(0,0) #
|
||||
)
|
||||
tile["selected"] = false
|
||||
if not tile["selected"] and tile["highlighted"]:
|
||||
isometric_map_layers[z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
1,
|
||||
Vector2i(3,1) #
|
||||
)
|
||||
tile["selected"] = true
|
||||
func tile_selction_logic():
|
||||
for z in GRID_SIZE_HEIGHT:
|
||||
for x in GRID_SIZE_WIDTH:
|
||||
for y in GRID_SIZE_LENGTH:
|
||||
var tile = debug_map[x][y][z]
|
||||
if tile["selected"] and tile["highlighted"]:
|
||||
isometric_map_layers[z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
1,
|
||||
Vector2i(0,1) #
|
||||
)
|
||||
tile["selected"] = false
|
||||
if tile["selected"] and not tile["highlighted"]:
|
||||
isometric_map_layers[z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
0,
|
||||
Vector2i(0,0) #
|
||||
)
|
||||
tile["selected"] = false
|
||||
if not tile["selected"] and tile["highlighted"]:
|
||||
isometric_map_layers[z].set_cell(
|
||||
Vector2i(tile["x"], tile["y"]),
|
||||
1,
|
||||
Vector2i(3,1) #
|
||||
)
|
||||
tile["selected"] = true
|
||||
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
|
||||
var current_time = Time.get_ticks_msec() / 1000.0
|
||||
if current_time - last_click_time >= click_delay:
|
||||
last_click_time = current_time
|
||||
var new_clicked_position = isometric_map_layers[0].local_to_map(get_global_mouse_position())
|
||||
tile_selction_logic(new_clicked_position)
|
||||
elif event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
|
||||
pass
|
||||
#deselect_tile()
|
||||
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
|
||||
var current_time = Time.get_ticks_msec() / 1000.0
|
||||
if current_time - last_click_time >= click_delay:
|
||||
last_click_time = current_time
|
||||
tile_selction_logic()
|
||||
elif event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
|
||||
pass
|
||||
#deselect_tile()
|
||||
|
||||
@ -3,21 +3,21 @@ extends Control
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
pass # Replace with function body.
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
pass
|
||||
func _process(_delta):
|
||||
pass
|
||||
|
||||
|
||||
func _on_start_button_pressed():
|
||||
get_tree().change_scene_to_file("res://scenes/debug_level.tscn")
|
||||
get_tree().change_scene_to_file("res://scenes/debug_level.tscn")
|
||||
|
||||
|
||||
func _on_option_button_pressed():
|
||||
get_tree().quit()
|
||||
get_tree().quit()
|
||||
|
||||
|
||||
func _on_quit_button_pressed():
|
||||
get_tree().quit()
|
||||
get_tree().quit()
|
||||
|
||||
@ -4,9 +4,9 @@ extends CharacterBody2D
|
||||
@onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D
|
||||
|
||||
|
||||
func _process(delta: float):
|
||||
play_idle_animation()
|
||||
func _process(_delta: float):
|
||||
play_idle_animation()
|
||||
|
||||
|
||||
func play_idle_animation():
|
||||
animated_sprite.play("down")
|
||||
animated_sprite.play("down")
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user