extends Node2D # camera stuff @onready var camera = $Camera2D var drag_start = Vector2() var drag_active = false var zoom_min = 0.1 var zoom_max = 4.0 var zoom_speed = 0.1 var initial_camera_position = Vector2(0, 0) var initial_camera_zoom = Vector2(1, 1) var GRID_SIZE_WIDTH = 50 # play area size x var GRID_SIZE_LENGTH = 30 # play area size y var GRID_SIZE_HEIGHT = 30 # play area size z var TILE_SIZE = 32 # in px var TILE_SIZE_ISOMETRIC_X = 32 # in px var TILE_SIZE_ISOMETRIC_Y = 16 # in px var ROTATION = 0 const MAIN_SOURCE_ID = 0 const BLUE_ISOMETRICTILE_ATLAS_POSITION = Vector2i(0,0) const RED_ISOMETRICTILE_ATLAS_POSITION = Vector2i(1,0) const GREEN_ISOMETRICTILE_ATLAS_POSITION = Vector2i(2,0) const WHITE_ISOMETRICTILE_ATLAS_POSITION = Vector2i(3,0) const BLACK_ISOMETRICTILE_ATLAS_POSITION = Vector2i(4,0) const PURPLE_ISOMETRICTILE_ATLAS_POSITION = Vector2i(5,0) const ORANGE_ISOMETRICTILE_ATLAS_POSITION = Vector2i(6,0) const OFFSET = 0 var MAX_ARRAY_SIZE = 0 func _set_max_array_size(): MAX_ARRAY_SIZE = 0 if MAX_ARRAY_SIZE < GRID_SIZE_WIDTH: MAX_ARRAY_SIZE = GRID_SIZE_WIDTH if MAX_ARRAY_SIZE < GRID_SIZE_LENGTH: MAX_ARRAY_SIZE = GRID_SIZE_LENGTH if MAX_ARRAY_SIZE < GRID_SIZE_HEIGHT: MAX_ARRAY_SIZE = GRID_SIZE_HEIGHT func create_debug_map_array(): var _debug_map = [] _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) _debug_map.append(y_array) for z in GRID_SIZE_HEIGHT: for y in GRID_SIZE_LENGTH: for x in GRID_SIZE_WIDTH: var coord_x = x + (-1 * z) + OFFSET var coord_y = y + (-1 * z) - OFFSET var tile_data = { "x": coord_x, "y": coord_y, "z": z, "atlas_position": null, "hp": 100, "armour": 0, "destroyable": false, "visibility": false, "unit": null, "gravity": null } _debug_map[x][y][z] = tile_data for y in GRID_SIZE_LENGTH: for x in GRID_SIZE_WIDTH: var tile = _debug_map[x][y][0] tile["atlas_position"] = BLUE_ISOMETRICTILE_ATLAS_POSITION tile["visibility"] = true for y in GRID_SIZE_LENGTH: for x in GRID_SIZE_WIDTH: var tile = _debug_map[x][y][GRID_SIZE_HEIGHT-1] tile["atlas_position"] = BLUE_ISOMETRICTILE_ATLAS_POSITION tile["visibility"] = true for z in range(1,GRID_SIZE_HEIGHT-1): for x in GRID_SIZE_WIDTH: var tile = _debug_map[x][0][z] tile["atlas_position"] = GREEN_ISOMETRICTILE_ATLAS_POSITION tile["visibility"] = true for z in range(1,GRID_SIZE_HEIGHT-1): for x in GRID_SIZE_WIDTH: var tile = _debug_map[x][GRID_SIZE_LENGTH-1][z] tile["atlas_position"] = GREEN_ISOMETRICTILE_ATLAS_POSITION tile["visibility"] = true for z in range(1,GRID_SIZE_HEIGHT-1): for y in range(1,GRID_SIZE_LENGTH-1): var tile = _debug_map[0][y][z] tile["atlas_position"] = BLACK_ISOMETRICTILE_ATLAS_POSITION tile["visibility"] = true for z in range(1,GRID_SIZE_HEIGHT-1): for y in range(1,GRID_SIZE_LENGTH-1): var tile = _debug_map[GRID_SIZE_WIDTH-1][y][z] tile["atlas_position"] = RED_ISOMETRICTILE_ATLAS_POSITION tile["visibility"] = true return _debug_map func rotate_map_around_x_axis(rotation_steps = 1): rotation_steps = rotation_steps % 4 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) # Create a new map with adjusted dimensions var new_height = int(GRID_SIZE_LENGTH) if rotation_steps % 2 == 1 else int(GRID_SIZE_HEIGHT) var new_length = int(GRID_SIZE_HEIGHT) if rotation_steps % 2 == 1 else int(GRID_SIZE_LENGTH) # Store the original dimensions var original_height = GRID_SIZE_HEIGHT var original_length = GRID_SIZE_LENGTH # Temporarily adjust grid dimensions for coordinate calculation GRID_SIZE_HEIGHT = new_height GRID_SIZE_LENGTH = new_length for x in GRID_SIZE_WIDTH: for y in original_length: for z in original_height: if debug_map[x][y][z] == null: continue var new_y = 0 var new_z = 0 match rotation_steps: 1: # 90 degrees new_y = z new_z = original_length - 1 - y 2: # 180 degrees new_y = original_length - 1 - y new_z = original_height - 1 - z 3: # 270 degrees new_y = original_height - 1 - z new_z = y if new_y >= 0 and new_y < new_length and new_z >= 0 and new_z < new_height: temp_map[x][new_y][new_z] = debug_map[x][y][z].duplicate() var new_coord_x = x + (-1 * new_z) + OFFSET var new_coord_y = new_y + (-1 * new_z) - OFFSET temp_map[x][new_y][new_z]["x"] = new_coord_x temp_map[x][new_y][new_z]["y"] = new_coord_y temp_map[x][new_y][new_z]["z"] = new_z # Update the grid dimensions GRID_SIZE_HEIGHT = new_height GRID_SIZE_LENGTH = new_length debug_map = temp_map func rotate_map_around_y_axis(rotation_steps = 1): rotation_steps = rotation_steps % 4 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) # Create a new map with adjusted dimensions var new_width = int(GRID_SIZE_HEIGHT) if rotation_steps % 2 == 1 else int(GRID_SIZE_WIDTH) var new_height = int(GRID_SIZE_WIDTH) if rotation_steps % 2 == 1 else int(GRID_SIZE_HEIGHT) # Store the original dimensions var original_width = GRID_SIZE_WIDTH var original_height = GRID_SIZE_HEIGHT # Temporarily adjust grid dimensions for coordinate calculation GRID_SIZE_WIDTH = new_width GRID_SIZE_HEIGHT = new_height for x in original_width: for y in GRID_SIZE_LENGTH: for z in original_height: if debug_map[x][y][z] == null: continue var new_x = 0 var new_z = 0 match rotation_steps: 1: # 90 degrees clockwise around Y axis new_x = original_height - 1 - z new_z = x 2: # 180 degrees new_x = original_width - 1 - x new_z = original_height - 1 - z 3: # 270 degrees new_x = z new_z = original_width - 1 - x if new_x >= 0 and new_x < new_width and new_z >= 0 and new_z < new_height: temp_map[new_x][y][new_z] = debug_map[x][y][z].duplicate() var new_coord_x = new_x + (-1 * new_z) + OFFSET var new_coord_y = y + (-1 * new_z) - OFFSET temp_map[new_x][y][new_z]["x"] = new_coord_x temp_map[new_x][y][new_z]["y"] = new_coord_y temp_map[new_x][y][new_z]["z"] = new_z # Update the grid dimensions GRID_SIZE_WIDTH = new_width GRID_SIZE_HEIGHT = new_height debug_map = temp_map func rotate_map_around_z_axis(rotation_steps = 1): rotation_steps = rotation_steps % 4 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) # 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 # 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 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 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 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 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() 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 # Add other TileMap settings as needed 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_position"] ) func _ready() -> void: # Store initial camera position initial_camera_position = camera.position initial_camera_zoom = camera.zoom initialize_map_layers() draw_visible_tiles() func _input(event): # Camera drag (pan) control if event is InputEventMouseButton: if event.button_index == MOUSE_BUTTON_LEFT: 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_UP: zoom_camera(-zoom_speed) elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN: zoom_camera(zoom_speed) # 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 # initialize_map_layers() # debug_map = create_debug_map_array() # 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) func _on_cw_pressed() -> void: rotate_map_around_z_axis(3) initialize_map_layers() draw_visible_tiles() func _on_ccw_pressed() -> void: rotate_map_around_z_axis(1) initialize_map_layers() draw_visible_tiles() func _on_x_cw_pressed() -> void: rotate_map_around_x_axis(1) initialize_map_layers() draw_visible_tiles() func _on_x_ccw_pressed() -> void: rotate_map_around_x_axis(3) initialize_map_layers() draw_visible_tiles() func _on_y_cw_pressed() -> void: rotate_map_around_y_axis(3) initialize_map_layers() draw_visible_tiles() func _on_y_ccw_pressed() -> void: rotate_map_around_y_axis(1) initialize_map_layers() draw_visible_tiles()