itrpg/scripts/isometric_map_layer_holder.gd

671 lines
24 KiB
GDScript

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
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 INITIAL_GRID_SIZE_WIDTH = 50 # play area size x
var INITIAL_GRID_SIZE_LENGTH = 30 # play area size y
var INITIAL_GRID_SIZE_HEIGHT = 30 # play area size z
var GRID_SIZE_WIDTH = INITIAL_GRID_SIZE_WIDTH # play area size x
var GRID_SIZE_LENGTH = INITIAL_GRID_SIZE_LENGTH # play area size y
var GRID_SIZE_HEIGHT = INITIAL_GRID_SIZE_HEIGHT # 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 INITIAL_GRID_SIZE_HEIGHT:
for y in INITIAL_GRID_SIZE_LENGTH:
for x in INITIAL_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_base_position": null,
"atlas_highlight_position": null,
"highlighted": false,
"selected": false,
"hp": 100,
"armour": 0,
"destroyable": false,
"visibility": false,
"unit": null,
"unit_type": null, # PC (more options e.g. can move it) or NPC (can only view it)
"gravity": null,
}
_debug_map[x][y][z] = tile_data
var tile = _debug_map[0][0][0]
for y in INITIAL_GRID_SIZE_LENGTH:
for x in INITIAL_GRID_SIZE_WIDTH:
tile = _debug_map[x][y][0]
tile["atlas_base_position"] = BLUE_ISOMETRICTILE_ATLAS_POSITION
tile["atlas_highlight_position"] = WHITE_ISOMETRICTILE_ATLAS_POSITION
tile["visibility"] = true
for i in range(1,10):
tile = _debug_map[5][5][i]
tile["atlas_base_position"] = RED_ISOMETRICTILE_ATLAS_POSITION
tile["atlas_highlight_position"] = WHITE_ISOMETRICTILE_ATLAS_POSITION
tile["visibility"] = true
# for y in INITIAL_GRID_SIZE_LENGTH:
# for x in INITIAL_GRID_SIZE_WIDTH:
# tile = _debug_map[x][y][INITIAL_GRID_SIZE_HEIGHT-1]
# tile["atlas_position"] = BLUE_ISOMETRICTILE_ATLAS_POSITION
# tile["visibility"] = true
# for z in range(1,INITIAL_GRID_SIZE_HEIGHT-1):
# for x in INITIAL_GRID_SIZE_WIDTH:
# tile = _debug_map[x][0][z]
# tile["atlas_position"] = GREEN_ISOMETRICTILE_ATLAS_POSITION
# tile["visibility"] = true
# for z in range(1,INITIAL_GRID_SIZE_HEIGHT-1):
# for x in INITIAL_GRID_SIZE_WIDTH:
# tile = _debug_map[x][INITIAL_GRID_SIZE_LENGTH-1][z]
# tile["atlas_position"] = GREEN_ISOMETRICTILE_ATLAS_POSITION
# tile["visibility"] = true
# for z in range(1,INITIAL_GRID_SIZE_HEIGHT-1):
# for y in range(1,INITIAL_GRID_SIZE_LENGTH-1):
# tile = _debug_map[0][y][z]
# tile["atlas_position"] = BLACK_ISOMETRICTILE_ATLAS_POSITION
# tile["visibility"] = true
# for z in range(1,INITIAL_GRID_SIZE_HEIGHT-1):
# for y in range(1,INITIAL_GRID_SIZE_LENGTH-1):
# tile = _debug_map[INITIAL_GRID_SIZE_WIDTH-1][y][z]
# tile["atlas_position"] = RED_ISOMETRICTILE_ATLAS_POSITION
# tile["visibility"] = true
GRID_SIZE_WIDTH = INITIAL_GRID_SIZE_WIDTH # play area size x
GRID_SIZE_LENGTH = INITIAL_GRID_SIZE_LENGTH # play area size y
GRID_SIZE_HEIGHT = INITIAL_GRID_SIZE_HEIGHT # play area size z
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_child(new_layer)
isometric_map_layers.append(new_layer)
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()
# 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
# 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:
# 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
}
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]
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]
if tile != null and tile["visibility"]:
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()
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
# 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
func _on_reset_button_pressed() -> void:
# 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
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:
_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()
func _on_x_cw_pressed() -> void:
_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()
func _on_y_cw_pressed() -> void:
_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()
func _reset_class_values():
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():
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
tile_selction_logic()
elif event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
pass
#deselect_tile()
var player_node
func set_player(p):
player_node = p
func init_player():
var tile = debug_map[int(INITIAL_GRID_SIZE_WIDTH/2)][INITIAL_GRID_SIZE_LENGTH/2][1]
tile["visibility"] = true
tile["unit"] = player_node
tile["unit_type"] ="PC"
player_node.set_unit_position(tile["x"], tile["y"], tile["z"])
func _on_player_z_layer_change_pressed() -> void:
var new_z = 0
var new_y = 0
var new_x = 0
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["unit_type"] == "PC":
new_z = z + 1
new_y = y - 1
new_x = x - 1
tile["unit"] = null
tile["unit_tpye"] = null
tile["visibility"] = null
var new_player_tile = debug_map[new_x][new_y][new_z]
new_player_tile["unit"] = null
new_player_tile["unit_tpye"] = null
new_player_tile["visibility"] = null
player_node.set_unit_position(new_player_tile["x"], new_player_tile["y"], new_player_tile["z"])
func _on_player_z_layer_change_down_pressed() -> void:
var new_z = 0
var new_y = 0
var new_x = 0
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["unit_type"] == "PC":
new_z = z - 1
new_y = y + 1
new_x = x + 1
tile["unit"] = null
tile["unit_tpye"] = null
tile["visibility"] = null
var new_player_tile = debug_map[new_x][new_y][new_z]
new_player_tile["unit"] = null
new_player_tile["unit_tpye"] = null
new_player_tile["visibility"] = null
player_node.set_unit_position(new_player_tile["x"], new_player_tile["y"], new_player_tile["z"])