Openings between rooms

This commit is contained in:
gamer147
2026-04-08 08:06:15 -04:00
parent 92a0bb1d58
commit 767df71975
2 changed files with 90 additions and 21 deletions

View File

@@ -31,6 +31,12 @@ const INNER_CORNER_UPPER_RIGHT_RECT := Rect2(156, 0, 50, 50)
const INNER_CORNER_LOWER_LEFT_RECT := Rect2(0, 156, 50, 50)
const INNER_CORNER_LOWER_RIGHT_RECT := Rect2(156, 156, 50, 50)
# -- Openings (drawn on top of wall segments at doorway edges) --
## Vertical opening: tiles separated on y-axis (north-south doorway through a horizontal wall)
const VERTICAL_OPENING_RECT := Rect2(206, 43, 31, 29)
## Horizontal opening: tiles separated on x-axis (east-west doorway through a vertical wall)
const HORIZONTAL_OPENING_RECT := Rect2(217, 0, 28, 31)
## Wall thickness in game pixels (how far the border extends into the tile)
const WALL_THICKNESS := 20.0
## Inner corner piece size in game pixels (quarter of a tile)
@@ -54,6 +60,7 @@ func draw_walls_for_layout(map_layout: MapLayout) -> void:
for tile in tile_edges:
var edges: Array = tile_edges[tile]
_build_tile_walls(tile, edges)
_build_opening_sprites(map_layout)
queue_redraw()
@@ -66,31 +73,33 @@ func _draw() -> void:
func _collect_tile_edges(map_layout: MapLayout) -> Dictionary:
## Returns {Vector2i: Array[StringName]} mapping each tile to its wall edge directions.
## Includes both true walls and opening edges, so wall sprites are drawn underneath openings.
var tile_edges: Dictionary = {}
var walls := map_layout.get_walls()
for wall in walls:
var tile_a: Vector2i = wall[0]
var tile_b: Vector2i = wall[1]
var diff: Vector2i = tile_b - tile_a
# Determine which edge of tile_a faces the wall
var edge_a := _direction_to_edge(diff)
if edge_a != &"":
if not tile_edges.has(tile_a):
tile_edges[tile_a] = []
tile_edges[tile_a].append(edge_a)
# Determine which edge of tile_b faces the wall (opposite direction)
var edge_b := _direction_to_edge(-diff)
if edge_b != &"" and map_layout.is_tile_valid(tile_b):
if not tile_edges.has(tile_b):
tile_edges[tile_b] = []
tile_edges[tile_b].append(edge_b)
for edge_pair in map_layout.get_walls():
_add_edge_pair(tile_edges, edge_pair, map_layout)
for edge_pair in map_layout.get_openings():
_add_edge_pair(tile_edges, edge_pair, map_layout)
return tile_edges
func _add_edge_pair(tile_edges: Dictionary, edge_pair: Array, map_layout: MapLayout) -> void:
var tile_a: Vector2i = edge_pair[0]
var tile_b: Vector2i = edge_pair[1]
var diff: Vector2i = tile_b - tile_a
var edge_a := _direction_to_edge(diff)
if edge_a != &"":
if not tile_edges.has(tile_a):
tile_edges[tile_a] = []
tile_edges[tile_a].append(edge_a)
var edge_b := _direction_to_edge(-diff)
if edge_b != &"" and map_layout.is_tile_valid(tile_b):
if not tile_edges.has(tile_b):
tile_edges[tile_b] = []
tile_edges[tile_b].append(edge_b)
func _direction_to_edge(dir: Vector2i) -> StringName:
match dir:
Vector2i.RIGHT:
@@ -163,6 +172,58 @@ func _queue_segment(pos: Vector2, target_size: Vector2, source_rect: Rect2) -> v
_segments.append([Rect2(pos, target_size), source_rect])
func _build_opening_sprites(map_layout: MapLayout) -> void:
## Composites opening (doorway) sprites on top of the wall segments at opening edges.
## Each opening is split in half across the shared edge, half drawn on each tile.
for opening in map_layout.get_openings():
var tile_a: Vector2i = opening[0]
var tile_b: Vector2i = opening[1]
var diff: Vector2i = tile_b - tile_a
# Normalize so the pair is ordered along the positive axis (tile_a < tile_b).
if diff == Vector2i.LEFT or diff == Vector2i.UP:
var swap := tile_a
tile_a = tile_b
tile_b = swap
diff = -diff
var origin_a := Vector2(tile_a) * TILE_SIZE
var origin_b := Vector2(tile_b) * TILE_SIZE
if diff == Vector2i.DOWN:
_queue_vertical_opening(origin_a, origin_b)
elif diff == Vector2i.RIGHT:
_queue_horizontal_opening(origin_a, origin_b)
func _queue_vertical_opening(origin_upper: Vector2, origin_lower: Vector2) -> void:
# Vertical opening: tiles vertically adjacent; horizontal wall edge between them.
var src := VERTICAL_OPENING_RECT
var w: float = src.size.x
var h_total: float = src.size.y
var h_upper: float = floorf(h_total / 2.0) # 14
var h_lower: float = h_total - h_upper # 15
var x_offset := (TILE_SIZE - w) / 2.0
var src_upper := Rect2(src.position, Vector2(w, h_upper))
var src_lower := Rect2(src.position + Vector2(0, h_upper), Vector2(w, h_lower))
_queue_segment(origin_upper + Vector2(x_offset, TILE_SIZE - h_upper), Vector2(w, h_upper), src_upper)
_queue_segment(origin_lower + Vector2(x_offset, 0), Vector2(w, h_lower), src_lower)
func _queue_horizontal_opening(origin_left: Vector2, origin_right: Vector2) -> void:
# Horizontal opening: tiles horizontally adjacent; vertical wall edge between them.
var src := HORIZONTAL_OPENING_RECT
var w_total: float = src.size.x
var h: float = src.size.y
var w_left: float = floorf(w_total / 2.0) # 14
var w_right: float = w_total - w_left # 14
var y_offset := (TILE_SIZE - h) / 2.0
var src_left := Rect2(src.position, Vector2(w_left, h))
var src_right := Rect2(src.position + Vector2(w_left, 0), Vector2(w_right, h))
_queue_segment(origin_left + Vector2(TILE_SIZE - w_left, y_offset), Vector2(w_left, h), src_left)
_queue_segment(origin_right + Vector2(0, y_offset), Vector2(w_right, h), src_right)
func _build_outer_corners(_tile: Vector2i, _tile_origin: Vector2, _edges: Array) -> void:
# TODO: Implement outer corner segments
# Check pairs of adjacent edges (e.g., "top" + "left" → top-left outer corner)

View File

@@ -48,6 +48,14 @@ func is_passable(from: Vector2i, to: Vector2i) -> bool:
return _opening_set.has(_edge_key(from, to))
func get_openings() -> Array:
## Returns an array of [Vector2i, Vector2i] pairs representing opening edges.
var result: Array = []
for i in range(0, openings.size(), 2):
result.append([openings[i], openings[i + 1]])
return result
func get_walls() -> Array:
## Returns an array of [Vector2i, Vector2i] pairs representing wall edges.
## A wall exists where a room tile borders void or a different room (without an opening).