Openings between rooms
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@@ -31,6 +31,12 @@ const INNER_CORNER_UPPER_RIGHT_RECT := Rect2(156, 0, 50, 50)
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const INNER_CORNER_LOWER_LEFT_RECT := Rect2(0, 156, 50, 50)
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const INNER_CORNER_LOWER_RIGHT_RECT := Rect2(156, 156, 50, 50)
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# -- Openings (drawn on top of wall segments at doorway edges) --
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## Vertical opening: tiles separated on y-axis (north-south doorway through a horizontal wall)
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const VERTICAL_OPENING_RECT := Rect2(206, 43, 31, 29)
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## Horizontal opening: tiles separated on x-axis (east-west doorway through a vertical wall)
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const HORIZONTAL_OPENING_RECT := Rect2(217, 0, 28, 31)
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## Wall thickness in game pixels (how far the border extends into the tile)
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const WALL_THICKNESS := 20.0
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## Inner corner piece size in game pixels (quarter of a tile)
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@@ -54,6 +60,7 @@ func draw_walls_for_layout(map_layout: MapLayout) -> void:
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for tile in tile_edges:
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var edges: Array = tile_edges[tile]
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_build_tile_walls(tile, edges)
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_build_opening_sprites(map_layout)
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queue_redraw()
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@@ -66,31 +73,33 @@ func _draw() -> void:
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func _collect_tile_edges(map_layout: MapLayout) -> Dictionary:
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## Returns {Vector2i: Array[StringName]} mapping each tile to its wall edge directions.
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## Includes both true walls and opening edges, so wall sprites are drawn underneath openings.
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var tile_edges: Dictionary = {}
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var walls := map_layout.get_walls()
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for wall in walls:
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var tile_a: Vector2i = wall[0]
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var tile_b: Vector2i = wall[1]
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var diff: Vector2i = tile_b - tile_a
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# Determine which edge of tile_a faces the wall
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var edge_a := _direction_to_edge(diff)
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if edge_a != &"":
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if not tile_edges.has(tile_a):
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tile_edges[tile_a] = []
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tile_edges[tile_a].append(edge_a)
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# Determine which edge of tile_b faces the wall (opposite direction)
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var edge_b := _direction_to_edge(-diff)
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if edge_b != &"" and map_layout.is_tile_valid(tile_b):
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if not tile_edges.has(tile_b):
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tile_edges[tile_b] = []
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tile_edges[tile_b].append(edge_b)
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for edge_pair in map_layout.get_walls():
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_add_edge_pair(tile_edges, edge_pair, map_layout)
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for edge_pair in map_layout.get_openings():
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_add_edge_pair(tile_edges, edge_pair, map_layout)
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return tile_edges
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func _add_edge_pair(tile_edges: Dictionary, edge_pair: Array, map_layout: MapLayout) -> void:
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var tile_a: Vector2i = edge_pair[0]
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var tile_b: Vector2i = edge_pair[1]
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var diff: Vector2i = tile_b - tile_a
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var edge_a := _direction_to_edge(diff)
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if edge_a != &"":
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if not tile_edges.has(tile_a):
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tile_edges[tile_a] = []
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tile_edges[tile_a].append(edge_a)
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var edge_b := _direction_to_edge(-diff)
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if edge_b != &"" and map_layout.is_tile_valid(tile_b):
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if not tile_edges.has(tile_b):
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tile_edges[tile_b] = []
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tile_edges[tile_b].append(edge_b)
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func _direction_to_edge(dir: Vector2i) -> StringName:
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match dir:
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Vector2i.RIGHT:
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@@ -163,6 +172,58 @@ func _queue_segment(pos: Vector2, target_size: Vector2, source_rect: Rect2) -> v
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_segments.append([Rect2(pos, target_size), source_rect])
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func _build_opening_sprites(map_layout: MapLayout) -> void:
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## Composites opening (doorway) sprites on top of the wall segments at opening edges.
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## Each opening is split in half across the shared edge, half drawn on each tile.
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for opening in map_layout.get_openings():
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var tile_a: Vector2i = opening[0]
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var tile_b: Vector2i = opening[1]
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var diff: Vector2i = tile_b - tile_a
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# Normalize so the pair is ordered along the positive axis (tile_a < tile_b).
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if diff == Vector2i.LEFT or diff == Vector2i.UP:
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var swap := tile_a
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tile_a = tile_b
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tile_b = swap
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diff = -diff
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var origin_a := Vector2(tile_a) * TILE_SIZE
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var origin_b := Vector2(tile_b) * TILE_SIZE
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if diff == Vector2i.DOWN:
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_queue_vertical_opening(origin_a, origin_b)
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elif diff == Vector2i.RIGHT:
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_queue_horizontal_opening(origin_a, origin_b)
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func _queue_vertical_opening(origin_upper: Vector2, origin_lower: Vector2) -> void:
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# Vertical opening: tiles vertically adjacent; horizontal wall edge between them.
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var src := VERTICAL_OPENING_RECT
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var w: float = src.size.x
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var h_total: float = src.size.y
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var h_upper: float = floorf(h_total / 2.0) # 14
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var h_lower: float = h_total - h_upper # 15
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var x_offset := (TILE_SIZE - w) / 2.0
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var src_upper := Rect2(src.position, Vector2(w, h_upper))
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var src_lower := Rect2(src.position + Vector2(0, h_upper), Vector2(w, h_lower))
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_queue_segment(origin_upper + Vector2(x_offset, TILE_SIZE - h_upper), Vector2(w, h_upper), src_upper)
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_queue_segment(origin_lower + Vector2(x_offset, 0), Vector2(w, h_lower), src_lower)
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func _queue_horizontal_opening(origin_left: Vector2, origin_right: Vector2) -> void:
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# Horizontal opening: tiles horizontally adjacent; vertical wall edge between them.
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var src := HORIZONTAL_OPENING_RECT
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var w_total: float = src.size.x
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var h: float = src.size.y
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var w_left: float = floorf(w_total / 2.0) # 14
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var w_right: float = w_total - w_left # 14
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var y_offset := (TILE_SIZE - h) / 2.0
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var src_left := Rect2(src.position, Vector2(w_left, h))
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var src_right := Rect2(src.position + Vector2(w_left, 0), Vector2(w_right, h))
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_queue_segment(origin_left + Vector2(TILE_SIZE - w_left, y_offset), Vector2(w_left, h), src_left)
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_queue_segment(origin_right + Vector2(0, y_offset), Vector2(w_right, h), src_right)
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func _build_outer_corners(_tile: Vector2i, _tile_origin: Vector2, _edges: Array) -> void:
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# TODO: Implement outer corner segments
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# Check pairs of adjacent edges (e.g., "top" + "left" → top-left outer corner)
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@@ -48,6 +48,14 @@ func is_passable(from: Vector2i, to: Vector2i) -> bool:
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return _opening_set.has(_edge_key(from, to))
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func get_openings() -> Array:
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## Returns an array of [Vector2i, Vector2i] pairs representing opening edges.
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var result: Array = []
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for i in range(0, openings.size(), 2):
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result.append([openings[i], openings[i + 1]])
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return result
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func get_walls() -> Array:
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## Returns an array of [Vector2i, Vector2i] pairs representing wall edges.
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## A wall exists where a room tile borders void or a different room (without an opening).
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