Reorganized files, started splitting up unit
This commit is contained in:
127
scripts/battle/map/combat_map.gd
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127
scripts/battle/map/combat_map.gd
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@@ -0,0 +1,127 @@
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class_name CombatMap
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extends Node2D
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@export var tile_set: DLTileset
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@export var map_layout: MapLayout
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@onready var tile_map: TileMapLayer = %TerrainLayer
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@onready var highlight_map: GridOverlay = %OverlayLayer
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@onready var wall_renderer: WallRenderer = %WallRenderer
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@onready var fog_renderer: FogRenderer = %FogRenderer
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const TILE_SIZE := 100.0
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const SOURCE_ID: int = 0
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var _pending_layout: String
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var _pending_units: Array[Dictionary] = []
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func _ready() -> void:
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if _pending_layout:
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_apply_layout(_pending_layout)
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for entry in _pending_units:
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_apply_deploy(entry.unit, entry.coords)
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_pending_units.clear()
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if map_layout:
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apply_layout(map_layout)
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func snap_to_grid(pos: Vector2) -> Vector2:
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return Vector2(floorf(pos.x / TILE_SIZE), floorf(pos.y / TILE_SIZE)) * TILE_SIZE
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func world_to_coords(pos: Vector2) -> Vector2i:
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return Vector2i(snap_to_grid(pos) / TILE_SIZE)
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func coords_to_world(coords: Vector2i) -> Vector2:
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return Vector2(coords) * TILE_SIZE
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func draw_wall(coords: Vector2i) -> void:
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draw_custom(coords, tile_set.wall_tile_coords)
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func draw_floor(coords: Vector2i) -> void:
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draw_custom(coords, tile_set.floor_tile_coords)
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func draw_custom(coords: Vector2i, tile_coords: Vector2i) -> void:
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tile_map.set_cell(coords, SOURCE_ID, tile_coords)
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func load_map(layout: String) -> void:
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if is_node_ready():
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_apply_layout(layout)
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else:
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_pending_layout = layout
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func deploy_unit(unit: Unit, coords: Vector2i) -> void:
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if is_node_ready():
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_apply_deploy(unit, coords)
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else:
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_pending_units.append({unit = unit, coords = coords})
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func _apply_layout(layout: String) -> void:
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var rows := layout.split("\n")
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for y in rows.size():
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for x in rows[y].length():
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var coords := Vector2i(x, y)
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match rows[y][x]:
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"#":
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draw_wall(coords)
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".":
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draw_floor(coords)
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func _apply_deploy(unit: Unit, coords: Vector2i) -> void:
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unit.position = coords_to_world(coords)
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add_child(unit)
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func remove_unit(unit: Unit) -> void:
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if unit.get_parent() == self:
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remove_child(unit)
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func target_tile(coords: Vector2i) -> void:
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highlight_map.target_tile(coords)
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func apply_layout(layout: MapLayout) -> void:
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map_layout = layout
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map_layout.initialize()
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load_from_layout()
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draw_room_walls()
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draw_fog()
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func is_tile_passable(from: Vector2i, to: Vector2i) -> bool:
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assert(map_layout != null, "CombatMap.is_tile_passable called before map_layout was set")
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return map_layout.is_passable(from, to)
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func is_tile_valid(coords: Vector2i) -> bool:
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assert(map_layout != null, "CombatMap.is_tile_valid called before map_layout was set")
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return map_layout.is_tile_valid(coords)
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func draw_room_walls() -> void:
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if not map_layout:
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return
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wall_renderer.draw_walls_for_layout(map_layout)
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func draw_fog() -> void:
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if not map_layout:
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return
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fog_renderer.draw_fog_for_layout(map_layout)
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func get_map_rect() -> Rect2:
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if not map_layout:
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return Rect2()
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return Rect2(Vector2.ZERO, Vector2(map_layout.size) * TILE_SIZE)
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func load_from_layout() -> void:
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if not map_layout:
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return
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for room in map_layout.rooms:
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for tile in room.tiles:
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draw_floor(tile)
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1
scripts/battle/map/combat_map.gd.uid
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1
scripts/battle/map/combat_map.gd.uid
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@@ -0,0 +1 @@
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uid://bks7uplgjjdg0
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4
scripts/battle/map/dl_tileset.gd
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4
scripts/battle/map/dl_tileset.gd
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@@ -0,0 +1,4 @@
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class_name DLTileset extends Resource
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@export var floor_tile_coords: Vector2i
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@export var wall_tile_coords: Vector2i
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1
scripts/battle/map/dl_tileset.gd.uid
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1
scripts/battle/map/dl_tileset.gd.uid
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@@ -0,0 +1 @@
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uid://c6701vy8h5rfx
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39
scripts/battle/map/fog_renderer.gd
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39
scripts/battle/map/fog_renderer.gd
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@@ -0,0 +1,39 @@
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class_name FogRenderer
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extends Node2D
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## Renders a fog/cave texture over every tile inside the map's bounding rect
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## that is not part of any room. Future: drive visibility from map state.
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const TILE_SIZE := 100.0
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## Fog tile region in aux_terrain.BMP
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const FOG_RECT := Rect2(53, 53, 100, 100)
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@export var atlas_texture: Texture2D
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var _fog_tiles: PackedVector2Array = []
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func draw_fog_for_layout(map_layout: MapLayout) -> void:
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_fog_tiles.clear()
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if not map_layout or not atlas_texture:
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queue_redraw()
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return
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for y in map_layout.size.y:
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for x in map_layout.size.x:
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var tile := Vector2i(x, y)
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if map_layout.is_tile_valid(tile):
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continue
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_fog_tiles.append(Vector2(tile) * TILE_SIZE)
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queue_redraw()
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func _draw() -> void:
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if not atlas_texture:
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return
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var dest_size := Vector2(TILE_SIZE, TILE_SIZE)
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for pos in _fog_tiles:
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draw_texture_rect_region(
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atlas_texture,
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Rect2(pos, dest_size),
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FOG_RECT,
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)
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1
scripts/battle/map/fog_renderer.gd.uid
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1
scripts/battle/map/fog_renderer.gd.uid
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@@ -0,0 +1 @@
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uid://d1d1nbetdvynk
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16
scripts/battle/map/grid_overlay.gd
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16
scripts/battle/map/grid_overlay.gd
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@@ -0,0 +1,16 @@
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class_name GridOverlay extends TileMapLayer
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const SOURCE_ID = 0
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const HIGHLIGHT_SPRITE_ID = Vector2i(0,0)
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@onready var targeting_selector: Sprite2D = $TargetingIndicator
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func highlight_tile(coords: Vector2i) -> void:
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set_cell(coords, SOURCE_ID, HIGHLIGHT_SPRITE_ID)
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func clear_tile(coords: Vector2i) -> void:
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set_cell(coords)
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func target_tile(coords: Vector2i) -> void:
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targeting_selector.position = coords * tile_set.tile_size
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targeting_selector.visible = true
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1
scripts/battle/map/grid_overlay.gd.uid
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1
scripts/battle/map/grid_overlay.gd.uid
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@@ -0,0 +1 @@
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uid://cxl38x2m6sj3w
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81
scripts/battle/map/map_layout.gd
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81
scripts/battle/map/map_layout.gd
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@@ -0,0 +1,81 @@
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class_name MapLayout extends Resource
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@export var size: Vector2i = Vector2i.ZERO
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@export var rooms: Array[Room]
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## Openings are stored as a flat array of pairs: [from1, to1, from2, to2, ...].
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## Each consecutive pair of Vector2i values represents a bidirectional doorway
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## between two adjacent tiles in different rooms.
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@export var openings: Array[Vector2i]
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var _tile_room_map: Dictionary = {}
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var _opening_set: Dictionary = {}
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func initialize() -> void:
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assert(openings.size() % 2 == 0, "Openings must be provided as pairs of Vector2i")
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_tile_room_map.clear()
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_opening_set.clear()
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for room in rooms:
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for tile in room.tiles:
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_tile_room_map[tile] = room
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for i in range(0, openings.size(), 2):
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var a := openings[i]
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var b := openings[i + 1]
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_opening_set[_edge_key(a, b)] = true
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static func _edge_key(a: Vector2i, b: Vector2i) -> String:
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if a < b:
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return "%d,%d-%d,%d" % [a.x, a.y, b.x, b.y]
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return "%d,%d-%d,%d" % [b.x, b.y, a.x, a.y]
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func is_tile_valid(tile: Vector2i) -> bool:
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return _tile_room_map.has(tile)
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func get_room_at(tile: Vector2i) -> Room:
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return _tile_room_map.get(tile, null)
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func is_passable(from: Vector2i, to: Vector2i) -> bool:
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if not is_tile_valid(from) or not is_tile_valid(to):
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return false
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var room_from: Room = _tile_room_map[from]
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var room_to: Room = _tile_room_map[to]
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if room_from == room_to:
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return true
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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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var walls: Array = []
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var directions := [Vector2i.RIGHT, Vector2i.DOWN, Vector2i.LEFT, Vector2i.UP]
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var visited_edges: Dictionary = {}
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for room in rooms:
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for tile in room.tiles:
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for dir in directions:
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var neighbor: Vector2i = tile + dir
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var key := _edge_key(tile, neighbor)
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if visited_edges.has(key):
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continue
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visited_edges[key] = true
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var neighbor_room: Room = _tile_room_map.get(neighbor, null)
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if neighbor_room == room:
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continue
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# Neighbor is void or different room — wall unless opening
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if not _opening_set.has(key):
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walls.append([tile, neighbor])
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return walls
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1
scripts/battle/map/map_layout.gd.uid
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1
scripts/battle/map/map_layout.gd.uid
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@@ -0,0 +1 @@
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uid://dj7qfdelq4ja4
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4
scripts/battle/map/room.gd
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4
scripts/battle/map/room.gd
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@@ -0,0 +1,4 @@
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class_name Room extends Resource
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@export var id: int
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@export var tiles: Array[Vector2i]
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1
scripts/battle/map/room.gd.uid
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1
scripts/battle/map/room.gd.uid
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@@ -0,0 +1 @@
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uid://ja34p4vpwamd
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266
scripts/battle/map/wall_renderer.gd
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266
scripts/battle/map/wall_renderer.gd
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@@ -0,0 +1,266 @@
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class_name WallRenderer
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extends Node2D
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## Renders wall textures by sampling segments from the aux_terrain texture atlas
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## and compositing them onto tile edges. Each edge is made of two half-segments.
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const TILE_SIZE := 100.0
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## Source atlas rects (x, y, w, h) from aux_terrain.BMP
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## Each edge has two half-segments that together span the full tile edge.
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# -- Left edge --
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const LEFT_UPPER_RECT := Rect2(0, 103, 20, 50)
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const LEFT_LOWER_RECT := Rect2(0, 53, 20, 50)
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# -- Right edge --
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const RIGHT_UPPER_RECT := Rect2(186, 103, 20, 50)
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const RIGHT_LOWER_RECT := Rect2(186, 53, 20, 50)
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# -- Top edge --
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const TOP_LEFT_RECT := Rect2(103, 0, 50, 20)
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const TOP_RIGHT_RECT := Rect2(53, 0, 50, 20)
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# -- Bottom edge --
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const BOTTOM_LEFT_RECT := Rect2(103, 186, 50, 20)
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const BOTTOM_RIGHT_RECT := Rect2(53, 186, 50, 20)
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# -- Inner corners (drawn where two perpendicular wall edges meet) --
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const INNER_CORNER_UPPER_LEFT_RECT := Rect2(0, 0, 50, 50)
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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, 36, 36, 42)
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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(210, 0, 41, 32)
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|
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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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const CORNER_SIZE := 50.0
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## Half the tile edge length
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const HALF_EDGE := TILE_SIZE / 2.0
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@export var atlas_texture: Texture2D
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|
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# Each entry is [dest_rect: Rect2, source_rect: Rect2]
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var _segments: Array = []
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|
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func draw_walls_for_layout(map_layout: MapLayout) -> void:
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_segments.clear()
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if not map_layout or not atlas_texture:
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queue_redraw()
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return
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var tile_edges := _collect_tile_edges(map_layout)
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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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func _draw() -> void:
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if not atlas_texture:
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return
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for seg in _segments:
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draw_texture_rect_region(atlas_texture, seg[0], seg[1])
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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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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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|
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|
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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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|
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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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|
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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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|
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|
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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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return &"right"
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Vector2i.LEFT:
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return &"left"
|
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Vector2i.UP:
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return &"top"
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Vector2i.DOWN:
|
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return &"bottom"
|
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return &""
|
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|
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|
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func _build_tile_walls(tile: Vector2i, edges: Array) -> void:
|
||||
var tile_origin := Vector2(tile) * TILE_SIZE
|
||||
|
||||
for edge in edges:
|
||||
_build_edge_segments(tile_origin, edge)
|
||||
|
||||
# TODO: Outer corner segments
|
||||
_build_outer_corners(tile, tile_origin, edges)
|
||||
|
||||
# Inner corner segments (for non-rectangular room support)
|
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_build_inner_corners(tile, tile_origin, edges)
|
||||
|
||||
|
||||
func _build_edge_segments(tile_origin: Vector2, edge: StringName) -> void:
|
||||
var seg_a_rect: Rect2
|
||||
var seg_b_rect: Rect2
|
||||
var seg_a_offset: Vector2
|
||||
var seg_b_offset: Vector2
|
||||
var seg_a_size: Vector2
|
||||
var seg_b_size: Vector2
|
||||
|
||||
match edge:
|
||||
&"left":
|
||||
seg_a_rect = LEFT_UPPER_RECT
|
||||
seg_b_rect = LEFT_LOWER_RECT
|
||||
seg_a_size = Vector2(WALL_THICKNESS, HALF_EDGE)
|
||||
seg_b_size = Vector2(WALL_THICKNESS, HALF_EDGE)
|
||||
seg_a_offset = Vector2(0, 0)
|
||||
seg_b_offset = Vector2(0, HALF_EDGE)
|
||||
&"right":
|
||||
seg_a_rect = RIGHT_UPPER_RECT
|
||||
seg_b_rect = RIGHT_LOWER_RECT
|
||||
seg_a_size = Vector2(WALL_THICKNESS, HALF_EDGE)
|
||||
seg_b_size = Vector2(WALL_THICKNESS, HALF_EDGE)
|
||||
seg_a_offset = Vector2(TILE_SIZE - WALL_THICKNESS, 0)
|
||||
seg_b_offset = Vector2(TILE_SIZE - WALL_THICKNESS, HALF_EDGE)
|
||||
&"top":
|
||||
seg_a_rect = TOP_LEFT_RECT
|
||||
seg_b_rect = TOP_RIGHT_RECT
|
||||
seg_a_size = Vector2(HALF_EDGE, WALL_THICKNESS)
|
||||
seg_b_size = Vector2(HALF_EDGE, WALL_THICKNESS)
|
||||
seg_a_offset = Vector2(0, 0)
|
||||
seg_b_offset = Vector2(HALF_EDGE, 0)
|
||||
&"bottom":
|
||||
seg_a_rect = BOTTOM_LEFT_RECT
|
||||
seg_b_rect = BOTTOM_RIGHT_RECT
|
||||
seg_a_size = Vector2(HALF_EDGE, WALL_THICKNESS)
|
||||
seg_b_size = Vector2(HALF_EDGE, WALL_THICKNESS)
|
||||
seg_a_offset = Vector2(0, TILE_SIZE - WALL_THICKNESS)
|
||||
seg_b_offset = Vector2(HALF_EDGE, TILE_SIZE - WALL_THICKNESS)
|
||||
|
||||
_queue_segment(tile_origin + seg_a_offset, seg_a_size, seg_a_rect)
|
||||
_queue_segment(tile_origin + seg_b_offset, seg_b_size, seg_b_rect)
|
||||
|
||||
|
||||
func _queue_segment(pos: Vector2, target_size: Vector2, source_rect: Rect2) -> void:
|
||||
_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)
|
||||
# and draw the corner piece from the atlas.
|
||||
pass
|
||||
|
||||
|
||||
func _build_inner_corners(_tile: Vector2i, tile_origin: Vector2, edges: Array) -> void:
|
||||
## Draws decorative corner pieces wherever two perpendicular wall edges meet
|
||||
## on the same tile (e.g., a top wall + left wall produces an upper-left corner).
|
||||
var has_top := edges.has(&"top")
|
||||
var has_bottom := edges.has(&"bottom")
|
||||
var has_left := edges.has(&"left")
|
||||
var has_right := edges.has(&"right")
|
||||
var corner_size := Vector2(CORNER_SIZE, CORNER_SIZE)
|
||||
|
||||
if has_top and has_left:
|
||||
_queue_segment(
|
||||
tile_origin + Vector2(0, 0),
|
||||
corner_size,
|
||||
INNER_CORNER_UPPER_LEFT_RECT
|
||||
)
|
||||
if has_top and has_right:
|
||||
_queue_segment(
|
||||
tile_origin + Vector2(TILE_SIZE - CORNER_SIZE, 0),
|
||||
corner_size,
|
||||
INNER_CORNER_UPPER_RIGHT_RECT
|
||||
)
|
||||
if has_bottom and has_left:
|
||||
_queue_segment(
|
||||
tile_origin + Vector2(0, TILE_SIZE - CORNER_SIZE),
|
||||
corner_size,
|
||||
INNER_CORNER_LOWER_LEFT_RECT
|
||||
)
|
||||
if has_bottom and has_right:
|
||||
_queue_segment(
|
||||
tile_origin + Vector2(TILE_SIZE - CORNER_SIZE, TILE_SIZE - CORNER_SIZE),
|
||||
corner_size,
|
||||
INNER_CORNER_LOWER_RIGHT_RECT
|
||||
)
|
||||
1
scripts/battle/map/wall_renderer.gd.uid
Normal file
1
scripts/battle/map/wall_renderer.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c4f1vflwd81b8
|
||||
Reference in New Issue
Block a user