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2 Commits
344efee7b4
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39d2222546
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39d2222546 | ||
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97909235ff |
@@ -6,6 +6,7 @@ extends Node2D
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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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@@ -90,6 +91,7 @@ func apply_layout(layout: MapLayout) -> void:
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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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@@ -112,6 +114,12 @@ func draw_room_walls() -> void:
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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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43
nodes/fog_renderer.gd
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43
nodes/fog_renderer.gd
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@@ -0,0 +1,43 @@
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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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const FOG_RECT := Rect2(53, 53, 100, 100)
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@export var atlas_texture: Texture2D
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func draw_fog_for_layout(map_layout: MapLayout) -> void:
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_clear()
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if not map_layout or not atlas_texture:
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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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_create_fog_sprite(Vector2(tile) * TILE_SIZE)
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func _clear() -> void:
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for child in get_children():
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child.queue_free()
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func _create_fog_sprite(pos: Vector2) -> void:
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var atlas := AtlasTexture.new()
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atlas.atlas = atlas_texture
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atlas.region = FOG_RECT
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var sprite := Sprite2D.new()
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sprite.texture = atlas
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sprite.centered = false
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sprite.position = pos
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sprite.scale = Vector2(
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TILE_SIZE / FOG_RECT.size.x,
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TILE_SIZE / FOG_RECT.size.y,
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)
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add_child(sprite)
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1
nodes/fog_renderer.gd.uid
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1
nodes/fog_renderer.gd.uid
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@@ -0,0 +1 @@
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uid://d1d1nbetdvynk
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@@ -11,24 +11,24 @@ func _ready() -> void:
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var room_a := Room.new()
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room_a.id = 0
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room_a.tiles = [
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Vector2i(0, 0), Vector2i(1, 0), Vector2i(2, 0),
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Vector2i(0, 1), Vector2i(1, 1), Vector2i(2, 1),
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Vector2i(0, 2), Vector2i(1, 2), Vector2i(2, 2),
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Vector2i(2, 2), Vector2i(3, 2), Vector2i(4, 2),
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Vector2i(2, 3), Vector2i(3, 3), Vector2i(4, 3),
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Vector2i(2, 4), Vector2i(3, 4), Vector2i(4, 4),
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]
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var room_b := Room.new()
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room_b.id = 1
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room_b.tiles = [
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Vector2i(3, 0), Vector2i(4, 0), Vector2i(5, 0),
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Vector2i(3, 1), Vector2i(4, 1), Vector2i(5, 1),
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Vector2i(3, 2), Vector2i(4, 2), Vector2i(5, 2),
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Vector2i(5, 2), Vector2i(6, 2), Vector2i(7, 2),
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Vector2i(5, 3), Vector2i(6, 3), Vector2i(7, 3),
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Vector2i(5, 4), Vector2i(6, 4), Vector2i(7, 4),
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]
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var layout := MapLayout.new()
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layout.rooms = [room_a, room_b]
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# Opening between (2,1) in room_a and (3,1) in room_b
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layout.openings = [Vector2i(2, 1), Vector2i(3, 1)]
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layout.size = Vector2i(6, 3)
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# Opening between (4,3) in room_a and (5,3) in room_b
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layout.openings = [Vector2i(4, 3), Vector2i(5, 3)]
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layout.size = Vector2i(10, 7)
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combat_map.apply_layout(layout)
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camera.set_map_bounds(combat_map.get_map_rect())
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@@ -6,8 +6,9 @@
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[ext_resource type="Script" uid="uid://cxl38x2m6sj3w" path="res://scripts/battle/grid_overlay.gd" id="4_jelju"]
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[ext_resource type="Texture2D" uid="uid://b1ks72fiesfrm" path="res://assets/sprites/combat_map_ui.BMP" id="5_mycp7"]
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[ext_resource type="Texture2D" uid="uid://65rmoynep5hy" path="res://assets/sprites/MP000A.BMP" id="6_muxvo"]
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[ext_resource type="Script" path="res://nodes/wall_renderer.gd" id="7_wallr"]
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[ext_resource type="Script" uid="uid://c4f1vflwd81b8" path="res://nodes/wall_renderer.gd" id="7_wallr"]
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[ext_resource type="Texture2D" uid="uid://b20mhn7ca5xyo" path="res://assets/sprites/aux_terrain.BMP" id="8_auxtr"]
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[ext_resource type="Script" uid="uid://d1d1nbetdvynk" path="res://nodes/fog_renderer.gd" id="9_fogrn"]
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[sub_resource type="Resource" id="Resource_vcj5e"]
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script = ExtResource("2_8rn0j")
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@@ -86,7 +87,12 @@ offset = Vector2(50, 50)
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unique_name_in_owner = true
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tile_set = SubResource("TileSet_e2u25")
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[node name="WallRenderer" type="Node2D" parent="."]
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[node name="FogRenderer" type="Node2D" parent="." unique_id=641669860]
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unique_name_in_owner = true
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script = ExtResource("9_fogrn")
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atlas_texture = ExtResource("8_auxtr")
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[node name="WallRenderer" type="Node2D" parent="." unique_id=1008825128]
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unique_name_in_owner = true
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z_index = 1
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script = ExtResource("7_wallr")
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BIN
reference_images/Screenshot 2026-04-07 075123.png
Normal file
BIN
reference_images/Screenshot 2026-04-07 075123.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 106 KiB |
40
reference_images/Screenshot 2026-04-07 075123.png.import
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40
reference_images/Screenshot 2026-04-07 075123.png.import
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@@ -0,0 +1,40 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://d4fwfh0cyj3bd"
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path="res://.godot/imported/Screenshot 2026-04-07 075123.png-98f6527da5d69103c0f83722dd6ba790.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://reference_images/Screenshot 2026-04-07 075123.png"
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dest_files=["res://.godot/imported/Screenshot 2026-04-07 075123.png-98f6527da5d69103c0f83722dd6ba790.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@@ -90,14 +90,14 @@ func _pressed() -> void:
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player_unit.info_template = UnitInfo.new()
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player_unit.info_template.name = \"Putit\"
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player_unit.allegiance_template = PLAYER_ALLEGIANCE
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combat_map.deploy_unit(player_unit, Vector2i(2, 2))
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combat_map.deploy_unit(player_unit, Vector2i(3, 3))
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var enemy_unit: Unit = UNIT_SCENE.instantiate()
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enemy_unit.stat_template = UnitStats.new(50)
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enemy_unit.info_template = UnitInfo.new()
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enemy_unit.info_template.name = \"Putit\"
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enemy_unit.allegiance_template = ENEMY_ALLEGIANCE
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combat_map.deploy_unit(enemy_unit, Vector2i(2, 1))
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combat_map.deploy_unit(enemy_unit, Vector2i(6, 3))
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var tree := get_tree()
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var root := tree.root
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@@ -2,7 +2,13 @@ class_name CameraController extends Camera2D
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func apply_drag(delta: Vector2) -> void:
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position += delta / zoom
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var half_view: Vector2 = get_viewport_rect().size * 0.5 / zoom
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var min_pos := Vector2(limit_left, limit_top) + half_view
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var max_pos := Vector2(limit_right, limit_bottom) - half_view
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# Guard against maps smaller than the viewport (min > max)
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max_pos.x = max(min_pos.x, max_pos.x)
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max_pos.y = max(min_pos.y, max_pos.y)
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position = (position + delta / zoom).clamp(min_pos, max_pos)
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func set_map_bounds(rect: Rect2) -> void:
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Reference in New Issue
Block a user