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2 Commits

Author SHA1 Message Date
gamer147
39d2222546 Camera fixes 2026-04-07 08:27:50 -04:00
gamer147
97909235ff Fog of war 2026-04-07 07:56:48 -04:00
9 changed files with 118 additions and 14 deletions

View File

@@ -6,6 +6,7 @@ extends Node2D
@onready var tile_map: TileMapLayer = %TerrainLayer
@onready var highlight_map: GridOverlay = %OverlayLayer
@onready var wall_renderer: WallRenderer = %WallRenderer
@onready var fog_renderer: FogRenderer = %FogRenderer
const TILE_SIZE := 100.0
const SOURCE_ID: int = 0
@@ -90,6 +91,7 @@ func apply_layout(layout: MapLayout) -> void:
map_layout.initialize()
load_from_layout()
draw_room_walls()
draw_fog()
func is_tile_passable(from: Vector2i, to: Vector2i) -> bool:
@@ -112,6 +114,12 @@ func draw_room_walls() -> void:
wall_renderer.draw_walls_for_layout(map_layout)
func draw_fog() -> void:
if not map_layout:
return
fog_renderer.draw_fog_for_layout(map_layout)
func get_map_rect() -> Rect2:
if not map_layout:
return Rect2()

43
nodes/fog_renderer.gd Normal file
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@@ -0,0 +1,43 @@
class_name FogRenderer
extends Node2D
## Renders a fog/cave texture over every tile inside the map's bounding rect
## that is not part of any room. Future: drive visibility from map state.
const TILE_SIZE := 100.0
const FOG_RECT := Rect2(53, 53, 100, 100)
@export var atlas_texture: Texture2D
func draw_fog_for_layout(map_layout: MapLayout) -> void:
_clear()
if not map_layout or not atlas_texture:
return
for y in map_layout.size.y:
for x in map_layout.size.x:
var tile := Vector2i(x, y)
if map_layout.is_tile_valid(tile):
continue
_create_fog_sprite(Vector2(tile) * TILE_SIZE)
func _clear() -> void:
for child in get_children():
child.queue_free()
func _create_fog_sprite(pos: Vector2) -> void:
var atlas := AtlasTexture.new()
atlas.atlas = atlas_texture
atlas.region = FOG_RECT
var sprite := Sprite2D.new()
sprite.texture = atlas
sprite.centered = false
sprite.position = pos
sprite.scale = Vector2(
TILE_SIZE / FOG_RECT.size.x,
TILE_SIZE / FOG_RECT.size.y,
)
add_child(sprite)

View File

@@ -0,0 +1 @@
uid://d1d1nbetdvynk

View File

@@ -11,24 +11,24 @@ func _ready() -> void:
var room_a := Room.new()
room_a.id = 0
room_a.tiles = [
Vector2i(0, 0), Vector2i(1, 0), Vector2i(2, 0),
Vector2i(0, 1), Vector2i(1, 1), Vector2i(2, 1),
Vector2i(0, 2), Vector2i(1, 2), Vector2i(2, 2),
Vector2i(2, 2), Vector2i(3, 2), Vector2i(4, 2),
Vector2i(2, 3), Vector2i(3, 3), Vector2i(4, 3),
Vector2i(2, 4), Vector2i(3, 4), Vector2i(4, 4),
]
var room_b := Room.new()
room_b.id = 1
room_b.tiles = [
Vector2i(3, 0), Vector2i(4, 0), Vector2i(5, 0),
Vector2i(3, 1), Vector2i(4, 1), Vector2i(5, 1),
Vector2i(3, 2), Vector2i(4, 2), Vector2i(5, 2),
Vector2i(5, 2), Vector2i(6, 2), Vector2i(7, 2),
Vector2i(5, 3), Vector2i(6, 3), Vector2i(7, 3),
Vector2i(5, 4), Vector2i(6, 4), Vector2i(7, 4),
]
var layout := MapLayout.new()
layout.rooms = [room_a, room_b]
# Opening between (2,1) in room_a and (3,1) in room_b
layout.openings = [Vector2i(2, 1), Vector2i(3, 1)]
layout.size = Vector2i(6, 3)
# Opening between (4,3) in room_a and (5,3) in room_b
layout.openings = [Vector2i(4, 3), Vector2i(5, 3)]
layout.size = Vector2i(10, 7)
combat_map.apply_layout(layout)
camera.set_map_bounds(combat_map.get_map_rect())

View File

@@ -6,8 +6,9 @@
[ext_resource type="Script" uid="uid://cxl38x2m6sj3w" path="res://scripts/battle/grid_overlay.gd" id="4_jelju"]
[ext_resource type="Texture2D" uid="uid://b1ks72fiesfrm" path="res://assets/sprites/combat_map_ui.BMP" id="5_mycp7"]
[ext_resource type="Texture2D" uid="uid://65rmoynep5hy" path="res://assets/sprites/MP000A.BMP" id="6_muxvo"]
[ext_resource type="Script" path="res://nodes/wall_renderer.gd" id="7_wallr"]
[ext_resource type="Script" uid="uid://c4f1vflwd81b8" path="res://nodes/wall_renderer.gd" id="7_wallr"]
[ext_resource type="Texture2D" uid="uid://b20mhn7ca5xyo" path="res://assets/sprites/aux_terrain.BMP" id="8_auxtr"]
[ext_resource type="Script" uid="uid://d1d1nbetdvynk" path="res://nodes/fog_renderer.gd" id="9_fogrn"]
[sub_resource type="Resource" id="Resource_vcj5e"]
script = ExtResource("2_8rn0j")
@@ -86,7 +87,12 @@ offset = Vector2(50, 50)
unique_name_in_owner = true
tile_set = SubResource("TileSet_e2u25")
[node name="WallRenderer" type="Node2D" parent="."]
[node name="FogRenderer" type="Node2D" parent="." unique_id=641669860]
unique_name_in_owner = true
script = ExtResource("9_fogrn")
atlas_texture = ExtResource("8_auxtr")
[node name="WallRenderer" type="Node2D" parent="." unique_id=1008825128]
unique_name_in_owner = true
z_index = 1
script = ExtResource("7_wallr")

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After

Width:  |  Height:  |  Size: 106 KiB

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@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://d4fwfh0cyj3bd"
path="res://.godot/imported/Screenshot 2026-04-07 075123.png-98f6527da5d69103c0f83722dd6ba790.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://reference_images/Screenshot 2026-04-07 075123.png"
dest_files=["res://.godot/imported/Screenshot 2026-04-07 075123.png-98f6527da5d69103c0f83722dd6ba790.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -90,14 +90,14 @@ func _pressed() -> void:
player_unit.info_template = UnitInfo.new()
player_unit.info_template.name = \"Putit\"
player_unit.allegiance_template = PLAYER_ALLEGIANCE
combat_map.deploy_unit(player_unit, Vector2i(2, 2))
combat_map.deploy_unit(player_unit, Vector2i(3, 3))
var enemy_unit: Unit = UNIT_SCENE.instantiate()
enemy_unit.stat_template = UnitStats.new(50)
enemy_unit.info_template = UnitInfo.new()
enemy_unit.info_template.name = \"Putit\"
enemy_unit.allegiance_template = ENEMY_ALLEGIANCE
combat_map.deploy_unit(enemy_unit, Vector2i(2, 1))
combat_map.deploy_unit(enemy_unit, Vector2i(6, 3))
var tree := get_tree()
var root := tree.root

View File

@@ -2,7 +2,13 @@ class_name CameraController extends Camera2D
func apply_drag(delta: Vector2) -> void:
position += delta / zoom
var half_view: Vector2 = get_viewport_rect().size * 0.5 / zoom
var min_pos := Vector2(limit_left, limit_top) + half_view
var max_pos := Vector2(limit_right, limit_bottom) - half_view
# Guard against maps smaller than the viewport (min > max)
max_pos.x = max(min_pos.x, max_pos.x)
max_pos.y = max(min_pos.y, max_pos.y)
position = (position + delta / zoom).clamp(min_pos, max_pos)
func set_map_bounds(rect: Rect2) -> void: