Files
MaidEngine/nodes/wall_renderer.gd
2026-04-06 21:53:54 -04:00

183 lines
5.3 KiB
GDScript

class_name WallRenderer
extends Node2D
## Renders wall textures by sampling segments from the aux_terrain texture atlas
## and compositing them onto tile edges. Each edge is made of two half-segments.
const TILE_SIZE := 100.0
## Source atlas rects (x, y, w, h) from aux_terrain.BMP
## Each edge has two half-segments that together span the full tile edge.
# -- Left edge --
const LEFT_UPPER_RECT := Rect2(0, 103, 20, 50)
const LEFT_LOWER_RECT := Rect2(0, 53, 20, 50)
# -- Right edge --
const RIGHT_UPPER_RECT := Rect2(186, 103, 20, 50)
const RIGHT_LOWER_RECT := Rect2(186, 53, 20, 50)
# -- Top edge --
const TOP_LEFT_RECT := Rect2(103, 0, 50, 20)
const TOP_RIGHT_RECT := Rect2(53, 0, 50, 20)
# -- Bottom edge --
const BOTTOM_LEFT_RECT := Rect2(103, 186, 50, 20)
const BOTTOM_RIGHT_RECT := Rect2(53, 186, 50, 20)
## Wall thickness in game pixels (how far the border extends into the tile)
const WALL_THICKNESS := 20.0
## Half the tile edge length
const HALF_EDGE := TILE_SIZE / 2.0
@export var atlas_texture: Texture2D
func draw_walls_for_layout(map_layout: MapLayout) -> void:
_clear_walls()
if not map_layout or not atlas_texture:
return
var tile_edges := _collect_tile_edges(map_layout)
for tile in tile_edges:
var edges: Array = tile_edges[tile]
_draw_tile_walls(tile, edges)
func _clear_walls() -> void:
for child in get_children():
child.queue_free()
func _collect_tile_edges(map_layout: MapLayout) -> Dictionary:
## Returns {Vector2i: Array[StringName]} mapping each tile to its wall edge directions.
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)
return tile_edges
func _direction_to_edge(dir: Vector2i) -> StringName:
match dir:
Vector2i.RIGHT:
return &"right"
Vector2i.LEFT:
return &"left"
Vector2i.UP:
return &"top"
Vector2i.DOWN:
return &"bottom"
return &""
func _draw_tile_walls(tile: Vector2i, edges: Array) -> void:
var tile_origin := Vector2(tile) * TILE_SIZE
for edge in edges:
match edge:
&"left":
_draw_edge_segments(tile_origin, edge)
&"right":
_draw_edge_segments(tile_origin, edge)
&"top":
_draw_edge_segments(tile_origin, edge)
&"bottom":
_draw_edge_segments(tile_origin, edge)
# TODO: Outer corner segments
_draw_outer_corners(tile, tile_origin, edges)
# TODO: Inner corner segments (for non-rectangular room support)
_draw_inner_corners(tile, tile_origin, edges)
func _draw_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, HALF_EDGE)
seg_b_offset = Vector2(0, 0)
&"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, HALF_EDGE)
seg_b_offset = Vector2(TILE_SIZE - WALL_THICKNESS, 0)
&"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(HALF_EDGE, 0)
seg_b_offset = Vector2(0, 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(HALF_EDGE, TILE_SIZE - WALL_THICKNESS)
seg_b_offset = Vector2(0, TILE_SIZE - WALL_THICKNESS)
_create_segment_sprite(tile_origin + seg_a_offset, seg_a_size, seg_a_rect)
_create_segment_sprite(tile_origin + seg_b_offset, seg_b_size, seg_b_rect)
func _create_segment_sprite(pos: Vector2, target_size: Vector2, source_rect: Rect2) -> void:
var atlas := AtlasTexture.new()
atlas.atlas = atlas_texture
atlas.region = source_rect
var sprite := Sprite2D.new()
sprite.texture = atlas
sprite.centered = false
sprite.position = pos
sprite.scale = Vector2(
target_size.x / source_rect.size.x,
target_size.y / source_rect.size.y
)
add_child(sprite)
func _draw_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 _draw_inner_corners(_tile: Vector2i, _tile_origin: Vector2, _edges: Array) -> void:
# TODO: Implement inner corner segments for non-rectangular rooms
# Check diagonal neighbors where both adjacent cardinal neighbors are floor
# but the diagonal is a wall/void.
pass