267 lines
9.0 KiB
GDScript
267 lines
9.0 KiB
GDScript
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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## 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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# Each entry is [dest_rect: Rect2, source_rect: Rect2]
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var _segments: Array = []
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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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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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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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func _build_tile_walls(tile: Vector2i, edges: Array) -> void:
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var tile_origin := Vector2(tile) * TILE_SIZE
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for edge in edges:
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_build_edge_segments(tile_origin, edge)
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# TODO: Outer corner segments
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_build_outer_corners(tile, tile_origin, edges)
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# Inner corner segments (for non-rectangular room support)
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_build_inner_corners(tile, tile_origin, edges)
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func _build_edge_segments(tile_origin: Vector2, edge: StringName) -> void:
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var seg_a_rect: Rect2
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var seg_b_rect: Rect2
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var seg_a_offset: Vector2
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var seg_b_offset: Vector2
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var seg_a_size: Vector2
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var seg_b_size: Vector2
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match edge:
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&"left":
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seg_a_rect = LEFT_UPPER_RECT
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seg_b_rect = LEFT_LOWER_RECT
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seg_a_size = Vector2(WALL_THICKNESS, HALF_EDGE)
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seg_b_size = Vector2(WALL_THICKNESS, HALF_EDGE)
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seg_a_offset = Vector2(0, 0)
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seg_b_offset = Vector2(0, HALF_EDGE)
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&"right":
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seg_a_rect = RIGHT_UPPER_RECT
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seg_b_rect = RIGHT_LOWER_RECT
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seg_a_size = Vector2(WALL_THICKNESS, HALF_EDGE)
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seg_b_size = Vector2(WALL_THICKNESS, HALF_EDGE)
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seg_a_offset = Vector2(TILE_SIZE - WALL_THICKNESS, 0)
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seg_b_offset = Vector2(TILE_SIZE - WALL_THICKNESS, HALF_EDGE)
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&"top":
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seg_a_rect = TOP_LEFT_RECT
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seg_b_rect = TOP_RIGHT_RECT
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seg_a_size = Vector2(HALF_EDGE, WALL_THICKNESS)
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seg_b_size = Vector2(HALF_EDGE, WALL_THICKNESS)
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seg_a_offset = Vector2(0, 0)
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seg_b_offset = Vector2(HALF_EDGE, 0)
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&"bottom":
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seg_a_rect = BOTTOM_LEFT_RECT
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seg_b_rect = BOTTOM_RIGHT_RECT
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seg_a_size = Vector2(HALF_EDGE, WALL_THICKNESS)
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seg_b_size = Vector2(HALF_EDGE, WALL_THICKNESS)
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seg_a_offset = Vector2(0, TILE_SIZE - WALL_THICKNESS)
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seg_b_offset = Vector2(HALF_EDGE, TILE_SIZE - WALL_THICKNESS)
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_queue_segment(tile_origin + seg_a_offset, seg_a_size, seg_a_rect)
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_queue_segment(tile_origin + seg_b_offset, seg_b_size, seg_b_rect)
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func _queue_segment(pos: Vector2, target_size: Vector2, source_rect: Rect2) -> void:
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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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# and draw the corner piece from the atlas.
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pass
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func _build_inner_corners(_tile: Vector2i, tile_origin: Vector2, edges: Array) -> void:
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## Draws decorative corner pieces wherever two perpendicular wall edges meet
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## on the same tile (e.g., a top wall + left wall produces an upper-left corner).
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var has_top := edges.has(&"top")
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var has_bottom := edges.has(&"bottom")
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var has_left := edges.has(&"left")
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var has_right := edges.has(&"right")
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var corner_size := Vector2(CORNER_SIZE, CORNER_SIZE)
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if has_top and has_left:
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_queue_segment(
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tile_origin + Vector2(0, 0),
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corner_size,
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INNER_CORNER_UPPER_LEFT_RECT
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)
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if has_top and has_right:
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_queue_segment(
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tile_origin + Vector2(TILE_SIZE - CORNER_SIZE, 0),
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corner_size,
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INNER_CORNER_UPPER_RIGHT_RECT
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)
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if has_bottom and has_left:
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_queue_segment(
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tile_origin + Vector2(0, TILE_SIZE - CORNER_SIZE),
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corner_size,
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INNER_CORNER_LOWER_LEFT_RECT
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)
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if has_bottom and has_right:
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_queue_segment(
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tile_origin + Vector2(TILE_SIZE - CORNER_SIZE, TILE_SIZE - CORNER_SIZE),
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corner_size,
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INNER_CORNER_LOWER_RIGHT_RECT
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)
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