Using tilemaplayer as grid
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@@ -1,5 +1,7 @@
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extends Node
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@export var grid: Resource
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@onready var _Map: Node = $Map
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@onready var _Camera = $CameraController
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@@ -12,17 +14,29 @@ var _MovingMarkerScene = preload("res://Scenes/Unit/marker.tscn")
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var _MovingMarker: Node2D = _MovingMarkerScene.instantiate()
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#@export var mapSize: int = 15
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@onready var UnitCamera: SmartCamera2D = $SmartCamera2D
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@onready var GroundLayer: TileMapLayer = $Map/Ground
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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# add_child(_MovingMarker)
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# _MovingMarker.hide()
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#
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# _createUnit(Vector2i(10,10))
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# for unit in _Units:
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# add_child(unit)
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# create unit at local position (50, 50) => eg mouse position
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_createUnit(GroundLayer.local_to_map(Vector2i(50, 50)))
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# create unit at map position (50, 50) => tile x = 50, y = 50 in the map
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_createUnit(GroundLayer.map_to_local(Vector2i(50,50)))
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for unit in _Units:
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add_child(unit)
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$CameraController.position = get_viewport().get_camera_2d().get_screen_center_position()
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# $CameraController.position = get_viewport().get_camera_2d().get_screen_center_position()
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var firstUnit: Node2D = _Units[0]
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# if firstUnit.is_node_ready():
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# UnitCamera.target = _Units[0].get_path_to(get_parent())
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# UnitCamera.target_node = _Units[0]
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pass
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@@ -30,7 +44,7 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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pass
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func _createUnit(pos: Vector2i):
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func _createUnit(pos: Vector2i):
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var newUnit = _UnitScene.instantiate()
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newUnit.set("_spawnPosition", pos)
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_Units.append(newUnit as Unit)
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@@ -38,7 +52,8 @@ func _createUnit(pos: Vector2i):
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("SetMarker"):
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print("Action is SetMarker")
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_MovingMarker.global_position = _getMousePosition(event).position
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# _MovingMarker.global_position = _getMousePosition(event).position
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_MovingMarker.position = GroundLayer.local_to_map(event.position)
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_MovingMarker.show()
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