Files
turnbasedstrategygame/Scenes/Map/map_new.gd
2025-12-25 22:51:23 +01:00

46 lines
1.4 KiB
GDScript

extends Node2D
@onready var GroundLayer: TileMapLayer = $Ground
@onready var ObstacleLayer: TileMapLayer = $Obstacles
# Maybe a SubClass that is a Singleton, so we can create one grid
# and then change it per Map
var astarGrid: AStarGrid2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#astarGrid = generateSimpleGrid()
astarGrid = generateObstacleGrid()
%GridDisplay.grid = astarGrid
func generateSimpleGrid() -> AStarGrid2D:
var grid = AStarGrid2D.new()
grid.cell_size = Vector2(GroundLayer.tile_set.tile_size)
grid.region = GroundLayer.get_used_rect()
grid.update()
for id in GroundLayer.get_used_cells():
var data: TileData = GroundLayer.get_cell_tile_data(id)
if data and data.get_custom_data('obstacle'):
grid.set_point_solid(id)
return grid
func generateObstacleGrid() -> AStarGrid2D:
astarGrid = AStarGrid2D.new()
astarGrid.cell_size = Vector2(GroundLayer.tile_set.tile_size)
astarGrid.region = GroundLayer.get_used_rect()
astarGrid.update()
var layers = ObstacleLayer.get_children()
for layer in layers:
for id in layer.get_used_cells():
var data: TileData = layer.get_cell_tile_data(id)
if data and data.get_custom_data('obstacle'):
astarGrid.set_point_solid(id)
return astarGrid
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass