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extends Node2D
@onready var tile_map : TileMapLayer = $TileMapLayer
@onready var map_config : MapGeneratorResource = preload("res://resources/map_generator_resource.tres")
var _path : Array[Vector2i]
enum TileTransform {
ROTATE_0 = 0,
ROTATE_90 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource.TRANSFORM_FLIP_H,
ROTATE_180 = TileSetAtlasSource.TRANSFORM_FLIP_H | TileSetAtlasSource.TRANSFORM_FLIP_V,
ROTATE_270 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource.TRANSFORM_FLIP_V,
}
func _ready() -> void:
_generate_path()
_draw_path()
func _generate_path():
var pg : PathGenerator = PathGenerator.new()
_path = []
while _path.size() < 35:
_path = pg.generate_path()
_draw_path()
func _draw_path():
for i in _path:
var score : int = _get_tile_score(_path, i)
var atlas_coords : Vector2i = map_config.path_empty_atlas_coords
var rot : TileTransform = TileTransform.ROTATE_0
match score:
2, 8, 10:
atlas_coords = map_config.path_straight_atlas_coords
rot = TileTransform.ROTATE_90
1, 4, 5:
atlas_coords = map_config.path_straight_atlas_coords
3:
atlas_coords = map_config.path_corner_atlas_coords
rot = TileTransform.ROTATE_270
6:
atlas_coords = map_config.path_corner_atlas_coords
12:
atlas_coords = map_config.path_corner_atlas_coords
rot = TileTransform.ROTATE_90
9:
atlas_coords = map_config.path_corner_atlas_coords
rot = TileTransform.ROTATE_180
_display_tile(atlas_coords, rot, i)
func _display_tile(coords : Vector2i, rot : TileTransform, pos : Vector2i):
tile_map.set_cell(pos, 0, coords, rot)
func _get_tile_score(path : Array[Vector2i], tile : Vector2i) -> int:
var score : int = 0
var x : int = tile.x
var y : int = tile.y
score += 1 if path.has(Vector2i(x, y - 1)) else 0
score += 2 if path.has(Vector2i(x + 1, y)) else 0
score += 4 if path.has(Vector2i(x, y + 1)) else 0
score += 8 if path.has(Vector2i(x - 1, y)) else 0
return score
func get_enemy_path() -> Array[Vector2i]:
return _path
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