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extends Node2D
@export var grid_width : int = 20
@export var grid_height : int = 14
@export var tile_size : int = 16
@onready var tile_map : TileMapLayer = $TileMapLayer
var _pg : PathGenerator
var path_straight_atlas_coords : Vector2i = Vector2i(8, 1)
var path_corner_atlas_coords : Vector2i = Vector2i(9, 1)
var path_empty_atlas_coords : Vector2i = Vector2i(0, 0)
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:
_pg = PathGenerator.new(grid_width, grid_height)
_display_path()
func _display_path():
var path : Array[Vector2i] = []
while path.size() < 35:
path = _pg.generate_path()
for i in path:
var score : int = _get_tile_score(path, i)
var atlas_coords : Vector2i = path_empty_atlas_coords
var rot : TileTransform = TileTransform.ROTATE_0
match score:
2, 8, 10:
atlas_coords = path_straight_atlas_coords
rot = TileTransform.ROTATE_90
1, 4, 5:
atlas_coords = path_straight_atlas_coords
3:
atlas_coords = path_corner_atlas_coords
rot = TileTransform.ROTATE_270
6:
atlas_coords = path_corner_atlas_coords
12:
atlas_coords = path_corner_atlas_coords
rot = TileTransform.ROTATE_90
9:
atlas_coords = 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
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