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extends Node2D

@export var grid_width : int = 20
@export var grid_height : int = 14
@export var tile_size : int = 16

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)

# Called when the node enters the scene tree for the first time.
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 = _pg.get_tile_score(i)

		var atlas_coords : Vector2i = path_empty_atlas_coords
		var rotation : float = 0.0

		match score:
			2, 8, 10:
				atlas_coords = path_straight_atlas_coords
				rotation = 90.0
			1, 4, 5:
				atlas_coords = path_straight_atlas_coords
			3:
				atlas_coords = path_corner_atlas_coords
				rotation = -90.0
			6:
				atlas_coords = path_corner_atlas_coords
			12:
				atlas_coords = path_corner_atlas_coords
				rotation = 90
			9:
				atlas_coords = path_corner_atlas_coords
				rotation = 180

		var tile : Sprite2D = Sprite2D.new()
		tile.texture = TileManager.get_tile_texture(atlas_coords)
		tile.global_rotation_degrees = rotation
		_display_tile(tile, i)

func _display_tile(tile : Sprite2D, pos : Vector2i):
	tile.global_position = (pos * tile_size) + (Vector2i.ONE * tile_size / 2)
	add_child(tile)