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ad3023cc44
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|
|
||||||
roughness/src_normal=""
|
|
||||||
process/fix_alpha_border=true
|
|
||||||
process/premult_alpha=false
|
|
||||||
process/normal_map_invert_y=false
|
|
||||||
process/hdr_as_srgb=false
|
|
||||||
process/hdr_clamp_exposure=false
|
|
||||||
process/size_limit=0
|
|
||||||
detect_3d/compress_to=1
|
|
Before Width: | Height: | Size: 4.0 KiB |
|
@ -1,34 +0,0 @@
|
||||||
[remap]
|
|
||||||
|
|
||||||
importer="texture"
|
|
||||||
type="CompressedTexture2D"
|
|
||||||
uid="uid://yo7djo6jpwud"
|
|
||||||
path="res://.godot/imported/tilemap_objects_with_woods.png-8c99b66eaade82277384925f4f98a020.ctex"
|
|
||||||
metadata={
|
|
||||||
"vram_texture": false
|
|
||||||
}
|
|
||||||
|
|
||||||
[deps]
|
|
||||||
|
|
||||||
source_file="res://assets/tilemap/tilemaps/tilemap_objects_with_woods.png"
|
|
||||||
dest_files=["res://.godot/imported/tilemap_objects_with_woods.png-8c99b66eaade82277384925f4f98a020.ctex"]
|
|
||||||
|
|
||||||
[params]
|
|
||||||
|
|
||||||
compress/mode=0
|
|
||||||
compress/high_quality=false
|
|
||||||
compress/lossy_quality=0.7
|
|
||||||
compress/hdr_compression=1
|
|
||||||
compress/normal_map=0
|
|
||||||
compress/channel_pack=0
|
|
||||||
mipmaps/generate=false
|
|
||||||
mipmaps/limit=-1
|
|
||||||
roughness/mode=0
|
|
||||||
roughness/src_normal=""
|
|
||||||
process/fix_alpha_border=true
|
|
||||||
process/premult_alpha=false
|
|
||||||
process/normal_map_invert_y=false
|
|
||||||
process/hdr_as_srgb=false
|
|
||||||
process/hdr_clamp_exposure=false
|
|
||||||
process/size_limit=0
|
|
||||||
detect_3d/compress_to=1
|
|
Before Width: | Height: | Size: 132 B After Width: | Height: | Size: 1.6 KiB |
|
@ -2,7 +2,7 @@
|
||||||
|
|
||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
|
||||||
uid="uid://bam5su5j62mof"
|
uid="uid://bwkvdumh22cmh"
|
||||||
path="res://.godot/imported/tilemap_player.png-ea1fa2aedf5bb220961e9080aa573e32.ctex"
|
path="res://.godot/imported/tilemap_player.png-ea1fa2aedf5bb220961e9080aa573e32.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"vram_texture": false
|
"vram_texture": false
|
||||||
|
|
|
@ -2,7 +2,7 @@
|
||||||
|
|
||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
|
||||||
uid="uid://d1sdhqjtrt1ng"
|
uid="uid://dtoy4tdohey8t"
|
||||||
path="res://.godot/imported/tilemap_temperature.png-df4acfda23c8781105475512aa320086.ctex"
|
path="res://.godot/imported/tilemap_temperature.png-df4acfda23c8781105475512aa320086.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"vram_texture": false
|
"vram_texture": false
|
||||||
|
|
Before Width: | Height: | Size: 287 B |
|
@ -1,34 +0,0 @@
|
||||||
[remap]
|
|
||||||
|
|
||||||
importer="texture"
|
|
||||||
type="CompressedTexture2D"
|
|
||||||
uid="uid://dq624730bx1ik"
|
|
||||||
path="res://.godot/imported/tilemap_tree.png-5cce85c404bed7ffe07a2666c6ff486b.ctex"
|
|
||||||
metadata={
|
|
||||||
"vram_texture": false
|
|
||||||
}
|
|
||||||
|
|
||||||
[deps]
|
|
||||||
|
|
||||||
source_file="res://assets/tilemap/tilemaps/tilemap_tree.png"
|
|
||||||
dest_files=["res://.godot/imported/tilemap_tree.png-5cce85c404bed7ffe07a2666c6ff486b.ctex"]
|
|
||||||
|
|
||||||
[params]
|
|
||||||
|
|
||||||
compress/mode=0
|
|
||||||
compress/high_quality=false
|
|
||||||
compress/lossy_quality=0.7
|
|
||||||
compress/hdr_compression=1
|
|
||||||
compress/normal_map=0
|
|
||||||
compress/channel_pack=0
|
|
||||||
mipmaps/generate=false
|
|
||||||
mipmaps/limit=-1
|
|
||||||
roughness/mode=0
|
|
||||||
roughness/src_normal=""
|
|
||||||
process/fix_alpha_border=true
|
|
||||||
process/premult_alpha=false
|
|
||||||
process/normal_map_invert_y=false
|
|
||||||
process/hdr_as_srgb=false
|
|
||||||
process/hdr_clamp_exposure=false
|
|
||||||
process/size_limit=0
|
|
||||||
detect_3d/compress_to=1
|
|
|
@ -14,6 +14,16 @@ script = ExtResource("1_eeg2d")
|
||||||
[node name="Camera2D" type="Camera2D" parent="."]
|
[node name="Camera2D" type="Camera2D" parent="."]
|
||||||
script = ExtResource("2_1vbjl")
|
script = ExtResource("2_1vbjl")
|
||||||
|
|
||||||
|
[node name="CanvasLayer" type="CanvasLayer" parent="Camera2D"]
|
||||||
|
|
||||||
|
[node name="VBoxContainer" type="VBoxContainer" parent="Camera2D/CanvasLayer"]
|
||||||
|
offset_right = 40.0
|
||||||
|
offset_bottom = 40.0
|
||||||
|
|
||||||
|
[node name="InventoryLabel" type="Label" parent="Camera2D/CanvasLayer/VBoxContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
text = "test"
|
||||||
|
|
||||||
[node name="Tileset" type="Node2D" parent="."]
|
[node name="Tileset" type="Node2D" parent="."]
|
||||||
script = ExtResource("1_k0rw8")
|
script = ExtResource("1_k0rw8")
|
||||||
|
|
||||||
|
@ -28,7 +38,7 @@ tile_set = ExtResource("1_vlccq")
|
||||||
|
|
||||||
[node name="InteractiveObjectsLayer" type="TileMapLayer" parent="Tileset"]
|
[node name="InteractiveObjectsLayer" type="TileMapLayer" parent="Tileset"]
|
||||||
scale = Vector2(0.979337, 1.0577)
|
scale = Vector2(0.979337, 1.0577)
|
||||||
tile_map_data = PackedByteArray("AAASABYAAQAAAAEAAAAWAAoAAQAAAAEAAAALABkAAQAAAAIAAAATABwAAQAAAAMAAAASAA8AAQAAAAMAAAAQAAUAAQAAAAMAAAAhAAkAAQAAAAMAAAAKABkAAQAAAAQAAABEACIAAQAAAAUAAABsADUAAQAAAAYAAABwAA8AAQAAAAcAAAA=")
|
tile_map_data = PackedByteArray("AAASABYAAQAAAAEAAAAWAAoAAQAAAAEAAAALABkAAQAAAAIAAAATABwAAQAAAAMAAAASAA8AAQAAAAMAAAAQAAUAAQAAAAMAAAAhAAkAAQAAAAMAAAAKABkAAQAAAAQAAABEACIAAQAAAAUAAABsADUAAQAAAAYAAABwAA8AAQAAAAcAAAAUAAYAAQADAAEAAAAXAAYAAQADAAAAAAARAAYAAQAEAAAAAAAJAAkAAQADAAEAAAAFAAgAAQADAAEAAAAFAAwAAQADAAEAAAAJAAwAAQADAAEAAAA=")
|
||||||
tile_set = ExtResource("1_vlccq")
|
tile_set = ExtResource("1_vlccq")
|
||||||
|
|
||||||
[node name="PlayerLayer" type="TileMapLayer" parent="Tileset"]
|
[node name="PlayerLayer" type="TileMapLayer" parent="Tileset"]
|
||||||
|
@ -40,21 +50,9 @@ tile_set = ExtResource("1_vlccq")
|
||||||
|
|
||||||
[node name="PlayerManager" type="Node" parent="."]
|
[node name="PlayerManager" type="Node" parent="."]
|
||||||
script = ExtResource("4_1xqo1")
|
script = ExtResource("4_1xqo1")
|
||||||
food_damage = null
|
|
||||||
temperature_damage = null
|
|
||||||
temperature_endure = null
|
|
||||||
|
|
||||||
[node name="BehaviorTree" type="Node" parent="PlayerManager"]
|
[node name="BehaviorTree" type="Node" parent="PlayerManager"]
|
||||||
script = ExtResource("6_efs30")
|
script = ExtResource("6_efs30")
|
||||||
|
|
||||||
[node name="sl_Root" type="Node" parent="PlayerManager/BehaviorTree"]
|
[node name="sl_Root" type="Node" parent="PlayerManager/BehaviorTree"]
|
||||||
script = ExtResource("7_1jajd")
|
script = ExtResource("7_1jajd")
|
||||||
|
|
||||||
[node name="CanvasLayer" type="CanvasLayer" parent="PlayerManager"]
|
|
||||||
|
|
||||||
[node name="VBoxContainer" type="VBoxContainer" parent="PlayerManager/CanvasLayer"]
|
|
||||||
offset_right = 40.0
|
|
||||||
offset_bottom = 40.0
|
|
||||||
|
|
||||||
[node name="InventoryLabel" type="Label" parent="PlayerManager/CanvasLayer/VBoxContainer"]
|
|
||||||
layout_mode = 2
|
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
class_name Camera
|
class_name Camera
|
||||||
extends Camera2D
|
extends Camera2D
|
||||||
|
|
||||||
@export var border_acceleration: float = 2000.0
|
@export var border_acceleration: float = 0#2000.0
|
||||||
@export var max_speed: float = 500.0
|
@export var max_speed: float = 500.0
|
||||||
@export var inner_border_threshold: float = 60.0
|
@export var inner_border_threshold: float = 60.0
|
||||||
@export var outer_border_threshold: float = 40.0
|
@export var outer_border_threshold: float = 40.0
|
||||||
|
|
|
@ -1,6 +0,0 @@
|
||||||
class_name Item
|
|
||||||
extends Resource
|
|
||||||
|
|
||||||
@export var name: String = ""
|
|
||||||
@export var max_stack: int = 1
|
|
||||||
@export var atlas_coords: Vector2i = Vector2i(-1, -1)
|
|
|
@ -2,9 +2,11 @@ class_name PlayerManager
|
||||||
extends Node
|
extends Node
|
||||||
|
|
||||||
@onready var inventory_label = $CanvasLayer/VBoxContainer/InventoryLabel
|
@onready var inventory_label = $CanvasLayer/VBoxContainer/InventoryLabel
|
||||||
|
|
||||||
@export var food_damage: int = 1
|
@export var food_damage: int = 1
|
||||||
@export var temperature_damage: int = 1
|
@export var temperature_damage: int = 1
|
||||||
@export var temperature_endure: int = 50
|
@export var temperature_endure: int = 50
|
||||||
|
@export var view_distance: int = 50
|
||||||
|
|
||||||
var tilemap_types: TileMapTileTypes = TileMapTileTypes.new()
|
var tilemap_types: TileMapTileTypes = TileMapTileTypes.new()
|
||||||
#
|
#
|
||||||
|
@ -22,165 +24,163 @@ var inventory_slot: Vector2i = tilemap_types.EMPTY
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
call_deferred("defer_ready")
|
call_deferred("defer_ready")
|
||||||
|
|
||||||
|
|
||||||
func defer_ready() -> void:
|
func defer_ready() -> void:
|
||||||
behavior_tree.game_manager = game_manager
|
behavior_tree.game_manager = game_manager
|
||||||
update_board()
|
update_board()
|
||||||
|
|
||||||
|
|
||||||
func _process(delta: float) -> void:
|
func _process(delta: float) -> void:
|
||||||
if Input.is_action_just_pressed("key_3"):
|
if Input.is_action_just_pressed("key_3"):
|
||||||
game_manager.camera.go_to_zooming(game_manager.world.tilemap_player.cell_to_local(board_position), 2)
|
game_manager.camera.go_to_zooming(game_manager.world.tilemap_player.cell_to_local(board_position), 2)
|
||||||
if Input.is_action_just_pressed("key_4"):
|
if Input.is_action_just_pressed("key_5"):
|
||||||
move_to_nearest_tree()
|
pick_up_item(Vector2i(5, 8))
|
||||||
move_to_nearest_bush()
|
pick_up_item(Vector2i(9, 9))
|
||||||
move_to_chest()
|
if Input.is_action_just_pressed("key_4"):
|
||||||
move_to_campfire()
|
var nearest: Vector2i = find_nearest_object(game_manager.world.tilemap_types.OBJECT_COLLECTION_TREE)
|
||||||
move_to_boatpart()
|
# nearest.x = nearest.x - 1
|
||||||
|
walk_towards(nearest)
|
||||||
|
update_board()
|
||||||
|
|
||||||
|
|
||||||
# SECTION: board access/mangement
|
# SECTION: board access/mangement
|
||||||
|
|
||||||
func update_board() -> void:
|
func update_board() -> void:
|
||||||
game_manager.world.tilemap_player.clear_cells()
|
game_manager.world.tilemap_player.clear_cells()
|
||||||
game_manager.world.tilemap_player.set_cell(board_position, tilemap_types.PLAYER)
|
game_manager.world.tilemap_player.set_cell(board_position, tilemap_types.PLAYER)
|
||||||
|
|
||||||
|
|
||||||
# SECTION: inventory system
|
# SECTION: inventory system
|
||||||
|
|
||||||
func pick_up_item(tilemap_pos: Vector2i) -> void:
|
func pick_up_item(tilemap_pos: Vector2i) -> void:
|
||||||
var pick_up_cell: TileData = game_manager.world.tilemap_interactive.get_cell(tilemap_pos)
|
var pick_up_cell: TileData = game_manager.world.tilemap_interactive.get_cell(tilemap_pos)
|
||||||
if not pick_up_cell:
|
if not pick_up_cell:
|
||||||
push_warning("Player trying to pick up item that does not exist at ", tilemap_pos)
|
push_warning("Player trying to pick up item that does not exist at ", tilemap_pos)
|
||||||
return
|
return
|
||||||
|
|
||||||
var pick_up_item_type: Vector2i = game_manager.world.tilemap_interactive.tilemap.get_cell_atlas_coords(tilemap_pos)
|
var pick_up_item_type: Vector2i = game_manager.world.tilemap_interactive.tilemap.get_cell_atlas_coords(tilemap_pos)
|
||||||
|
|
||||||
# Check if the inventory slot is empty
|
# check if tile will transform into another tile upon pickup
|
||||||
if inventory_slot == tilemap_types.EMPTY:
|
var tile_after_pickup_transform = null
|
||||||
inventory_slot = pick_up_item_type
|
if tilemap_types.OBJECT_COLLECTION_BERRY_FILLED_BUSH.has(pick_up_item_type):
|
||||||
game_manager.world.tilemap_interactive.clear_cell(tilemap_pos) # Clear the tilemap
|
tile_after_pickup_transform = tilemap_types.OBJECT_COLLECTION_BERRY_EMPTY_BUSH[0]
|
||||||
print("Picked up item:", pick_up_item_type)
|
|
||||||
else:
|
# check if the inventory slot is empty
|
||||||
# Inventory is full, swap the item
|
if inventory_slot == tilemap_types.EMPTY:
|
||||||
print("Inventory is full. Swapping item:", inventory_slot, "with item:", pick_up_item_type)
|
inventory_slot = pick_up_item_type
|
||||||
game_manager.world.tilemap_interactive.set_cell(tilemap_pos, inventory_slot)
|
if tile_after_pickup_transform:
|
||||||
inventory_slot = pick_up_item_type
|
game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_after_pickup_transform)
|
||||||
|
else:
|
||||||
|
game_manager.world.tilemap_interactive.clear_cell(tilemap_pos)
|
||||||
|
print("Picked up item: ", pick_up_item_type)
|
||||||
|
else:
|
||||||
|
# inventory is full, swap the item
|
||||||
|
print("Inventory is full. Swapping item: ", inventory_slot, " with item: ", pick_up_item_type)
|
||||||
|
if tile_after_pickup_transform:
|
||||||
|
game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_after_pickup_transform)
|
||||||
|
var drop_location: Vector2i = game_manager.world.find_item_drop_location(tilemap_pos)
|
||||||
|
if drop_location != tilemap_types.EMPTY:
|
||||||
|
game_manager.world.tilemap_interactive.set_cell(drop_location, inventory_slot)
|
||||||
|
else:
|
||||||
|
push_warning("Could not find valid drop position for ", inventory_slot)
|
||||||
|
else:
|
||||||
|
game_manager.world.tilemap_interactive.set_cell(tilemap_pos, inventory_slot)
|
||||||
|
inventory_slot = pick_up_item_type
|
||||||
|
|
||||||
|
|
||||||
# SECTION: player movement
|
# SECTION: player movement
|
||||||
|
|
||||||
func walk_towards(position: Vector2i) -> void:
|
func walk_towards(position: Vector2i) -> void:
|
||||||
walk_along(game_manager.world.find_path(board_position, position))
|
var path: Array[Vector2i] = game_manager.world.find_path(board_position, position)
|
||||||
print(game_manager.world.find_path(board_position, position))
|
walk_along(path)
|
||||||
|
|
||||||
|
|
||||||
func walk_along(path: Array[Vector2i]) -> void:
|
func walk_along(path: Array[Vector2i]) -> void:
|
||||||
if len(path) > 1:
|
if len(path) > 1:
|
||||||
var next_position: Vector2i = path[1]
|
var next_position: Vector2i = path[1]
|
||||||
var direction: Vector2i = find_direction(board_position, next_position)
|
var direction: Vector2i = find_direction(board_position, next_position)
|
||||||
move_player(direction)
|
move_player(direction)
|
||||||
|
else:
|
||||||
|
push_warning("walk_along path is empty")
|
||||||
|
|
||||||
|
|
||||||
func move_player(direction: Vector2i) -> void:
|
func move_player(direction: Vector2i) -> void:
|
||||||
var new_position: Vector2 = board_position + direction
|
var new_position: Vector2 = board_position + direction
|
||||||
if game_manager.world.is_walkable(new_position):
|
if game_manager.world.is_walkable(new_position):
|
||||||
board_position = new_position
|
board_position = new_position
|
||||||
print("Moved to:", board_position)
|
else:
|
||||||
update_board()
|
push_warning("Player trying to move to non-walkable position, prevented ", new_position)
|
||||||
else:
|
|
||||||
push_warning("Player trying to move to non-walkable position, prevented ", new_position)
|
|
||||||
|
|
||||||
func move_to_nearest_tree():
|
|
||||||
move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_TREE_1, "tree")
|
|
||||||
|
|
||||||
func move_to_nearest_bush():
|
func find_nearest_object(object_collection: Array[Vector2i]) -> Vector2i:
|
||||||
move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_BERRY_1, "bush")
|
var object_positions: Array[Vector2i] = []
|
||||||
|
|
||||||
func move_to_chest():
|
for obj in object_collection:
|
||||||
move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_CHEST_1, "chest")
|
object_positions.append_array(game_manager.world.tilemap_interactive.get_cells_by_type(obj))
|
||||||
|
|
||||||
func move_to_boatpart():
|
if object_positions.size() == 0:
|
||||||
move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_BOATPART_1, "boat part")
|
push_warning("No " + str(object_collection) + " found!")
|
||||||
|
return tilemap_types.NO_TILE_FOUND
|
||||||
|
|
||||||
# func move_to_boat_building_place():
|
var closest_object: Vector2i = tilemap_types.NO_TILE_FOUND
|
||||||
# move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_BOATPART_BUILDING_PLACE, "boatbuildingplace")
|
var shortest_distance: float = 99999999
|
||||||
|
|
||||||
func move_to_campfire():
|
for position in object_positions:
|
||||||
move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_CAMPFIRE_1, "campfire")
|
var distance: float = game_manager.world.manhattan_distance(board_position, position)
|
||||||
|
if closest_object == tilemap_types.NO_TILE_FOUND or distance < shortest_distance:
|
||||||
|
closest_object = position
|
||||||
|
shortest_distance = distance
|
||||||
|
|
||||||
func move_to_nearest_object(object_type: Vector2i, object_name: String) -> void:
|
print("Find nearest " + str(object_collection) + " at:", closest_object)
|
||||||
# Aktuelle Spielerposition
|
return closest_object
|
||||||
var player_position: Vector2i = board_position
|
|
||||||
|
|
||||||
# Koordinaten aller Objekte des angegebenen Typs suchen
|
|
||||||
var object_positions: Array[Vector2i] = game_manager.world.tilemap_interactive.get_cells_by_type(object_type)
|
|
||||||
|
|
||||||
if object_positions.size() == 0:
|
|
||||||
push_warning("No " + object_name + " found!")
|
|
||||||
return
|
|
||||||
|
|
||||||
# Nächstes Objekt finden
|
|
||||||
var closest_object: Vector2i = object_positions[0]
|
|
||||||
var shortest_distance: float = player_position.distance_to(closest_object)
|
|
||||||
|
|
||||||
for position in object_positions:
|
|
||||||
var distance: float = player_position.distance_to(position)
|
|
||||||
if distance < shortest_distance:
|
|
||||||
closest_object = position
|
|
||||||
shortest_distance = distance
|
|
||||||
|
|
||||||
# Spieler bewegen
|
|
||||||
print("Moving to nearest " + object_name + " at:", closest_object)
|
|
||||||
walk_towards(closest_object)
|
|
||||||
|
|
||||||
|
|
||||||
func find_direction(pos_a: Vector2i, pos_b: Vector2i) -> Vector2i:
|
func find_direction(pos_a: Vector2i, pos_b: Vector2i) -> Vector2i:
|
||||||
var direction: Vector2i = Vector2i(0, 0)
|
var direction: Vector2i = Vector2i(0, 0)
|
||||||
if pos_a.x < pos_b.x:
|
if pos_a.x < pos_b.x:
|
||||||
direction.x = 1
|
direction.x = 1
|
||||||
elif pos_a.x > pos_b.x:
|
elif pos_a.x > pos_b.x:
|
||||||
direction.x = -1
|
direction.x = -1
|
||||||
|
|
||||||
if pos_a.y < pos_b.y:
|
if pos_a.y < pos_b.y:
|
||||||
direction.y = 1
|
direction.y = 1
|
||||||
elif pos_a.y > pos_b.y:
|
elif pos_a.y > pos_b.y:
|
||||||
direction.y = -1
|
direction.y = -1
|
||||||
|
|
||||||
return direction
|
return direction
|
||||||
|
|
||||||
|
|
||||||
# SECTION: game tick
|
# SECTION: game tick
|
||||||
|
|
||||||
func tick_handle_temperature(cell_temperature: int):
|
func tick_handle_temperature(cell_temperature: int):
|
||||||
if cell_temperature == 0:
|
if cell_temperature == 0:
|
||||||
temperature_timer = 0
|
temperature_timer = 0
|
||||||
elif temperature_timer > temperature_endure:
|
elif temperature_timer > temperature_endure:
|
||||||
temperature_timer += cell_temperature
|
temperature_timer += cell_temperature
|
||||||
health -= temperature_damage
|
health -= temperature_damage
|
||||||
|
|
||||||
|
|
||||||
func tick_handle_food():
|
func tick_handle_food():
|
||||||
if food <= 0:
|
if food <= 0:
|
||||||
health -= food_damage
|
health -= food_damage
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
func game_tick() -> void:
|
func game_tick() -> void:
|
||||||
behavior_tree.game_tick()
|
behavior_tree.game_tick()
|
||||||
|
|
||||||
var player_positon_array: Array[Vector2i] = game_manager.world.tilemap_player.get_cells_by_type(tilemap_types.PLAYER)
|
var player_positon_array: Array[Vector2i] = game_manager.world.tilemap_player.get_cells_by_type(tilemap_types.PLAYER)
|
||||||
if len(player_positon_array) > 0:
|
if len(player_positon_array) > 0:
|
||||||
var player_positon: Vector2i = player_positon_array[0]
|
var player_positon: Vector2i = player_positon_array[0]
|
||||||
var cell_temperature: int = game_manager.world.tilemap_temperature.get_custom_data(player_positon, "temperature", 0) as int
|
var cell_temperature: int = game_manager.world.tilemap_temperature.get_custom_data(player_positon, "temperature", 0) as int
|
||||||
tick_handle_temperature(cell_temperature)
|
tick_handle_temperature(cell_temperature)
|
||||||
else:
|
else:
|
||||||
push_error("No player found on tilemap")
|
push_error("No player found on tilemap")
|
||||||
|
|
||||||
tick_handle_food()
|
tick_handle_food()
|
||||||
|
|
||||||
if health < 0:
|
if health < 0:
|
||||||
game_manager.player_health_depleted()
|
game_manager.player_health_depleted()
|
||||||
|
|
||||||
update_board()
|
update_board()
|
||||||
|
|
|
@ -12,16 +12,6 @@ func setup() -> void:
|
||||||
func get_cells_by_type(atlas_coords: Vector2i) -> Array[Vector2i]:
|
func get_cells_by_type(atlas_coords: Vector2i) -> Array[Vector2i]:
|
||||||
return tilemap.get_used_cells_by_id(sid, atlas_coords)
|
return tilemap.get_used_cells_by_id(sid, atlas_coords)
|
||||||
|
|
||||||
func set_cell_custom_data(position: Vector2i, key: String, value: Variant) -> void:
|
|
||||||
var tile_data: TileData = tilemap.get_cell_tile_data(position)
|
|
||||||
if tile_data:
|
|
||||||
tile_data.set_custom_data(key, value)
|
|
||||||
|
|
||||||
func get_cell_custom_data(position: Vector2i, key: String, default_value: Variant) -> Variant:
|
|
||||||
var tile_data: TileData = tilemap.get_cell_tile_data(position)
|
|
||||||
if tile_data:
|
|
||||||
return tile_data.get_custom_data(key)
|
|
||||||
return default_value
|
|
||||||
|
|
||||||
func get_cells_by_custom_data(field_name: String, custom_data: Variant) -> Array[Vector2i]:
|
func get_cells_by_custom_data(field_name: String, custom_data: Variant) -> Array[Vector2i]:
|
||||||
var tiles_with_custom_data: Array = []
|
var tiles_with_custom_data: Array = []
|
||||||
|
|
|
@ -2,9 +2,8 @@ class_name TileMapTileTypes
|
||||||
|
|
||||||
# global values
|
# global values
|
||||||
const EMPTY: Vector2i = Vector2i(-1, -1)
|
const EMPTY: Vector2i = Vector2i(-1, -1)
|
||||||
|
const NO_TILE_FOUND: Vector2i = Vector2i(-999999, -999999)
|
||||||
#Items
|
#
|
||||||
const ITEM_STICK: String = "Stick"
|
|
||||||
# ground, sid = 0
|
# ground, sid = 0
|
||||||
const GROUND_GRASS: Vector2i = Vector2i(0, 0)
|
const GROUND_GRASS: Vector2i = Vector2i(0, 0)
|
||||||
const GROUND_WATER_SHALLOW: Vector2i = Vector2i(1, 0)
|
const GROUND_WATER_SHALLOW: Vector2i = Vector2i(1, 0)
|
||||||
|
@ -15,17 +14,25 @@ const GROUND_SAND: Vector2i = Vector2i(3, 0)
|
||||||
# NI = not interactive
|
# NI = not interactive
|
||||||
const OBJECT_NI_RANDOM_1: Vector2i = Vector2i(0, 0) # testing only, to be removed
|
const OBJECT_NI_RANDOM_1: Vector2i = Vector2i(0, 0) # testing only, to be removed
|
||||||
const OBJECT_NI_RANDOM_2: Vector2i = Vector2i(1, 0) # testing only, to be removed
|
const OBJECT_NI_RANDOM_2: Vector2i = Vector2i(1, 0) # testing only, to be removed
|
||||||
const OBJECT_NI_ROCK_1: Vector2i = Vector2i(2, 0)
|
const OBJECT_NI_ROCK_1: Vector2i = Vector2i(2, 0)
|
||||||
# I = interactive
|
# I = interactive
|
||||||
const OBJECT_I_TREE_1: Vector2i = Vector2i(0, 1)
|
const OBJECT_I_BOAT_ENGINE: Vector2i = Vector2i(0, 1)
|
||||||
const OBJECT_I_CHEST_1: Vector2i = Vector2i(0, 2)
|
const OBJECT_I_FUEL: Vector2i = Vector2i(1, 1)
|
||||||
const OBJECT_I_BERRY_1: Vector2i = Vector2i(0, 3)
|
const OBJECT_I_ANCHOR: Vector2i = Vector2i(2, 1)
|
||||||
const OBJECT_I_CAMPFIRE_1: Vector2i = Vector2i(0, 4)
|
const OBJECT_I_EMPTY_BUSH: Vector2i = Vector2i(3, 0)
|
||||||
const OBJECT_I_BOATPART_1: Vector2i = Vector2i(0, 5)
|
const OBJECT_I_FILLED_BUSH: Vector2i = Vector2i(3, 1)
|
||||||
const OBJECT_I_BOATPART_2: Vector2i = Vector2i(0, 6)
|
const OBJECT_I_TREE_1_TOP: Vector2i = Vector2i(4, 0)
|
||||||
const OBJECT_I_BOATPART_3: Vector2i = Vector2i(0, 7)
|
const OBJECT_I_TREE_1_BOTTOM: Vector2i = Vector2i(4, 1)
|
||||||
#const OBJECT_I_BOATPART_BUILDING_PLACE: Vector2i = Vector2i(0, 8)
|
const OBJECT_I_CHEST: Vector2i = Vector2i(0, 2)
|
||||||
|
const OBJECT_I_GEARS: Vector2i = Vector2i(1, 2)
|
||||||
|
const OBJECT_I_MEDIKIT: Vector2i = Vector2i(2, 2)
|
||||||
|
const OBJECT_I_PADDLE: Vector2i = Vector2i(3, 2)
|
||||||
|
const OBJECT_I_GAS_STOVE: Vector2i = Vector2i(4, 2)
|
||||||
|
# collections
|
||||||
|
const OBJECT_COLLECTION_TREE: Array[Vector2i] = [OBJECT_I_TREE_1_TOP, OBJECT_I_TREE_1_BOTTOM]
|
||||||
|
const OBJECT_COLLECTION_BERRY_FILLED_BUSH: Array[Vector2i] = [OBJECT_I_FILLED_BUSH]
|
||||||
|
const OBJECT_COLLECTION_BERRY_EMPTY_BUSH: Array[Vector2i] = [OBJECT_I_EMPTY_BUSH]
|
||||||
|
#
|
||||||
# temperature, sid = 2
|
# temperature, sid = 2
|
||||||
const TEMPERATURE_NORMAL: Vector2i = Vector2i(-1, -1)
|
const TEMPERATURE_NORMAL: Vector2i = Vector2i(-1, -1)
|
||||||
const TEMPERATURE_COLD_1: Vector2i = Vector2i(0, 0)
|
const TEMPERATURE_COLD_1: Vector2i = Vector2i(0, 0)
|
||||||
|
|
|
@ -8,7 +8,6 @@ var tilemap_player: TileMapLayerAccess = TileMapLayerAccess.new()
|
||||||
var tilemap_temperature: TileMapLayerAccess = TileMapLayerAccess.new()
|
var tilemap_temperature: TileMapLayerAccess = TileMapLayerAccess.new()
|
||||||
#
|
#
|
||||||
var tilemap_types: TileMapTileTypes = TileMapTileTypes.new()
|
var tilemap_types: TileMapTileTypes = TileMapTileTypes.new()
|
||||||
var interactive_tile_items: Dictionary = {}
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
|
@ -28,7 +27,6 @@ func _ready() -> void:
|
||||||
tilemap_interactive.setup()
|
tilemap_interactive.setup()
|
||||||
tilemap_player.setup()
|
tilemap_player.setup()
|
||||||
tilemap_temperature.setup()
|
tilemap_temperature.setup()
|
||||||
print_tree_positions()
|
|
||||||
|
|
||||||
|
|
||||||
# example usage
|
# example usage
|
||||||
|
@ -39,22 +37,19 @@ func _ready() -> void:
|
||||||
# tilemap_ground.set_cell(Vector2i(0, 0), tilemap_types.GROUND_GRASS)
|
# tilemap_ground.set_cell(Vector2i(0, 0), tilemap_types.GROUND_GRASS)
|
||||||
# print(tilemap_ground.local_to_cell(get_local_mouse_position()))
|
# print(tilemap_ground.local_to_cell(get_local_mouse_position()))
|
||||||
|
|
||||||
func print_tree_positions() -> void:
|
func find_item_drop_location(center_pos: Vector2i) -> Vector2i:
|
||||||
var tree_coords = tilemap_types.OBJECT_I_TREE_1 # Die Atlas-Koordinaten des Baums
|
for x in range(center_pos.x - 2, center_pos.x + 2):
|
||||||
var tree_positions = tilemap_interactive.get_cells_by_type(tree_coords)
|
for y in range(center_pos.y - 2, center_pos.y + 2):
|
||||||
|
var check_pos: Vector2i = Vector2i(x, y)
|
||||||
|
if not tilemap_interactive.get_cell(check_pos) and is_walkable(check_pos):
|
||||||
|
return check_pos
|
||||||
|
return Vector2i(-1, -1)
|
||||||
|
|
||||||
if tree_positions.size() == 0:
|
|
||||||
print("Keine Bäume gefunden.")
|
|
||||||
return
|
|
||||||
|
|
||||||
print("Gefundene Bäume:")
|
|
||||||
for position in tree_positions:
|
|
||||||
print("- Baum bei:", position)
|
|
||||||
|
|
||||||
func is_walkable(position: Vector2i) -> bool:
|
func is_walkable(position: Vector2i) -> bool:
|
||||||
var ground_tile_walkable: bool = tilemap_ground.get_custom_data(position, "walkable", false)
|
var ground_tile_walkable: bool = tilemap_ground.get_custom_data(position, "walkable", false)
|
||||||
var non_interactive_walkable: bool = tilemap_non_interactive.get_custom_data(position, "walkable", true)
|
var non_interactive_walkable: bool = tilemap_non_interactive.get_custom_data(position, "walkable", true)
|
||||||
var interactive_walkable: bool = tilemap_interactive.get_custom_data(position, "walkable", true)
|
var interactive_walkable: bool = tilemap_interactive.get_custom_data(position, "walkable", true)
|
||||||
|
|
||||||
return ground_tile_walkable and non_interactive_walkable and interactive_walkable
|
return ground_tile_walkable and non_interactive_walkable and interactive_walkable
|
||||||
|
|
||||||
|
|