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7 Commits

Author SHA1 Message Date
Yan Wittmann ad3023cc44 PR review 2025-01-08 18:24:01 +01:00
Yan Wittmann 996ec1a297 Merge branch 'refs/heads/main' into Interacable-Items
# Conflicts:
#	project/assets/tilemap/tilemaps/tilemap_objects.png
#	project/scripts/tilemap/TileMapTileTypes.gd
2025-01-08 17:52:35 +01:00
Dominik Koschik b5b016d5d6 Merge pull request 'assets' (#3) from assets into main
Reviewed-on: #3
2025-01-08 17:35:28 +01:00
2021587 37f198bc95 Added sprites tiles need reconfiguration (what to do with alternate textures) 2025-01-08 01:30:55 +01:00
Dominik Koschik 2d03502722 added stone,tree and fire assets 2025-01-07 18:22:02 +01:00
Dominik Koschik 83c815937f added stone,tree and fire assets 2025-01-07 18:19:19 +01:00
Dominik Koschik 808efedd5e added stone,tree and fire assets 2025-01-07 18:13:58 +01:00
61 changed files with 177 additions and 2477 deletions

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@ -14,6 +14,16 @@ script = ExtResource("1_eeg2d")
[node name="Camera2D" type="Camera2D" parent="."]
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="."]
script = ExtResource("1_k0rw8")
@ -28,7 +38,7 @@ tile_set = ExtResource("1_vlccq")
[node name="InteractiveObjectsLayer" type="TileMapLayer" parent="Tileset"]
scale = Vector2(0.979337, 1.0577)
tile_map_data = PackedByteArray("AAASABYAAQAAAAEAAAAWAAoAAQAAAAEAAAALABkAAQAAAAIAAAATABwAAQAAAAMAAAASAA8AAQAAAAMAAAAQAAUAAQAAAAMAAAAhAAkAAQAAAAMAAAAKABkAAQAAAAQAAABEACIAAQAAAAUAAABsADUAAQAAAAYAAABwAA8AAQAAAAcAAAA=")
tile_map_data = PackedByteArray("AAASABYAAQAAAAEAAAAWAAoAAQAAAAEAAAALABkAAQAAAAIAAAATABwAAQAAAAMAAAASAA8AAQAAAAMAAAAQAAUAAQAAAAMAAAAhAAkAAQAAAAMAAAAKABkAAQAAAAQAAABEACIAAQAAAAUAAABsADUAAQAAAAYAAABwAA8AAQAAAAcAAAAUAAYAAQADAAEAAAAXAAYAAQADAAAAAAARAAYAAQAEAAAAAAAJAAkAAQADAAEAAAAFAAgAAQADAAEAAAAFAAwAAQADAAEAAAAJAAwAAQADAAEAAAA=")
tile_set = ExtResource("1_vlccq")
[node name="PlayerLayer" type="TileMapLayer" parent="Tileset"]
@ -40,21 +50,9 @@ tile_set = ExtResource("1_vlccq")
[node name="PlayerManager" type="Node" parent="."]
script = ExtResource("4_1xqo1")
food_damage = null
temperature_damage = null
temperature_endure = null
[node name="BehaviorTree" type="Node" parent="PlayerManager"]
script = ExtResource("6_efs30")
[node name="sl_Root" type="Node" parent="PlayerManager/BehaviorTree"]
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

View File

@ -1,7 +1,7 @@
class_name Camera
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 inner_border_threshold: float = 60.0
@export var outer_border_threshold: float = 40.0

View File

@ -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)

View File

@ -2,9 +2,11 @@ class_name PlayerManager
extends Node
@onready var inventory_label = $CanvasLayer/VBoxContainer/InventoryLabel
@export var food_damage: int = 1
@export var temperature_damage: int = 1
@export var temperature_endure: int = 50
@export var view_distance: int = 50
var tilemap_types: TileMapTileTypes = TileMapTileTypes.new()
#
@ -33,12 +35,15 @@ func defer_ready() -> void:
func _process(delta: float) -> void:
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)
if Input.is_action_just_pressed("key_5"):
pick_up_item(Vector2i(5, 8))
pick_up_item(Vector2i(9, 9))
if Input.is_action_just_pressed("key_4"):
move_to_nearest_tree()
move_to_nearest_bush()
move_to_chest()
move_to_campfire()
move_to_boatpart()
var nearest: Vector2i = find_nearest_object(game_manager.world.tilemap_types.OBJECT_COLLECTION_TREE)
# nearest.x = nearest.x - 1
walk_towards(nearest)
update_board()
# SECTION: board access/mangement
@ -57,14 +62,30 @@ func pick_up_item(tilemap_pos: Vector2i) -> void:
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
var tile_after_pickup_transform = null
if tilemap_types.OBJECT_COLLECTION_BERRY_FILLED_BUSH.has(pick_up_item_type):
tile_after_pickup_transform = tilemap_types.OBJECT_COLLECTION_BERRY_EMPTY_BUSH[0]
# check if the inventory slot is empty
if inventory_slot == tilemap_types.EMPTY:
inventory_slot = pick_up_item_type
game_manager.world.tilemap_interactive.clear_cell(tilemap_pos) # Clear the tilemap
if tile_after_pickup_transform:
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
# 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
@ -72,67 +93,48 @@ func pick_up_item(tilemap_pos: Vector2i) -> void:
# SECTION: player movement
func walk_towards(position: Vector2i) -> void:
walk_along(game_manager.world.find_path(board_position, position))
print(game_manager.world.find_path(board_position, position))
var path: Array[Vector2i] = game_manager.world.find_path(board_position, position)
walk_along(path)
func walk_along(path: Array[Vector2i]) -> void:
if len(path) > 1:
var next_position: Vector2i = path[1]
var direction: Vector2i = find_direction(board_position, next_position)
move_player(direction)
else:
push_warning("walk_along path is empty")
func move_player(direction: Vector2i) -> void:
var new_position: Vector2 = board_position + direction
if game_manager.world.is_walkable(new_position):
board_position = new_position
print("Moved to:", board_position)
update_board()
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():
move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_BERRY_1, "bush")
func find_nearest_object(object_collection: Array[Vector2i]) -> Vector2i:
var object_positions: Array[Vector2i] = []
func move_to_chest():
move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_CHEST_1, "chest")
func move_to_boatpart():
move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_BOATPART_1, "boat part")
# func move_to_boat_building_place():
# move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_BOATPART_BUILDING_PLACE, "boatbuildingplace")
func move_to_campfire():
move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_CAMPFIRE_1, "campfire")
func move_to_nearest_object(object_type: Vector2i, object_name: String) -> void:
# Aktuelle Spielerposition
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)
for obj in object_collection:
object_positions.append_array(game_manager.world.tilemap_interactive.get_cells_by_type(obj))
if object_positions.size() == 0:
push_warning("No " + object_name + " found!")
return
push_warning("No " + str(object_collection) + " found!")
return tilemap_types.NO_TILE_FOUND
# Nächstes Objekt finden
var closest_object: Vector2i = object_positions[0]
var shortest_distance: float = player_position.distance_to(closest_object)
var closest_object: Vector2i = tilemap_types.NO_TILE_FOUND
var shortest_distance: float = 99999999
for position in object_positions:
var distance: float = player_position.distance_to(position)
if distance < shortest_distance:
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
# Spieler bewegen
print("Moving to nearest " + object_name + " at:", closest_object)
walk_towards(closest_object)
print("Find nearest " + str(object_collection) + " at:", closest_object)
return closest_object
func find_direction(pos_a: Vector2i, pos_b: Vector2i) -> Vector2i:
@ -165,8 +167,6 @@ func tick_handle_food():
health -= food_damage
func game_tick() -> void:
behavior_tree.game_tick()

View File

@ -12,16 +12,6 @@ func setup() -> void:
func get_cells_by_type(atlas_coords: Vector2i) -> Array[Vector2i]:
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]:
var tiles_with_custom_data: Array = []

View File

@ -2,9 +2,8 @@ class_name TileMapTileTypes
# global values
const EMPTY: Vector2i = Vector2i(-1, -1)
#Items
const ITEM_STICK: String = "Stick"
const NO_TILE_FOUND: Vector2i = Vector2i(-999999, -999999)
#
# ground, sid = 0
const GROUND_GRASS: Vector2i = Vector2i(0, 0)
const GROUND_WATER_SHALLOW: Vector2i = Vector2i(1, 0)
@ -17,15 +16,23 @@ const OBJECT_NI_RANDOM_1: Vector2i = Vector2i(0, 0) # testing only, to be remove
const OBJECT_NI_RANDOM_2: Vector2i = Vector2i(1, 0) # testing only, to be removed
const OBJECT_NI_ROCK_1: Vector2i = Vector2i(2, 0)
# I = interactive
const OBJECT_I_TREE_1: Vector2i = Vector2i(0, 1)
const OBJECT_I_CHEST_1: Vector2i = Vector2i(0, 2)
const OBJECT_I_BERRY_1: Vector2i = Vector2i(0, 3)
const OBJECT_I_CAMPFIRE_1: Vector2i = Vector2i(0, 4)
const OBJECT_I_BOATPART_1: Vector2i = Vector2i(0, 5)
const OBJECT_I_BOATPART_2: Vector2i = Vector2i(0, 6)
const OBJECT_I_BOATPART_3: Vector2i = Vector2i(0, 7)
#const OBJECT_I_BOATPART_BUILDING_PLACE: Vector2i = Vector2i(0, 8)
const OBJECT_I_BOAT_ENGINE: Vector2i = Vector2i(0, 1)
const OBJECT_I_FUEL: Vector2i = Vector2i(1, 1)
const OBJECT_I_ANCHOR: Vector2i = Vector2i(2, 1)
const OBJECT_I_EMPTY_BUSH: Vector2i = Vector2i(3, 0)
const OBJECT_I_FILLED_BUSH: Vector2i = Vector2i(3, 1)
const OBJECT_I_TREE_1_TOP: Vector2i = Vector2i(4, 0)
const OBJECT_I_TREE_1_BOTTOM: Vector2i = Vector2i(4, 1)
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
const TEMPERATURE_NORMAL: Vector2i = Vector2i(-1, -1)
const TEMPERATURE_COLD_1: Vector2i = Vector2i(0, 0)

View File

@ -8,7 +8,6 @@ var tilemap_player: TileMapLayerAccess = TileMapLayerAccess.new()
var tilemap_temperature: TileMapLayerAccess = TileMapLayerAccess.new()
#
var tilemap_types: TileMapTileTypes = TileMapTileTypes.new()
var interactive_tile_items: Dictionary = {}
func _ready() -> void:
@ -28,7 +27,6 @@ func _ready() -> void:
tilemap_interactive.setup()
tilemap_player.setup()
tilemap_temperature.setup()
print_tree_positions()
# example usage
@ -39,17 +37,14 @@ func _ready() -> void:
# tilemap_ground.set_cell(Vector2i(0, 0), tilemap_types.GROUND_GRASS)
# print(tilemap_ground.local_to_cell(get_local_mouse_position()))
func print_tree_positions() -> void:
var tree_coords = tilemap_types.OBJECT_I_TREE_1 # Die Atlas-Koordinaten des Baums
var tree_positions = tilemap_interactive.get_cells_by_type(tree_coords)
func find_item_drop_location(center_pos: Vector2i) -> Vector2i:
for x in range(center_pos.x - 2, center_pos.x + 2):
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:
var ground_tile_walkable: bool = tilemap_ground.get_custom_data(position, "walkable", false)