gai-ca2/project/scripts/tilemap/TileMapLayerAccess.gd

110 lines
3.8 KiB
GDScript

class_name TileMapLayerAccess
extends Node
var tilemap: TileMapLayer = null
var sid: int = 0
func setup() -> void:
pass
func get_cells_by_type(atlas_coords: Vector2i) -> Array[Vector2i]:
return tilemap.get_used_cells_by_id(sid, atlas_coords)
func get_cells_by_type_collection(
atlas_coords: Array[Vector2i],
center: Vector2i = Vector2i(-1, -1), max_distance: int = 99999999
) -> Array[Vector2i]:
var tiles_with_type: Array[Vector2i] = []
for coords in atlas_coords:
tiles_with_type.append_array(get_cells_by_type(coords))
if max_distance < 99999999:
var filtered_tiles: Array[Vector2i] = []
for tile in tiles_with_type:
if TilemapNavigation.manhattan_distance(center, tile, true) <= max_distance:
filtered_tiles.append(tile)
return filtered_tiles
return tiles_with_type
func get_cells_by_custom_data(field_name: String, custom_data: Variant) -> Array[Vector2i]:
var tiles_with_custom_data: Array = []
for coords in tilemap.get_used_cells():
var tile_data: TileData = tilemap.get_cell_tile_data(coords)
if tile_data.get_custom_data(field_name) == custom_data:
tiles_with_custom_data.append(coords)
return tiles_with_custom_data
func get_custom_data(coords: Vector2i, field_name: String, default_value: Variant) -> Variant:
var tile_data: TileData = tilemap.get_cell_tile_data(coords)
if not tile_data:
return default_value
return tile_data.get_custom_data(field_name)
func get_cells(positions: Array[Vector2i]) -> Array[TileData]:
var tiles: Array = []
for coords in positions:
tiles.append(tilemap.get_cell_tile_data(coords))
return tiles
func get_cell(position: Vector2i) -> TileData:
return tilemap.get_cell_tile_data(position)
func get_cell_atlas_coords(position: Vector2i) -> Vector2i:
return tilemap.get_cell_atlas_coords(position)
func set_cell(position: Vector2i, atlas_coords: Vector2i) -> void:
tilemap.set_cell(position, sid, atlas_coords)
func clear_cell(position: Vector2i) -> void:
tilemap.set_cell(position, -1)
func clear_cells() -> void:
for coords in tilemap.get_used_cells():
tilemap.set_cell(coords, -1)
func local_to_cell(global_position: Vector2) -> Vector2i:
return tilemap.local_to_map(global_position)
func cell_to_local(cell_position: Vector2i) -> Vector2:
return tilemap.map_to_local(cell_position)
func fill_area(start: Vector2i, end: Vector2i, atlas_coords: Vector2i) -> void:
for x in range(start.x, end.x + 1):
for y in range(start.y, end.y + 1):
tilemap.set_cell(Vector2i(x, y), sid, atlas_coords)
func fill_circle(center: Vector2i, radius: int, atlas_coords: Vector2i) -> void:
for x in range(center.x - radius, center.x + radius + 1):
for y in range(center.y - radius, center.y + radius + 1):
if center.distance_to(Vector2i(x, y)) <= radius:
tilemap.set_cell(Vector2i(x, y), sid, atlas_coords)
func fill_ellipse(center: Vector2i, radius_x: int, radius_y: int, atlas_coords: Vector2i) -> void:
for x in range(center.x - radius_x, center.x + radius_x + 1):
for y in range(center.y - radius_y, center.y + radius_y + 1):
if (pow(x - center.x, 2) / pow(radius_x, 2) + pow(y - center.y, 2) / pow(radius_y, 2)) <= 1:
tilemap.set_cell(Vector2i(x, y), sid, atlas_coords)
func get_cell_texture(coord: Vector2i) -> Texture:
var source: TileSetAtlasSource = tilemap.tile_set.get_source(sid) as TileSetAtlasSource
var rect: Rect2i = source.get_tile_texture_region(coord)
var image: Image = source.texture.get_image()
var tile_image: Image = image.get_region(rect)
return ImageTexture.create_from_image(tile_image)