107 lines
3.8 KiB
GDScript
107 lines
3.8 KiB
GDScript
extends TileMap
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class_name Board
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var tile_by_name := {}
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var layer_by_name := {}
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@export var state_layer: String = "States"
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@export var board_layer: String = "Board"
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@export var state_name: String = "Name"
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@export var empty_state: String = "Empty"
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var off_limits: String = ""
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@export var active: bool = true
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func _ready():
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print("Initializing board...")
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_index_atlas_coordinates_by_name()
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_index_layers_by_name()
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$Highlight.size = tile_set.tile_size
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print("Tiles: ", ", ".join(tile_by_name.keys()))
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func get_state(grid_pos: Vector2) -> String:
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var state_tile_data: TileData = self.get_cell_tile_data(layer_by_name[state_layer], grid_pos)
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var board_tile_data: TileData = self.get_cell_tile_data(layer_by_name[board_layer], grid_pos)
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if not board_tile_data:
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return off_limits
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if not state_tile_data or not state_tile_data.get_custom_data(state_name):
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return empty_state
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return state_tile_data.get_custom_data(state_name)
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func set_state(grid_pos: Vector2, state: String) -> bool:
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if get_state(grid_pos) != empty_state:
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return false
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self.set_cell(layer_by_name[state_layer], grid_pos, tile_by_name[state]["source_id"], tile_by_name[state]["atlas_coords"])
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return true
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func global_to_map(global_pos: Vector2) -> Vector2:
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return self.local_to_map(self.to_local(global_pos))
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func gridpos_at_mouse() -> Vector2:
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return global_to_map(get_viewport().get_mouse_position())
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func reset() -> void:
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for cell in get_used_cells(layer_by_name[state_layer]):
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set_cell(layer_by_name[state_layer], cell, -1)
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func _index_atlas_coordinates_by_name():
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var tileset = self.tile_set
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for source_index in range(tileset.get_source_count()):
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var source_id = tileset.get_source_id(source_index)
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var atlas:TileSetAtlasSource = tileset.get_source(source_id)
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for tile_index in range(atlas.get_tiles_count()):
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var atlas_coords = atlas.get_tile_id(tile_index)
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var tile_data : TileData = atlas.get_tile_data(atlas_coords, 0)
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if tile_data and tile_data.get_custom_data(state_name):
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tile_by_name[tile_data.get_custom_data(state_name)] = {
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"source_id": source_id,
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"atlas_coords": atlas_coords
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}
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func _index_layers_by_name():
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for i in range(get_layers_count()):
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layer_by_name[get_layer_name(i)] = i
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func _calculate_drop_pos(grid_pos: Vector2) -> Vector2:
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var x_coord = floor(grid_pos.x) # Round down to get the grid cell
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var y_coord
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# Check each row from bottom to top for an empty space
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for i in range(6, -1, -1): # Iterate from bottom to top
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if self.get_state(Vector2(x_coord, i)) == self.empty_state:
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y_coord = i
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break # Exit the loop once an empty space is found
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else: i = i - 1
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return Vector2(x_coord, y_coord)
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#Löscht eine Zeile nach dem Glücksrad ereignis
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func delete_column(column: int) -> void:
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for j in range((column - 3), -1, -1):
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for i in range(-2, 4, 1):
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var tile_map_layer = 1
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var tile_map_cell_position = Vector2i(i,j)
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var tile_data = self.get_cell_tile_data(tile_map_layer, tile_map_cell_position)
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if tile_data:
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var tile_map_cell_source_id = self.get_cell_source_id(tile_map_layer, tile_map_cell_position);
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var tile_map_cell_atlas_coords = self.get_cell_atlas_coords(tile_map_layer, tile_map_cell_position)
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var tile_map_cell_alternative = self.get_cell_alternative_tile(tile_map_layer, tile_map_cell_position)
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var new_tile_map_cell_position = Vector2i(i, j + 1)
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self.set_cell(tile_map_layer, new_tile_map_cell_position, tile_map_cell_source_id, tile_map_cell_atlas_coords, tile_map_cell_alternative)
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else:
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#Falls kein Inhalt, leer setzten
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self.set_cell(tile_map_layer, Vector2i(i, j + 1))
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func delete_row(row: int) -> void:
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var tile_map_layer = 1
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for i in range(6):
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#Inhalt leer setzten (row -3 damit es mit 1 - 6 funktioniert)
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self.set_cell(tile_map_layer, Vector2i(row - 3, i))
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