End of chapter 6. A lot of problems took to much time to solve. It was good to know better Godot internal mechanism.
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5
scripts/game/maps/map.gd
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5
scripts/game/maps/map.gd
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extends TileMap
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class_name Map
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enum Direction { North, East, South, West }
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scripts/game/maps/map.gd.uid
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scripts/game/maps/map.gd.uid
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uid://dg5n82oyi536p
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@@ -1,27 +1,26 @@
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extends TileMap
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extends Map
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class_name Map2d
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enum TerrainDataTypes { TerrainType }
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func getTerrainDataForTile(layer, data, x, y):
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var tile: TileData = get_cell_tile_data(layer, Vector2i(x, y))
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if tile != null:
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var tile:TileData = get_cell_tile_data(layer, Vector2i(x, y))
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if (tile != null):
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return tile.get_custom_data(TerrainDataTypes.keys()[data])
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else:
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return null
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 39, 17))
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print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 0, 0))
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print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 11, 11))
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print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 6, 9))
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print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 22, 22))
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#func _ready() -> void:
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# print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 39, 17))
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# print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 0, 0))
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# print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 11, 11))
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# print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 6, 9))
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# print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 22, 22))
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#
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#
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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#func _process(delta: float) -> void:
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# pass
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@@ -1,6 +1,4 @@
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extends Map2d
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func _ready() -> void:
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super._ready()
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#func _ready() -> void:
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# super._ready()
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