End of chapter 6. A lot of problems took to much time to solve. It was good to know better Godot internal mechanism.

This commit is contained in:
2025-04-06 18:07:29 -03:00
parent 909c385dee
commit db55b2af02
21 changed files with 202 additions and 70 deletions

5
scripts/game/maps/map.gd Normal file
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extends TileMap
class_name Map
enum Direction { North, East, South, West }

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uid://dg5n82oyi536p

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@@ -1,27 +1,26 @@
extends TileMap
extends Map
class_name Map2d
enum TerrainDataTypes { TerrainType }
func getTerrainDataForTile(layer, data, x, y):
var tile: TileData = get_cell_tile_data(layer, Vector2i(x, y))
if tile != null:
var tile:TileData = get_cell_tile_data(layer, Vector2i(x, y))
if (tile != null):
return tile.get_custom_data(TerrainDataTypes.keys()[data])
else:
return null
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 39, 17))
print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 0, 0))
print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 11, 11))
print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 6, 9))
print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 22, 22))
#func _ready() -> void:
# print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 39, 17))
# print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 0, 0))
# print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 11, 11))
# print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 6, 9))
# print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 22, 22))
#
#
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
#func _process(delta: float) -> void:
# pass

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@@ -1,6 +1,4 @@
extends Map2d
func _ready() -> void:
super._ready()
#func _ready() -> void:
# super._ready()