Working on tilemap
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4d6ac271c0
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@ -17,8 +17,7 @@ func load_scene(map_data):
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map_name = map_data
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var scene = load(map_data+".tscn")
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print("MAP NAME ",map_data+".tscn")
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var map = scene.instance()
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return map
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return scene.instance()
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func AddInventoryItem(itemid, amount):
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for x in range(40):
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@ -4,11 +4,10 @@ const GRAVITY = 0.0
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const WALK_SPEED = 200
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const interaction_circle_size = 150
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#onready var background_map = get_node("/root/base_scene/background")
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onready var background_map = get_parent().get_node("background")
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#onready var background_map = get_node("background")
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onready var vegetation_map = get_parent().get_node("vegetation")
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onready var interaction_map = get_parent().get_node("interaction_map")
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onready var player_interaction_map = get_parent().get_node("player_interaction")
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onready var background_map = get_node("../background")
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onready var vegetation_map = get_node("../vegetation")
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onready var interaction_map = get_node("../interaction_map")
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onready var player_interaction_map = get_node("../player_interaction")
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onready var cell_size = background_map._get_cell_size()
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var velocity = Vector2()
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@ -42,11 +41,18 @@ func _physics_process(delta):
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Global.current_camera.Update()
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func InteractWithCell():
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for _i in self.get_children():
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print(_i)
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print(background_map)
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print(interaction_map)
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var plant_cell_mouse = interaction_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[0] / cell_size.y))
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for _i in self.get_parent().get_children():
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print("Nodes visible ",_i)
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if _i is TileMap:
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print("Checking ", _i)
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for x in 300:
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for y in 300:
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if _i.get_cell(x, y) != -1:
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print(_i.get_cell(x, y))
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# else:
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# _i.set_cell(x, y, 1)
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var plant_cell_mouse = interaction_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y))
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var plant_cell_character = interaction_map.get_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y))
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var background_cell = background_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y))
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@ -54,12 +60,12 @@ func InteractWithCell():
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print("plant cell mouse line 1: ", interaction_map.get_cell(12, 36))
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print('plant_cell_mouse=',plant_cell_mouse,' | plant_cell_character=', plant_cell_character,' | background_cell=', background_cell,' | interaction_cell=',interaction_cell)
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GlobalGameFunctions.SoundOnInteraction(self, "standard")
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if plant_cell_mouse > 0 and plant_cell_mouse % 2 == 0:
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Global.AddInventoryItem(plant_cell_mouse/2, 1)
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interaction_map.set_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y), (plant_cell_mouse-1))
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AnimationOnInteraction(1)
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GlobalGameFunctions.SoundOnInteraction(self, "standard")
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Global.Save()
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elif plant_cell_character > 0 and plant_cell_character % 2 == 0:
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Global.AddInventoryItem(plant_cell_character/2, 1)
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@ -1,14 +1,7 @@
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extends TouchScreenButton
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#func _input(always):
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func _physics_process(delta):
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if Input.is_action_pressed("move_left") and Input.is_action_pressed("move_right"):
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show()
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elif Input.is_action_pressed("ui_end"):
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hide()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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@ -10,9 +10,9 @@ func _unhandled_input(event):
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var pl_pos = player.position
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var pl_pos_tile = Vector2(pl_pos.x / cell_size.x, pl_pos.y / cell_size.y)
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var pl_tile = get_cellv(pl_pos_tile)
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if event == Input.action_press("map_interaction"):
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if(pl_tile != -1):
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set_cellv(pl_pos_tile, -1)
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# if event == Input.action_press("map_interaction"):
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# if(pl_tile != -1):
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# set_cellv(pl_pos_tile, -1)
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func _on_Settings_pressed():
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Global.GoToScene("menu")
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