building templated
added corruption changed tile placement to base obj
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23
scripts/Base.gd
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23
scripts/Base.gd
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extends Node2D
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class_name Base
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@export var world_grid: TileMap
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var grid_loc
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var i = 1
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const curruption_directions := [Vector2i.LEFT, Vector2i.RIGHT, Vector2i.UP, Vector2i.DOWN]
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var corruption_tiles: Array[Vector2i] = []
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func _ready():
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grid_loc = world_grid.local_to_map(position)
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corruption_tiles.append(grid_loc)
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world_grid.set_cell(Constants.TilemapLayers.BUILDINGS, grid_loc, 0, Vector2i(17,7))
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func _on_expand_timer_timeout():
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var corrupt_tile = corruption_tiles.pick_random() + self.curruption_directions.pick_random()
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while corruption_tiles.has(corrupt_tile):
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corrupt_tile = corruption_tiles.pick_random() + self.curruption_directions.pick_random()
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corruption_tiles.append(corrupt_tile)
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world_grid.set_cells_terrain_connect(Constants.TilemapLayers.ENVIRONMENT, corruption_tiles, 0, 0)
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i += 1
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@@ -1,8 +1,12 @@
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extends Node2D
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@onready var world_grid = $"../world_grid"
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var base = preload("res://scene/base.tscn")
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func _unhandled_input(event):
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if event is InputEventMouseButton and event.is_pressed() and event.button_index == MOUSE_BUTTON_LEFT:
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prints(event.position, get_global_mouse_position(), world_grid.local_to_map(event.position), get_global_mouse_position(), world_grid.local_to_map(get_global_mouse_position()))
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world_grid.set_cell(2, world_grid.local_to_map(get_global_mouse_position()), 0, Vector2i(16,2))
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var build = base.instantiate()
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build.position = get_global_mouse_position()
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build.world_grid = world_grid
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add_child(build)
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#world_grid.set_cell(2, world_grid.local_to_map(get_global_mouse_position()), 0, Vector2i(16,2))
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9
scripts/constants.gd
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9
scripts/constants.gd
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extends Node
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class_name Constants
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enum TilemapLayers {
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GROUND = 0,
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CURSOR = 1,
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ENVIRONMENT = 2,
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BUILDINGS = 3,
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}
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