feat: made antProgramming dynamic
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@ -1,5 +1,4 @@
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UI -> toggleButton so camera follows ant
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-> reset camera button
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-> pause button
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customizable tile->dir->color logic (im thinking we do a dict: {tileState, (newDir, newTileCol)})
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dynamically generate tile colours (using a big palette for indexing maybe?) this probably needs to be a shader.
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@ -4,7 +4,7 @@ var pos: Vector2i = Vector2i(0,0)
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var dir: TileSet.CellNeighbor = TileSet.CELL_NEIGHBOR_RIGHT_SIDE
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@onready var tiles: TileMapLayer = get_node("../TileMapLayer")
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var next_dir: Dictionary = {
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var cur_dir: Dictionary = {
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0: TileSet.CELL_NEIGHBOR_RIGHT_SIDE,
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1: TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE,
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2: TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE,
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@ -22,43 +22,41 @@ var cur_int: Dictionary = {
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TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE: 5,
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}
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var antProgram: Dictionary = {
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0: Vector2i(-2, 1),
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1: Vector2i(0, 2),
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2: Vector2i(0, 3),
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3: Vector2i(-1, 4),
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4: Vector2i(-2, 5),
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5: Vector2i(-1, 0),
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}
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func getNextStep(tile: int) -> Vector2i:
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return antProgram.get(tile, Vector2i(0,0))
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func _ready() -> void:
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self.set_z_index(1)
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self.set_frame(cur_int[dir])
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tiles.set_tile(pos, (tiles.get_tile_colour(pos))) # TODO: should probably use another dictionary
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move()
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tiles.set_tile(pos, tiles.get_tile_colour(pos))
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move(dir)
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# update loop:
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# move in dir
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# get tile col, change dir based on col
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# paint tile col
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func update() -> void:
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var tile: int = tiles.get_tile_colour(pos)
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var newFrame: int = cur_int[dir]
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# TODO: turn into dict{tileCol, (nextDir, paintCol)} customizable
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match tile:
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0:
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newFrame = (newFrame + 5) % tiles.numTiles
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1:
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newFrame = (newFrame + 4) % tiles.numTiles
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2:
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newFrame = (newFrame + 0) % tiles.numTiles
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3:
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newFrame = (newFrame + 0) % tiles.numTiles
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4:
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newFrame = (newFrame + 5) % tiles.numTiles
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5:
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newFrame = (newFrame + 4) % tiles.numTiles
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_:
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pass
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dir = next_dir[newFrame]
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move()
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move(dir)
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pos = tiles.get_neighbor_cell(pos, dir)
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tile = tiles.get_tile_colour(pos)
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tiles.set_tile(pos, (tile + 1) % tiles.numTiles) # TODO: should probably use another dictionary
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self.set_frame(newFrame)
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func move() -> void:
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var tile: int = tiles.get_tile_colour(pos)
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var res = getNextStep(tile)
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dir = cur_dir[(cur_int[dir] + tiles.numTiles + res.x) % tiles.numTiles]
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self.set_frame(dir)
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tiles.set_tile(pos, res.y % tiles.numTiles)
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func move(to: TileSet.CellNeighbor) -> void:
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var delta: Vector2
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match dir:
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match to:
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TileSet.CELL_NEIGHBOR_RIGHT_SIDE:
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delta = Vector2(tiles.texSize.x, 0)
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TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE:
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@ -1,11 +1,10 @@
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extends Node2D
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@export var stepSize: float = 2
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@export var ant: Sprite2D
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@export var tiles: TileMapLayer
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var t: float = -1
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var paused: bool = false
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@export var stepSize: float = 20
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@export var ant: Sprite2D
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@export var tiles: TileMapLayer
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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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pass
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@ -19,6 +18,6 @@ func _process(delta: float) -> void:
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if paused: return
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t += delta
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if (t > stepSize/100):
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if (t > stepSize/1000):
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t = 0
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ant.update()
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