feat: reorganized logic + camera
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parent
bee8cdeeef
commit
fa6e5d9582
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@ -0,0 +1,5 @@
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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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@ -17,31 +17,35 @@ var cur_int: Dictionary = {
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TileSet.CELL_NEIGHBOR_RIGHT_SIDE: 0,
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TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE: 1,
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TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE: 2,
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TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE: 3,
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TileSet.CELL_NEIGHBOR_LEFT_SIDE: 4,
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TileSet.CELL_NEIGHBOR_LEFT_SIDE: 3,
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TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE: 4,
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TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE: 5,
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}
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func _ready() -> void:
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set_frame(1)
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set_z_index(1)
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tiles.set_tile(pos, (tiles.get_tile_colour(pos) + 1) % 2) # TODO: should probably use another dictionary
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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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func update() -> void:
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var tile: int = tiles.get_tile_colour(pos)
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print("tile %s" % tile)
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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 + 1) % 6
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newFrame = (newFrame + 5) % tiles.numTiles
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1:
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newFrame = (newFrame + 1) % 6
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newFrame = (newFrame + 4) % tiles.numTiles
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2:
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newFrame = (newFrame + 1) % 6
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newFrame = (newFrame + 0) % tiles.numTiles
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3:
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newFrame = (newFrame + 5) % 6
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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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@ -49,24 +53,24 @@ func update() -> void:
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move()
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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) % 4) # TODO: should probably use another dictionary
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set_frame(newFrame)
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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 delta: Vector2
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match dir:
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TileSet.CELL_NEIGHBOR_RIGHT_SIDE:
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delta = Vector2(32, 0)
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delta = Vector2(tiles.texSize.x, 0)
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TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE:
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delta = Vector2(16, 24)
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delta = Vector2(tiles.texSize.x/2, tiles.texSize.y/4*3)
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TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE:
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delta = Vector2(-16, 24)
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delta = Vector2(-tiles.texSize.x/2, tiles.texSize.y/4*3)
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TileSet.CELL_NEIGHBOR_LEFT_SIDE:
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delta = Vector2(-32, 0)
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delta = Vector2(-tiles.texSize.x, 0)
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TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE:
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delta = Vector2(-16, -24)
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delta = Vector2(-tiles.texSize.x/2, -tiles.texSize.y/4*3)
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TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE:
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delta = Vector2(16, -24)
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delta = Vector2(tiles.texSize.x/2, -tiles.texSize.y/4*3)
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_:
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delta = Vector2(0,0)
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translate(delta)
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self.translate(delta)
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@ -0,0 +1,41 @@
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extends Camera2D
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@export var minZoom := 0.1
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@export var maxZoom := 2.0
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@export var zoomFactor := 0.1
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@export var zoomDuration := 0.2
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var zoomLevel: float = 1
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var dragging: bool = false
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func _ready():
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pass
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func _input(event):
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if event.is_action_pressed("zoomIn"):
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setZoomLevel(zoomLevel + zoomFactor)
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elif event.is_action_pressed("zoomOut"):
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setZoomLevel(zoomLevel - zoomFactor)
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elif event.is_action_pressed("resetCamera"):
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reset()
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func _unhandled_input(event):
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if event is InputEventMouseButton:
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if event.get_button_index() == 1:
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dragging = event.is_pressed()
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elif event is InputEventMouseMotion:
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if dragging:
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self.global_position -= event.get_relative() * 1/zoomLevel
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func setZoomLevel(level: float, mouse_world_position = self.get_global_mouse_position()):
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var old_zoomLevel = zoomLevel
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zoomLevel = clampf(level, minZoom, maxZoom)
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var direction = (mouse_world_position - global_position)
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var new_position = self.global_position + direction - ((direction) / (zoomLevel/old_zoomLevel))
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zoom = Vector2(zoomLevel, zoomLevel)
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self.global_position = new_position
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func reset():
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self.global_position = Vector2(0, 0)
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@ -0,0 +1 @@
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uid://bqjbnbfd7jlob
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@ -1,19 +1,24 @@
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extends Node2D
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var t: float = 0
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@export var speed: float = 58
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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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# 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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func _input(event):
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if event.is_action_pressed("togglePause"):
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paused = !paused
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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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if paused: return
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t += delta
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if (t > 60-speed):
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if (t > stepSize/100):
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t = 0
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ant.update()
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#tiles.render_next()
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@ -1,10 +1,11 @@
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[gd_scene load_steps=8 format=3 uid="uid://b6xi32r3co6md"]
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[gd_scene load_steps=9 format=3 uid="uid://b6xi32r3co6md"]
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[ext_resource type="Script" uid="uid://by3d3t5ymxl3m" path="res://grid.gd" id="1_bghhw"]
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[ext_resource type="Script" uid="uid://b6ll30b7xtwal" path="res://ant.gd" id="1_ebq2e"]
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[ext_resource type="Texture2D" uid="uid://bnfy5vx72ux33" path="res://assets/ant.png" id="3_sle3t"]
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[ext_resource type="Texture2D" uid="uid://d0v1qlkltasln" path="res://assets/tiles.png" id="4_fqc2p"]
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[ext_resource type="Texture2D" uid="uid://ykvioy4g357o" path="res://assets/ant.png" id="3_sle3t"]
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[ext_resource type="Texture2D" uid="uid://b8dilj6w2vq2l" path="res://assets/tiles.png" id="4_fqc2p"]
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[ext_resource type="Script" uid="uid://cqxfmo3hixad1" path="res://tile_map_layer.gd" id="5_fqc2p"]
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[ext_resource type="Script" uid="uid://bqjbnbfd7jlob" path="res://camera.gd" id="6_g2qvd"]
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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_g2qvd"]
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texture = ExtResource("4_fqc2p")
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@ -17,6 +18,8 @@ texture_region_size = Vector2i(32, 32)
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1:2/0 = 0
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0:3/0 = 0
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1:3/0 = 0
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0:4/0 = 0
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0:5/0 = 0
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[sub_resource type="TileSet" id="TileSet_05i0m"]
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tile_shape = 3
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@ -25,8 +28,8 @@ sources/0 = SubResource("TileSetAtlasSource_g2qvd")
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[node name="Grid" type="Node2D" node_paths=PackedStringArray("ant", "tiles")]
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script = ExtResource("1_bghhw")
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speed = 60.0
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ant = NodePath("ant")
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stepSize = 1.0
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ant = NodePath("Ant")
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tiles = NodePath("TileMapLayer")
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[node name="TileMapLayer" type="TileMapLayer" parent="."]
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@ -34,13 +37,14 @@ tile_set = SubResource("TileSet_05i0m")
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collision_enabled = false
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script = ExtResource("5_fqc2p")
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[node name="Camera2D" type="Camera2D" parent="TileMapLayer"]
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position = Vector2(0, -8)
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scale = Vector2(0.8, 0.8)
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[node name="ant" type="Sprite2D" parent="."]
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[node name="Ant" type="Sprite2D" parent="."]
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position = Vector2(-15.999998, 14.999998)
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scale = Vector2(0.8, 0.8)
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texture = ExtResource("3_sle3t")
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vframes = 6
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script = ExtResource("1_ebq2e")
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[node name="Camera" type="Camera2D" parent="."]
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position = Vector2(-3.8146973e-06, -8)
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scale = Vector2(0.79999983, 0.79999983)
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script = ExtResource("6_g2qvd")
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@ -18,3 +18,26 @@ config/icon="res://icon.svg"
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[editor_plugins]
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enabled=PackedStringArray("res://addons/godot-vim/plugin.cfg")
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[input]
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zoomIn={
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"deadzone": 0.2,
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"canceled":false,"pressed":false,"double_click":false,"script":null)
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]
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}
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zoomOut={
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"deadzone": 0.2,
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":5,"canceled":false,"pressed":false,"double_click":false,"script":null)
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]
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}
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togglePause={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
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]
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}
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resetCamera={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":82,"physical_keycode":0,"key_label":0,"unicode":114,"location":0,"echo":false,"script":null)
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]
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}
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@ -1,75 +1,16 @@
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extends TileMapLayer
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var tiles: Dictionary = {}
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var idx: int = 0
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var dirs: Array[int] = [
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TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE,
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TileSet.CELL_NEIGHBOR_RIGHT_SIDE,
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TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE,
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TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE,
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TileSet.CELL_NEIGHBOR_LEFT_SIDE,
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TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE,
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]
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@onready var numTiles: int = get_tile_set().get_source(0).get_tiles_count()
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#@onready var texSize: Vector2 = get_tile_set().get_tile_texture(get_tile_set().get_tile_id(0))
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@onready var texSize: Vector2 = Vector2(32, 32) # TODO: get from tileSet
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func render_next() -> void:
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print("rendering {i}")
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set_cell(get_neighbor_cell(Vector2i(0, 0), dirs[idx]), 0, Vector2i(0, 1))
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idx = (idx + 1) % 6
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func get_tile_colour(pos: Vector2i) -> int:
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return tiles.get_or_add(pos, 0)
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return self.tiles.get_or_add(pos, 0)
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# TODO: state sh1ould be an enum probably
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# TODO: state should be an enum probably
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func set_tile(pos: Vector2i, state: int) -> void:
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print("setting cell (%s) at %d %d\n" % [state, pos.x, pos.y])
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set_cell(pos, 0, Vector2i(0, state))
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tiles.erase(pos)
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tiles.get_or_add(pos, state)
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#var direction = 0
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#var antPos = Vector2i(0,0)
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#var grid = {}
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#var tileSize = 16
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#
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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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#set_process(true)
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#grid[antPos] = 0
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#updateTile(antPos, 0)
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#
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#func updateTile(pos: Vector2i, col: int):
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#var tileCol = Color.WHITE if col == 0 else Color.BLACK
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#var tileRect = ColorRect.new()
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#tileRect.color = tileCol
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#tileRect.size = Vector2(tileSize, tileSize)
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#tileRect.position = Vector2(pos.x * tileSize, pos.y * tileSize)
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#add_child(tileRect)
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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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#moveAnt()
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#
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#func moveAnt():
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#var curCol = grid.get(antPos, 0)
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#
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#if curCol == 0:
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#direction = (direction + 1) % 4
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#else:
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#direction = (direction + 3) % 4
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#
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#grid[antPos] = 1 - curCol
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#updateTile(antPos, grid[antPos])
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#
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#match direction:
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#0:
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#antPos.y -= 1
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#1:
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#antPos.x += 1
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#2:
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#antPos.y += 1
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#3:
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#antPos.x -= 1
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#
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#if not grid.has(antPos):
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#grid[antPos] = 0
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self.tiles.erase(pos)
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self.tiles.get_or_add(pos, state % self.numTiles)
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