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langtons-a
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@ -35,6 +35,7 @@
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# ---> Godot
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# Godot 4+ specific ignores
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.godot/
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addons/
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# Godot-specific ignores
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.import/
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root = true
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[*]
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charset = utf-8
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@ -0,0 +1,2 @@
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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# Godot 4+ specific ignores
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.godot/
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project.godot
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*.import
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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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dynamically generate tile colours (using a big palette for indexing maybe?) this probably needs to be a shader.
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extends Sprite2D
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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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@export var randomRules: bool = true
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var curDir: 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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3: TileSet.CELL_NEIGHBOR_LEFT_SIDE,
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4: TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE,
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5: TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE,
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}
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var curInt: 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_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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var antProgram: Array[Vector2i] = [
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Vector2i(2, 1),
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Vector2i(0, 2),
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Vector2i(3, 3),
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Vector2i(1, 4),
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Vector2i(1, 5),
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Vector2i(2, 0),
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]
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func randomTileset() -> void:
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var rng = RandomNumberGenerator.new()
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antProgram = []
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var s: int = rng.randi_range(10, 99)
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for i in range(0, s):
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antProgram.append(Vector2i(rng.randi_range(1, 4), (i+1)%s))
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func getNextStep(tile: int) -> Vector2i:
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if tile > antProgram.size():
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return Vector2i(0,0)
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else:
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return antProgram.get(tile)
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func _ready() -> void:
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self.set_z_index(1)
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self.set_frame(curInt[dir])
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if randomRules:
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randomTileset()
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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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move(dir)
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pos = tiles.get_neighbor_cell(pos, dir)
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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 = curDir[(curInt[dir] + tiles.numTiles + res.x) % tiles.numTiles]
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self.set_frame(curInt[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 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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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(-tiles.texSize.x/2, tiles.texSize.y/4*3)
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TileSet.CELL_NEIGHBOR_LEFT_SIDE:
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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(-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(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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self.translate(delta)
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@ -0,0 +1 @@
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uid://b6ll30b7xtwal
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Binary file not shown.
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After Width: | Height: | Size: 3.9 KiB |
Binary file not shown.
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After Width: | Height: | Size: 1.4 KiB |
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extends Camera2D
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@export var minZoom := 0.01
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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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@ -0,0 +1,24 @@
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extends Node2D
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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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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 > stepSize/1000):
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t = 0
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ant.update()
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@ -0,0 +1 @@
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uid://by3d3t5ymxl3m
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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://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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texture_region_size = Vector2i(32, 32)
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0:0/0 = 0
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1:0/0 = 0
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0:1/0 = 0
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1:1/0 = 0
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0:2/0 = 0
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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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tile_size = Vector2i(32, 32)
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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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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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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="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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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>
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After Width: | Height: | Size: 995 B |
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="New Game Project"
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run/main_scene="res://grid.tscn"
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config/features=PackedStringArray("4.5", "Forward Plus")
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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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extends TileMapLayer
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var tiles: Dictionary = {}
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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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@export var randomColors: bool = true
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var stateColMap: Dictionary = {
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}
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var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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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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# TODO: state should be an enum probably
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func set_tile(pos: Vector2i, state: int) -> void:
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self.set_cell(pos, 0, Vector2i(0, state%numTiles))
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if randomColors:
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var col: Color = stateColMap.get_or_add(state, Color(rng.randf(), rng.randf(), rng.randf(), 1))
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self.get_cell_tile_data(pos).set_modulate(col)
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tiles.erase(pos)
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tiles.get_or_add(pos, state)
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@ -0,0 +1 @@
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uid://cqxfmo3hixad1
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Reference in New Issue