61 lines
1.6 KiB
GDScript
61 lines
1.6 KiB
GDScript
extends Sprite2D
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var pos: Vector2i = Vector2i(0,0)
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var dir: TileSet.CellNeighbor = TileSet.CELL_NEIGHBOR_TOP_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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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_TOP_LEFT_SIDE,
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4: TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE,
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}
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var next_int: Dictionary = {
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TileSet.CELL_NEIGHBOR_RIGHT_SIDE: 1,
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TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE: 2,
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TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE: 3,
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TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE: 4,
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TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE: 0,
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}
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func _ready() -> void:
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set_frame(1)
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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 = next_int[dir]
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if tile == 0:
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newFrame = (newFrame + 1) % 5
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dir = next_dir[newFrame]
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else:
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newFrame = (newFrame) % 5
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dir = next_dir[newFrame]
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#var tmpPos: Vector2i
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#for i in range(0, 16):
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#tmpPos = tiles.get_neighbor_cell(pos, i)
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#print("%s: (%d %d)" % [i, tmpPos.x, tmpPos.y])
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print("(%d %d)" % [pos.x, pos.y])
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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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print("(%d %d)" % [pos.x, pos.y])
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tiles.set_tile(pos, (tile + 1) % 2) # TODO: should probably use another dictionary
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set_frame(newFrame)
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func _physics_process(delta: float) -> void:
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var vel: Vector2 = Vector2(0,0)
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match dir:
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TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE:
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vel = Vector2(1,1)
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TileSet.CELL_NEIGHBOR_RIGHT_SIDE:
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vel = Vector2(1,0)
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_:
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vel = Vector2(0,-1)
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vel = vel.normalized() * 16
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global_position += vel * delta
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