notSpore/langtons-ant/ant.gd

90 lines
2.4 KiB
GDScript

extends Sprite2D
var pos: Vector2i = Vector2i(0,0)
var dir: TileSet.CellNeighbor = TileSet.CELL_NEIGHBOR_RIGHT_SIDE
@onready var tiles: TileMapLayer = get_node("../TileMapLayer")
@export var randomRules: bool = true
var curDir: Dictionary = {
0: TileSet.CELL_NEIGHBOR_RIGHT_SIDE,
1: TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE,
2: TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE,
3: TileSet.CELL_NEIGHBOR_LEFT_SIDE,
4: TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE,
5: TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE,
}
var curInt: Dictionary = {
TileSet.CELL_NEIGHBOR_RIGHT_SIDE: 0,
TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE: 1,
TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE: 2,
TileSet.CELL_NEIGHBOR_LEFT_SIDE: 3,
TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE: 4,
TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE: 5,
}
var antProgram: Array[Vector2i] = [
Vector2i(2, 1),
Vector2i(0, 2),
Vector2i(3, 3),
Vector2i(1, 4),
Vector2i(1, 5),
Vector2i(2, 0),
]
func randomTileset() -> void:
var rng = RandomNumberGenerator.new()
antProgram = []
var s: int = rng.randi_range(10, 99)
for i in range(0, s):
antProgram.append(Vector2i(rng.randi_range(1, 4), (i+1)%s))
func getNextStep(tile: int) -> Vector2i:
if tile > antProgram.size():
return Vector2i(0,0)
else:
return antProgram.get(tile)
func _ready() -> void:
self.set_z_index(1)
self.set_frame(curInt[dir])
if randomRules:
randomTileset()
tiles.set_tile(pos, tiles.get_tile_colour(pos))
move(dir)
# update loop:
# move in dir
# get tile col, change dir based on col
# paint tile col
func update() -> void:
move(dir)
pos = tiles.get_neighbor_cell(pos, dir)
var tile: int = tiles.get_tile_colour(pos)
var res = getNextStep(tile)
dir = curDir[(curInt[dir] + tiles.numTiles + res.x) % tiles.numTiles]
self.set_frame(curInt[dir])
tiles.set_tile(pos, res.y % tiles.numTiles)
func move(to: TileSet.CellNeighbor) -> void:
var delta: Vector2
match to:
TileSet.CELL_NEIGHBOR_RIGHT_SIDE:
delta = Vector2(tiles.texSize.x, 0)
TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE:
delta = Vector2(tiles.texSize.x/2, tiles.texSize.y/4*3)
TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE:
delta = Vector2(-tiles.texSize.x/2, tiles.texSize.y/4*3)
TileSet.CELL_NEIGHBOR_LEFT_SIDE:
delta = Vector2(-tiles.texSize.x, 0)
TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE:
delta = Vector2(-tiles.texSize.x/2, -tiles.texSize.y/4*3)
TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE:
delta = Vector2(tiles.texSize.x/2, -tiles.texSize.y/4*3)
_:
delta = Vector2(0,0)
self.translate(delta)