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TileMap.gd
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43 lines (36 loc) · 1.14 KB
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extends TileMap
enum layers{
level0 = 0,
level1 = 1,
level2 = 2,
}
const green_block_atlas_pos = Vector2i(3, 2)
const blue_block_atlas_pos = Vector2i(1, 2)
const boundary_atlas_pos = Vector2i(0, 0)
const main_source = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
place_platform(layers.level0)
place_boundaries(layers.level0)
func place_boundaries(level):
var offsets = [
Vector2i(0, -1),
Vector2i(0, 1),
Vector2i(1, 0),
Vector2i(-1, 0),
]
var used = get_used_cells(level)
for spot in used:
for offset in offsets:
var current_spot = spot + offset
if get_cell_source_id(level, current_spot) == -1: #this spot is empty
set_cell(level, current_spot, main_source, boundary_atlas_pos, 1) # 1st alt has collisions
func place_platform(level):
for y in range(3):
for x in range(3):
set_cell(level, Vector2i(2 + x, 2 + y), main_source, green_block_atlas_pos)
set_cell(level + 1, Vector2i(2, 2), main_source, blue_block_atlas_pos)
# Called every frame. 'delta' is the elapsed time since the previous frame.
@warning_ignore("unused_parameter")
func _process(delta: float) -> void:
pass