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extends "res://Scenes/Maps/Map.gd"
func _ready():
super._ready()
place_boxes(
get_node("Areas/MapArea/TileMap"),
40,
[],
get_node("Areas/MapArea/Transitions").get_children()
)
place_boxes(
get_node("Areas/MapArea2/TileMap"),
40,
[],
get_node("Areas/MapArea2/Objects").get_children()
)
get_node("Areas/MapArea2").transitioned_to.connect(func():
handle_doors(
get_node("Areas/MapArea2/Objects").get_children(),
door_condition_enemies(Utilities.get_enemy_children(get_node("Areas/MapArea2/TileMap")))
)
)
place_boxes(
get_node("Areas/MapArea6/TileMap"),
40,
[],
get_node("Areas/MapArea6/Objects").get_children()
)
get_node("Areas/MapArea6").transitioned_to.connect(func():
handle_doors(
get_node("Areas/MapArea6/Objects").get_children(),
door_condition_enemies(Utilities.get_enemy_children(get_node("Areas/MapArea6/TileMap")))
)
)
# set box to random position without polygon points
func place_boxes(
tilemap: TileMap,
number_of_boxes: int,
entities: Array = [],
entry_entities: Array = [],
include_edges: bool = true
):
var number_of_layers = 7
var placeable_cells = []
for layer_idx in range(number_of_layers):
placeable_cells += tilemap.get_used_cells(layer_idx).filter(func(coords):
var data: TileData = tilemap.get_cell_tile_data(layer_idx, coords)
# not data == scene collection source
if (
placeable_cells.has(coords) and
(data and data.get_collision_polygons_count(0) > 0 or not data)
):
placeable_cells.remove_at(placeable_cells.find(coords))
return data and data.get_collision_polygons_count(0) == 0
)
for entity in entities:
placeable_cells.erase(tilemap.local_to_map(entity.position))
var tile_size = tilemap.tile_set.tile_size
for entity in entry_entities:
placeable_cells.erase(tilemap.local_to_map(entity.position))
# erase in 2 times around
for n in range(1, 3):
placeable_cells.erase(tilemap.local_to_map(
entity.position + Vector2(0, tile_size.y * n)
))
placeable_cells.erase(tilemap.local_to_map(
entity.position + Vector2(tile_size.x * n, 0)
))
placeable_cells.erase(tilemap.local_to_map(
entity.position + Vector2(0, -tile_size.y * n)
))
placeable_cells.erase(tilemap.local_to_map(
entity.position + Vector2(-tile_size.x * n, 0)
))
if include_edges:
var rect := tilemap.get_used_rect()
for x in range(rect.position.x, rect.end.x - 1):
placeable_cells.erase(Vector2i(x, 0))
placeable_cells.erase(Vector2i(x, rect.end.y - 1))
for y in range(rect.position.y, rect.end.y - 1):
placeable_cells.erase(Vector2i(0, y))
placeable_cells.erase(Vector2i(rect.end.x - 1, y))
placeable_cells.shuffle()
var BoxScene = preload("res://Scenes/Entities/Objects/Box.tscn")
for number in range(number_of_boxes):
var box = BoxScene.instantiate()
box.position = tilemap.map_to_local(placeable_cells[number])
tilemap.add_child(box)
func handle_doors(doors: Array, condition):
for door in doors:
door.enable()
condition.fulfilled.connect(func():
for door in doors:
door.disable()
)
condition.check()
func door_condition_enemies(enemies: Array):
var condition = Utilities.Condition.new()
condition.function = func():
for enemy in enemies:
enemy.tree_exited.connect(func():
enemies.erase(enemy)
if enemies.is_empty():
condition.fulfilled.emit()
)
if enemies.is_empty():
return true
return false
return condition
|