robustness of tileset related functionality
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@ -1,6 +1,6 @@
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tool
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extends TK_Context
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class_name TK_GridContext
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class_name n_parent
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## todo: Cell visualization.
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## todo: Integration of TileMap.
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@ -30,7 +30,8 @@ func try_moving(p_game_object: Node2D, p_from: Vector2, p_to: Vector2) -> bool:
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func register_collider(p_collider: Node) -> void:
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_colliders[p_collider] = null
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if p_collider.connect("child_exiting_tree", self, "_on_collider_exiting_tree") != OK:
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if not p_collider.is_connected("child_exiting_tree", self, "_on_collider_exiting_tree") and \
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p_collider.connect("child_exiting_tree", self, "_on_collider_exiting_tree") != OK:
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assert(false)
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func _on_collider_exiting_tree(p_collider) -> void:
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@ -2,10 +2,13 @@ tool
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extends TileMap
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# todo: Give care about descriptor swaps being loseless / non introducing artifacts.
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# todo: Prevent user from deleting or editing tile_set property.
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# todo: Update it when changed.
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## Dictates whether tileset collision information should be exposed to game context.
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export var expose_collisions: bool = true
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# todo: Use Node identity instead of name.
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var _descriptor_name_to_id: Dictionary # String to int
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var _id_to_descriptor_name: Dictionary # int to String
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@ -29,16 +32,26 @@ func is_path_traversible(p_game_object: Node2D, p_from: Vector2, p_to: Vector2)
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func _enter_tree() -> void:
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tile_set = TileSet.new()
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get_parent().register_collider(self)
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var n_parent := get_parent()
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if not n_parent is TK_Context:
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return
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n_parent.register_collider(self)
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# It's okay to fail here for non-grid contexts.
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if get_parent().connect("cell_size_changed", self, "_update_cell_size"):
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_update_cell_size(get_parent().cell_size, get_parent().cell_size)
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if connect("child_entered_tree", self, "_on_child_entered_tree") != OK:
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if not n_parent.is_connected("cell_size_changed", self, "_update_cell_size") and \
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n_parent.connect("cell_size_changed", self, "_update_cell_size") != OK:
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assert(false)
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if connect("child_exiting_tree", self, "_on_child_exiting_tree") != OK:
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_update_cell_size(n_parent.cell_size, n_parent.cell_size)
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if not is_connected("child_entered_tree", self, "_on_child_entered_tree") and \
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connect("child_entered_tree", self, "_on_child_entered_tree") != OK:
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assert(false)
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if not is_connected("child_exiting_tree", self, "_on_child_exiting_tree") and \
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connect("child_exiting_tree", self, "_on_child_exiting_tree") != OK:
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assert(false)
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func _update_cell_size(_p_old_cell_size: Vector2, p_new_cell_size: Vector2) -> void:
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@ -56,11 +69,13 @@ func _on_child_entered_tree(p_node: Node) -> void:
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_id_to_descriptor_name[id] = p_node.name
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tile_set.create_tile(id)
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tile_set.tile_set_texture(id, p_node.texture)
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if not p_node.id.empty():
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tile_set.tile_set_name(id, p_node.id)
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func _on_child_exiting_tree(p_node: Node) -> void:
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var id := _descriptor_name_to_id[p_node.name] as int
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for cell in get_used_cells_by_id(id):
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set_cell(cell.x, cell.y, -1)
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set_cellv(cell, -1)
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tile_set.remove_tile(id)
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if not _descriptor_name_to_id.erase(p_node.name):
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assert(false)
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@ -7,6 +7,10 @@ export var texture: Texture setget _set_texture
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# todo: More layer customizeability.
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export var is_solid: bool
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# todo: Update TileMapObject in editor when it's changed.
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export var id: String = ""
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# todo: Should work for non-grid objects.
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func is_traversible_for(_p_game_object: Node2D) -> bool:
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return not is_solid
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