tochie-kit/nodes/TileMapObject.gd

52 lines
1.9 KiB
GDScript

tool
extends TileMap
# todo: Give care about descriptor swaps being loseless / non introducing artifacts.
## Dictates whether tileset collision information should be exposed to game context.
export var expose_collisions: bool = true
var _descriptor_name_to_id: Dictionary # String to int
func change_tile_texture(p_tile: String, p_texture: Texture) -> void:
if not p_tile in _descriptor_name_to_id:
push_error("Invalid tile name")
return
var id := _descriptor_name_to_id[p_tile] as int
tile_set.tile_set_texture(id, p_texture)
func _enter_tree() -> void:
tile_set = TileSet.new()
# It's okay to fail here for non-grid contexts.
if get_parent().connect("cell_size_changed", self, "_update_cell_size"):
_update_cell_size(get_parent().cell_size, get_parent().cell_size)
if connect("child_entered_tree", self, "_on_child_entered_tree") != OK:
assert(false)
if connect("child_exiting_tree", self, "_on_child_exiting_tree") != OK:
assert(false)
func _update_cell_size(_p_old_cell_size: Vector2, p_new_cell_size: Vector2) -> void:
# We're assuming that all tile textures are of same dimensions.
# todo: Diagnose mismatch by walking over all textures?
var tileset_texture_size := tile_set.tile_get_texture(0).get_size()
scale = p_new_cell_size / tileset_texture_size
cell_size = p_new_cell_size / scale
func _on_child_entered_tree(p_node: Node) -> void:
var id := tile_set.get_last_unused_tile_id()
_descriptor_name_to_id[p_node.name] = id
tile_set.create_tile(id)
tile_set.tile_set_texture(id, p_node.texture)
func _on_child_exiting_tree(p_node: Node) -> void:
var id := _descriptor_name_to_id[p_node.name] as int
for cell in get_used_cells_by_id(id):
set_cell(cell.x, cell.y, -1)
tile_set.remove_tile(id)
if not _descriptor_name_to_id.erase(p_node.name):
assert(false)