48 lines
1.0 KiB
GDScript
48 lines
1.0 KiB
GDScript
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extends Node2D
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enum TileType {
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None,
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Sand,
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Grass
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}
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var HexPoints = null
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var HexColors = []
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export(Vector2) var hex_scale = Vector2(1, 1) setget set_hex_scale
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# Called when the node enters the scene tree for the first time.
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func _ready():
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print ("Initialized")
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set_hex_scale(Vector2(Globals.hex_size,Globals.hex_size))
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func set_hex_scale(scale):
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hex_scale = scale
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HexPoints = PoolVector2Array()
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var NoneColors = PoolColorArray()
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var SandColors = PoolColorArray()
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var GrassColors = PoolColorArray()
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for i in range (7):
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var angle = (60 * i) * PI / 180
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HexPoints.append(Vector2(cos(angle), sin(angle)) * hex_scale.x / 2)
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NoneColors.append("#555555")
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SandColors.append("#ffa106")
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GrassColors.append("#4b9635")
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HexColors = {
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TileType.None: NoneColors,
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TileType.Sand: SandColors,
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TileType.Grass: GrassColors
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}
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func get_tile_color (type_name: String):
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match type_name:
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"None": return HexColors[TileType.None]
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"Sand": return HexColors[TileType.Sand]
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"Grass": return HexColors[TileType.Grass]
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_ : return null
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