drawing treasure on map
parent
6661c3073d
commit
c94209ba7b
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@ -4,7 +4,6 @@ var tiles = {}
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var offset_world = Vector2.ZERO
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var offset_world = Vector2.ZERO
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var center_coord = Vector2.ZERO
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var center_coord = Vector2.ZERO
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var center_world_coord = Vector2.ZERO
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var center_world_coord = Vector2.ZERO
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var tile_local_coords = []
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var rect_local = Rect2()
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var rect_local = Rect2()
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var radius_world = 0.0
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var radius_world = 0.0
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var is_active = false
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var is_active = false
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@ -13,6 +12,8 @@ var landing_site_world = null
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var ship_anchor_world = null
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var ship_anchor_world = null
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var obstacles_local_coords = {}
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var obstacles_local_coords = {}
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var treasure_local_coords = null
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var highlight_treasure = false
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# Called when the node enters the scene tree for the first time.
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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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func _ready():
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@ -45,7 +46,6 @@ func calc_bbox():
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var coords = tiles.keys()
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var coords = tiles.keys()
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for coord in coords:
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for coord in coords:
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var local_coords = (coord)
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var local_coords = (coord)
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tile_local_coords.append(local_coords)
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if local_coords.x < coord_min.x:
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if local_coords.x < coord_min.x:
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coord_min.x = local_coords.x
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coord_min.x = local_coords.x
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if local_coords.y < coord_min.y:
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if local_coords.y < coord_min.y:
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@ -163,6 +163,10 @@ func _draw():
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draw_set_transform (coord + offset_world, 0, Vector2.ONE)
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draw_set_transform (coord + offset_world, 0, Vector2.ONE)
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draw_polygon(HexTileDrawer.HexPoints, HexTileDrawer.get_tile_color(tiles[coord]))
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draw_polygon(HexTileDrawer.HexPoints, HexTileDrawer.get_tile_color(tiles[coord]))
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if treasure_local_coords and highlight_treasure:
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draw_set_transform (treasure_local_coords + offset_world, 0, Vector2.ONE)
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draw_polygon(HexTileDrawer.HexPoints, HexTileDrawer.create_color_array("#922"))
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draw_set_transform(transform.origin + offset_world, transform.get_rotation(), transform.get_scale())
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draw_set_transform(transform.origin + offset_world, transform.get_rotation(), transform.get_scale())
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if Globals.debug_nav and is_active:
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if Globals.debug_nav and is_active:
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@ -153,10 +153,19 @@ func check_island_location_valid(new_island):
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return true
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return true
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func render_treasure_map():
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func place_treasure():
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if treasure_map_rendered == false:
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assert (treasure_island != null)
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treasure_map_rendered = true
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var island_tile_coords = treasure_island.tiles.keys()
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var grass_tiles = []
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for coord in island_tile_coords:
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if treasure_island.tiles[coord] == "Grass":
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grass_tiles.append(coord)
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treasure_island.treasure_local_coords = grass_tiles[randi() % len(grass_tiles)]
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treasure_island.update()
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func render_treasure_map():
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IslandMapRenderer.render_target_update_mode = Viewport.UPDATE_ONCE
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IslandMapRenderer.render_target_update_mode = Viewport.UPDATE_ONCE
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IslandMapRenderer.render_target_clear_mode = Viewport.CLEAR_MODE_ONLY_NEXT_FRAME
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IslandMapRenderer.render_target_clear_mode = Viewport.CLEAR_MODE_ONLY_NEXT_FRAME
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var camera = IslandMapRenderer.get_node("Camera2D")
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var camera = IslandMapRenderer.get_node("Camera2D")
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@ -165,6 +174,8 @@ func render_treasure_map():
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camera.offset = treasure_island.center_world_coord
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camera.offset = treasure_island.center_world_coord
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var island = Island.new()
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var island = Island.new()
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island.tiles = treasure_island.tiles.duplicate()
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island.tiles = treasure_island.tiles.duplicate()
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island.treasure_local_coords = treasure_island.treasure_local_coords
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island.highlight_treasure = true
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island.name = "island"
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island.name = "island"
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for child in IslandMapRenderer.get_children():
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for child in IslandMapRenderer.get_children():
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@ -185,7 +196,6 @@ func generate():
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PlayerChar.target = Vector2.ZERO
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PlayerChar.target = Vector2.ZERO
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treasure_island = null
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treasure_island = null
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treasure_map_rendered = false
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var rng = RandomNumberGenerator.new()
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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rng.randomize()
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@ -226,6 +236,8 @@ func generate():
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num_islands = Islands.get_child_count()
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num_islands = Islands.get_child_count()
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treasure_island = Islands.get_child(randi() % num_islands)
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treasure_island = Islands.get_child(randi() % num_islands)
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place_treasure()
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render_treasure_map()
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render_treasure_map()
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populate_ocean_nav_grid()
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populate_ocean_nav_grid()
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