extends Node2D enum TileType { None, Sand, Grass } var HexGrid = preload("res://thirdparty/gdhexgrid/HexGrid.gd").new() var size = [2,6] var tile_size = 64 var HexPoints = null var HexColors = null # Tiles order: # 0,0 0,1 0,2 ... # 1,0 1,1 1,2 ... # 2,0 2,1 2,2 # ... # .. size[0],size[1] var tile_data = [] # Called when the node enters the scene tree for the first time. func _ready(): clear() pass # Replace with function body. func clear(): create_hex_points (tile_size) HexGrid.hex_scale = Vector2(tile_size, tile_size) * 2 for r in range (size[1]): for c in range (size[0]): tile_data.append(TileType.None) func GetTile(c, r): if r < 0 or r >= size[1] or c < 0 or c >= size[0]: print ("Invalid tile coord: ", r, ", ", c) return return tile_data[c * size[1] + r] func SetTile(c, r, tile_type): if r < 0 or r >= size[1] or c < 0 or c >= size[0]: print ("Invalid tile coord: ", r, ", ", c) return tile_data[c * size[1] + r] = tile_type update() func WorldToTileCoords (pos): pos = pos return HexGrid.get_hex_at(Vector2(pos.x, -pos.y)).axial_coords func GetHexCenter(hex): var center = HexGrid.get_hex_center(hex) return Vector2 (center.x, -center.y) func create_hex_points (size): HexPoints = PoolVector2Array() var NoneColors = PoolColorArray() var SandColors = PoolColorArray() var GrassColors = PoolColorArray() for i in range (7): var angle = (60 * i) * PI / 180 HexPoints.append(Vector2(cos(angle), sin(angle)) * size) NoneColors.append("#555555") SandColors.append("#ffa106") GrassColors.append("#4b9635") HexColors = { TileType.None: NoneColors, TileType.Sand: SandColors, TileType.Grass: GrassColors } func draw_grid(): var pos_start = HexGrid.get_hex_center(Vector2(0,0)) var w = 2 * tile_size var h = sqrt(3) * tile_size var initial_transform = get_canvas_transform() for ci in range (size[0]): draw_set_transform_matrix(initial_transform) for ri in range (size[1]): var tile_type = GetTile(ri, ci) if tile_type == null: tile_type = TileType.None else: print ("moep") var color_array = HexColors[tile_type] var tile_center = GetHexCenter(Vector2(ri, ci)) draw_set_transform(tile_center, 0, Vector2.ONE) draw_polygon(HexPoints, color_array) draw_polyline(HexPoints, "#888888") func _draw(): draw_grid() # Called every frame. 'delta' is the elapsed time since the previous frame. #func _process(delta): # pass