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path: root/src/tools/world_generator/scripts/walker_head.gd
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Diffstat (limited to 'src/tools/world_generator/scripts/walker_head.gd')
-rw-r--r--src/tools/world_generator/scripts/walker_head.gd19
1 files changed, 13 insertions, 6 deletions
diff --git a/src/tools/world_generator/scripts/walker_head.gd b/src/tools/world_generator/scripts/walker_head.gd
index 2ad9650..8bc5c4b 100644
--- a/src/tools/world_generator/scripts/walker_head.gd
+++ b/src/tools/world_generator/scripts/walker_head.gd
@@ -1,11 +1,13 @@
extends Node2D
-export(NodePath) var TILEMAP_NP: NodePath
+export(NodePath) var GROUND_TILEMAP_NP: NodePath
+export(NodePath) var WALL_TILEMAP_NP: NodePath
export(PackedScene) var WALKER_UNIT_NP: PackedScene
export(int, 4, 100, 1) var STARTING_UNIT_COUNT: int = 6
export(int, 2, 10, 1) var INITIAL_SAFE_ZONE_SIZE: int = 2
-onready var tilemap: TileMap = get_node(TILEMAP_NP)
+onready var ground_tilemap: TileMap = get_node(GROUND_TILEMAP_NP)
+onready var wall_tilemap: TileMap = get_node(WALL_TILEMAP_NP)
var max_x: int = 0
var max_y: int = 0
@@ -36,7 +38,11 @@ func _place_safe_zone() -> void:
var size: int = INITIAL_SAFE_ZONE_SIZE
for i in range(-size, size):
for j in range(-size, size):
- tilemap.set_cell(i, j, Global.WORLD_TILE_PATH)
+ ground_tilemap.set_cell(i, j, get_random_tile())
+
+
+func get_random_tile() -> int:
+ return randi() % Global.GROUND_TILE_AMOUNT
func _spawn_walker_units() -> void:
@@ -55,17 +61,18 @@ func _spawn_walker_unit(spawn_position: Vector2) -> void:
func _fill_empty_space() -> void:
var locations: Array = _get_empty_cells_location()
for location in locations:
- tilemap.set_cellv(location, Global.WORLD_TILE_WALL)
+ # doesn't matter which index is set, as long as its form the wall tilemap
+ wall_tilemap.set_cellv(location, 0)
func _get_empty_cells_location() -> Array:
var locations: Array = []
- var rect: Rect2 = tilemap.get_used_rect()
+ var rect: Rect2 = ground_tilemap.get_used_rect()
var margin: int = map_margin
for x in range(-margin, rect.size.x + margin):
for y in range (-margin, rect.size.y + margin):
var location: Vector2 = Vector2(rect.position.x + x, rect.position.y + y)
- if tilemap.get_cell(int(location.x), int(location.y)) == TileMap.INVALID_CELL:
+ if ground_tilemap.get_cell(int(location.x), int(location.y)) == TileMap.INVALID_CELL:
locations.append(location)
return locations