Files
CarRacer/TileMap.gd

69 lines
1.7 KiB
GDScript

extends TileMap
enum { LEFT, RIGHT, UP, DOWN }
# Enum for tiles from tile_set
enum { DOWN_LEFT, DOWN_RIGHT, LEFT_RIGHT, START, UP_DOWN, UP_LEFT, UP_RIGHT }
# Called when the node enters the scene tree for the first time.
func _ready():
_clear_tiles()
var track = TrackSelection.get_current_track()
for idx in range(track.size()):
var cell = track[idx]
var tile
if idx == 0:
tile = START
else:
var prev = track[idx - 1]
var next = track[wrapi(idx + 1, 0, track.size())]
tile = _find_tile(cell.direction_to(prev), cell.direction_to(next))
set_cell(cell.x, cell.y, tile)
func _find_tile(prev, next):
""" Find the right tile given prev and next directions """
prev = _as_dir(prev)
next = _as_dir(next)
# Could be smarter
if prev == LEFT:
match next:
DOWN: return DOWN_LEFT
UP: return UP_LEFT
RIGHT: return LEFT_RIGHT
elif prev == RIGHT:
match next:
DOWN: return DOWN_RIGHT
UP: return UP_RIGHT
LEFT: return LEFT_RIGHT
elif prev == UP:
match next:
DOWN: return UP_DOWN
LEFT: return UP_LEFT
RIGHT: return UP_RIGHT
elif prev == DOWN:
match next:
UP: return UP_DOWN
LEFT: return DOWN_LEFT
RIGHT: return DOWN_RIGHT
func _as_dir(vector):
""" Returns the vector direction as a LEFT, RIGHT, UP or DOWN variant """
if abs(vector.x) + abs(vector.y) != 1:
return -1 # This is not a valid variant
if vector.x == -1:
return LEFT
elif vector.x == 1:
return RIGHT
elif vector.y == -1:
return UP
elif vector.y == 1:
return DOWN
return -1 # Impossible case
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func _clear_tiles():
for cell in get_used_cells():
self.set_cell(cell.x, cell.y, -1)