Files
RuinAdventurer/Scripts/WorldGeneration/Map.cs
T

99 lines
2.3 KiB
C#

using Godot;
using System;
public partial class Map : PanelContainer
{
[Export] GridContainer grid;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
grid.Columns = GameData.layerSize + 1;
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
}
public void ShowMap()
{
if (!Visible) return;
foreach (Node node in grid.GetChildren())
{
grid.RemoveChild(node);
node.QueueFree();
}
TextureRect texture;
Label label;
Tile[,] tiles = GameData.map[GameData.currentLayer].tiles;
int size = GameData.layerSize;
for (int z = -1; z < size; z++)
{
for (int x = -1; x < size; x++)
{
if (z == -1 || x == -1)
{
label = new Label
{
HorizontalAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center,
SizeFlagsHorizontal = SizeFlags.ExpandFill,
SizeFlagsVertical = SizeFlags.ExpandFill
};
if (z == -1 && x == -1)
{
label.Text = "\u2193 Z | \u2192 X";
}
else if (z == -1)
{
label.Text = x.ToString();
}
else
{
label.Text = z.ToString();
}
grid.AddChild(label);
continue;
}
texture = new TextureRect();
if (tiles[x, z].wasVisited || GameData.DEBUGMODE)
{
if (tiles[x, z].containsResource)
{
texture.Texture = ResourceDistributor.resources[tiles[x, z].resource.name];
texture.TooltipText = tiles[x, z].resource.item.GetReadableName() + $"\r(X: {x},Y: {GameData.currentLayer},Z: {z})";
}
else
{
texture.Texture = GenerateTexture(32, new Color(0, 0, 0, 0));
texture.TooltipText = "";
}
}
else
{
texture.Texture = GenerateTexture(32, new Color(0, 0, 0, 1));
texture.TooltipText = "Not explored";
}
texture.SizeFlagsHorizontal = SizeFlags.ExpandFill;
texture.SizeFlagsVertical = SizeFlags.ExpandFill;
texture.StretchMode = TextureRect.StretchModeEnum.Scale;
grid.AddChild(texture);
}
}
}
public Texture2D GenerateTexture(int size, Color fillColor)
{
Image image = Image.CreateEmpty(size, size, false, Image.Format.Rgba8);
image.Fill(fillColor);
return ImageTexture.CreateFromImage(image);
}
}