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Blocks.gd
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Blocks.gd
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extends TileMap
const Block = preload("res://src/blocks/Block.tscn")
const Enemy = preload("res://src/blocks/Enemy.tscn")
const Train = preload("res://src/blocks/Train.tscn")
const Immovable = preload("res://src/blocks/Immovable.tscn")
const Domino = preload("res://src/blocks/Domino.tscn")
const OFFSET: Vector2 = Vector2(4, 4)
const WATER: int = 1
func _ready() -> void:
var normal_blocks = get_used_cells_by_id(0)
var enemies = get_used_cells_by_id(2)
var right_trains = get_used_cells_by_id(3)
var up_trains = get_used_cells_by_id(4)
var left_trains = get_used_cells_by_id(5)
var down_trains = get_used_cells_by_id(6)
var immovable_blocks = get_used_cells_by_id(7)
var vertical_dominoes = get_used_cells_by_id(8)
var horizontal_dominoes = get_used_cells_by_id(9)
_replace_normal_blocks(normal_blocks)
_replace_trains(right_trains, 0)
_replace_trains(up_trains, 1)
_replace_trains(left_trains, 2)
_replace_trains(down_trains, 3)
_replace_enemies(enemies)
_replace_immovable_blocks(immovable_blocks)
_replace_dominoes(vertical_dominoes, 1)
_replace_dominoes(horizontal_dominoes, 0)
func _replace_normal_blocks(tileArr: Array) -> void:
for i in range(tileArr.size()):
var new_block = Block.instance()
new_block.position = OFFSET + map_to_world(tileArr[i])
set_cell(tileArr[i].x, tileArr[i].y, -1)
self.add_child(new_block)
func _replace_enemies(tileArr: Array) -> void:
Mechanics.enemies = tileArr.size()
for i in range(tileArr.size()):
var new_enemy = Enemy.instance()
new_enemy.position = OFFSET + map_to_world(tileArr[i])
set_cell(tileArr[i].x, tileArr[i].y, -1)
self.add_child(new_enemy)
func _replace_trains(tileArr: Array, train_move_dir_index: int) -> void:
for i in range(tileArr.size()):
var new_train = Train.instance()
new_train.train_move_dir_index = train_move_dir_index
new_train.position = OFFSET + map_to_world(tileArr[i])
set_cell(tileArr[i].x, tileArr[i].y, -1)
self.add_child(new_train)
func _replace_immovable_blocks(tileArr: Array) -> void:
for i in range(tileArr.size()):
var new_block = Immovable.instance()
new_block.position = OFFSET + map_to_world(tileArr[i])
set_cell(tileArr[i].x, tileArr[i].y, -1)
self.add_child(new_block)
func _replace_dominoes(tileArr: Array, domino_direction: int) -> void:
var OFFSET_CUSTOM = Vector2.ZERO
if domino_direction == 0:
OFFSET_CUSTOM = Vector2(4, 0)
else:
OFFSET_CUSTOM = Vector2(0, 4)
for i in range(tileArr.size()):
var new_block = Domino.instance()
new_block.position = OFFSET + OFFSET_CUSTOM + map_to_world(tileArr[i])
new_block.domino_direction = domino_direction
set_cell(tileArr[i].x, tileArr[i].y, -1)
self.add_child(new_block)
func is_valid(world_pos : Vector2) -> bool:
return get_cellv(world_to_map(world_pos)) != WATER