WIP: Streamline Interiors System #16
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interior/floors/dungeon_01_interior_floor.res (Stored with Git LFS)
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interior/floors/dungeon_01_interior_floor.res (Stored with Git LFS)
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@ -95,15 +95,18 @@ class Chunk:
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# Find floor tile types.
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# Find floor tile types.
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for y in _CHUNK_SIZE:
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for y in _CHUNK_SIZE:
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for x in _CHUNK_SIZE:
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for x in _CHUNK_SIZE:
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if floor_map.get_bitv(offset + Vector2i(x, y)):
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var map_area := Rect2i(Vector2.ZERO, map_size)
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var map_coordinates := offset + Vector2i(x, y)
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if map_area.has_point(map_coordinates) and floor_map.get_bitv(map_coordinates):
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var tile := 0
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var tile := 0
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for i in Orientation.values().size():
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for i in Orientation.values().size():
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var delta_x := roundi(cos(i * PI / 2.0))
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var map_neighbor := map_coordinates + Vector2i(
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var delta_y := roundi(sin(i * PI / 2.0))
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roundi(cos(i * PI / 2.0)), roundi(sin(i * PI / 2.0)))
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if (0 <= (y + int(delta_y < map_size.y))) and (0 <= (x + int(delta_x < map_size.x))):
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if map_area.has_point(map_neighbor):
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tile += int(floor_map.get_bit(x + delta_x, y + delta_y)) * 2 ** i
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tile += int(floor_map.get_bitv(map_neighbor)) * 2 ** i
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positions_by_floor_tile[tile].append(Vector2(x, y))
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positions_by_floor_tile[tile].append(Vector2(x, y))
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map_editor.scn (Stored with Git LFS)
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map_editor.scn (Stored with Git LFS)
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