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-rw-r--r--scripts/DungeonLevel.cs40
1 files changed, 0 insertions, 40 deletions
diff --git a/scripts/DungeonLevel.cs b/scripts/DungeonLevel.cs
deleted file mode 100644
index 68751c5..0000000
--- a/scripts/DungeonLevel.cs
+++ /dev/null
@@ -1,40 +0,0 @@
-using Godot;
-using System;
-
-public partial class DungeonLevel : Node2D
-{
- private TileMapLayer buildingLayer;
- public Godot.Collections.Array<Actor> Actors { get; private set; } = [];
-
- private Node2D actorsNode;
-
- public override void _Ready()
- {
- base._Ready();
-
- buildingLayer = GetNode<TileMapLayer>("Dungeon");
- actorsNode = GetNode<Node2D>("Actors");
- }
-
- public void InsertActor(Actor actor) {
- Actors.Add(actor);
- actorsNode.AddChild(actor);
- }
-
- public bool IsTileWalkable(Vector2I pos) {
- TileData tile = buildingLayer.GetCellTileData(pos);
-
- if (tile == null) return false;
-
- return (bool)tile.GetCustomData("isWalkable");
- }
-
- public Actor GetBlockingActorAtPosition(Vector2I pos) {
- foreach (Actor actor in Actors) {
- if (actor.GridPosition == pos && actor.BlocksMovement) {
- return actor;
- }
- }
- return null;
- }
-}