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using Godot;
using System;
using System.Runtime.InteropServices;
public partial class MapData : RefCounted
{
public static readonly TileDefinition wallDefinition = GD.Load<TileDefinition>("res://assets/definitions/tiles/wall.tres");
public static readonly TileDefinition floorDefinition = GD.Load<TileDefinition>("res://assets/definitions/tiles/floor.tres");
public int Width { get; private set; }
public int Height { get; private set; }
public Godot.Collections.Array<Tile> Tiles { get; private set; } = [];
public Godot.Collections.Array<Actor> Actors { get; private set; } = [];
public MapData(int width, int height) {
Width = width;
Height = height;
SetupTiles();
}
private void SetupTiles() {
for (int i = 0; i < Height; i++)
{
for (int j = 0; j < Width; j++)
{
Tiles.Add(new Tile(new Vector2I(j, i), wallDefinition));
}
}
}
public void InsertActor(Actor actor) {
Actors.Add(actor);
}
private int GridToIndex(Vector2I pos) {
if (!IsInBounds(pos)) return -1;
return pos.Y * Width + pos.X;
}
private bool IsInBounds(Vector2I pos) {
if (pos.X < 0 || pos.Y < 0) {
return false;
}
if (pos.X >= Width || pos.Y >= Height) {
return false;
}
return true;
}
public Tile GetTile(Vector2I pos) {
int index = GridToIndex(pos);
if (index < 0) return null;
return Tiles[index];
}
public Actor GetBlockingActorAtPosition(Vector2I pos) {
foreach (Actor actor in Actors) {
if (actor.GridPosition == pos && actor.BlocksMovement) {
return actor;
}
}
return null;
}
public bool IsTileWalkable(Vector2I pos) {
Tile tile = GetTile(pos);
if (tile == null) return false;
return tile.IsWalkable;
}
}
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