class_name Level extends Node2D @export_range(2, 17) var top_door_x := 2 @export_range(2, 17) var bottom_door_x := 2 const DOOR := preload("res://door.tscn") const TOP_LEFT_FOREST := Vector2i(0,0) const TOP_RIGHT_FOREST := Vector2i(3,0) const BOTTOM_LEFT_FOREST := Vector2i(0,3) const BOTTOM_RIGHT_FOREST := Vector2i(3,3) const TOP_FORESTS := [ Vector2i(1,0), Vector2i(2,0), Vector2i(1,1), Vector2i(2,1) ] const BOTTOM_FORESTS := [ Vector2i(1,2), Vector2i(2,2), Vector2i(1,3), Vector2i(2,3) ] const LEFT_FORESTS := [ Vector2i(0,1), Vector2i(0,2) ] const RIGHT_FORESTS := [ Vector2i(3,1), Vector2i(3,2) ] const TOP_LEFT_DOOR := Vector2i(4,2) const TOP_RIGHT_DOOR := Vector2i(4,3) const BOTTOM_LEFT_DOOR := Vector2i(4,0) const BOTTOM_RIGHT_DOOR := Vector2i(4,1) const CORNER_FIELDS := [ Vector2i(4,2), Vector2i(4,3) ] const TOP_FIELDS := [ Vector2i(0,2), Vector2i(1,2), Vector2i(2,2), Vector2i(0,3), Vector2i(1,3), Vector2i(2,3), ] const LEFT_FIELDS := [ Vector2i(3,0), Vector2i(4,0), Vector2i(3,1), Vector2i(4,1), Vector2i(3,2), Vector2i(3,3), ] const CENTER_FIELDS := [ Vector2i(0,0), Vector2i(1,0), Vector2i(2,0), Vector2i(0,1), Vector2i(1,1), Vector2i(2,1), ] var top_door = null var bottom_door = null func _ready() -> void: _create_level() func _create_level() -> void: _create_forest() _create_field() _create_top_door() _create_bottom_door() func _create_forest() -> void: $TileMapLayer.set_cell(Vector2i(0,0), 0, TOP_LEFT_FOREST) $TileMapLayer.set_cell(Vector2i(19,0), 0, TOP_RIGHT_FOREST) $TileMapLayer.set_cell(Vector2i(0,10), 0, BOTTOM_LEFT_FOREST) $TileMapLayer.set_cell(Vector2i(19,10), 0, BOTTOM_RIGHT_FOREST) for i in range(1, 19): $TileMapLayer.set_cell(Vector2i(i,0), 0, TOP_FORESTS[randi() % TOP_FORESTS.size()]) $TileMapLayer.set_cell(Vector2i(i,10), 0, BOTTOM_FORESTS[randi() % BOTTOM_FORESTS.size()]) for i in range(1, 10): $TileMapLayer.set_cell(Vector2i(0,i), 0, LEFT_FORESTS[randi() % LEFT_FORESTS.size()]) $TileMapLayer.set_cell(Vector2i(19,i), 0, RIGHT_FORESTS[randi() % RIGHT_FORESTS.size()]) func _create_field() -> void: $TileMapLayer.set_cell(Vector2i(1,1), 1, CORNER_FIELDS[randi() % CORNER_FIELDS.size()]) for i in range(2, 19): $TileMapLayer.set_cell(Vector2i(i,1), 1, TOP_FIELDS[randi() % TOP_FIELDS.size()]) for i in range(2, 10): $TileMapLayer.set_cell(Vector2i(1,i), 1, LEFT_FIELDS[randi() % LEFT_FIELDS.size()]) for i in range(2, 19): for j in range(2, 10): $TileMapLayer.set_cell(Vector2i(i,j), 1, CENTER_FIELDS[randi() % CENTER_FIELDS.size()]) func _create_top_door() -> void: const y := 0 $TileMapLayer.set_cell(Vector2i(top_door_x-1,y), 0, TOP_LEFT_DOOR) $TileMapLayer.set_cell(Vector2i(top_door_x,y), 1, LEFT_FIELDS[randi() % LEFT_FIELDS.size()]) $TileMapLayer.set_cell(Vector2i(top_door_x,y+1), 1, CENTER_FIELDS[randi() % LEFT_FIELDS.size()]) $TileMapLayer.set_cell(Vector2i(top_door_x+1,y), 0, TOP_RIGHT_DOOR) top_door = DOOR.instantiate() top_door.type = Door.DoorType.TOP_DOOR top_door.state = Door.DoorState.CLOSED top_door.position = Vector2i(top_door_x,y)*16 add_child(top_door) $CollisionBoxTopLeft.shape.size.x = (top_door_x - 1) * 16 $CollisionBoxTopLeft.position.x += $CollisionBoxTopLeft.shape.size.x/2 - 8 $CollisionBoxTopRight.shape.size.x = (20 - top_door_x - 2) * 16 $CollisionBoxTopRight.position.x -= $CollisionBoxTopRight.shape.size.x/2 - 8 func _create_bottom_door() -> void: const y = 10 $TileMapLayer.set_cell(Vector2i(bottom_door_x-1,y), 0, BOTTOM_LEFT_DOOR) $TileMapLayer.set_cell(Vector2i(bottom_door_x,y), 1, LEFT_FIELDS[randi() % LEFT_FIELDS.size()]) $TileMapLayer.set_cell(Vector2i(bottom_door_x+1,y), 0, BOTTOM_RIGHT_DOOR) bottom_door = DOOR.instantiate() bottom_door.type = Door.DoorType.BOTTOM_DOOR bottom_door.state = Door.DoorState.OPENED bottom_door.position = Vector2i(bottom_door_x,y)*16 add_child(bottom_door) $CollisionBoxBottomLeft.shape.size.x = (bottom_door_x - 1) * 16 $CollisionBoxBottomLeft.position.x += $CollisionBoxBottomLeft.shape.size.x/2 - 8 $CollisionBoxBottomRight.shape.size.x = (20 - bottom_door_x - 2) * 16 $CollisionBoxBottomRight.position.x -= $CollisionBoxBottomRight.shape.size.x/2 - 8 func open_top_door() -> void: if top_door: top_door.open() func close_top_door() -> void: if top_door: top_door.close() func open_bottom_door() -> void: if bottom_door: bottom_door.open() func close_bottom_door() -> void: if bottom_door: bottom_door.close()