Files
2025-10-13 21:13:33 +03:00

142 lines
4.7 KiB
GDScript

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()