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layer.gd
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# Godot AutoTileLayer v1.1
# https://github.com/leezh/autotile
#
# Copyright (c) 2016, Zher Huei Lee
# All rights reserved.
#
# This software is provided 'as-is', without any express or implied
# warranty. In no event will the authors be held liable for any damages
# arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose,
# including commercial applications, and to alter it and redistribute it
# freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not
# claim that you wrote the original software. If you use this software
# in a product, an acknowledgment in the product documentation would
# be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not
# be misrepresented as being the original software.
#
# 3. This notice may not be removed or altered from any source
# distribution.
tool
extends StaticBody2D
const MASK_TL = 1
const MASK_TOP = 2
const MASK_TR = 4
const MASK_LEFT = 8
const MASK_RIGHT = 16
const MASK_BL = 32
const MASK_BOTTOM = 64
const MASK_BR = 128
const MASK_ALL = 255
const SOLID_NONE = 0
const SOLID_ALL = 1
const SOLID_EXCEPT_TOP = 2
export(Texture) var texture setget _set_texture
export(int, 2, 128) var tile_size = 32 setget _set_tile_size
export(bool) var draw_center = true setget _set_draw_center
export(Vector2) var region_offset = Vector2(0, 0) setget _set_region_offset
export(bool) var solid = false setget _set_solid
export(Vector2) var solid_offset = Vector2(0, 0) setget _set_solid_offset
onready var is_ready = true
var data = {} setget _set_data
var data_cache = []
var data_modified = true
var min_pos = Vector2(0, 0)
var max_pos = Vector2(0, 0)
# Backwards compatability. Remove when Godot 3.0 is released.
var _gd_21_editor
func _ready():
_regen_data()
func _get_property_list():
return [{
"hint": PROPERTY_HINT_NONE,
"usage": PROPERTY_USAGE_STORAGE,
"name": "autotile/data",
"type": TYPE_INT_ARRAY
}]
func _get(property):
if property == "autotile/data":
if data_modified:
_regen_data()
return data_cache
func _set(property, value):
if property == "autotile/data":
data.clear()
var i = 0
while i + 1 < value.size():
data[Vector2(value[i], value[i + 1])] = 0
i += 2
if is_ready:
_regen_data()
return true
func _set_texture(value):
texture = value
update()
func _set_tile_size(value):
tile_size = value
data_modified = true
update()
func _set_region_offset(value):
region_offset = value
update()
func _set_solid(value):
solid = value
data_modified = true
update()
func _set_solid_offset(value):
solid_offset = value
data_modified = true
update()
func _set_draw_center(value):
draw_center = value
update()
func _set_data(value):
data = value
data_modified = true
update()
func _regen_data():
var shape
if solid:
shape = RectangleShape2D.new()
shape.set_extents(Vector2(0.5, 0.5) * tile_size)
clear_shapes()
data_cache.clear()
min_pos = Vector2(0, 0)
max_pos = Vector2(0, 0)
for pos in data.keys():
min_pos.x = min(min_pos.x, pos.x)
min_pos.y = min(min_pos.x, pos.y)
max_pos.x = max(max_pos.x, pos.x)
max_pos.y = max(max_pos.x, pos.y)
data_cache.append(int(pos.x))
data_cache.append(int(pos.y))
var mask = 0
if data.has(pos + Vector2(-1, -1)):
mask = mask | MASK_TL
if data.has(pos + Vector2( 0, -1)):
mask = mask | MASK_TOP
if data.has(pos + Vector2( 1, -1)):
mask = mask | MASK_TR
if data.has(pos + Vector2(-1, 0)):
mask = mask | MASK_LEFT
if data.has(pos + Vector2( 1, 0)):
mask = mask | MASK_RIGHT
if data.has(pos + Vector2(-1, 1)):
mask = mask | MASK_BL
if data.has(pos + Vector2( 0, 1)):
mask = mask | MASK_BOTTOM
if data.has(pos + Vector2( 1, 1)):
mask = mask | MASK_BR
data[pos] = mask
if solid and is_inside_tree() and not get_tree().is_editor_hint():
var ofs = (pos + Vector2(0.5, 0.5)) * tile_size + solid_offset
add_shape(shape, Matrix32(0, ofs))
data_modified = false
update()
const CORNERS = [
{
"offset": Vector2(0, 0),
"tests": [
[
MASK_LEFT | MASK_TOP | MASK_TL,
MASK_LEFT | MASK_TOP,
Vector2(1, 0)
],
[
MASK_LEFT | MASK_TOP | MASK_TL,
MASK_LEFT | MASK_TOP | MASK_TL,
Vector2(1, 2)
],
[
MASK_LEFT | MASK_TOP,
MASK_LEFT,
Vector2(1, 1)
],
[
MASK_LEFT | MASK_TOP,
MASK_TOP,
Vector2(0, 2)
],
[
MASK_LEFT | MASK_TOP,
0,
Vector2(0, 1)
],
],
},
{
"offset": Vector2(1, 0),
"tests": [
[
MASK_RIGHT | MASK_TOP | MASK_TR,
MASK_RIGHT | MASK_TOP,
Vector2(1, 0)
],
[
MASK_RIGHT | MASK_TOP | MASK_TR,
MASK_RIGHT | MASK_TOP | MASK_TR,
Vector2(0, 2)
],
[
MASK_RIGHT | MASK_TOP,
MASK_RIGHT,
Vector2(0, 1)
],
[
MASK_RIGHT | MASK_TOP,
MASK_TOP,
Vector2(1, 2)
],
[
MASK_RIGHT | MASK_TOP,
0,
Vector2(1, 1)
],
],
},
{
"offset": Vector2(0, 1),
"tests": [
[
MASK_LEFT | MASK_BOTTOM | MASK_BL,
MASK_LEFT | MASK_BOTTOM,
Vector2(1, 0)
],
[
MASK_LEFT | MASK_BOTTOM | MASK_BL,
MASK_LEFT | MASK_BOTTOM | MASK_BL,
Vector2(1, 1)
],
[
MASK_LEFT | MASK_BOTTOM,
MASK_LEFT,
Vector2(1, 2)
],
[
MASK_LEFT | MASK_BOTTOM,
MASK_BOTTOM,
Vector2(0, 1)
],
[
MASK_LEFT | MASK_BOTTOM,
0,
Vector2(0, 2)
],
],
},
{
"offset": Vector2(1, 1),
"tests": [
[
MASK_RIGHT | MASK_BOTTOM | MASK_BR,
MASK_RIGHT | MASK_BOTTOM,
Vector2(1, 0)
],
[
MASK_RIGHT | MASK_BOTTOM | MASK_BR,
MASK_RIGHT | MASK_BOTTOM | MASK_BR,
Vector2(0, 1)
],
[
MASK_RIGHT | MASK_BOTTOM,
MASK_RIGHT,
Vector2(0, 2)
],
[
MASK_RIGHT | MASK_BOTTOM,
MASK_BOTTOM,
Vector2(1, 1)
],
[
MASK_RIGHT | MASK_BOTTOM,
0,
Vector2(1, 2)
],
],
},
]
func _draw():
if data_modified:
_regen_data()
if texture != null:
for pos in data.keys():
var mask = data[pos]
if not draw_center and mask == MASK_ALL:
continue
var size = Vector2(tile_size, tile_size) / 2
for corner in CORNERS:
var ofs = (pos + corner["offset"] / 2) * tile_size
var rect = Rect2(region_offset + corner["offset"] * size, size)
for test in corner["tests"]:
if (mask & test[0]) == test[1]:
rect.pos += test[2] * tile_size
draw_texture_rect_region(texture, Rect2(ofs, size), rect)
break
# Backwards compatability. Remove when Godot 3.0 is released.
if _gd_21_editor:
_gd_21_editor.forward_draw_over_canvas(get_global_transform().inverse(), self)
func get_item_rect():
return Rect2(min_pos * tile_size, (max_pos - min_pos) * tile_size)
func has_tile(pos):
return data.has(pos)
func add_tile(pos):
data[pos] = 0
data_modified = true
func remove_tile(pos):
data.erase(pos)
data_modified = true