39 lines
1 KiB
GDScript3
39 lines
1 KiB
GDScript3
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extends TileMap
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var astar = AStarGrid2D.new()
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var map_rect = Rect2i()
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const main_layer = 0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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var tile_size = get_tileset().tile_size
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var tilemap_size = get_used_rect().end - get_used_rect().position
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map_rect = Rect2i(Vector2i(), tilemap_size)
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astar.region = map_rect
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astar.cell_size = tile_size
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astar.offset = tile_size * 0.5
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astar.default_compute_heuristic = AStarGrid2D.HEURISTIC_MANHATTAN
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astar.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_NEVER
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astar.update()
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for cell in get_used_cells(main_layer):
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astar.set_point_solid(cell, is_spot_solid(main_layer,cell))
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for cell in get_used_cells(2):
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astar.set_point_solid(cell, is_spot_solid(2,cell))
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func is_spot_solid(layer : int,spot : Vector2i) -> bool :
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return get_cell_tile_data(layer,spot).get_custom_data("is_solid")
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func is_spot_walkable(spot) -> bool :
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var map_pos = local_to_map(spot)
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if map_rect.has_point(map_pos):
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return not astar.is_point_solid(map_pos)
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return false
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