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authorLucas Fryzek <lucas.fryzek@fryzekconcepts.com>2024-09-26 15:59:53 +0100
committerLucas Fryzek <lucas.fryzek@fryzekconcepts.com>2024-09-26 16:02:29 +0100
commit0127a8ec6c66a9abaeb97f0b02b70d5d91a835cc (patch)
tree949f345bedd25d7cfcad421e964e32cff6368639
parentd29a892d287b52beb48c331c0da7bc59ac3db237 (diff)
bsp_level_generator: Add special door tile
Having a specific door tile will prevent overlapping doors from generating as the check for a floor next to the door will fail.
-rw-r--r--prefabs/test_arena.tscn2
-rw-r--r--scripts/bsp_level_generator.gd11
-rw-r--r--scripts/tile.gd2
3 files changed, 7 insertions, 8 deletions
diff --git a/prefabs/test_arena.tscn b/prefabs/test_arena.tscn
index b56da43..cccb951 100644
--- a/prefabs/test_arena.tscn
+++ b/prefabs/test_arena.tscn
@@ -78,7 +78,7 @@ script = ExtResource("1_dbsm0")
environment = SubResource("Environment_2poci")
[node name="OmniLight3D" type="DirectionalLight3D" parent="."]
-transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 0, -0.0795405)
+transform = Transform3D(0.838671, -0.296632, 0.456773, 0, 0.838671, 0.544639, -0.544639, -0.456773, 0.703368, 0, 0, -0.0795405)
[node name="Player" parent="." node_paths=PackedStringArray("HEAD", "HEADBOB_ANIMATION") instance=ExtResource("1_vc6b5")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3, 0, 3)
diff --git a/scripts/bsp_level_generator.gd b/scripts/bsp_level_generator.gd
index 4a1ca9b..664b7a5 100644
--- a/scripts/bsp_level_generator.gd
+++ b/scripts/bsp_level_generator.gd
@@ -111,8 +111,8 @@ func generate_grid(map: BSPNode, grid: Array[Tile.Tile]) -> void:
have_door = true
# Place grid for mesh
- grid[door_pos.y * grid_width + door_pos.x] = Tile.Tile.FLOOR
- grid[door_pos2.y * grid_width + door_pos2.x] = Tile.Tile.FLOOR
+ grid[door_pos.y * grid_width + door_pos.x] = Tile.Tile.DOOR
+ grid[door_pos2.y * grid_width + door_pos2.x] = Tile.Tile.DOOR
#door_pos[map.axis] -= 1
#grid[door_pos.y * grid_width + door_pos.x] = Tile.Tile.FLOOR
@@ -146,14 +146,13 @@ func generate_geo(grid: Array[Tile.Tile], array: Array) -> void:
for x in range(grid_width):
var tile = grid[y * grid_width + x]
- if tile == Tile.Tile.FLOOR:
+ if tile == Tile.Tile.FLOOR or tile == Tile.Tile.DOOR:
generate_plane(array, Vector3(x, 0, y), [Vector3(1, 0, 0), Vector3(0, 0, 1)], Vector3.UP)
elif tile == Tile.Tile.WALL:
- generate_plane(array, Vector3(x, 2, y), [Vector3(0, 0, 1), Vector3(0, -2, 0)], Vector3.RIGHT)
+ generate_plane(array, Vector3(x, 2, y), [Vector3(0, 0, 1), Vector3(0, -2, 0)], Vector3.LEFT)
generate_plane(array, Vector3(x, 2, y+1), [Vector3(1, 0, 0), Vector3(0, -2, 0)], Vector3.BACK)
- generate_plane(array, Vector3(x+1, 2, y+1), [Vector3(0, 0, -1), Vector3(0, -2, 0)], Vector3.LEFT)
+ generate_plane(array, Vector3(x+1, 2, y+1), [Vector3(0, 0, -1), Vector3(0, -2, 0)], Vector3.RIGHT)
generate_plane(array, Vector3(x+1, 2, y), [Vector3(-1, 0, 0), Vector3(0, -2, 0)], Vector3.FORWARD)
- pass
func _ready() -> void:
var starting_axis = randi_range(0, 1)
diff --git a/scripts/tile.gd b/scripts/tile.gd
index 6243b9c..87bc2a3 100644
--- a/scripts/tile.gd
+++ b/scripts/tile.gd
@@ -1,3 +1,3 @@
extends Node
-enum Tile {FLOOR, WALL}
+enum Tile {FLOOR, WALL, DOOR}