78 lines
1.9 KiB
GDScript
78 lines
1.9 KiB
GDScript
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extends TileMap
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# Member variables
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# Boundaries for the fog rectangle
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var x_min = -20 # Left start tile
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var x_max = 20 # Right end tile
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var y_min = -20 # Top start tile
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var y_max = 20 # Bottom end tile
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var position # Player's position
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# Iteration variables
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var x
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var y
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# Variables to check if the player moved
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var x_old
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var y_old
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# Array to build up the visible area like a square.
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# First value determines the width/height of the tip.
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# Here it would be 2*2 + 1 = 5 tiles wide/high.
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# Second value determines the total squares size.
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# Here it would be 5*2 + 1 = 10 tiles wide/high.
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var l = range(2, 5)
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# Process that runs in realtime
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func _fixed_process(delta):
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position = get_node("../troll").get_pos()
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# Calculate the corresponding tile
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# from the players position
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x = int(position.x/get_cell_size().x)
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# Switching from positive to negative tile positions
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# causes problems because of rounding problems
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if position.x < 0:
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x -= 1 # Correct negative values
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y = int(position.y/get_cell_size().y)
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if (position.y < 0):
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y -= 1
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# Check if the player moved one tile further
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if ((x_old != x) or (y_old != y)):
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# Create the transparent part (visited area)
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var end = l.size() - 1
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var start = 0
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for steps in range(l.size()):
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for m in range(x - l[end] - 1, x + l[end] + 2):
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for n in range(y - l[start] - 1, y + l[start] + 2):
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if (get_cell(m, n) != 0):
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set_cell(m, n, 1, 0, 0)
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end -= 1
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start += 1
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# Create the actual and active visible part
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var end = l.size() - 1
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var start = 0
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for steps in range(l.size()):
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for m in range(x - l[end], x + l[end] + 1):
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for n in range(y - l[start], y + l[start] + 1):
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set_cell(m, n, -1)
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end -= 1
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start += 1
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x_old = x
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y_old = y
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func _ready():
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# Create a square filled with the 100% opaque fog
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for x in range(x_min, x_max):
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for y in range(y_min, y_max):
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set_cell(x, y, 0, 0, 0)
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set_fixed_process(true)
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