86 lines
1.9 KiB
GDScript
86 lines
1.9 KiB
GDScript
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extends TileMap
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# member variables here, example:
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# var a=2
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# var b="textvar"
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# boundarys 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 # players position
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# iteration variables
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var x
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var y
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# variable to check if 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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pass
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func _ready():
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# Initalization here
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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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pass
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