fastRunner/TileMap.gd

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GDScript
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extends TileMap
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@export var playerPos = Vector2.ZERO
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@onready var player =$"../CharacterBody2D"
var rng = RandomNumberGenerator.new()
# Called when the node enters the scene tree for the first time.
func _ready():
pass
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#return random int
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func roller():
var rum = rng.randi_range(0, 200)
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var randomHouse = rng.randi_range(5,10)
var randomPower = rng.randi_range(2,8)
var randomGap = rng.randi_range(1,20)
var randomSet = [rum, randomHouse,randomPower,randomGap]
return randomSet
#draws the ground, houses and powerups
func drawPat(playerPos):
var tilePos = Vector2i(playerPos.x+(36),11)
var tileCheck = tilePos + Vector2i(1,1)
var rum = roller()
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if get_cell_tile_data(0,tileCheck,false) == null:
set_pattern(0,tilePos +Vector2i(rum[3],0),tile_set.get_pattern(1))
if int(playerPos.x) % 3 == 0:
if rum[0] > 180:
set_pattern(1,tilePos-Vector2i(-8,rum[1]),tile_set.get_pattern(4))
if int(playerPos.x) % 7 == 0:
if rum[0] > 180:
set_pattern(1,tilePos-Vector2i(-8,rum[2]),tile_set.get_pattern(5))
#removes old tiles
func garbageCollect(playerPos):
for dist in get_used_cells(0):
if playerPos.x-dist.x > 0:
if sqrt((playerPos.x-dist.x) ** 2 + (playerPos.y - dist.y)**2) > 200:
erase_cell(0, dist)
for dist in get_used_cells(1):
if playerPos.x-dist.x > 0:
if sqrt((playerPos.x-dist.x) ** 2 + (playerPos.y - dist.y)**2) > 200:
erase_cell(1, dist)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
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playerPos = self.local_to_map(player.position)
if playerPos.y > 15:
NewScript.playerDeath()
get_tree().change_scene_to_file("res://mainMenu.tscn")
var data = get_cell_tile_data(1,playerPos)
if data:
NewScript.hit(data.get_custom_data_by_layer_id(0))
drawPat(playerPos)
garbageCollect(playerPos)
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NewScript.playerPoScore()