extends TileMap @export var playerPos :Vector2 = Vector2.ZERO @onready var player :CharacterBody2D =$"../CharacterBody2D" var rng = RandomNumberGenerator.new() # Called when the node enters the scene tree for the first time. func _ready(): pass #return random int func roller(): var rum :int = rng.randi_range(0, 200) var randomHouse :int = rng.randi_range(5,10) var randomPower :int = rng.randi_range(2,8) var randomGap :int = rng.randi_range(1,15) var randomSet :Array = [rum, randomHouse,randomPower,randomGap] return randomSet #draws the ground, houses and powerups func drawPat(playerPost :Vector2): var tilePos = Vector2(playerPost.x+(36),11) var tileCheck = tilePos + Vector2(1,1) var rum = roller() if get_cell_tile_data(0,tileCheck,false) == null: set_pattern(0,tilePos +Vector2(rum[3],0),tile_set.get_pattern(1)) if int(playerPos.x) % 3 == 0: if rum[0] > 180: set_pattern(1,tilePos-Vector2(-8,rum[1]),tile_set.get_pattern(4)) if int(playerPos.x) % 7 == 0: if rum[0] > 180: set_pattern(1,tilePos-Vector2(-8,rum[2]),tile_set.get_pattern(5)) #removes old tiles func garbageCollect(playerPost :Vector2): for dist in get_used_cells(0): if playerPost.x-dist.x > 100: erase_cell(0, dist) for dist in get_used_cells(1): if playerPost.x-dist.x > 100: erase_cell(1, dist) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta): 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) NewScript.playerPoScore()