starting to rework grid maps to be tile map layers
This commit is contained in:
+23
-23
@@ -21,6 +21,7 @@ public partial class EnemyController : TurnController
|
||||
GridMarker randomMarker = unoccupiedMarkers[Globals._rng.Next(unoccupiedMarkers.Count)];
|
||||
newEnemy._speed = Globals._rng.Next(2,4+1);
|
||||
newEnemy.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF");
|
||||
newEnemy._enemyController = this;
|
||||
WarpEnemy(newEnemy, randomMarker);
|
||||
_enemies.Add(newEnemy);
|
||||
AddChild(newEnemy);
|
||||
@@ -43,32 +44,31 @@ public partial class EnemyController : TurnController
|
||||
{
|
||||
ENEMIES ??= _enemies;
|
||||
ENEMIES = [.. ENEMIES.OrderByDescending(e => e._gridMarker._address.Y).ThenByDescending(e => e._gridMarker._address.X)];
|
||||
Tween tween = CreateTween();
|
||||
tween.SetParallel();
|
||||
// Tween tween = CreateTween();
|
||||
// tween.SetParallel();
|
||||
Dictionary<Enemy, List<GridMarker>> enemyPaths = new();
|
||||
|
||||
for (int i = 0; i < ENEMIES.Count; i++)
|
||||
{
|
||||
enemyPaths[ENEMIES[i]] = ENEMIES[i].Pathfinding(_grid._gridMarkers.ToList());
|
||||
}
|
||||
ENEMIES[0].Pathfinding(_grid.GetMarkerByAddress(new Vector2I(ENEMIES[0]._gridMarker._address.X, ENEMIES[0]._gridMarker._address.Y - ENEMIES[0]._visibilityRange)));
|
||||
// for (int i = 0; i < ENEMIES.Count; i++)
|
||||
// {
|
||||
// enemyPaths[ENEMIES[i]] = ENEMIES[i].Pathfinding(_grid.GetMarkerByAddress(new Vector2I(ENEMIES[i]._gridMarker._address.X, 0)));
|
||||
// }
|
||||
|
||||
int maxSteps = enemyPaths.Select(p => p.Value.Count).Max();
|
||||
GD.Print(enemyPaths.Count, " ", maxSteps);
|
||||
|
||||
for (int i = 0; i < maxSteps; i++)
|
||||
{
|
||||
Dictionary<Enemy, List<GridMarker>> qualifyingPaths = (Dictionary<Enemy, List<GridMarker>>)enemyPaths.Where(p => p.Value.Count <= maxSteps);
|
||||
for (int j = 0; j < qualifyingPaths.Count; j++)
|
||||
{
|
||||
Enemy enemy = qualifyingPaths.ElementAt(j).Key;
|
||||
GridMarker marker = qualifyingPaths.ElementAt(j).Value.ElementAt(i);
|
||||
if (j == 0)
|
||||
{
|
||||
tween.Chain();
|
||||
}
|
||||
tween.TweenProperty(enemy, "global_position", enemy._gridMarker.GlobalPosition, 0.4f);
|
||||
}
|
||||
}
|
||||
// GD.Print(maxSteps);
|
||||
// for (int i = 0; i < maxSteps; i++)
|
||||
// {
|
||||
// Dictionary<Enemy, List<GridMarker>> qualifyingPaths = (Dictionary<Enemy, List<GridMarker>>)enemyPaths.Where(p => p.Value.Count <= maxSteps);
|
||||
// for (int j = 0; j < qualifyingPaths.Count; j++)
|
||||
// {
|
||||
// Enemy enemy = qualifyingPaths.ElementAt(j).Key;
|
||||
// GridMarker marker = qualifyingPaths.ElementAt(j).Value.ElementAt(i);
|
||||
// if (j == 0)
|
||||
// {
|
||||
// tween.Chain();
|
||||
// }
|
||||
// tween.TweenProperty(enemy, "global_position", enemy._gridMarker.GlobalPosition, 0.4f);
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
public void RemoveEnemy(Enemy ENEMY_TO_REMOVE)
|
||||
|
||||
Reference in New Issue
Block a user