dont render tiles that are hidden

This commit is contained in:
zoe 2022-05-08 18:53:27 +02:00
parent 5b58f246a0
commit 1de09f7014
5 changed files with 21 additions and 2 deletions

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@ -21,8 +21,9 @@ func get_tile_at(pos: Vector3) -> String:
func update_tiles(tile_positions: PoolVector3Array):
for tile in tile_positions:
tilemaps[tile.z].set_tile_graphics(Vector2(tile.x, tile.y),
get_tile_at(tile))
if !StateServer.is_tile_hidden(int(tile.x), int(tile.y), int(tile.z)):
tilemaps[tile.z].set_tile_graphics(Vector2(tile.x, tile.y),
get_tile_at(tile))
func _on_StateServer_request_init():
call_deferred("respawn_tilemaps")

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@ -48,6 +48,11 @@ impl StateServer {
fn get_tile_at(&self, _owner: &Node, x: usize, y: usize, z: usize) -> u16 {
self.world.get_tile_at(x, y, z)
}
#[export]
fn is_tile_hidden(&self, _owner: &Node, x: usize, y: usize, z: usize) -> bool{
self.world.is_tile_hidden(x, y, z)
}
}
// signals

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@ -14,6 +14,13 @@ impl World {
//TODO: error handling, or maybe just do that in godot
self.tiles[x][y][z] as u16
}
pub fn is_tile_hidden(&self, x: usize, y: usize, z: usize) -> bool{
if x == self.xsize - 1 || y == self.ysize -1 || z == self.zsize - 1{
return false;
}
true
}
pub fn generate(&mut self) -> Vector3Array{
self.tiles = get_vec3(self.xsize, self.ysize, self.zsize);
let mut ret: Vector3Array = Vector3Array::new();

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@ -23,6 +23,12 @@ pub struct Tile {
can_be_above: Vec<Tiletypes>,
#[builder(default = "vec![]")]
can_be_next_to: Vec<Tiletypes>,
#[builder(default = "true")]
hide_top_left: bool,
#[builder(default = "true")]
hide_top_right: bool,
#[builder(default = "true")]
hide_below: bool,
}
impl Tile {