placing brown bricks in codename routes is the most fun you can have while playing an app
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0b9ca2ebe5
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@ -2,9 +2,9 @@ extends Node
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onready var server = $StateServer
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onready var server = $StateServer
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export var xsize = 1048
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export var xsize = 512
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export var ysize = 1048
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export var ysize = 512
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export var zsize = 12
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export var zsize = 16
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var Tilemap = preload("res://world/Tilemap.tscn")
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var Tilemap = preload("res://world/Tilemap.tscn")
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var tilemaps = []
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var tilemaps = []
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@ -16,7 +16,8 @@ func respawn_tilemaps(amount: int):
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tilemaps = []
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tilemaps = []
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for i in range(0, amount + 1):
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for i in range(0, amount + 1):
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var map = Tilemap.instance()
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var map = Tilemap.instance()
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map.id = i
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map.position.y -= i * map.cell_size.y
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map.z_index = i
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add_child(map)
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add_child(map)
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tilemaps.push_back(map)
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tilemaps.push_back(map)
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@ -24,7 +25,10 @@ func get_tile_at(pos: Vector3) -> String:
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return server.get_tile_at(int(pos.x), int(pos.y), int(pos.z))
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return server.get_tile_at(int(pos.x), int(pos.y), int(pos.z))
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func update_tiles(tile_positions: PoolVector3Array):
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func update_tiles(tile_positions: PoolVector3Array):
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print(get_tile_at(tile_positions[1]))
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for tile in tile_positions:
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tilemaps[tile.z].set_tile_graphics(Vector2(tile.x, tile.y),
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get_tile_at(tile))
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pass
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func _on_StateServer_request_init():
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func _on_StateServer_request_init():
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respawn_tilemaps(zsize - 1)
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respawn_tilemaps(zsize - 1)
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@ -1,7 +1,4 @@
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extends TileMap
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extends TileMap
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var id: int
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func set_tile_graphics(pos: Vector2, type: String):
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set_cell(pos.x,pos.y,0,false,false,false,Vector2(1,2))
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func _ready():
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pass # Replace with function body.
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