37 lines
1.2 KiB
GDScript
37 lines
1.2 KiB
GDScript
extends Node
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# Funktionen werden über signals ausgelöst
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func _ready():
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pass
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func saveMap(absolute_map_filename:String):
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print("Triggered ResourceSaver.saveMap(%s)" % [absolute_map_filename])
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var map_data = MapData.new()
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var cell_count:int = len(%GroundMapLayer.get_used_cells())
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print("Number of used cells: %i" % [cell_count])
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for cell_pos in %GroundMapLayer.get_used_cells():
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var tile_id = %GroundMapLayer.get_cell_source_id(cell_pos)
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map_data.ground_tiles.append( Vector3i(cell_pos.x, cell_pos.y, tile_id))
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ResourceSaver.save(map_data, absolute_map_filename)
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print("Saved {0}".format([absolute_map_filename]))
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func loadMap(map_file_name):
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# TODO: Clear TilemapLayers before loading
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%GroundMapLayer.clear()
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print("loadMap: {0}".format([map_file_name]))
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#var map:MapData = load(map_file_name)
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var map:MapData = ResourceLoader.load(map_file_name)
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for tile_info:Vector3i in map.ground_tiles:
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var cell_pos:Vector2i = Vector2i(tile_info[0], tile_info[1])
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var tile_id:int = tile_info[2]
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%GroundMapLayer.set_cell(cell_pos, tile_id)
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## TODO: Set TileMapLayer cells according to loaded info
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#for cell in map.cells:
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# #%GroundMapLayer.get_used_cells() = map.cells#
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# print(cell)
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