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GDScript

2 years ago
extends RefCounted
static var force_mapped: bool
static func draw(canvas_item: CanvasItem, offset: Vector2, coords: Vector3i, skip_empty: bool, map_data: MetroidvaniaSystem.MapData, save_data: MetroidvaniaSystem.SaveData):
if MetSys.settings.custom_elements and not map_data.custom_elements.is_empty():
setup_custom_elements(canvas_item, offset, coords)
var cell_data := map_data.get_cell_at(coords)
if not cell_data:
if not skip_empty:
draw_empty(canvas_item, offset)
return
var discovered := 2
if save_data:
discovered = save_data.is_cell_discovered(coords)
elif force_mapped:
discovered = 1
if discovered == 0:
if not skip_empty:
draw_empty(canvas_item, offset)
return
var theme: MapTheme = MetSys.settings.theme
var ci := canvas_item.get_canvas_item()
var display_flags: int = (int(discovered == 2) * 255) | theme.mapped_display
# center
if bool(display_flags & MetroidvaniaSystem.DISPLAY_CENTER):
var room_color := cell_data.get_color()
theme.center_texture.draw(ci, offset * MetSys.CELL_SIZE, room_color if discovered == 2 else theme.mapped_center_color)
# corners
if theme.use_shared_borders:
if not MetSys.has_meta(&"shared_borders_to_draw"):
MetSys._add_meta(&"shared_borders_to_draw", {})#[Vector3i, Vector2]
MetSys._add_meta(&"shared_borders_data", {"canvas_item": canvas_item, "display_flags": display_flags})
var shared_borders_to_draw: Dictionary = MetSys.get_meta(&"shared_borders_to_draw")
shared_borders_to_draw[coords] = offset
else:
draw_regular_borders(canvas_item, offset, coords, map_data, cell_data, display_flags, discovered)
canvas_item.draw_set_transform_matrix(Transform2D())
if bool(display_flags & MetroidvaniaSystem.DISPLAY_SYMBOLS):
var symbol: int = -1
if save_data and coords in save_data.custom_markers:
var custom: int = save_data.custom_markers[coords]
for i in range(63, -1, -1):
if custom & 1 << i:
symbol = i
break
if symbol == -1:
symbol = cell_data.get_symbol()
if symbol > - 1:
if symbol >= theme.symbols.size():
push_error("Bad symbol '%s' at '%s'" % [symbol, coords])
else:
canvas_item.draw_texture(theme.symbols[symbol], offset * MetSys.CELL_SIZE + MetSys.CELL_SIZE * 0.5 - theme.symbols[symbol].get_size() / 2)
2 years ago
static func draw_regular_borders(canvas_item: CanvasItem, offset: Vector2, coords: Vector3i, map_data: MetroidvaniaSystem.MapData, cell_data: MetroidvaniaSystem.MapData.CellData, display_flags: int, discovered: int):
var theme: MapTheme = MetSys.settings.theme
var ci := canvas_item.get_canvas_item()
# borders
var borders: Array[int] = [-1, -1, -1, -1]
var display_outlines := bool(display_flags & MetroidvaniaSystem.DISPLAY_OUTLINE)
for i in 4:
var border: int = cell_data.get_border(i)
if not display_outlines and border == 0:
borders[i] = -1
elif not bool(display_flags & MetroidvaniaSystem.DISPLAY_BORDERS):
borders[i] = mini(border, 0 if display_outlines else -1)
else:
borders[i] = border
for i in 4:
var texture: Texture2D
var color: Color
var rotation := PI * 0.5 * i
if borders[i] == -1:
if display_outlines:
texture = get_border_texture(theme, -1, i)
color = Color.WHITE
else:
var border: int = borders[i]
if not bool(display_flags & MetroidvaniaSystem.DISPLAY_BORDERS):
border = 0
texture = get_border_texture(theme, border, i)
if discovered == 2:
color = cell_data.get_border_color(i)
else:
color = theme.mapped_border_color
if not texture:
continue
canvas_item.draw_set_transform(offset * MetSys.CELL_SIZE + MetSys.CELL_SIZE * 0.5, rotation, Vector2.ONE)
match i:
MetroidvaniaSystem.R, MetroidvaniaSystem.L:
texture.draw(ci, -texture.get_size() / 2 + Vector2.RIGHT * (MetSys.CELL_SIZE.x * 0.5 - texture.get_width() / 2), color)
MetroidvaniaSystem.D, MetroidvaniaSystem.U:
texture.draw(ci, -texture.get_size() / 2 + Vector2.RIGHT * (MetSys.CELL_SIZE.y * 0.5 - texture.get_width() / 2), color)
if not display_outlines:
return
# outer corner
for i in 4:
var j := rotate(i)
if borders[i] == -1 or borders[j] == -1:
continue
var texture: Texture2D = theme.outer_corner
var corner_color: Color
if discovered == 2:
corner_color = get_shared_color(cell_data.get_border_color(i), cell_data.get_border_color(j), theme.default_border_color)
else:
corner_color = theme.mapped_border_color
canvas_item.draw_set_transform(offset * MetSys.CELL_SIZE + MetSys.CELL_SIZE * 0.5, PI * 0.5 * i, Vector2.ONE)
var corner_offset := -texture.get_size()
if theme.use_shared_borders:
corner_offset /= 2
match i:
MetroidvaniaSystem.R, MetroidvaniaSystem.L:
texture.draw(ci, MetSys.CELL_SIZE * 0.5 + corner_offset, corner_color)
MetroidvaniaSystem.D, MetroidvaniaSystem.U:
texture.draw(ci, Vector2(MetSys.CELL_SIZE.y, MetSys.CELL_SIZE.x) * 0.5 + corner_offset, corner_color)
# inner corner
for i in 4:
var j := rotate(i)
if borders[i] != -1 or borders[j] != -1:
continue
var neighbor_room := get_neighbor(map_data, coords, map_data.FWD[i] + map_data.FWD[j])
if neighbor_room:
if neighbor_room.borders[opposite(i)] == -1 and neighbor_room.borders[opposite(j)] == -1:
continue
var texture: Texture2D = theme.inner_corner
var color1 := get_neighbor(map_data, coords, map_data.FWD[i]).get_border_color(rotate(i))
var color2 := get_neighbor(map_data, coords, map_data.FWD[j]).get_border_color(rotate(j, -1))
var corner_color := get_shared_color(color1, color2, theme.default_border_color)
canvas_item.draw_set_transform(offset * MetSys.CELL_SIZE + MetSys.CELL_SIZE * 0.5, PI * 0.5 * i, Vector2.ONE)
var corner_offset := -texture.get_size()
if theme.use_shared_borders:
corner_offset /= 2
match i:
MetroidvaniaSystem.R, MetroidvaniaSystem.L:
theme.inner_corner.draw(ci, MetSys.CELL_SIZE * 0.5 + corner_offset, corner_color)
MetroidvaniaSystem.D, MetroidvaniaSystem.U:
theme.inner_corner.draw(ci, Vector2(MetSys.CELL_SIZE.y, MetSys.CELL_SIZE.x) * 0.5 + corner_offset, corner_color)
2 years ago
static func draw_shared_borders():
assert(MetSys.settings.theme.use_shared_borders, "This function requires shared borders to be enabled.")
if not MetSys.has_meta(&"shared_borders_to_draw"):
return
var theme: MapTheme = MetSys.settings.theme
var shared_borders_to_draw: Dictionary = MetSys.get_meta(&"shared_borders_to_draw")
var shared_borders_data: Dictionary = MetSys.get_meta(&"shared_borders_data")
var shared_borders_colors: Dictionary#[Vector3i, Color]
var shared_corners_data: Dictionary#[Vector3i, int]
var shared_corners_colors: Dictionary#[Vector3i, Color]
var display_flags: int = shared_borders_data["display_flags"]
var canvas_item: CanvasItem = shared_borders_data["canvas_item"]
var ci := canvas_item.get_canvas_item()
var additional_corners: Dictionary#[Vector3i, Vector2]
for coords in shared_borders_to_draw:
for x in range (-1, 1):
for y in range(-1, 1):
var coords2: Vector3i = coords + Vector3i(x, y, 0)
if not coords2 in shared_borders_to_draw:
additional_corners[coords2] = shared_borders_to_draw[coords] + Vector2(x, y)
shared_borders_to_draw.merge(additional_corners)
for coords in shared_borders_to_draw:
var corner_data := 0
corner_data |= (1 << 0) * (get_corner_bit(coords, MetroidvaniaSystem.R) | get_corner_bit(coords + Vector3i(1, 0, 0), MetroidvaniaSystem.L))
corner_data |= (1 << 1) * (get_corner_bit(coords, MetroidvaniaSystem.D) | get_corner_bit(coords + Vector3i(0, 1, 0), MetroidvaniaSystem.U))
corner_data |= (1 << 2) * (get_corner_bit(coords + Vector3i(0, 1, 0), MetroidvaniaSystem.R) | get_corner_bit(coords + Vector3i(1, 1, 0), MetroidvaniaSystem.L))
corner_data |= (1 << 3) * (get_corner_bit(coords + Vector3i(1, 0, 0), MetroidvaniaSystem.D) | get_corner_bit(coords + Vector3i(1, 1, 0), MetroidvaniaSystem.U))
if theme.is_unicorner():
corner_data = signi(corner_data) * 15
var use_default: bool
var color_blend: Array[Color]
for i in 4:
var color: Color
if i < 2:
color = get_shared_border_color(coords, i)
else:
color = get_shared_border_color(coords + Vector3i(1, 1, 0), i)
if color == theme.default_border_color:
use_default = true
elif color.a > 0:
color_blend.append(color)
shared_corners_data[coords] = corner_data
if not color_blend.is_empty():
var ratio: float = 1.0 / color_blend.size()
shared_corners_colors[coords] = color_blend.reduce(func(final: Color, current: Color) -> Color: return final.lerp(current, ratio))
elif use_default:
shared_corners_colors[coords] = theme.default_border_color
var border_data: Array[int] = [-1, -1]
var border_colors: Array[Color] = [Color(), Color()]
for i in 2:
var fwd := Vector3i(MetroidvaniaSystem.MapData.FWD[i].x, MetroidvaniaSystem.MapData.FWD[i].y, 0)
border_data[i] = maxi(get_border_at(coords, i), get_border_at(coords + fwd, opposite(i)))
border_colors[i] = get_shared_border_color(coords, i)
shared_borders_data[coords] = border_data
shared_borders_colors[coords] = border_colors
# borders
for coords in shared_borders_to_draw:
var borders: Array[int] = shared_borders_data[coords]
for i in 2:
var texture: Texture2D
var color: Color
var rotation := PI * 0.5 * i
if borders[i] == -1:
texture = get_border_texture(theme, -1, i)
color = Color.WHITE
else:
var border: int = borders[i]
if not bool(display_flags & MetroidvaniaSystem.DISPLAY_BORDERS):
border = 0
texture = get_border_texture(theme, border, i)
color = shared_borders_colors[coords][i]
if not texture:
continue
canvas_item.draw_set_transform(shared_borders_to_draw[coords] * MetSys.CELL_SIZE + MetSys.CELL_SIZE * 0.5, rotation, Vector2.ONE)
match i:
MetroidvaniaSystem.R, MetroidvaniaSystem.L:
texture.draw(ci, -texture.get_size() / 2 + Vector2.RIGHT * (MetSys.CELL_SIZE.x * 0.5), color)
MetroidvaniaSystem.D, MetroidvaniaSystem.U:
texture.draw(ci, -texture.get_size() / 2 + Vector2.RIGHT * (MetSys.CELL_SIZE.y * 0.5), color)
# corners
for coords in shared_borders_to_draw:
var offset: Vector2 = shared_borders_to_draw[coords]
var corner_data: int = shared_corners_data[coords]
var corner_type = signi(corner_data & 1) + signi(corner_data & 2) + signi(corner_data & 4) + signi(corner_data & 8)
var corner_texture: Texture2D
var corner_rotation := -1
match corner_type:
1:
corner_texture = theme.u_corner
match corner_data:
1:
corner_rotation = 0
2:
corner_rotation = 3
4:
corner_rotation = 2
8:
corner_rotation = 1
2:
corner_texture = theme.l_corner
match corner_data:
3:
corner_rotation = 3
6:
corner_rotation = 2
9:
corner_rotation = 0
12:
corner_rotation = 1
3:
corner_texture = theme.t_corner
match corner_data:
7:
corner_rotation = 1
11:
corner_rotation = 2
13:
corner_rotation = 3
14:
corner_rotation = 0
4:
corner_texture = theme.cross_corner
corner_rotation = 0
if corner_rotation == -1 or not corner_texture:
continue
canvas_item.draw_set_transform(offset * MetSys.CELL_SIZE + MetSys.CELL_SIZE, PI * 0.5 * corner_rotation, Vector2.ONE)
corner_texture.draw(canvas_item.get_canvas_item(), -corner_texture.get_size() / 2, shared_corners_colors[coords])
MetSys.remove_meta(&"shared_borders_to_draw")
MetSys.remove_meta(&"shared_borders_data")
canvas_item.draw_set_transform_matrix(Transform2D())
2 years ago
static func setup_custom_elements(canvas_item: CanvasItem, offset: Vector2, coords: Vector3i):
var custom_element_data: Dictionary
if not MetSys.has_meta(&"custom_elements_data"):
custom_element_data["canvas_item"] = canvas_item
MetSys._add_meta(&"custom_elements_data", custom_element_data)
2 years ago
static func draw_custom_elements(canvas_item: CanvasItem, elements: Dictionary, base_offset: Vector2, rect: Rect2i, layer: int):
var element_manager: MetroidvaniaSystem.CustomElementManager = MetSys.settings.custom_elements
var already_drawn: Array[Dictionary]
for y in rect.size.y:
for x in rect.size.y:
var pos := rect.position + Vector2i(x, y)
for coords in elements:
if coords.z != layer:
continue
var element: Dictionary = elements[coords]
if element in already_drawn:
continue
var elerect := Rect2i(coords.x, coords.y, element["size"].x, element["size"].y)
if elerect.has_point(pos):
element_manager.draw_element(canvas_item, coords, element.name, (base_offset + Vector2(coords.x, coords.y) - Vector2(pos) + Vector2(x, y)) * MetSys.CELL_SIZE, Vector2(element.size) * MetSys.CELL_SIZE, element.data)
already_drawn.append(element)
2 years ago
static func get_border_at(coords: Vector3i, idx: int) -> int:
var cell_data = get_discovered_cell_at(coords)
if not cell_data:
return -1
return cell_data.get_border(idx)
2 years ago
static func get_corner_bit(coords: Vector3i, idx: int) -> int:
return int(get_border_at(coords, idx) > -1)
2 years ago
static func get_shared_border_color(coords: Vector3i, idx: int) -> Color:
var fwd := Vector3i(MetroidvaniaSystem.MapData.FWD[idx].x, MetroidvaniaSystem.MapData.FWD[idx].y, 0)
var color := Color.TRANSPARENT
var cell_data = get_discovered_cell_at(coords)
if cell_data:
color = cell_data.get_border_color(idx)
cell_data = get_discovered_cell_at(coords + fwd)
if cell_data:
if color.a > 0:
color = get_shared_color(color, cell_data.get_border_color(opposite(idx)), MetSys.settings.theme.default_border_color)
else:
color = cell_data.get_border_color(opposite(idx))
return color
2 years ago
static func get_discovered_cell_at(coords: Vector3i) -> MetroidvaniaSystem.MapData.CellData:
var cell_data = MetSys.map_data.get_cell_at(coords)
if cell_data and MetSys.is_cell_discovered(coords):
return cell_data
return null
2 years ago
static func get_shared_color(color1: Color, color2: Color, default: Color) -> Color:
if color1 == default:
return color2
elif color2 == default:
return color1
return color1.lerp(color2, 0.5)
2 years ago
static func get_border_texture(theme: MapTheme, idx: int, direction: int) -> Texture2D:
var texture_name: StringName
if theme.rectangle:
if direction == MetroidvaniaSystem.R or direction == MetroidvaniaSystem.L:
match idx:
-1:
texture_name = &"vertical_separator"
0:
texture_name = &"vertical_wall"
1:
texture_name = &"vertical_passage"
2:
texture_name = &"vertical_borders"
else:
match idx:
-1:
texture_name = &"horizontal_separator"
0:
texture_name = &"horizontal_wall"
1:
texture_name = &"horizontal_passage"
_:
texture_name = &"vertical_borders"
else:
match idx:
-1:
texture_name = &"separator"
0:
texture_name = &"wall"
1:
texture_name = &"passage"
_:
texture_name = &"borders"
if idx >= 2:
return theme.get(texture_name)[idx - 2]
else:
return theme.get(texture_name)
2 years ago
static func draw_empty(canvas_item: CanvasItem, offset: Vector2):
var theme: MapTheme = MetSys.settings.theme
if theme.empty_space_texture:
var ci := canvas_item.get_canvas_item()
theme.empty_space_texture.draw(ci, offset * MetSys.CELL_SIZE, Color.WHITE)
2 years ago
static func get_neighbor(map_data: MetroidvaniaSystem.MapData, coords: Vector3i, offset: Vector2i) -> MetroidvaniaSystem.MapData.CellData:
var neighbor: Vector2i = Vector2i(coords.x, coords.y) + offset
return map_data.get_cell_at(Vector3i(neighbor.x, neighbor.y, coords.z))
2 years ago
static func rotate(i: int, amount := 1) -> int:
return (i + amount) % 4
2 years ago
static func opposite(i: int) -> int:
return (i + 2) % 4