added some amazing changes

This commit is contained in:
2026-01-25 21:31:33 +01:00
parent e7204b92d2
commit def35dd64b
69 changed files with 2586 additions and 113 deletions

82
src/scripts/minimap.gd Normal file
View File

@@ -0,0 +1,82 @@
extends Control
# Minimap: shows explored dungeon tiles (uses same "explored" data as fog of war).
# Populates as the player explores. Drawn in upper-right corner.
const MINIMAP_WIDTH: int = 128
const MINIMAP_HEIGHT: int = 96
const COLOR_UNEXPLORED: Color = Color(0.08, 0.08, 0.1)
const COLOR_WALL: Color = Color(0.22, 0.22, 0.26)
const COLOR_FLOOR: Color = Color(0.38, 0.38, 0.44)
const COLOR_PLAYER: Color = Color(1.0, 0.35, 0.35)
const COLOR_EXIT: Color = Color(1.0, 1.0, 1.0)
var _map_size: Vector2i = Vector2i.ZERO
var _explored_map: PackedInt32Array = PackedInt32Array()
var _grid: Array = [] # 2D grid [x][y]: 0=wall, 1=floor, 2=door, 3=corridor
var _player_tile: Vector2i = Vector2i(-1, -1)
var _exit_tile: Vector2i = Vector2i(-1, -1)
var _exit_discovered: bool = false
func set_maps(explored_map: PackedInt32Array, map_size: Vector2i, grid: Array, player_tile: Vector2i = Vector2i(-1, -1), exit_tile: Vector2i = Vector2i(-1, -1), exit_discovered: bool = false) -> void:
_explored_map = explored_map
_map_size = map_size
_grid = grid
_player_tile = player_tile
_exit_tile = exit_tile
_exit_discovered = exit_discovered
queue_redraw()
func _ready() -> void:
custom_minimum_size = Vector2(MINIMAP_WIDTH, MINIMAP_HEIGHT)
mouse_filter = Control.MOUSE_FILTER_IGNORE
func _process(_delta: float) -> void:
if _exit_discovered:
queue_redraw()
func _draw() -> void:
if _map_size.x <= 0 or _map_size.y <= 0 or _explored_map.is_empty():
return
var bw := float(MINIMAP_WIDTH)
var bh := float(MINIMAP_HEIGHT)
var tw := bw / float(_map_size.x)
var th := bh / float(_map_size.y)
for x in range(_map_size.x):
for y in range(_map_size.y):
var idx := x + y * _map_size.x
if idx < 0 or idx >= _explored_map.size():
continue
var explored := _explored_map[idx] != 0
var px := float(x) * tw
var py := float(y) * th
var rect := Rect2(px, py, tw, th)
var col: Color
if not explored:
col = COLOR_UNEXPLORED
else:
var g: int = 0
if _grid.size() > x and _grid[x] is Array and (_grid[x] as Array).size() > y:
var row = _grid[x] as Array
g = int(row[y])
if g == 0:
col = COLOR_WALL
else:
col = COLOR_FLOOR
draw_rect(rect, col, true)
if _player_tile.x >= 0 and _player_tile.y >= 0 and _player_tile.x < _map_size.x and _player_tile.y < _map_size.y:
var px := float(_player_tile.x) * tw + tw * 0.5
var py := float(_player_tile.y) * th + th * 0.5
var r := maxf(2.0, minf(tw, th) * 0.4)
draw_circle(Vector2(px, py), r, COLOR_PLAYER)
if _exit_discovered and _exit_tile.x >= 0 and _exit_tile.y >= 0 and _exit_tile.x < _map_size.x and _exit_tile.y < _map_size.y:
var ex := float(_exit_tile.x) * tw + tw * 0.5
var ey := float(_exit_tile.y) * th + th * 0.5
var er := maxf(2.0, minf(tw, th) * 0.35)
var blink := sin(Time.get_ticks_msec() * 0.004) * 0.5 + 0.5
var exit_col := Color(COLOR_EXIT.r, COLOR_EXIT.g, COLOR_EXIT.b, 0.45 + 0.55 * blink)
draw_circle(Vector2(ex, ey), er, exit_col)