Add dynamic TileMap layer demo (#954)

This commit is contained in:
Tomek
2023-10-18 03:22:09 +02:00
committed by GitHub
parent d880218056
commit 84b7f9ea36
14 changed files with 344 additions and 0 deletions

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Width:  |  Height:  |  Size: 1.8 KiB

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cs8h2qyuakmko"
path="res://.godot/imported/obstacle.png-06287f6b2d26dd03335fd87ab78c2cc2.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://level/obstacle.png"
dest_files=["res://.godot/imported/obstacle.png-06287f6b2d26dd03335fd87ab78c2cc2.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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extends TileMap
var secret_layer: int # You can have multiple layers if you make this an array.
var player_in_secret: bool
var layer_alpha := 1.0
func _init() -> void:
for i in get_layers_count(): # Find the secret layer by name.
if get_layer_name(i) == "Secret":
secret_layer = i
func _ready() -> void:
set_process(false)
func _process(delta: float) -> void:
if player_in_secret:
if layer_alpha > 0.3:
layer_alpha = move_toward(layer_alpha, 0.3, delta) # Animate the layer transparency.
set_layer_modulate(secret_layer, Color(1, 1, 1, layer_alpha))
else:
set_process(false)
else:
if layer_alpha < 1.0:
layer_alpha = move_toward(layer_alpha, 1.0, delta)
set_layer_modulate(secret_layer, Color(1, 1, 1, layer_alpha))
else:
set_process(false)
func _use_tile_data_runtime_update(layer: int, _coords: Vector2i) -> bool:
if layer == secret_layer:
return true
return false
func _tile_data_runtime_update(_layer: int, _coords: Vector2i, tile_data: TileData) -> void:
tile_data.set_collision_polygons_count(0, 0) # Remove collision for secret layer.
func _on_secret_detector_body_entered(body: Node2D) -> void:
if not body is CharacterBody2D: # Detect player only.
return
player_in_secret = true
set_process(true)
func _on_secret_detector_body_exited(body: Node2D) -> void:
if not body is CharacterBody2D:
return
player_in_secret = false
set_process(true)