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godot-demo-projects/2d/dynamic_tilemap_layers/level/tile_map.gd
2023-10-18 03:22:09 +02:00

58 lines
1.4 KiB
GDScript

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)