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odyssey-old/Scenes/Rendering/MapTiles.gd

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extends TileMap
class_name MapTiles
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var transparentImage := preload("res://Graphics/transparent.png")
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export(NodePath) var extended_tilemap_node
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export var occluders := ["Wall"]
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export var shadow_intensity := 0.2
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func run_conversions():
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# Make occluders
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make_occluders()
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func make_occluders():
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var occluder_ids := []
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for occluder_name in occluders:
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var id := tile_set.find_tile_by_name(occluder_name)
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if id >= 0:
occluder_ids.push_back(id)
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for id in tile_set.get_tiles_ids():
if occluder_ids.find(id) < 0:
# Not an occluder, skip it
continue
# Find all uses of this tile
for cell in get_used_cells_by_id(id):
# Check sides
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var occluder := Occluder.new()
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occluder.ignore_sides = [
occluder_ids.find(get_cell(cell.x, cell.y-1)) >= 0, # Top
occluder_ids.find(get_cell(cell.x+1, cell.y)) >= 0, # Right
occluder_ids.find(get_cell(cell.x, cell.y+1)) >= 0, # Bottom
occluder_ids.find(get_cell(cell.x-1, cell.y)) >= 0 # Left
]
occluder.transform.origin = map_to_world(cell)
add_child(occluder)
func set_occluder_origin(origin):
for child in get_children():
if child is Occluder:
child.origin = origin