More refactoring!
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99d59507e6
commit
d5d450d7f6
1 changed files with 4 additions and 6 deletions
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@ -137,7 +137,6 @@ func place_rect(a: Vector2, b: Vector2, id: int):
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x_ord = Vector2(b.x, a.x)
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x_ord = Vector2(b.x, a.x)
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if a.y > b.y:
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if a.y > b.y:
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y_ord = Vector2(b.y, a.y)
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y_ord = Vector2(b.y, a.y)
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var positions = []
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for x in range(x_ord.x, x_ord.y+1):
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for x in range(x_ord.x, x_ord.y+1):
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place_tile(layer, Vector2(x, a.y), id)
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place_tile(layer, Vector2(x, a.y), id)
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place_tile(layer, Vector2(x, b.y), id)
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place_tile(layer, Vector2(x, b.y), id)
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@ -169,7 +168,6 @@ func add_tile_tab(name: String, tilemap: TileMap):
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var tileset := tilemap.tile_set
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var tileset := tilemap.tile_set
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var ids := tileset.get_tiles_ids()
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var ids := tileset.get_tiles_ids()
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for id in ids:
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for id in ids:
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var tile_name := tileset.tile_get_name(id)
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var tile_icon := make_tile_texture(tileset, id)
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var tile_icon := make_tile_texture(tileset, id)
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tab.add_entry(id, group, tile_icon)
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tab.add_entry(id, group, tile_icon)
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@ -196,7 +194,7 @@ func _item_selected(idx: int, tab: ItemList):
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func _toggle_tile_input(enable: bool):
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func _toggle_tile_input(enable: bool):
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input_lock = not enable
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input_lock = not enable
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func _tile_selected(id: int, name: String, tilemap: TileMap):
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func _tile_selected(id: int, _name: String, tilemap: TileMap):
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cursor_sprite.texture = make_tile_texture(tilemap.tile_set, id)
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cursor_sprite.texture = make_tile_texture(tilemap.tile_set, id)
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placing_mode = PlacingMode.TILEMAP
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placing_mode = PlacingMode.TILEMAP
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placing_layer = tilemap
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placing_layer = tilemap
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@ -329,17 +327,17 @@ func tile_released(button: int, pos: Vector2):
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match current_tool:
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match current_tool:
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Tool.TILE_RECT:
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Tool.TILE_RECT:
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if placing_layer != null:
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if placing_layer != null:
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place_rect(pressed_pos, cursor_pos, get_active_tile())
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place_rect(pressed_pos, pos, get_active_tile())
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Tool.TILE_FILL:
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Tool.TILE_FILL:
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if placing_layer != null:
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if placing_layer != null:
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flood_fill(placing_layer, cursor_pos, get_active_tile())
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flood_fill(placing_layer, pos, get_active_tile())
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match button:
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match button:
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BUTTON_LEFT:
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BUTTON_LEFT:
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placing = false
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placing = false
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BUTTON_RIGHT:
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BUTTON_RIGHT:
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deleting = false
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deleting = false
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func tile_mouse_move(from: Vector2, to: Vector2):
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func tile_mouse_move(_from: Vector2, to: Vector2):
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match current_tool:
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match current_tool:
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Tool.TILE_FREEHAND:
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Tool.TILE_FREEHAND:
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if placing_layer != null:
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if placing_layer != null:
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