citylimits-next/scripts/Minimap.gd
2023-02-14 11:29:05 +02:00

64 lines
1.7 KiB
GDScript

class_name Minimap
extends Control
@onready var minimap_texture:ImageTexture = null
@onready var sprite:Sprite2D
# Called when the node enters the scene tree for the first time.
func _ready():
minimap_texture = ImageTexture.new()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
pass
func _on_main_worldgen_ready():
self.generate_minimap()
self.set_minimap()
func generate_minimap() -> void:
var image = Image.new()
image = Image.create(Globals.map_size, Globals.map_size, false, Image.FORMAT_RGBAF)
image.resize(Globals.map_size, Globals.map_size)
for y in Globals.map_size:
for x in Globals.map_size:
var color:Color
match Globals.map_terrain_data[y][x]:
Globals.TILE_WATER:
color = Globals.minimap_colors.get(Globals.TILE_WATER)
Globals.TILE_TERRAIN:
color = Globals.minimap_colors.get(Globals.TILE_TERRAIN)
Globals.TILE_FOREST:
color = Globals.minimap_colors.get(Globals.TILE_FOREST)
_: #default
color = Globals.minimap_colors.get("default")
image.set_pixel(x, y, color)
minimap_texture = ImageTexture.create_from_image(image)
func set_minimap() -> void:
sprite = self.get_child(1)
sprite.texture = minimap_texture
# Assuming the area has a child CollisionShape2D with a RectangleShape resource
var area_size = self.get_rect()
area_size = area_size.size
# The size of a sprite is determined from its texture
var texture_size = sprite.texture.get_size()
# Calculate which scale the sprite should have to match the size of the area
var sx = area_size.x / texture_size.x
var sy = area_size.y / texture_size.y
sprite.scale = Vector2(sx, sy)