Merge branch 'develop' into feature/monitor

This commit is contained in:
Chris Cromer 2022-07-06 18:52:01 -04:00
commit ba673b88f1
Signed by: cromer
GPG Key ID: FA91071797BEEEC2
6 changed files with 42 additions and 30 deletions

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@ -3,6 +3,6 @@ config_version=3
name="Tiled Map Importer" name="Tiled Map Importer"
description="Importer for TileMaps and TileSets made on Tiled Map Editor" description="Importer for TileMaps and TileSets made on Tiled Map Editor"
version="2.3" version="2.4"
author="George Marques" author="George Marques"
script="vnen.tiled_importer.gd" script="vnen.tiled_importer.gd"

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@ -46,7 +46,7 @@ func get_priority():
return 1 return 1
func get_import_order(): func get_import_order():
return 100 return 101
func get_resource_type(): func get_resource_type():
return "PackedScene" return "PackedScene"
@ -73,9 +73,9 @@ func get_import_options(preset):
"name": "uv_clip", "name": "uv_clip",
"default_value": true "default_value": true
}, },
{ {
"name": "y_sort", "name": "y_sort",
"default_value": false "default_value": true
}, },
{ {
"name": "image_flags", "name": "image_flags",
@ -119,8 +119,6 @@ func get_option_visibility(option, options):
func import(source_file, save_path, options, r_platform_variants, r_gen_files): func import(source_file, save_path, options, r_platform_variants, r_gen_files):
var map_reader = TiledMapReader.new() var map_reader = TiledMapReader.new()
# Offset is only optional for importing TileSets
options.apply_offset = true
var scene = map_reader.build(source_file, options) var scene = map_reader.build(source_file, options)
if typeof(scene) != TYPE_OBJECT: if typeof(scene) != TYPE_OBJECT:

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@ -50,6 +50,8 @@ const whitelist_properties = [
"infinite", "infinite",
"margin", "margin",
"name", "name",
"offsetx",
"offsety",
"orientation", "orientation",
"probability", "probability",
"spacing", "spacing",
@ -227,10 +229,8 @@ func make_layer(layer, parent, root, data):
tilemap.mode = map_mode tilemap.mode = map_mode
tilemap.cell_half_offset = map_offset tilemap.cell_half_offset = map_offset
tilemap.format = 1 tilemap.format = 1
tilemap.cell_custom_transform = Transform2D(Vector2(cell_size.x, 0), Vector2(0, cell_size.y), Vector2(0, 0))
tilemap.cell_clip_uv = options.uv_clip tilemap.cell_clip_uv = options.uv_clip
tilemap.cell_y_sort = options.y_sort tilemap.cell_y_sort = options.y_sort
tilemap.cell_tile_origin = TileMap.TILE_ORIGIN_TOP_LEFT
tilemap.collision_layer = options.collision_layer tilemap.collision_layer = options.collision_layer
tilemap.collision_mask = options.collision_mask tilemap.collision_mask = options.collision_mask
tilemap.z_index = z_index tilemap.z_index = z_index
@ -282,7 +282,7 @@ func make_layer(layer, parent, root, data):
var gid = int_id & ~(FLIPPED_HORIZONTALLY_FLAG | FLIPPED_VERTICALLY_FLAG | FLIPPED_DIAGONALLY_FLAG) var gid = int_id & ~(FLIPPED_HORIZONTALLY_FLAG | FLIPPED_VERTICALLY_FLAG | FLIPPED_DIAGONALLY_FLAG)
var cell_x = cell_offset.x + chunk.x + (count % int(chunk.width)) var cell_x = cell_offset.x + chunk.x + (count % int(chunk.width))
var cell_y = cell_offset.y + chunk.y + int(count / chunk.width) + 1 var cell_y = cell_offset.y + chunk.y + int(count / chunk.width)
tilemap.set_cell(cell_x, cell_y, gid, flipped_h, flipped_v, flipped_d) tilemap.set_cell(cell_x, cell_y, gid, flipped_h, flipped_v, flipped_d)
count += 1 count += 1
@ -695,7 +695,13 @@ func build_tileset_for_scene(tilesets, source_path, options):
imagesize = Vector2(int(ts.imagewidth), int(ts.imageheight)) imagesize = Vector2(int(ts.imagewidth), int(ts.imageheight))
var tilesize = Vector2(int(ts.tilewidth), int(ts.tileheight)) var tilesize = Vector2(int(ts.tilewidth), int(ts.tileheight))
var tilecount = int(ts.tilecount)
var tilecount
if not "tilecount" in ts:
tilecount = make_tilecount(tilesize, imagesize, margin, spacing)
else:
tilecount = int(ts.tilecount)
var gid = firstgid var gid = firstgid
@ -705,6 +711,7 @@ func build_tileset_for_scene(tilesets, source_path, options):
var i = 0 var i = 0
var column = 0 var column = 0
# Needed to look up textures for animations # Needed to look up textures for animations
var tileRegions = [] var tileRegions = []
while i < tilecount: while i < tilecount:
@ -752,8 +759,6 @@ func build_tileset_for_scene(tilesets, source_path, options):
else: else:
result.tile_set_texture(gid, image) result.tile_set_texture(gid, image)
result.tile_set_region(gid, region) result.tile_set_region(gid, region)
if options.apply_offset:
result.tile_set_texture_offset(gid, Vector2(0, -tilesize.y))
elif not rel_id in ts.tiles: elif not rel_id in ts.tiles:
gid += 1 gid += 1
continue continue
@ -778,8 +783,6 @@ func build_tileset_for_scene(tilesets, source_path, options):
# Error happened # Error happened
return image return image
result.tile_set_texture(gid, image) result.tile_set_texture(gid, image)
if options.apply_offset:
result.tile_set_texture_offset(gid, Vector2(0, -image.get_height()))
if "tiles" in ts and rel_id in ts.tiles and "objectgroup" in ts.tiles[rel_id] \ if "tiles" in ts and rel_id in ts.tiles and "objectgroup" in ts.tiles[rel_id] \
and "objects" in ts.tiles[rel_id].objectgroup: and "objects" in ts.tiles[rel_id].objectgroup:
@ -792,8 +795,6 @@ func build_tileset_for_scene(tilesets, source_path, options):
return shape return shape
var offset = Vector2(float(object.x), float(object.y)) var offset = Vector2(float(object.x), float(object.y))
if options.apply_offset:
offset += result.tile_get_texture_offset(gid)
if "width" in object and "height" in object: if "width" in object and "height" in object:
offset += Vector2(float(object.width) / 2, float(object.height) / 2) offset += Vector2(float(object.width) / 2, float(object.height) / 2)
@ -818,6 +819,11 @@ func build_tileset_for_scene(tilesets, source_path, options):
if not gid in tile_meta: tile_meta[gid] = {} if not gid in tile_meta: tile_meta[gid] = {}
tile_meta[gid][property] = ts.tiles[rel_id][property] tile_meta[gid][property] = ts.tiles[rel_id][property]
# If tile has a custom property called 'name', set the tile's name
if property == "name":
result.tile_set_name(gid, ts.tiles[rel_id].properties.name)
gid += 1 gid += 1
i += 1 i += 1
@ -876,13 +882,14 @@ func load_image(rel_path, source_path, options):
var image = null var image = null
if embed: if embed:
var img = Image.new()
img.load(total_path)
image = ImageTexture.new() image = ImageTexture.new()
image.load(total_path) image.create_from_image(img, flags)
else: else:
image = ResourceLoader.load(total_path, "ImageTexture") image = ResourceLoader.load(total_path, "ImageTexture")
if image != null:
if image != null: image.set_flags(flags)
image.set_flags(flags)
return image return image
@ -1128,6 +1135,17 @@ func object_sorter(first, second):
return first.id < second.id return first.id < second.id
return first.y < second.y return first.y < second.y
# Create the tilecount for the TileSet if not present.
# Based on the image and tile dimensions.
func make_tilecount(tilesize, imagesize, margin, spacing):
var horizontal_tile_size = int(tilesize.x + margin * 2 + spacing)
var vertical_tile_size = int(tilesize.y + margin * 2 + spacing)
var horizontal_tile_count = int(imagesize.x) / horizontal_tile_size;
var vertical_tile_count = int(imagesize.y) / vertical_tile_size;
return horizontal_tile_count * vertical_tile_count
# Validates the map dictionary content for missing or invalid keys # Validates the map dictionary content for missing or invalid keys
# Returns an error code # Returns an error code
func validate_map(map): func validate_map(map):
@ -1170,9 +1188,6 @@ func validate_tileset(tileset):
elif not "tileheight" in tileset or not str(tileset.tileheight).is_valid_integer(): elif not "tileheight" in tileset or not str(tileset.tileheight).is_valid_integer():
print_error("Missing or invalid tileheight tileset property.") print_error("Missing or invalid tileheight tileset property.")
return ERR_INVALID_DATA return ERR_INVALID_DATA
elif not "tilecount" in tileset or not str(tileset.tilecount).is_valid_integer():
print_error("Missing or invalid tilecount tileset property.")
return ERR_INVALID_DATA
if not "image" in tileset: if not "image" in tileset:
for tile in tileset.tiles: for tile in tileset.tiles:
if not "image" in tileset.tiles[tile]: if not "image" in tileset.tiles[tile]:

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@ -42,6 +42,9 @@ func get_recognized_extensions():
func get_save_extension(): func get_save_extension():
return "res" return "res"
func get_import_order():
return 100
func get_resource_type(): func get_resource_type():
return "TileSet" return "TileSet"
@ -77,10 +80,6 @@ func get_import_options(preset):
"name": "save_tiled_properties", "name": "save_tiled_properties",
"default_value": false "default_value": false
}, },
{
"name": "apply_offset",
"default_value": false
},
{ {
"name": "post_import_script", "name": "post_import_script",
"default_value": "", "default_value": "",

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@ -247,7 +247,7 @@ func parse_tile_data(parser):
var prop_data = parse_properties(parser) var prop_data = parse_properties(parser)
data["properties"] = prop_data.properties data["properties"] = prop_data.properties
data["propertytypes"] = prop_data.propertytypes data["propertytypes"] = prop_data.propertytypes
elif parser.get_node_name() == "animation": elif parser.get_node_name() == "animation":
var frame_list = [] var frame_list = []
var err2 = parser.read() var err2 = parser.read()
@ -265,7 +265,7 @@ func parse_tile_data(parser):
if parser.get_node_name() == "animation": if parser.get_node_name() == "animation":
break break
err2 = parser.read() err2 = parser.read()
data["animation"] = frame_list data["animation"] = frame_list
err = parser.read() err = parser.read()

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@ -32,7 +32,7 @@ void CameraLimit::_ready()
if (middle_ground != NULL) if (middle_ground != NULL)
{ {
auto used_rect = middle_ground->get_used_rect(); auto used_rect = middle_ground->get_used_rect();
auto bounds = Vector2(used_rect.position.x + used_rect.size.x, used_rect.position.y + used_rect.size.y - 1); auto bounds = Vector2(used_rect.position.x + used_rect.size.x, used_rect.position.y + used_rect.size.y);
node = get_tree()->get_root()->find_node("Camera2D", true, false); node = get_tree()->get_root()->find_node("Camera2D", true, false);
auto camera = cast_to<Camera2D>(node); auto camera = cast_to<Camera2D>(node);
if (camera != NULL) if (camera != NULL)