diff --git a/godot/addons/vnen.tiled_importer/plugin.cfg b/godot/addons/vnen.tiled_importer/plugin.cfg index 40a544f..e0b9ec7 100644 --- a/godot/addons/vnen.tiled_importer/plugin.cfg +++ b/godot/addons/vnen.tiled_importer/plugin.cfg @@ -3,6 +3,6 @@ config_version=3 name="Tiled Map Importer" description="Importer for TileMaps and TileSets made on Tiled Map Editor" -version="2.3" +version="2.4" author="George Marques" script="vnen.tiled_importer.gd" diff --git a/godot/addons/vnen.tiled_importer/tiled_import_plugin.gd b/godot/addons/vnen.tiled_importer/tiled_import_plugin.gd index 2612766..774b65d 100644 --- a/godot/addons/vnen.tiled_importer/tiled_import_plugin.gd +++ b/godot/addons/vnen.tiled_importer/tiled_import_plugin.gd @@ -46,7 +46,7 @@ func get_priority(): return 1 func get_import_order(): - return 100 + return 101 func get_resource_type(): return "PackedScene" @@ -73,6 +73,10 @@ func get_import_options(preset): "name": "uv_clip", "default_value": true }, + { + "name": "y_sort", + "default_value": true + }, { "name": "image_flags", "default_value": 0 if preset == PRESET_PIXEL_ART else Texture.FLAGS_DEFAULT, @@ -115,8 +119,6 @@ func get_option_visibility(option, options): func import(source_file, save_path, options, r_platform_variants, r_gen_files): var map_reader = TiledMapReader.new() - # Offset is only optional for importing TileSets - options.apply_offset = true var scene = map_reader.build(source_file, options) if typeof(scene) != TYPE_OBJECT: diff --git a/godot/addons/vnen.tiled_importer/tiled_map_reader.gd b/godot/addons/vnen.tiled_importer/tiled_map_reader.gd index e488456..7f0a019 100644 --- a/godot/addons/vnen.tiled_importer/tiled_map_reader.gd +++ b/godot/addons/vnen.tiled_importer/tiled_map_reader.gd @@ -50,6 +50,8 @@ const whitelist_properties = [ "infinite", "margin", "name", + "offsetx", + "offsety", "orientation", "probability", "spacing", @@ -228,8 +230,7 @@ func make_layer(layer, parent, root, data): tilemap.cell_half_offset = map_offset tilemap.format = 1 tilemap.cell_clip_uv = options.uv_clip - tilemap.cell_y_sort = true - tilemap.cell_tile_origin = TileMap.TILE_ORIGIN_BOTTOM_LEFT + tilemap.cell_y_sort = options.y_sort tilemap.collision_layer = options.collision_layer tilemap.collision_mask = options.collision_mask tilemap.z_index = z_index @@ -281,7 +282,7 @@ func make_layer(layer, parent, root, data): 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_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) count += 1 @@ -694,7 +695,13 @@ func build_tileset_for_scene(tilesets, source_path, options): imagesize = Vector2(int(ts.imagewidth), int(ts.imageheight)) 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 @@ -704,6 +711,7 @@ func build_tileset_for_scene(tilesets, source_path, options): var i = 0 var column = 0 + # Needed to look up textures for animations var tileRegions = [] while i < tilecount: @@ -751,8 +759,6 @@ func build_tileset_for_scene(tilesets, source_path, options): else: result.tile_set_texture(gid, image) 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: gid += 1 continue @@ -777,8 +783,6 @@ func build_tileset_for_scene(tilesets, source_path, options): # Error happened return 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] \ and "objects" in ts.tiles[rel_id].objectgroup: @@ -791,8 +795,6 @@ func build_tileset_for_scene(tilesets, source_path, options): return shape 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: offset += Vector2(float(object.width) / 2, float(object.height) / 2) @@ -817,6 +819,11 @@ func build_tileset_for_scene(tilesets, source_path, options): if not gid in tile_meta: tile_meta[gid] = {} 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 i += 1 @@ -875,13 +882,14 @@ func load_image(rel_path, source_path, options): var image = null if embed: + var img = Image.new() + img.load(total_path) image = ImageTexture.new() - image.load(total_path) + image.create_from_image(img, flags) else: image = ResourceLoader.load(total_path, "ImageTexture") - - if image != null: - image.set_flags(flags) + if image != null: + image.set_flags(flags) return image @@ -1127,6 +1135,17 @@ func object_sorter(first, second): return first.id < second.id 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 # Returns an error code func validate_map(map): @@ -1169,9 +1188,6 @@ func validate_tileset(tileset): elif not "tileheight" in tileset or not str(tileset.tileheight).is_valid_integer(): print_error("Missing or invalid tileheight tileset property.") 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: for tile in tileset.tiles: if not "image" in tileset.tiles[tile]: diff --git a/godot/addons/vnen.tiled_importer/tiled_tileset_import_plugin.gd b/godot/addons/vnen.tiled_importer/tiled_tileset_import_plugin.gd index c7f4561..9a86758 100644 --- a/godot/addons/vnen.tiled_importer/tiled_tileset_import_plugin.gd +++ b/godot/addons/vnen.tiled_importer/tiled_tileset_import_plugin.gd @@ -42,6 +42,9 @@ func get_recognized_extensions(): func get_save_extension(): return "res" +func get_import_order(): + return 100 + func get_resource_type(): return "TileSet" @@ -77,10 +80,6 @@ func get_import_options(preset): "name": "save_tiled_properties", "default_value": false }, - { - "name": "apply_offset", - "default_value": false - }, { "name": "post_import_script", "default_value": "", diff --git a/godot/addons/vnen.tiled_importer/tiled_xml_to_dict.gd b/godot/addons/vnen.tiled_importer/tiled_xml_to_dict.gd index a800f0b..9064b90 100644 --- a/godot/addons/vnen.tiled_importer/tiled_xml_to_dict.gd +++ b/godot/addons/vnen.tiled_importer/tiled_xml_to_dict.gd @@ -247,7 +247,7 @@ func parse_tile_data(parser): var prop_data = parse_properties(parser) data["properties"] = prop_data.properties data["propertytypes"] = prop_data.propertytypes - + elif parser.get_node_name() == "animation": var frame_list = [] var err2 = parser.read() @@ -265,7 +265,7 @@ func parse_tile_data(parser): if parser.get_node_name() == "animation": break err2 = parser.read() - + data["animation"] = frame_list err = parser.read() diff --git a/godot/levels/Level2.tmx.import b/godot/levels/Level2.tmx.import index b3d3559..1f9c0c2 100644 --- a/godot/levels/Level2.tmx.import +++ b/godot/levels/Level2.tmx.import @@ -14,6 +14,7 @@ dest_files=[ "res://.import/Level2.tmx-357d8ae9edfbc85f5abb1db3655640e1.scn" ] custom_properties=true tile_metadata=false uv_clip=true +y_sort=false image_flags=7 collision_layer=2 collision_mask=0 diff --git a/godot/levels/Prototype.tmx.import b/godot/levels/Prototype.tmx.import index 01f4b39..75591e2 100644 --- a/godot/levels/Prototype.tmx.import +++ b/godot/levels/Prototype.tmx.import @@ -14,6 +14,7 @@ dest_files=[ "res://.import/Prototype.tmx-1674122a110386791b767b1f6628b68b.scn" custom_properties=true tile_metadata=false uv_clip=true +y_sort=false image_flags=7 collision_layer=2 collision_mask=0 diff --git a/godot/project.godot b/godot/project.godot index 52b2be8..b52d977 100644 --- a/godot/project.godot +++ b/godot/project.godot @@ -90,6 +90,11 @@ right={ , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"physical_scancode":0,"unicode":0,"echo":false,"script":null) ] } +Send={ +"deadzone": 0.5, +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777218,"physical_scancode":0,"unicode":0,"echo":false,"script":null) + ] +} [layer_names] diff --git a/src/CameraLimit.cpp b/src/CameraLimit.cpp index ca0dae6..95858b2 100644 --- a/src/CameraLimit.cpp +++ b/src/CameraLimit.cpp @@ -32,7 +32,7 @@ void CameraLimit::_ready() if (middle_ground != NULL) { 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); auto camera = cast_to(node); if (camera != NULL) diff --git a/src/CameraLimit.h b/src/CameraLimit.h index 838d4b5..e277a4b 100644 --- a/src/CameraLimit.h +++ b/src/CameraLimit.h @@ -6,6 +6,11 @@ namespace godot { + /** + * @brief This class limits the camera's position. + * + * @details The camera will be limited based on the used width and height of the Middleground tilemap. + */ class CameraLimit: public Node2D { GODOT_CLASS(CameraLimit, Node2D) @@ -19,13 +24,13 @@ namespace godot static void _register_methods(); /** - * @brief Construct a new Camera Limit object. + * @brief Construct a new CameraLimit object. * */ CameraLimit(); /** - * @brief Destroy the Camera Limit object. + * @brief Destroy the CameraLimit object. * */ ~CameraLimit(); diff --git a/src/player/Player.h b/src/player/Player.h index fd2474a..ee710ae 100644 --- a/src/player/Player.h +++ b/src/player/Player.h @@ -8,11 +8,6 @@ #include #include -/** - * @brief This is the godot namespace for all the code included in the library. - * - * @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties. - */ namespace godot { /** diff --git a/src/player/states/PlayerFall.h b/src/player/states/PlayerFall.h index d53fd4f..b7d774a 100644 --- a/src/player/states/PlayerFall.h +++ b/src/player/states/PlayerFall.h @@ -7,17 +7,12 @@ #include #include -/** - * @brief This is the godot namespace for all the code included in the library. - * - * @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties. - */ namespace godot { namespace player { /** - * @brief This class controls what happens when the player is in a falling state. + * @brief This class controls what happens when the Player is in a falling state. * */ class PlayerFall : public State @@ -32,7 +27,7 @@ namespace godot Input *_input; /** - * @brief The animated sprite connected to the player. + * @brief The animated sprite connected to the Player. * */ AnimatedSprite *animated_sprite; @@ -46,13 +41,13 @@ namespace godot static void _register_methods(); /** - * @brief Construct a new Player Fall object. + * @brief Construct a new PlayerFall object. * */ PlayerFall(); /** - * @brief Destroy the Player Fall object. + * @brief Destroy the PlayerFall object. * */ ~PlayerFall(); diff --git a/src/player/states/PlayerIdle.h b/src/player/states/PlayerIdle.h index 76e4685..8dc46d2 100644 --- a/src/player/states/PlayerIdle.h +++ b/src/player/states/PlayerIdle.h @@ -13,7 +13,7 @@ namespace godot namespace player { /** - * @brief This class controls what happens when the player is in the idle state. + * @brief This class controls what happens when the Player is in the idle state. * */ class PlayerIdle : public State @@ -27,7 +27,7 @@ namespace godot */ Input *_input; /** - * @brief The animated sprite of the player. + * @brief The animated sprite of the Player. * */ AnimatedSprite *animated_sprite; @@ -41,13 +41,13 @@ namespace godot static void _register_methods(); /** - * @brief Construct a new Player Idle object. + * @brief Construct a new PlayerIdle object. * */ PlayerIdle(); /** - * @brief Destroy the Player Idle object. + * @brief Destroy the PlayerIdle object. * */ ~PlayerIdle(); diff --git a/src/player/states/PlayerJump.h b/src/player/states/PlayerJump.h index aee1059..4640085 100644 --- a/src/player/states/PlayerJump.h +++ b/src/player/states/PlayerJump.h @@ -12,7 +12,7 @@ namespace godot namespace player { /** - * @brief This class control what happens when the player is in the jump state. + * @brief This class control what happens when the Player is in the jump state. * */ class PlayerJump : public State @@ -26,7 +26,7 @@ namespace godot */ Input *_input; /** - * @brief The animated sprite connected to the player. + * @brief The animated sprite connected to the Player. * */ AnimatedSprite *animated_sprite; @@ -45,13 +45,13 @@ namespace godot static void _register_methods(); /** - * @brief Construct a new Player Jump object. + * @brief Construct a new PlayerJump object. * */ PlayerJump(); /** - * @brief Destroy the Player Jump object. + * @brief Destroy the PlayerJump object. * */ ~PlayerJump(); diff --git a/src/player/states/PlayerMove.h b/src/player/states/PlayerMove.h index 0df3078..610819d 100644 --- a/src/player/states/PlayerMove.h +++ b/src/player/states/PlayerMove.h @@ -12,7 +12,7 @@ namespace godot namespace player { /** - * @brief This class controls what happens when the player is in the move state. + * @brief This class controls what happens when the Player is in the move state. * */ class PlayerMove : public State @@ -26,7 +26,7 @@ namespace godot */ Input *_input; /** - * @brief The animated sprite of the player. + * @brief The animated sprite of the Player. * */ AnimatedSprite *animated_sprite; @@ -40,13 +40,13 @@ namespace godot static void _register_methods(); /** - * @brief Construct a new Player Move object. + * @brief Construct a new PlayerMove object. * */ PlayerMove(); /** - * @brief Destroy the Player Move object. + * @brief Destroy the PlayerMove object. * */ ~PlayerMove(); diff --git a/src/state_machine/State.h b/src/state_machine/State.h index 46ebe38..2576f6a 100644 --- a/src/state_machine/State.h +++ b/src/state_machine/State.h @@ -1,7 +1,7 @@ #ifndef JUEGO_STATE_H #define JUEGO_STATE_H -#include "StateMachine.h" +#include "state_machine/StateMachine.h" #include #include diff --git a/src/state_machine/StateMachine.h b/src/state_machine/StateMachine.h index 0fdb8d7..8c42f55 100644 --- a/src/state_machine/StateMachine.h +++ b/src/state_machine/StateMachine.h @@ -73,12 +73,12 @@ namespace godot static void _register_methods(); /** - * @brief Construct a new State Machine object. + * @brief Construct a new StateMachine object. */ StateMachine(); /** - * @brief Destroy the State Machine object. + * @brief Destroy the StateMachine object. */ ~StateMachine();