develop #16

Merged
cromer merged 6 commits from develop into master 2022-07-06 18:11:24 -04:00
17 changed files with 78 additions and 59 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"
@ -73,6 +73,10 @@ func get_import_options(preset):
"name": "uv_clip", "name": "uv_clip",
"default_value": true "default_value": true
}, },
{
"name": "y_sort",
"default_value": true
},
{ {
"name": "image_flags", "name": "image_flags",
"default_value": 0 if preset == PRESET_PIXEL_ART else Texture.FLAGS_DEFAULT, "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): 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",
@ -228,8 +230,7 @@ func make_layer(layer, parent, root, data):
tilemap.cell_half_offset = map_offset tilemap.cell_half_offset = map_offset
tilemap.format = 1 tilemap.format = 1
tilemap.cell_clip_uv = options.uv_clip tilemap.cell_clip_uv = options.uv_clip
tilemap.cell_y_sort = true tilemap.cell_y_sort = options.y_sort
tilemap.cell_tile_origin = TileMap.TILE_ORIGIN_BOTTOM_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
@ -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 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
@ -694,7 +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
@ -704,6 +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:
@ -751,8 +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
@ -777,8 +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:
@ -791,8 +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)
@ -817,6 +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
@ -875,11 +882,12 @@ 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)
@ -1127,6 +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):
@ -1169,9 +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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@ -14,6 +14,7 @@ dest_files=[ "res://.import/Level2.tmx-357d8ae9edfbc85f5abb1db3655640e1.scn" ]
custom_properties=true custom_properties=true
tile_metadata=false tile_metadata=false
uv_clip=true uv_clip=true
y_sort=false
image_flags=7 image_flags=7
collision_layer=2 collision_layer=2
collision_mask=0 collision_mask=0

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@ -14,6 +14,7 @@ dest_files=[ "res://.import/Prototype.tmx-1674122a110386791b767b1f6628b68b.scn"
custom_properties=true custom_properties=true
tile_metadata=false tile_metadata=false
uv_clip=true uv_clip=true
y_sort=false
image_flags=7 image_flags=7
collision_layer=2 collision_layer=2
collision_mask=0 collision_mask=0

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@ -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) , 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] [layer_names]

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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)

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@ -6,6 +6,11 @@
namespace godot 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 class CameraLimit: public Node2D
{ {
GODOT_CLASS(CameraLimit, Node2D) GODOT_CLASS(CameraLimit, Node2D)
@ -19,13 +24,13 @@ namespace godot
static void _register_methods(); static void _register_methods();
/** /**
* @brief Construct a new Camera Limit object. * @brief Construct a new CameraLimit object.
* *
*/ */
CameraLimit(); CameraLimit();
/** /**
* @brief Destroy the Camera Limit object. * @brief Destroy the CameraLimit object.
* *
*/ */
~CameraLimit(); ~CameraLimit();

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@ -8,11 +8,6 @@
#include <SpriteFrames.hpp> #include <SpriteFrames.hpp>
#include <ResourceLoader.hpp> #include <ResourceLoader.hpp>
/**
* @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 godot
{ {
/** /**

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@ -7,17 +7,12 @@
#include <Input.hpp> #include <Input.hpp>
#include <AnimatedSprite.hpp> #include <AnimatedSprite.hpp>
/**
* @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 godot
{ {
namespace player 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 class PlayerFall : public State
@ -32,7 +27,7 @@ namespace godot
Input *_input; Input *_input;
/** /**
* @brief The animated sprite connected to the player. * @brief The animated sprite connected to the Player.
* *
*/ */
AnimatedSprite *animated_sprite; AnimatedSprite *animated_sprite;
@ -46,13 +41,13 @@ namespace godot
static void _register_methods(); static void _register_methods();
/** /**
* @brief Construct a new Player Fall object. * @brief Construct a new PlayerFall object.
* *
*/ */
PlayerFall(); PlayerFall();
/** /**
* @brief Destroy the Player Fall object. * @brief Destroy the PlayerFall object.
* *
*/ */
~PlayerFall(); ~PlayerFall();

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@ -13,7 +13,7 @@ namespace godot
namespace player 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 class PlayerIdle : public State
@ -27,7 +27,7 @@ namespace godot
*/ */
Input *_input; Input *_input;
/** /**
* @brief The animated sprite of the player. * @brief The animated sprite of the Player.
* *
*/ */
AnimatedSprite *animated_sprite; AnimatedSprite *animated_sprite;
@ -41,13 +41,13 @@ namespace godot
static void _register_methods(); static void _register_methods();
/** /**
* @brief Construct a new Player Idle object. * @brief Construct a new PlayerIdle object.
* *
*/ */
PlayerIdle(); PlayerIdle();
/** /**
* @brief Destroy the Player Idle object. * @brief Destroy the PlayerIdle object.
* *
*/ */
~PlayerIdle(); ~PlayerIdle();

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@ -12,7 +12,7 @@ namespace godot
namespace player 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 class PlayerJump : public State
@ -26,7 +26,7 @@ namespace godot
*/ */
Input *_input; Input *_input;
/** /**
* @brief The animated sprite connected to the player. * @brief The animated sprite connected to the Player.
* *
*/ */
AnimatedSprite *animated_sprite; AnimatedSprite *animated_sprite;
@ -45,13 +45,13 @@ namespace godot
static void _register_methods(); static void _register_methods();
/** /**
* @brief Construct a new Player Jump object. * @brief Construct a new PlayerJump object.
* *
*/ */
PlayerJump(); PlayerJump();
/** /**
* @brief Destroy the Player Jump object. * @brief Destroy the PlayerJump object.
* *
*/ */
~PlayerJump(); ~PlayerJump();

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@ -12,7 +12,7 @@ namespace godot
namespace player 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 class PlayerMove : public State
@ -26,7 +26,7 @@ namespace godot
*/ */
Input *_input; Input *_input;
/** /**
* @brief The animated sprite of the player. * @brief The animated sprite of the Player.
* *
*/ */
AnimatedSprite *animated_sprite; AnimatedSprite *animated_sprite;
@ -40,13 +40,13 @@ namespace godot
static void _register_methods(); static void _register_methods();
/** /**
* @brief Construct a new Player Move object. * @brief Construct a new PlayerMove object.
* *
*/ */
PlayerMove(); PlayerMove();
/** /**
* @brief Destroy the Player Move object. * @brief Destroy the PlayerMove object.
* *
*/ */
~PlayerMove(); ~PlayerMove();

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@ -1,7 +1,7 @@
#ifndef JUEGO_STATE_H #ifndef JUEGO_STATE_H
#define JUEGO_STATE_H #define JUEGO_STATE_H
#include "StateMachine.h" #include "state_machine/StateMachine.h"
#include <Godot.hpp> #include <Godot.hpp>
#include <Node.hpp> #include <Node.hpp>

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@ -73,12 +73,12 @@ namespace godot
static void _register_methods(); static void _register_methods();
/** /**
* @brief Construct a new State Machine object. * @brief Construct a new StateMachine object.
*/ */
StateMachine(); StateMachine();
/** /**
* @brief Destroy the State Machine object. * @brief Destroy the StateMachine object.
*/ */
~StateMachine(); ~StateMachine();