Created
June 23, 2015 14:08
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Map Render 0.1
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extends Node2D | |
var cell_id = 0 | |
var map_data = {} | |
var map_width | |
var map_height | |
var tileset = [] | |
var layers | |
var cell_sprite | |
func render_tiles(x): | |
cell_id = 0 | |
for layer in layers: | |
if layer.name == x: | |
for y in range(0,map_height): | |
for x in range(0,map_width): | |
var sprite = Sprite.new() | |
cell_sprite = int(layer.data[cell_id]) | |
if cell_sprite != 0: | |
var texture = load("res://"+tileset[cell_sprite-1]) | |
sprite.set_texture(texture) | |
sprite.set_name("sprite_"+str(cell_id)) | |
sprite.set_pos(Vector2(x*32,y*32)) | |
add_child(sprite) | |
cell_id += 1 | |
func _ready(): | |
#load json into map_data | |
var json = File.new() | |
json.open("res://map.json",1) | |
map_data.parse_json(json.get_as_text()) | |
#get map width and height | |
map_width = map_data["width"] | |
map_height = map_data["height"] | |
#get assets, FIXME: not parsed with json, this is a workaround | |
var tileString = str(map_data["tilesets"][0].tiles) | |
var tileArray = tileString.split(",") | |
var tile_file | |
for tile in tileArray: | |
tile_file = tile.split(":")[2] | |
tile_file = tile_file.substr(0,tile_file.length()-2) | |
tileset.append(tile_file) | |
#layers | |
layers = map_data["layers"] | |
render_tiles("ground") | |
render_tiles("water") | |
#render_tiles("trees") | |
#render_tiles("trees_top") | |
#render_tiles("gold") | |
#render_tiles("decorative") | |
#render_tiles("obstacles") |
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