45 lines
1.1 KiB
GDScript
45 lines
1.1 KiB
GDScript
extends Sprite2D
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class_name Tile
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enum States {
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EMPTY,
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SNAKE,
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APPLE
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}
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@export var state : States
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# 0 means no snake at all, 1 means head and the biger, the further it is from the head
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@export var snake_pos := 0
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@export var tile_color : TileColors
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@export var x : int
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@export var y : int
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func _init(_x : int, _y : int, _texture : Texture2D, _tile_colors : TileColors):
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state = States.EMPTY
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self.x = _x
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self.y = _y
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self.texture = _texture
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self.tile_color = _tile_colors
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func update_color():
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match state:
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States.EMPTY:
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self.modulate = tile_color.empty
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States.SNAKE:
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self.modulate = tile_color.snake_body if snake_pos > 1 else tile_color.snake_head
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States.APPLE:
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self.modulate = tile_color.apple
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pass
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func calculate_tile_position_and_size(viewport_min : int, gaps : int, map_size: int, x : int, y : int):
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var tile_scale = ( viewport_min - gaps ) / map_size - gaps
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self.scale = Vector2(tile_scale, tile_scale)
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self.position = Vector2(x * ( tile_scale + gaps ) - map_size / 2 * (tile_scale + gaps), y * (tile_scale + gaps) - map_size / 2 * (tile_scale + gaps))
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pass
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func _process(delta):
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update_color()
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pass
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