85 lines
3.0 KiB
GDScript
85 lines
3.0 KiB
GDScript
extends Node2D
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var tileset_tex := TextureRect.new()
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var worldmaps := []
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var block_images := []
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var block_textures := []
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var block_labels = []
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var worldmap_shader_mat := preload('res://worldmap_palette_mat.tres')
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func bin2str(bin: int) -> String:
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var string := ''
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for i in 8:
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if i == 4:
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string += ' '
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if ((bin >> 7-i) & 0x01) != 0:
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string += ',' #'1'
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else:
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string += '.' #'0'
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return string
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func _ready() -> void:
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var blockmap = PoolByteArray()
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for i in 0xC0:
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blockmap.append(i)
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for i in 0x40:
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blockmap.append(i)
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for i in 3:
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worldmaps.append(MapLoader.WorldMap.new(16, 16))
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worldmaps[i].block_tile_ids = SpriteLoader.worldmap_block_tile_ids[i]
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worldmaps[i].blockmap = blockmap
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block_images.append(worldmaps[i].make_tile_map())
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block_textures.append(SpriteLoader.texture_from_image(block_images[i]))
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self.tileset_tex.show_behind_parent = true
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self.tileset_tex.material = worldmap_shader_mat.duplicate()
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self.tileset_tex.material.set_shader_param('enable_waterfall_scroll', 0)
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self.tileset_tex.material.set_shader_param('enable_sea_scroll', 0)
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self.tileset_tex.material.set_shader_param('tilemap_width', 32)
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self.tileset_tex.material.set_shader_param('uv_scale', 32)
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var _scale := 8
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var _size = Vector2.ONE * 2 * _scale
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self.tileset_tex.rect_scale *= _scale
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# x0 += 4 * _scale
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# y0 += 12 * _scale
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var pos = Vector2(0, 48)
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self.tileset_tex.rect_position = pos
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add_child(tileset_tex)
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for block in 0xC0:
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var label = Label.new()
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var p = 0 #MapLoader.worldmap_block_properties[i][block]
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label.text = '%s\n%s\n%s' % [bin2str(p&0xff), bin2str((p>>8)&0xff), bin2str(p>>16)]
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label.add_color_override('font_color_shadow', Color.black)
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label.add_constant_override('shadow_as_outline', true)
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label.rect_position = pos + (Vector2(block%16, block/16) * _size)
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label.rect_size = _size
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label.align = Label.ALIGN_LEFT
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label.valign = Label.VALIGN_TOP
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add_child(label)
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block_labels.append(label)
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$BitSelector.connect('value_changed', self, '_update_block_mask')
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$tileset_sel.connect('value_changed', self, '_update_tileset')
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self._update_tileset(0)
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func _update_block_mask(value: int):
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var mask = 0xFFFFFF if (value<0) else (1<<value)
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$BitSelectorMask.text = '%s\n%s\n%s' % [bin2str(mask&0xff), bin2str((mask>>8)&0xff), bin2str(mask>>16)]
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for i in block_labels.size():
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var p = 0 #MapLoader.worldmap_block_properties[i/0xC0][i%0xC0]
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if (p & mask) > 0:
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block_labels[i].add_color_override('font_color', Color.white)
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else:
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block_labels[i].add_color_override('font_color', Color.black)
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func _update_tileset(i: int):
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self.tileset_tex.texture = block_textures[i]
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self.tileset_tex.material.set_shader_param('palette', SpriteLoader.worldmap_palette_textures[i])
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self.tileset_tex.material.set_shader_param('tile_atlas', SpriteLoader.worldmap_tile_atlas_textures[i])
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var map = RomLoader.snes_data.worldmap_block_properties[i]
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var fmt = '.,'
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for b in 0xC0:
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var p = map[b]
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block_labels[b].text = fmt[p.isnt_landable_chocobo] + fmt[p.isnt_landable_black_chocobo] + fmt[p.isnt_landable_hiryuu] + fmt[p.isnt_landable_airship]
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