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+extends TileMap
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+
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+# You can only create an AStar node from code, not from the Scene tab
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+onready var astar_node = AStar.new()
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+# The Tilemap node doesn't have clear bounds so we're defining the map's limits here
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+export(Vector2) var map_size = Vector2(16, 16)
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+
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+# The path start and end variables use setter methods
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+# You can find them at the bottom of the script
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+var path_start_position = Vector2() setget _set_path_start_position
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+var path_end_position = Vector2() setget _set_path_end_position
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+
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+var _point_path = []
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+
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+const BASE_LINE_WIDTH = 3.0
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+const DRAW_COLOR = Color('#fff')
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+
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+# get_used_cells_by_id is a method from the TileMap node
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+# here the id 0 corresponds to the grey tile, the obstacles
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+onready var obstacles = get_used_cells_by_id(0)
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+onready var _half_cell_size = cell_size / 2
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+
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+func _ready():
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+ var walkable_cells_list = astar_add_walkable_cells(obstacles)
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+ astar_connect_walkable_cells(walkable_cells_list)
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+
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+
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+# Click and Shift force the start and end position of the path to update
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+# and the node to redraw everything
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+func _input(event):
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+ if event.is_action_pressed('click') and Input.is_key_pressed(KEY_SHIFT):
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+ # To call the setter method from this script we have to use the explicit self.
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+ self.path_start_position = world_to_map(get_global_mouse_position())
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+ elif event.is_action_pressed('click'):
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+ self.path_end_position = world_to_map(get_global_mouse_position())
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+
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+
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+# Loops through all cells within the map's bounds and
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+# adds all points to the astar_node, except the obstacles
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+func astar_add_walkable_cells(obstacles = []):
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+ var points_array = []
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+ for y in range(map_size.y):
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+ for x in range(map_size.x):
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+ var point = Vector2(x, y)
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+ if point in obstacles:
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+ continue
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+
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+ points_array.append(point)
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+ # The AStar class references points with indices
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+ # Using a function to calculate the index from a point's coordinates
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+ # ensures we always get the same index with the same input point
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+ var point_index = calculate_point_index(point)
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+ # AStar works for both 2d and 3d, so we have to convert the point
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+ # coordinates from and to Vector3s
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+ astar_node.add_point(point_index, Vector3(point.x, point.y, 0.0))
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+ return points_array
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+
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+
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+# Once you added all points to the AStar node, you've got to connect them
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+# The points don't have to be on a grid: you can use this class
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+# to create walkable graphs however you'd like
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+# It's a little harder to code at first, but works for 2d, 3d,
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+# orthogonal grids, hex grids, tower defense games...
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+func astar_connect_walkable_cells(points_array):
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+ for point in points_array:
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+ var point_index = calculate_point_index(point)
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+ # For every cell in the map, we check the one to the top, right.
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+ # left and bottom of it. If it's in the map and not an obstalce,
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+ # We connect the current point with it
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+ var points_relative = PoolVector2Array([
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+ Vector2(point.x + 1, point.y),
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+ Vector2(point.x - 1, point.y),
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+ Vector2(point.x, point.y + 1),
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+ Vector2(point.x, point.y - 1)])
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+ for point_relative in points_relative:
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+ var point_relative_index = calculate_point_index(point_relative)
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+
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+ if is_outside_map_bounds(point_relative):
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+ continue
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+ if not astar_node.has_point(point_relative_index):
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+ continue
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+ # Note the 3rd argument. It tells the astar_node that we want the
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+ # connection to be bilateral: from point A to B and B to A
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+ # If you set this value to false, it becomes a one-way path
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+ astar_node.connect_points(point_index, point_relative_index, true)
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+
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+
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+# This is a variation of the method above
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+# It connects cells horizontally, vertically AND diagonally
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+func astar_connect_walkable_cells_diagonal(points_array):
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+ for point in points_array:
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+ var point_index = calculate_point_index(point)
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+ for local_y in range(3):
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+ for local_x in range(3):
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+ var point_relative = Vector2(point.x + local_x - 1, point.y + local_y - 1)
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+ var point_relative_index = calculate_point_index(point_relative)
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+
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+ if point_relative == point or is_outside_map_bounds(point_relative):
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+ continue
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+ if not astar_node.has_point(point_relative_index):
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+ continue
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+ astar_node.connect_points(point_index, point_relative_index, true)
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+
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+
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+func is_outside_map_bounds(point):
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+ return point.x < 0 or point.y < 0 or point.x >= map_size.x or point.y >= map_size.y
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+
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+
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+func calculate_point_index(point):
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+ return point.x + map_size.x * point.y
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+
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+
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+func recalculate_path():
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+ clear_previous_path_drawing()
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+ var start_point_index = calculate_point_index(path_start_position)
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+ var end_point_index = calculate_point_index(path_end_position)
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+ # This method gives us an array of points. Note you need the start and end
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+ # points' indices as input
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+ _point_path = astar_node.get_point_path(start_point_index, end_point_index)
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+ # Redraw the lines and circles from the start to the end point
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+ update()
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+
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+
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+func clear_previous_path_drawing():
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+ if not _point_path:
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+ return
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+ var point_start = _point_path[0]
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+ var point_end = _point_path[len(_point_path) - 1]
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+ set_cell(point_start.x, point_start.y, -1)
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+ set_cell(point_end.x, point_end.y, -1)
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+
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+
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+func _draw():
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+ if not _point_path:
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+ return
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+ var point_start = _point_path[0]
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+ var point_end = _point_path[len(_point_path) - 1]
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+
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+ set_cell(point_start.x, point_start.y, 1)
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+ set_cell(point_end.x, point_end.y, 2)
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+
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+ var last_point = map_to_world(Vector2(point_start.x, point_start.y)) + _half_cell_size
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+ for index in range(1, len(_point_path)):
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+ var current_point = map_to_world(Vector2(_point_path[index].x, _point_path[index].y)) + _half_cell_size
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+ draw_line(last_point, current_point, DRAW_COLOR, BASE_LINE_WIDTH, true)
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+ draw_circle(current_point, BASE_LINE_WIDTH * 2.0, DRAW_COLOR)
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+ last_point = current_point
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+
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+
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+# Setters for the start and end path values.
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+func _set_path_start_position(value):
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+ if value in obstacles:
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+ return
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+ if is_outside_map_bounds(value):
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+ return
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+
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+ set_cell(path_start_position.x, path_start_position.y, -1)
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+ set_cell(value.x, value.y, 1)
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+ path_start_position = value
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+ if path_end_position and path_end_position != path_start_position:
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+ recalculate_path()
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+
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+
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+func _set_path_end_position(value):
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+ if value in obstacles:
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+ return
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+ if is_outside_map_bounds(value):
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+ return
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+
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+ set_cell(path_start_position.x, path_start_position.y, -1)
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+ set_cell(value.x, value.y, 2)
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+ path_end_position = value
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+ if path_start_position != value:
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+ recalculate_path()
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