94 lines
3.4 KiB
GDScript
94 lines
3.4 KiB
GDScript
extends Node2D
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@export var tile_type: int = 0
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var grid_position: Vector2i
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@onready var sprite: Sprite2D = $Sprite2D
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# Target size for each tile to fit in the 54x54 grid cells
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const TILE_SIZE = 48 # Slightly smaller than 54 to leave some padding
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# All available gem textures
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var all_gem_textures = [
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preload("res://assets/sprites/gems/bg_19.png"), # 0 - Blue gem
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preload("res://assets/sprites/gems/dg_19.png"), # 1 - Dark gem
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preload("res://assets/sprites/gems/gg_19.png"), # 2 - Green gem
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preload("res://assets/sprites/gems/mg_19.png"), # 3 - Magenta gem
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preload("res://assets/sprites/gems/rg_19.png"), # 4 - Red gem
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preload("res://assets/sprites/gems/yg_19.png"), # 5 - Yellow gem
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preload("res://assets/sprites/gems/pg_19.png"), # 6 - Purple gem
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preload("res://assets/sprites/gems/sg_19.png"), # 7 - Silver gem
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]
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# Currently active gem types (indices into all_gem_textures)
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var active_gem_types = [0, 1, 2, 3, 4] # Start with first 5 gems
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func _set_tile_type(value: int) -> void:
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tile_type = value
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if value >= 0 and value < active_gem_types.size():
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var texture_index = active_gem_types[value]
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sprite.texture = all_gem_textures[texture_index]
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_scale_sprite_to_fit()
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else:
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push_error("Invalid tile type: " + str(value) + ". Available types: 0-" + str(active_gem_types.size() - 1))
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func _scale_sprite_to_fit() -> void:
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if sprite.texture:
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var texture_size = sprite.texture.get_size()
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var max_dimension = max(texture_size.x, texture_size.y)
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var scale_factor = TILE_SIZE / max_dimension
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sprite.scale = Vector2(scale_factor, scale_factor)
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# Gem pool management functions
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static func set_active_gem_pool(gem_indices: Array) -> void:
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# Update all tile instances to use new gem pool
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var tiles = get_tree().get_nodes_in_group("tiles")
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for tile in tiles:
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if tile.has_method("_update_active_gems"):
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tile._update_active_gems(gem_indices)
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func _update_active_gems(gem_indices: Array) -> void:
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active_gem_types = gem_indices.duplicate()
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# Re-validate current tile type
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if tile_type >= active_gem_types.size():
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tile_type = 0 # Reset to first available type
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_set_tile_type(tile_type)
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static func get_active_gem_count() -> int:
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# Get from any tile instance or default
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var tiles = get_tree().get_nodes_in_group("tiles")
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if tiles.size() > 0:
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return tiles[0].active_gem_types.size()
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return 5 # Default
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static func add_gem_to_pool(gem_index: int) -> void:
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var tiles = get_tree().get_nodes_in_group("tiles")
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for tile in tiles:
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if tile.has_method("_add_gem_type"):
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tile._add_gem_type(gem_index)
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func _add_gem_type(gem_index: int) -> void:
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if gem_index >= 0 and gem_index < all_gem_textures.size():
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if not active_gem_types.has(gem_index):
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active_gem_types.append(gem_index)
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static func remove_gem_from_pool(gem_index: int) -> void:
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var tiles = get_tree().get_nodes_in_group("tiles")
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for tile in tiles:
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if tile.has_method("_remove_gem_type"):
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tile._remove_gem_type(gem_index)
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func _remove_gem_type(gem_index: int) -> void:
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var type_index = active_gem_types.find(gem_index)
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if type_index != -1 and active_gem_types.size() > 2: # Keep at least 2 gem types
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active_gem_types.erase(gem_index)
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# Update tiles that were using removed type
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if tile_type >= active_gem_types.size():
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tile_type = 0
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_set_tile_type(tile_type)
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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add_to_group("tiles") # Add to group for gem pool management
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_set_tile_type(tile_type)
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