Draw room connections

This commit is contained in:
Marco 2025-04-15 16:51:13 +02:00
commit 1e6c7e7f4e
2 changed files with 47 additions and 0 deletions

View file

@ -74,6 +74,8 @@ public partial class RogueliteRoomManager : Node2D
private List<Vector2I> _mainPath = new();
private List<RoomConnection> _connections = new();
public List<RoomConnection> Connections => _connections;
private void GenerateStraightLineDungeon()
{

View file

@ -14,6 +14,8 @@ public partial class Minimap : CanvasLayer
private List<RogueliteRoom> SpawnedRooms => RoomManager.SpawnedRooms;
private List<RoomConnection> Connections => RoomManager.Connections;
[Export] public int CellSize { get; private set; } = 16;
[Export] public Vector2 Padding { get; private set; } = new Vector2(20, 20);
@ -89,6 +91,49 @@ public partial class Minimap : CanvasLayer
RenderingServer.CanvasItemAddRect(_canvasItemRid, new Rect2(drawPos, drawSize), color);
}
DrawRoomConnections( Connections, min, offset);
}
private void DrawRoomConnections(List<RoomConnection> connections, Vector2I minGrid, Vector2 baseOffset)
{
foreach (var connection in connections)
{
// Skip if either room is missing
if (!RoomGrid.ContainsKey(connection.From) || !RoomGrid.ContainsKey(connection.To))
continue;
// // Calculate center positions of each room
// Vector2 from = baseOffset + ((connection.From - minGrid) * (CellSize + (int)Separation)) + new Vector2(CellSize / 2f, CellSize / 2f);
// Vector2 to = baseOffset + ((connection.To - minGrid) * (CellSize + (int)Separation)) + new Vector2(CellSize / 2f, Separation / 2f);
// Get relative positions of the two rooms
Vector2 fromPos = baseOffset + ((connection.From - minGrid) * (CellSize + (int)Separation));
Vector2 toPos = baseOffset + ((connection.To - minGrid) * (CellSize + (int)Separation));
// Determine direction between rooms (assumes adjacent rooms only)
Vector2 delta = (toPos - fromPos).Normalized();
// Midpoint between rooms, where the gap is
Vector2 gapCenter = (fromPos + toPos) * 0.5f + new Vector2(CellSize / 2f, CellSize / 2f);
// Calculate endpoints of the connection line (centered in gap)
Vector2 halfGap = delta * (Separation / 2f);
Vector2 lineStart = gapCenter - halfGap;
Vector2 lineEnd = gapCenter + halfGap;
// Pick color based on type
Color color = Colors.White;
if (connection.IsSecret)
color = Colors.Purple;
else if (connection.IsLocked)
color = Colors.Orange;
float thickness = 1f;
// Draw the line
RenderingServer.CanvasItemAddLine(_canvasItemRid, lineStart, lineEnd, color, thickness);
}
}
private Color GetColorForRoomType(RoomType type)