mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 09:35:34 +00:00
185 lines
No EOL
6.2 KiB
C#
185 lines
No EOL
6.2 KiB
C#
using Godot;
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using System;
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using System.Collections.Generic;
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using Cirno.Scripts.Controllers;
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using Cirno.Scripts.Enums;
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public partial class Minimap : CanvasLayer
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{
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[Export] public RogueliteRoomManager RoomManager { get; private set; }
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private Rid _canvasItemRid;
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private Rid _parentCanvas;
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private Godot.Collections.Dictionary<Vector2I, RogueliteRoom> RoomGrid => RoomManager.RoomGrid;
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private List<RogueliteRoom> SpawnedRooms => RoomManager.SpawnedRooms;
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private List<RoomConnection> Connections => RoomManager.Connections;
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[Export] public int CellSize { get; private set; } = 16;
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[Export] public Vector2 Padding { get; private set; } = new Vector2(20, 20);
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[Export] public float Separation = 2f;
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private Vector2 _viewportSize;
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public override void _Ready()
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{
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RoomManager.MapCreated += RoomManagerOnMapCreated;
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_canvasItemRid = RenderingServer.CanvasItemCreate();
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_parentCanvas = this.GetCanvas(); //GetCanvasItem(); // Gets the RID of this Node2D's canvas
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RenderingServer.CanvasItemSetParent(_canvasItemRid, _parentCanvas);
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RenderingServer.CanvasItemSetVisible(_canvasItemRid, true);
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}
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public override void _EnterTree()
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{
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// Get current window size to position minimap in top-right
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_viewportSize = GetViewport().GetVisibleRect().Size;
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}
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private void RoomManagerOnMapCreated()
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{
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RedrawMinimap();
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}
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// public override void _Process(double delta)
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// {
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// //RedrawMinimap();
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// }
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// public void SetRoomGrid(Dictionary<Vector2I, RogueliteRoom> roomGrid)
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// {
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// _roomGrid = roomGrid;
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// RedrawMinimap();
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// }
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private void RedrawMinimap()
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{
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// Clear previous draw commands
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RenderingServer.CanvasItemClear(_canvasItemRid);
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if (SpawnedRooms == null)
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return;
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// Find bounds
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Vector2I min = new(int.MaxValue, int.MaxValue);
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Vector2I max = new(int.MinValue, int.MinValue);
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foreach (var room in SpawnedRooms)
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{
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min = new Vector2I(Math.Min(min.X, room.GridPosition.X), Math.Min(min.Y, room.GridPosition.Y));
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max = new Vector2I(Math.Max(max.X, room.GridPosition.X + room.RoomResource.Size.X),
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Math.Max(max.Y, room.GridPosition.Y + room.RoomResource.Size.Y));
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}
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Vector2 mapSize = (max - min) * CellSize;
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Vector2 offset = new Vector2(
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_viewportSize.X - mapSize.X - Padding.X, // padding from right
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Padding.Y // Top padding
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);
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//Vector2 offset = Padding; // Padding
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foreach (var room in SpawnedRooms)
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{
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Vector2I pos = room.GridPosition;
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Vector2I size = room.RoomResource.Size;
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Vector2 drawPos = offset + (new Vector2((pos.X - min.X), (pos.Y - min.Y))) * (CellSize + Separation);
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Vector2 drawSize = new Vector2(size.X, size.Y) * CellSize +
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new Vector2((size.X - 1), (size.Y - 1)) * Separation;
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//Vector2 drawSize = new Vector2(size.X, size.Y) * CellSize;
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Color color = GetColorForRoomType(room.RoomResource.Type);
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RenderingServer.CanvasItemAddRect(_canvasItemRid, new Rect2(drawPos, drawSize), color);
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}
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DrawRoomConnections(Connections, min, offset);
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//DrawDebugGrid();
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}
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private void DrawPlayer(Vector2I minGrid, Vector2 baseOffset)
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{
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var playerPosition = GameManager.Instance.PlayerPosition;
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//var scaledPos = playerPosition
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}
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private void DrawDebugGrid()
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{
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foreach (var room in SpawnedRooms)
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{
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var rect = new Rect2(room.GridPosition * RoomManager.TileSize * RoomManager.RoomSizeInTiles, RoomManager.TileSize * RoomManager.RoomSizeInTiles);
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RenderingServer.CanvasItemAddRect(_canvasItemRid, rect, new Color(0, 120,0, 125));
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}
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}
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private void DrawRoomConnections(List<RoomConnection> connections, Vector2I minGrid, Vector2 baseOffset)
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{
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int spacing = (int)Separation;
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foreach (var connection in connections)
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{
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// Skip if either room is missing
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if (!RoomGrid.ContainsKey(connection.From) || !RoomGrid.ContainsKey(connection.To))
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continue;
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// Convert grid coordinates to local minimap grid (relative to min)
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Vector2I fromGrid = connection.From - minGrid;
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Vector2I toGrid = connection.To - minGrid;
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// Center of the From cell in pixels
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Vector2 fromCenter = baseOffset
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+ fromGrid * (CellSize + spacing)
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+ new Vector2(CellSize / 2f, CellSize / 2f);
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// Center of the To cell in pixels
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Vector2 toCenter = baseOffset
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+ toGrid * (CellSize + spacing)
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+ new Vector2(CellSize / 2f, CellSize / 2f);
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// The gap center between rooms
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Vector2 gapCenter = (fromCenter + toCenter) * 0.5f;
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// Short line inside the separation gap
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Vector2 delta = (toCenter - fromCenter).Normalized();
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Vector2 halfGap = delta * (spacing / 2f);
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Vector2 lineStart = gapCenter - halfGap;
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Vector2 lineEnd = gapCenter + halfGap;
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// Pick color based on type
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Color color = Colors.White;
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if (connection.IsSecret)
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color = Colors.Purple;
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else if (connection.IsLocked)
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color = Colors.Orange;
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float thickness = 1f;
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// Draw the line
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RenderingServer.CanvasItemAddLine(_canvasItemRid, lineStart, lineEnd, color, thickness);
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}
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}
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private Color GetColorForRoomType(RoomType type)
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{
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return type switch
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{
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RoomType.Boss => Colors.Red,
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RoomType.Shop => Colors.DarkKhaki,
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RoomType.Regular => Colors.Blue,
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RoomType.Key => Colors.Purple,
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RoomType.Secret => Colors.Bisque,
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RoomType.Treasure => Colors.Gold,
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RoomType.Starter => Colors.Green,
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_ => Colors.DimGray
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};
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}
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} |