using Godot; /// <summary> /// 测试地牢生成 /// </summary> public class TestGenerateDungeon : Node2D { [Export] public NodePath TileMapPath; [Export] public NodePath Camera; private TileMap _tileMap; private Camera2D _camera; private GenerateDungeon _generateDungeon; private Font _font; public override void _Ready() { _tileMap = GetNode<TileMap>(TileMapPath); _camera = GetNode<Camera2D>(Camera); _font = ResourceManager.Load<Font>(ResourcePath.resource_font_cn_font_36_tres); _generateDungeon = new GenerateDungeon(); _generateDungeon.Generate(); foreach (var info in _generateDungeon.RoomInfos) { //临时铺上地砖 var id = (int)_tileMap.TileSet.GetTilesIds()[0]; for (int i = 0; i < info.Size.x; i++) { for (int j = 0; j < info.Size.y; j++) { _tileMap.SetCell(i + (int)info.Position.x, j + (int)info.Position.y, id); } } } } public override void _Process(float delta) { //移动相机位置 var dir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down"); _camera.Position += dir * 1000 * delta; Update(); } public override void _Draw() { DrawRoomInfo(_generateDungeon.StartRoom); } private void DrawRoomInfo(RoomInfo room) { var cellSize = _tileMap.CellSize; var pos1 = (room.Position + room.Size / 2) * cellSize; foreach (var nextRoom in room.Next) { var pos2 = (nextRoom.Position + nextRoom.Size / 2) * cellSize; DrawLine(pos1, pos2, Colors.Red); DrawRoomInfo(nextRoom); } DrawString(_font, pos1, room.Id.ToString(), Colors.Yellow); foreach (var roomDoor in room.Doors) { var originPos = roomDoor.OriginPosition * cellSize; switch (roomDoor.Direction) { case DoorDirection.E: DrawLine(originPos, originPos + new Vector2(3, 0) * cellSize, Colors.Yellow); DrawLine(originPos + new Vector2(0, 4) * cellSize, originPos + new Vector2(3, 4) * cellSize, Colors.Yellow); break; case DoorDirection.W: DrawLine(originPos, originPos - new Vector2(3, 0) * cellSize, Colors.Yellow); DrawLine(originPos + new Vector2(0, 4) * cellSize, originPos - new Vector2(3, -4) * cellSize, Colors.Yellow); break; case DoorDirection.S: DrawLine(originPos, originPos + new Vector2(0, 3) * cellSize, Colors.Yellow); DrawLine(originPos + new Vector2(4, 0) * cellSize, originPos + new Vector2(4, 3) * cellSize, Colors.Yellow); break; case DoorDirection.N: DrawLine(originPos, originPos - new Vector2(0, 3) * cellSize, Colors.Yellow); DrawLine(originPos + new Vector2(4, 0) * cellSize, originPos - new Vector2(-4, 3) * cellSize, Colors.Yellow); break; } if (roomDoor.HasCross) { DrawRect(new Rect2(roomDoor.Cross * cellSize, cellSize * 4), Colors.Yellow); } } //绘制地图上被占用的网格 // _generateDungeon.RoomGrid.ForEach((x, y, value) => // { // DrawRect(new Rect2(new Vector2(x, y) * cellSize + new Vector2(6, 6), new Vector2(4, 4)), Colors.Green); // }); } }