End of chapter 4, World map scripts.
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extends TileMap
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class_name Map2d
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enum TerrainDataTypes { TerrainType }
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func getTerrainDataForTile(layer, data, x, y):
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var tile: TileData = get_cell_tile_data(layer, Vector2i(x, y))
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if tile != null:
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return tile.get_custom_data(TerrainDataTypes.keys()[data])
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else:
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return null
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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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print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 39, 17))
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print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 0, 0))
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print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 11, 11))
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print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 6, 9))
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print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 22, 22))
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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uid://cri7fu2duxk0j
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extends Map2d
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func _ready() -> void:
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super._ready()
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uid://bbrwrbwsxt32g
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@ -11,7 +11,7 @@ func loadScene(caller: Node, path: String):
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get_tree().root.add_child(loadingScene)
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get_tree().root.add_child(loadingScene)
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ResourceLoader.load_threaded_request(scenePath)
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ResourceLoader.load_threaded_request(scenePath)
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print(scenePath)
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#print(scenePath)
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caller.queue_free()
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caller.queue_free()
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