Базовое редактирование тайлов
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://qmjuy68vr7jp"
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path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
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path="res://.godot/imported/icon.svg-56083ea2a1f1a4f1e49773bdc6d7826c.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://icon.svg"
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dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
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source_file="res://assets/icon.svg"
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dest_files=["res://.godot/imported/icon.svg-56083ea2a1f1a4f1e49773bdc6d7826c.ctex"]
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[params]
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BIN
assets/tileset.png
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BIN
assets/tileset.png
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After Width: | Height: | Size: 19 KiB |
34
assets/tileset.png.import
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assets/tileset.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://hksnxmrpo2cp"
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path="res://.godot/imported/tileset.png-c50288acd069fa293d7940a084811264.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/tileset.png"
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dest_files=["res://.godot/imported/tileset.png-c50288acd069fa293d7940a084811264.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@ -11,8 +11,9 @@ config_version=5
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[application]
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config/name="TestProject"
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run/main_scene="res://world.tscn"
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config/features=PackedStringArray("4.3", "GL Compatibility")
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config/icon="res://icon.svg"
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config/icon="res://assets/icon.svg"
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[dotnet]
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tile_map_layer.gd
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tile_map_layer.gd
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extends TileMapLayer
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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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pass # Replace with function body.
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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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world.gd
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world.gd
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extends Node2D
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# Переменная для хранения ссылки на TileMap
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@onready var tilemap: TileMapLayer = $TileMapLayer
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var is_drawing: bool = false # Флаг для отслеживания зажатия кнопки мыши
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func _ready():
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pass
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func _input(event):
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if event is InputEventMouseButton:
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# Проверяем нажатие или отпускание левой кнопки мыши
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if event.button_index == MOUSE_BUTTON_LEFT:
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is_drawing = event.pressed # Устанавливаем флаг, если кнопка нажата
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if event is InputEventMouseMotion and is_drawing:
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# Получаем позицию мыши в мировых координатах
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var current_tile:Vector2 = tilemap.local_to_map(get_global_mouse_position()-tilemap.global_position)
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var tile_pos = tilemap.map_to_local(current_tile)
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tilemap.set_cells_terrain_connect([current_tile], 0, 2, true)
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# Преобразуем в координаты тайлов
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# Устанавливаем тайл (tile_id = 1 в данном случае)
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614
world.tscn
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614
world.tscn
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