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https://github.com/Relintai/tile_map_backport.git
synced 2024-11-05 10:11:16 +01:00
Fixed the remaining methodbind issues.
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34ae407df1
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@ -2444,8 +2444,8 @@ Map<Vector2i, RTileMapQuadrant> *RTileMap::get_quadrant_map(int p_layer) {
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return &layers[p_layer].quadrant_map;
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}
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Vector2i RTileMap::get_coords_for_body_rid(RID p_physics_body) {
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ERR_FAIL_COND_V_MSG(!bodies_coords.has(p_physics_body), Vector2i(), vformat("No tiles for the given body RID %d.", p_physics_body));
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Vector2 RTileMap::get_coords_for_body_rid(RID p_physics_body) {
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ERR_FAIL_COND_V_MSG(!bodies_coords.has(p_physics_body), Vector2(), vformat("No tiles for the given body RID %d.", p_physics_body));
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return bodies_coords[p_physics_body];
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}
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@ -2771,7 +2771,7 @@ void RTileMap::_get_property_list(List<PropertyInfo> *p_list) const {
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}
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}
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Vector2 RTileMap::map_to_world(const Vector2i &p_pos) const {
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Vector2 RTileMap::map_to_world(const Vector2 &p_pos) const {
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// SHOULD RETURN THE CENTER OF THE TILE
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ERR_FAIL_COND_V(!tile_set.is_valid(), Vector2());
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@ -2848,7 +2848,7 @@ Vector2 RTileMap::map_to_world(const Vector2i &p_pos) const {
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return (ret + Vector2(0.5, 0.5)) * tile_set->get_tile_size();
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}
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Vector2i RTileMap::world_to_map(const Vector2 &p_pos) const {
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Vector2 RTileMap::world_to_map(const Vector2 &p_pos) const {
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ERR_FAIL_COND_V(!tile_set.is_valid(), Vector2i());
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Vector2 ret = p_pos;
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@ -3057,7 +3057,9 @@ bool RTileMap::is_existing_neighbor(RTileSet::CellNeighbor p_cell_neighbor) cons
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}
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}
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Vector2i RTileMap::get_neighbor_cell(const Vector2i &p_coords, RTileSet::CellNeighbor p_cell_neighbor) const {
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Vector2 RTileMap::get_neighbor_cell(const Vector2 &p_coordsv, RTileSet::CellNeighbor p_cell_neighbor) const {
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Vector2i p_coords = p_coordsv;
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ERR_FAIL_COND_V(!tile_set.is_valid(), p_coords);
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RTileSet::TileShape shape = tile_set->get_tile_shape();
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@ -349,11 +349,11 @@ public:
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virtual bool is_y_sort_enabled() const;
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virtual void set_y_sort_enabled(bool p_enable);
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Vector2 map_to_world(const Vector2i &p_pos) const;
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Vector2i world_to_map(const Vector2 &p_pos) const;
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Vector2 map_to_world(const Vector2 &p_pos) const;
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Vector2 world_to_map(const Vector2 &p_pos) const;
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bool is_existing_neighbor(RTileSet::CellNeighbor p_cell_neighbor) const;
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Vector2i get_neighbor_cell(const Vector2i &p_coords, RTileSet::CellNeighbor p_cell_neighbor) const;
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Vector2 get_neighbor_cell(const Vector2 &p_coords, RTileSet::CellNeighbor p_cell_neighbor) const;
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Vector<Vector2> get_used_cells(int p_layer) const;
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Rect2 get_used_rect(); // Not const because of cache
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@ -366,7 +366,7 @@ public:
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//virtual void set_texture_repeat(CanvasItem::TextureRepeat p_texture_repeat) override;
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// For finding tiles from collision.
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Vector2i get_coords_for_body_rid(RID p_physics_body);
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Vector2 get_coords_for_body_rid(RID p_physics_body);
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// Fixing a nclearing methods.
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void fix_invalid_tiles();
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