Godot Version
4.1.1
Question
How can I fix the code so it makes all the hexagons around a tile which Atlas coords are (1, 0) and alt tiles = 1 will turn into (0, 0) with alt 4, and then all tiles around that tile be (0, 0) with alt 3, etc until we reach 0?
My code:
for range in MaxRange:
for x in range(-SizeMap, SizeMap):
for y in range(-SizeMap, SizeMap):
if x % 2 == 1:
if get_cell_atlas_coords(main_layer, Vector2i(x, y)) == Vector2i(1, 0) and get_cell_alternative_tile(main_layer, Vector2i(x, y)) == 1:
for array in Around_Odd:
if get_cell_atlas_coords(main_layer, Vector2i(x, y) + array) == Vector2i(0, 0):
set_cell(main_layer, (Vector2i(x, y) + array), main_atlas_id, Vector2i(0, 0), 1)
if get_cell_atlas_coords(main_layer, Vector2i(x, y)) == Vector2i(0, 0) and get_cell_alternative_tile(main_layer, Vector2i(x, y)) > range :
for array in Around_Odd:
if get_cell_atlas_coords(main_layer, Vector2i(x, y) + array ) == Vector2i(0, 0):
set_cell(main_layer, Vector2i(x, y) + array, main_atlas_id, Vector2i(0, 0), range + 1)
set_cell(main_layer, Vector2i(x, y) , main_atlas_id, Vector2i(0, 0), get_cell_alternative_tile(main_layer, Vector2i(x, y)) + 1)
else:
if get_cell_atlas_coords(main_layer, Vector2i(x, y)) == Vector2i(1, 0) and get_cell_alternative_tile(main_layer, Vector2i(x, y)) == 1:
for array in Around_Even:
if get_cell_atlas_coords(main_layer, Vector2i(x, y) + array) == Vector2i(0, 0):
set_cell(main_layer, (Vector2i(x, y) + array), main_atlas_id, Vector2i(0, 0), 1)
if get_cell_atlas_coords(main_layer, Vector2i(x, y)) == Vector2i(0, 0) and get_cell_alternative_tile(main_layer, Vector2i(x, y)) > range :
for array in Around_Even:
if get_cell_atlas_coords(main_layer, Vector2i(x, y) + array ) == Vector2i(0, 0):
set_cell(main_layer, Vector2i(x, y) + array , main_atlas_id, Vector2i(0, 0), range + 1)
set_cell(main_layer, Vector2i(x, y) , main_atlas_id, Vector2i(0, 0), get_cell_alternative_tile(main_layer, Vector2i(x, y)) + 1)