I have a a dungeon generation script that lays out a bunch of PackedScene made of my Tilemaplayer, However I can't use Astar2d to connect the rooms because they are separate scenes. Knowing now that all rooms need to use the same Tilemaplayer not separate scenes with that layer is there a way to store the those rooms using the patterns instead. I've tried to look up if any one has done something similar to no luck and I am worried that if I do this how am I going have items or objects in those rooms when I instanciate them if they where a pattern and not a scene. The only other way I can think of this if some how you can connect tilemmaplayers that are in seperate scenes but I don't think that is possible
#Tilemaplayer and patterns for room generation
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I did something similar to this a few years ago
tilemaplayers have two arrays of atlas coordinates (index of the tile on the tileset) and grid coordinates (position of the tile in the world)
one solution can be to read these two arrays from the tilemaplayer scenes, instantiate a blank tilemaplayer with the correct tileset, and then fill the the new layer with the info in the arrays read from the scenes
you will need to account for the desired position of the room by adding an offset to the grid coordinates that corresponds to its location in the world
another option would be to run an astar2d on each room individually, then implement a pathing algorithm (astar or otherwise) that takes the result from each room and finds the best path
your dungeon generator should know how the rooms connect, so you can effectively use each room as a single point in the pathing algorithm for multi-room pathing