remove redundant atlas id code

This commit is contained in:
yuki 2025-11-18 12:28:14 -03:00
parent a103f080c6
commit 7047899f35

View file

@ -5,7 +5,6 @@ signal block_hit(tile_pos: Vector2i, hits_left: int)
signal block_destroyed(tile_pos: Vector2i)
## Atlas in which the destructable blocks are stored.
@export var block_source_id: int = 4
@export var max_hits: int = 4
var hit_counts: Dictionary[Vector2i, int] = {}
@ -14,8 +13,6 @@ var hit_counts: Dictionary[Vector2i, int] = {}
## Returns true if block is destroyed.
func hit_tile(coords: Vector2i) -> bool:
var source_id: int = get_cell_source_id(coords)
if source_id != block_source_id:
return false # not destructible
var current_atlas: Vector2i = get_cell_atlas_coords(coords)
var row: int = current_atlas.y
@ -31,7 +28,7 @@ func hit_tile(coords: Vector2i) -> bool:
else:
# damage
var new_atlas: Vector2i = Vector2i(hits, row) # column=hits, row=same color
set_cell(coords, block_source_id, new_atlas)
set_cell(coords, source_id, new_atlas)
hit_counts[coords] = hits
block_hit.emit(coords, max_hits - hits)
return false