WIP checkpoint: Implement chunk streaming system in GDScript

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2026-08-18 00:03:28 +00:00
parent d752cf5280
commit 720cf6f6b9
5 changed files with 372 additions and 0 deletions
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class_name TileDef
extends RefCounted
## A single tile definition (palette entry) within a tile layer.
##
## Maps a tile ID to its asset reference and gameplay flags. See
## docs/architecture/world.md §3.2.
## Tile ID (index into the layer palette). 0 is reserved for empty/air.
var id: int = 0
## Reference to the tile/terrain asset.
var asset_id: String = ""
## Whether this tile has collision.
var solid: bool = false
## Bitmask flags: bit 0 = walkable, bit 1 = climbable, bit 2 = liquid.
var flags: int = 0
## Number of visual variants for this tile.
var variants: int = 1
func _init(p_id: int = 0, p_asset_id: String = "", p_solid: bool = false,
p_flags: int = 0, p_variants: int = 1) -> void:
id = p_id
asset_id = p_asset_id
solid = p_solid
flags = p_flags
variants = p_variants
func is_walkable() -> bool:
return (flags & 0x01) != 0
func is_climbable() -> bool:
return (flags & 0x02) != 0
func is_liquid() -> bool:
return (flags & 0x04) != 0