extends Node2D
export (NodePath) var Blue_Stitch
export (NodePath) var Yellow_Stitch
export (NodePath) var Red_Stitch
export (NodePath) var Purple_Stitch
export (NodePath) var Pink_Stitch
export (NodePath) var Orange_Stitch
export (NodePath) var Green_Stitch
export (NodePath) var Gold_Stitch
export (NodePath) var Cyan_Stitch
export (NodePath) var Brown_Stitch
export (NodePath) var Sky_Stitch
export (NodePath) var Black_Stitch
export (NodePath) var Rainbow_Stitch
export (NodePath) var No_Stitch
export (NodePath) var Instance_Name
export (NodePath) var Stitch
var current_char = ""
var xstring = ""
var ystring = ""
var xint = 0
var yint = 0
var color_equals = ""
func physics_process(delta):
if GlobalColour.Loading:
self.draw_it()
func _draw_it():
var i = 0
var x: int = 0
while true:
#var name = str("PIXEL!",str(i),"!",str(r))
i=i+1
current_char = GlobalColour.pixel_loader.substr(i,1)
#print(current_char)
if i == GlobalColour.pixel_loader.length():
break
if current_char == "*":
pass
if current_char == "?":
xstring = GlobalColour.pixel_loader.substr(i-2,2)
#print("across is ",xstring)
xint = int(xstring)
if current_char == "|":
ystring = GlobalColour.pixel_loader.substr(i-2,2)
yint = int(ystring)
#print("down is ",ystring)
if current_char == ">":
color_equals = GlobalColour.pixel_loader.substr(i-4,4)
#print("colour is ",color_equals)
#var name = str("PIXEL!",str(xint),"!",str(yint))
var thisPixelName = get_node(Instance_Name).get_name()
var myPixelLocationC = thisPixelName.substr(7,1)
if myPixelLocationC == "!":
var loc_x = thisPixelName.substr(6,1)
var loc_y = thisPixelName.substr(8,2)
GlobalColour.Global_Location2.x = int(loc_x)
GlobalColour.Global_Location2.y = int(loc_y)
else:
var loc_x = thisPixelName.substr(6,2)
var loc_y = thisPixelName.substr(9,2)
GlobalColour.Global_Location2.x = int(loc_x)
GlobalColour.Global_Location2.y = int(loc_y)
if GlobalColour.Global_Location2.x <10:
GlobalColour.Xstring2 = "0"+ str(GlobalColour.Global_Location2.x)
else:
GlobalColour.Xstring2 = str(GlobalColour.Global_Location2.x)
if GlobalColour.Global_Location2.y <10:
GlobalColour.Ystring2 = "0"+ str(GlobalColour.Global_Location2.y)
else:
GlobalColour.Ystring2 = str(GlobalColour.Global_Location2.y)
if GlobalColour.Xstring2 == xstring and GlobalColour.Ystring2 == ystring:
match color_equals:
"yell":
get_node(Stitch).texture = get_node(Yellow_Stitch).texture
"skyy":
get_node(Stitch).texture = get_node(Sky_Stitch).texture
"redd":
get_node(Stitch).texture = get_node(Red_Stitch).texture
"rain":
get_node(Stitch).texture = get_node(Rainbow_Stitch).texture
"purp":
get_node(Stitch).texture = get_node(Purple_Stitch).texture
"pink":
get_node(Stitch).texture = get_node(Pink_Stitch).texture
"oran":
get_node(Stitch).texture = get_node(Orange_Stitch).texture
"gree":
get_node(Stitch).texture = get_node(Green_Stitch).texture
"gold":
get_node(Stitch).texture = get_node(Gold_Stitch).texture
"cyan":
get_node(Stitch).texture = get_node(Cyan_Stitch).texture
"brow":
get_node(Stitch).texture = get_node(Brown_Stitch).texture
"blue":
get_node(Stitch).texture = get_node(Blue_Stitch).texture
"blac":
get_node(Stitch).texture = get_node(Black_Stitch).texture
is what i got so far, but it jamms up and you cant add new sitches after it reloads the graphic into the squares perfectly,