0 votes

I want to make a MiniMap, and I have a idea, but please write if this idea is a bad attempt.

So this is my idea:

I have a Frame for my MiniMap and inside of the Frame, I want to show the MiniMap. I made the whole Map as a png File and now I want to show just a small part of this map inside of my Frame and then, when the Player moves, I want to move my map as well, but I want that only the part of the map inside the Frame is visible. Is there a way to do that or is this a bad attempt for a MiniMap?

Thanks for answers and ask if there are ambiguities.

PS: Sorry for bad English and the word ambiguities is from the google translator...

asked May 21 in Engine by Godot_Starter (260 points)

1 Answer

0 votes
Best answer

I am using TextureRect for minimap and i am using shader to move map with my player.
Create TextureRect and check expand and set stretch mode to tile. Then add shader

Shader code

shader_type canvas_item;
uniform vec2 pos;

void fragment()
    COLOR = texture(TEXTURE, UV + pos);


var worldsize = Vector2() #your world size

func moveMapWithPlayer():
    #half resolution , used to keep player centered in minimap
    var half_res = get_viewport().size / 2  
    var pos = player.position - half_res

    pos.x = clamp(pos.x,0, worldsize.x)
    pos.y = clamp(pos.y,0, worldsize.y)
    material.set_shader_param("pos",pos / worldsize)

func _process():
answered May 22 by supper_raptor (667 points)
selected May 22 by Godot_Starter

Ok, thank you!

But the problem was less that my map is empty and more that you can see the rest of the map outside the frame

I will make another question on this later

Its my function to generate minimap of a level.

func captureMap():
    #minimap to actual map ratio
    var ratio = 8   

    #64 is tile size
    var size = $TileMap.get_used_rect().size * Vector2(64,64)
    OS.window_size = size / Vector2(ratio,ratio)
    var max_xy = min(size.x,size.y)
    var ratio
    if max_xy == size.x:
        ratio = OS.window_size.x / max_xy
        ratio = OS.window_size.y / max_xy

    self.scale = Vector2(ratio,ratio)

    yield(get_tree(), "idle_frame")
    yield(get_tree(), "idle_frame")
    yield(get_tree(), "idle_frame")
    yield(get_tree(), "idle_frame")
    # Retrieve the captured Image using get_data()
    var img = get_viewport().get_texture().get_data()
    # Flip on the y axis
    # You can also set "V Flip" to true if not on the Root Viewport
    # Convert Image to ImageTexture

and btw

worldsize = $TileMap.get_used_rect().size * Vector2(64,64)

64 is default tile size

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