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33
scripts/world.gd
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33
scripts/world.gd
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extends Node2D
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@export var noise_texture: NoiseTexture2D
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var noise_values
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@onready var world_grid = $world_grid
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var temp_size = 150
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var temp_noise_val = []
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var temp_noise_reg = []
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var noise_regions = [-999,10,150,200,999]
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var atlas_regions = [Vector2i(0,1),Vector2i(0,0),Vector2i(2,0),Vector2i(0,2)]
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func get_noise_value(x: int, y: int):
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return noise_values.get_noise_2d(x,y) * 500
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func get_noise_region(x,y):
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var noise_val = get_noise_value(x,y)
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for i in range(noise_regions.size()):
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if noise_regions[i] <= noise_val and noise_val < noise_regions[i+1]:
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return i
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func _ready():
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noise_values = noise_texture.noise
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for x in range(-temp_size, temp_size):
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for y in range(-temp_size, temp_size):
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world_grid.set_cell(0, Vector2i(x,y),0,atlas_regions[get_noise_region(x,y)])
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temp_noise_val.append(get_noise_value(x,y))
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temp_noise_reg.append(get_noise_region(x,y))
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prints(temp_noise_val.min(), temp_noise_val.max())
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for region in noise_regions.size():
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prints(region, noise_regions[region], temp_noise_reg.count(region))
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#get_tree().quit()
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