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