Files
Corupture/scripts/world.gd
Eric f87b1cfa9a Changed resource spawning
added interact functionality
temp added zoom with scroll wheel
2024-02-27 10:22:28 -06:00

69 lines
2.4 KiB
GDScript

class_name World extends Node2D
@export var game_resources: Array[GameResource]
const PLAYER = preload("res://scene/player.tscn")
var terrain_noise := FastNoiseLite.new()
#var resource_noise: Noise = FastNoiseLite.new()
var temp_size = 150
var temp_noise_val = []
var temp_noise_reg = []
var noise_regions := [-999,0,999]
var atlas_regions := [Vector2i(0,1),Vector2i(0,0)]
@onready var world_grid: TileMap = $world_grid
@onready var resource_manager: Node2D = $ResourceManager
func get_noise_value(x: int, y: int):
return terrain_noise.get_noise_2d(x,y) * 500
#func is_resource_tile(x: int, y: int) -> GameResource:
#var dist = sqrt(x ^ 2 + y ^ 2)
#for res: GameResource in game_resources:
#var noise = resource_noise.get_noise_2d(x, y)
#if res.distance_probability(dist) > (noise + 1.0) / 2.0:
#return res
#return null
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():
Grid.init(world_grid)
terrain_noise.seed = randi()
#resource_noise.seed = randi()
for x in range(-temp_size, temp_size):
for y in range(-temp_size, temp_size):
Grid.change_location_data(Vector2i(x,y), Constants.TilemapLayers.GROUND, atlas_regions[get_noise_region(x,y)])
#var tile_res := is_resource_tile(x,y)
#if tile_res:
#change_location_resource(Vector2i(x,y), tile_res)
#if not tile_res.gained_resource.is_connected(resource_manager._on_gained_resource):
#tile_res.gained_resource.connect(resource_manager._on_gained_resource)
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))
var player = PLAYER.instantiate()
add_child(player)
add_resources_to_map()
func corrupt_location(loc: Vector2i):
if Grid.corrupt_location(loc):
var corrupted_cells := Grid.get_corrupted_cells()
world_grid.set_cells_terrain_connect(Constants.TilemapLayers.CORRUPTION, corrupted_cells, 0, 0)
func add_resources_to_map() -> void:
for res: GameResource in game_resources:
res.gained_resource.connect(resource_manager._on_gained_resource)
var spawns = res.get_spawn_locations()
for spawn in spawns:
Grid.change_location_resource(spawn, res)