Files
Corupture/scripts/world.gd

64 lines
2.1 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
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:
for res: GameResource in game_resources:
var noise = resource_noise.get_noise_2d(x, y)
if res.spawn_region_min < noise and noise < res.spawn_region_max:
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)
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)
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 grid_location(global_pos: Vector2) -> Vector2i:
return world_grid.local_to_map(global_pos)
func change_location_resource(pos: Vector2i, data: GameResource) -> void:
Grid.change_location_resource(pos, data)
world_grid.set_cell(Constants.TilemapLayers.ENVIRONMENT, pos, 0, data.atlas_location)