prototype minimap

This commit is contained in:
Antti Hakkarainen 2023-02-13 23:49:50 +02:00
parent ad598f980e
commit 57d47c5eed
7 changed files with 131 additions and 53 deletions

View file

@ -59,4 +59,5 @@ camera_move={
[rendering]
driver/threads/thread_model=2
environment/defaults/default_clear_color=Color(0.658824, 0.329412, 0, 1)

View file

@ -1,9 +1,10 @@
[gd_scene load_steps=5 format=3 uid="uid://nfayf78xiuap"]
[gd_scene load_steps=6 format=3 uid="uid://nfayf78xiuap"]
[ext_resource type="Script" path="res://scripts/Main.gd" id="1_ysxum"]
[ext_resource type="Script" path="res://scripts/Control.gd" id="3_1t1c8"]
[ext_resource type="PackedScene" uid="uid://2we3txfr812u" path="res://scenes/Camera_zoom_2d.tscn" id="4_rx82t"]
[ext_resource type="Script" path="res://scripts/EntityPlacer.gd" id="5_8jju5"]
[ext_resource type="Script" path="res://scripts/Minimap.gd" id="5_rg28x"]
[node name="Main" type="Node2D"]
script = ExtResource("1_ysxum")
@ -84,7 +85,25 @@ offset_right = 936.0
offset_bottom = 256.0
horizontal_alignment = 2
[node name="Minimap" type="Container" parent="UILayer"]
anchors_preset = -1
anchor_top = -0.044
anchor_right = 0.172
anchor_bottom = 0.161
offset_left = 1696.0
offset_top = 735.36
offset_right = 1807.68
offset_bottom = 1032.16
script = ExtResource("5_rg28x")
[node name="CameraMarker" type="Sprite2D" parent="UILayer/Minimap"]
position = Vector2(296, 392)
[node name="MinimapSprite" type="Sprite2D" parent="UILayer/Minimap"]
position = Vector2(416, 472)
[connection signal="set_camera_position" from="." to="CameraZoom2D" method="_on_set_camera_position"]
[connection signal="worldgen_ready" from="." to="UILayer/Minimap" method="_on_main_worldgen_ready"]
[connection signal="pressed" from="UILayer/Control/ConstructionPanel/button_residental" to="UILayer/Control" method="_on_button_residental_pressed"]
[connection signal="pressed" from="UILayer/Control/ConstructionPanel/button_commercial" to="UILayer/Control" method="_on_button_commercial_pressed"]
[connection signal="pressed" from="UILayer/Control/ConstructionPanel/button_industrial" to="UILayer/Control" method="_on_button_industrial_pressed"]

View file

@ -12,24 +12,32 @@ extends Node2D
var chunks:Dictionary = {}
var window_width = DisplayServer.window_get_size(0).x
var distance = abs((window_width/(Globals.CHUNK_SIZE.x*Globals.TILE_SIZE_X)) / 2 +1 )
# for threading
var chunk_queue:Array = []
var mutex:Mutex
var semaphore:Semaphore
var thread:Thread
var exit_thread = false
var _timer:Timer
func _exit_tree():
mutex.lock()
exit_thread = true
mutex.unlock()
semaphore.post()
thread.wait_to_finish()
func _init() -> void:
self.name = "ChunkHandler"
func _process(_delta):
# if !Globals.worlgen_ready || Globals.chunk_queue.size() > 64:
# return
update_chunks()
clean_up_chunks()
reset_chunks()
#print(self.get_child_count())
func _ready():
@ -40,6 +48,15 @@ func _ready():
thread = Thread.new()
thread.start(start_chunkgen, Thread.PRIORITY_NORMAL)
_timer = Timer.new()
add_child(_timer)
_timer.connect("timeout", _on_timer_timeout, 0)
_timer.set_wait_time(0.05)
_timer.set_one_shot(false)
_timer.start()
func _on_timer_timeout():
clean_up_chunks()
func start_chunkgen():
while true:
@ -52,35 +69,22 @@ func start_chunkgen():
if should_exit:
break
if Globals.chunk_queue.size() > 0:
# work on emptying the generation queue
if chunk_queue.size() > 0:
mutex.lock()
var vars = Globals.chunk_queue.pop_front()
var vars = chunk_queue.pop_front()
mutex.unlock()
load_chunk(vars[0].y, vars[0].x, vars[1])
# Thread must be disposed (or "joined"), for portability.
func _exit_tree():
# Set exit condition to true.
mutex.lock()
exit_thread = true # Protect with Mutex.
mutex.unlock()
# Unblock by posting.
semaphore.post()
# Wait until it exits.
thread.wait_to_finish()
func clean_up_chunks():
mutex.lock()
for key in chunks:
var chunk = chunks[key]
if chunk.should_remove:
chunk.queue_free()
chunks.erase(key)
mutex.unlock()
func correction_factor(d) -> float:
if Globals.CAMERA_ZOOM_LEVEL < 0.6:
@ -91,8 +95,7 @@ func correction_factor(d) -> float:
return d * ( 1 + 2 * (1-Globals.CAMERA_ZOOM_LEVEL) )
func get_chunk(x:int, y:int):
var key = str(y) + "," + str(x)
func get_chunk(key:Vector2i):
if self.chunks.has(key):
return chunks.get(key)
@ -108,14 +111,6 @@ func load_chunk(y:int, x:int, key):
mutex.unlock()
func reset_chunks():
# avoid trying to edit already removed chunks
mutex.lock()
for key in chunks:
chunks[key].should_remove = true
mutex.unlock()
func update_chunks():
var p_x = int(Globals.CAMERA_POSITION.x- Globals.CHUNK_SIZE.x) / Globals.TILE_SIZE_X / Globals.CHUNK_SIZE.x
var p_y = int(Globals.CAMERA_POSITION.y- Globals.CHUNK_SIZE.y) / Globals.TILE_SIZE_Y / Globals.CHUNK_SIZE.y
@ -130,17 +125,21 @@ func update_chunks():
# created by adding the coords to a work queue
for y in Globals.map_size/Globals.CHUNK_SIZE.y:
for x in Globals.map_size/Globals.CHUNK_SIZE.x:
if (abs(x - p_x) <= zoom_corrected && abs(y - p_y) <= zoom_corrected):
var key = str(y) + "," + str(x)
var key = Vector2i(y,x)
var chunk = null
if chunks.has(key):
var chunk = get_chunk(x,y)
chunk = get_chunk(key)
if (abs(x - p_x) <= zoom_corrected && abs(y - p_y) <= zoom_corrected):
if chunk != null:
chunk.should_remove = false
else:
mutex.lock()
Globals.chunk_queue.push_back([Vector2i(x, y), key])
chunk_queue.push_back([Vector2i(x, y), key])
mutex.unlock()
semaphore.post()
elif chunks.has(key):
chunks[key].should_remove = true

View file

@ -4,6 +4,7 @@ extends Control
signal button_pressed(button_name)
@onready var debug_info = get_node(Globals.DEBUGINFO_NODE)
@onready var minimap:Minimap
# name, position
var buttons = {
@ -19,6 +20,8 @@ var buttons = {
# Called when the node enters the scene tree for the first time.
func _ready():
create_buttons()
minimap = Minimap.new()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
@ -26,7 +29,6 @@ func _process(_delta):
str(get_viewport().get_mouse_position()) +"\n" +
"FPS " + str(Engine.get_frames_per_second()) + "\n" +
"Zoom lvl: " + str(Globals.CAMERA_ZOOM_LEVEL) + "\n" +
"Chunk queue: " + str(Globals.chunk_queue.size()) + "\n" +
"Camera pos: " + str(Globals.CAMERA_POSITION)
)

View file

@ -4,7 +4,6 @@
extends Node
var chunks_loaded:int = 0
var chunk_queue:Array = []
var worlgen_ready:bool = false
###################################

View file

@ -9,6 +9,7 @@
class_name Main
extends Node2D
signal worldgen_ready
signal set_camera_position(pos:Vector2)
# The idea is for the user to be able to choose the map from GUI later
@ -19,7 +20,7 @@ var map_filenames:Array = [
"res://maps/tampere_256px.png",
"res://maps/tampere_10x10km_4096px.png"
]
var map_filename:String = map_filenames[1]
var map_filename:String = map_filenames[2]
var _world_generator:WorldGenerator
var _chunk_handler:ChunkHandler
#var _2d_camera:CameraZoom2D
@ -42,11 +43,14 @@ func _ready():
# add chunk handler if worldgen was successful
if _world_generator.generate_world(map_filename):
Globals.worlgen_ready = true
_chunk_handler = ChunkHandler.new()
add_child(_chunk_handler)
else:
push_error("World generation failed :-(")
_chunk_handler = ChunkHandler.new()
add_child(_chunk_handler)
emit_signal("worldgen_ready")
# center camera to world map
emit_signal(
"set_camera_position",

54
scripts/Minimap.gd Normal file
View file

@ -0,0 +1,54 @@
class_name Minimap
extends Node
@onready var minimap_texture:ImageTexture = null
@onready var sprite:Sprite2D
# Called when the node enters the scene tree for the first time.
func _ready():
minimap_texture = ImageTexture.new()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
pass
func _on_main_worldgen_ready():
print("test")
self.generate_minimap()
self.set_minimap()
func generate_minimap() -> void:
var image = Image.new()
print(Globals.map_size)
image = Image.create(Globals.map_size, Globals.map_size, false, Image.FORMAT_RGB8)
image.resize(Globals.map_size, Globals.map_size)
for y in Globals.map_size:
for x in Globals.map_size:
var color:Color
match Globals.map_terrain_data[y][x]:
Globals.TILE_WATER:
color = Color(0,0,255)
Globals.TILE_TERRAIN:
color = Color(148,113,71)
Globals.TILE_FOREST:
color = Color(0,255,0)
_: #default
color = Color(255,0,255)
image.set_pixel(x, y, color)
minimap_texture = ImageTexture.create_from_image(image)
func set_minimap() -> void:
sprite = self.get_child(1)
sprite.texture = minimap_texture
sprite.set_scale(Vector2i(2,2))
sprite.set_position(Vector2(0, 0))