buggy implementation of shoreline drawing
This commit is contained in:
parent
9f2dbb2a1d
commit
5cb839d8e2
8 changed files with 1112 additions and 25 deletions
119
scripts/World.gd
119
scripts/World.gd
|
@ -6,6 +6,7 @@ var has_placeable_building: bool = false
|
|||
var building
|
||||
var building_type: String
|
||||
var scene
|
||||
var image:Image = Image.new()
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
|
@ -78,9 +79,9 @@ func _input(event):
|
|||
func calculate_grid_coordinates(map_position: Vector2) -> Vector2:
|
||||
return (map_position).floor()
|
||||
|
||||
func are_coords_valid(value:int, errmsg:String) -> bool:
|
||||
if Globals.MAP_MIN_HEIGHT > value or value > Globals.MAP_MAX_HEIGHT:
|
||||
errmsg = errmsg % [value, Globals.MAP_MIN_HEIGHT, Globals.MAP_MAX_HEIGHT]
|
||||
func are_coords_valid(value:int, bounds:Vector2i, errmsg:String) -> bool:
|
||||
if bounds.x > value or value > bounds.y:
|
||||
errmsg = errmsg % [value, bounds.x, bounds.y]
|
||||
push_error(errmsg)
|
||||
return false
|
||||
|
||||
|
@ -90,16 +91,23 @@ func place_building_to_map():
|
|||
var building_properties = get_building_properties()
|
||||
var tile_on_mouse = local_to_map(get_global_mouse_position())
|
||||
|
||||
if !are_coords_valid(tile_on_mouse.y,Globals.ERROR_TILE_Y_COORDS_OUT_OF_BOUNDS):
|
||||
if !are_coords_valid(
|
||||
tile_on_mouse.y,
|
||||
Vector2i(0, Globals.map_image_size.y),
|
||||
Globals.ERROR_TILE_Y_COORDS_OUT_OF_BOUNDS
|
||||
):
|
||||
return false
|
||||
elif !are_coords_valid(tile_on_mouse.x,Globals.ERROR_TILE_X_COORDS_OUT_OF_BOUNDS):
|
||||
elif !are_coords_valid(
|
||||
tile_on_mouse.x,
|
||||
Vector2i(0, Globals.map_image_size.x),
|
||||
Globals.ERROR_TILE_X_COORDS_OUT_OF_BOUNDS
|
||||
):
|
||||
return false
|
||||
|
||||
set_cell(Globals.LAYER_BUILDINGS, tile_on_mouse, building_properties[0], building_properties[1], 0)
|
||||
|
||||
func generate_terrain(filename) -> bool:
|
||||
# Try to load the image which we used to place water & ground to world map
|
||||
var image:Image = Image.new()
|
||||
# Try to load the image which we used to place water & ground to world map
|
||||
image = load(filename)
|
||||
if image == null:
|
||||
var errmsg = Globals.ERROR_FAILED_TO_LOAD_FILE
|
||||
|
@ -107,28 +115,99 @@ func generate_terrain(filename) -> bool:
|
|||
return false
|
||||
|
||||
# Check if image is too small or too large
|
||||
var image_size:Vector2i = image.get_size()
|
||||
if !are_coords_valid(image_size.y,Globals.ERROR_IMAGE_HEIGHT_INCORRECT):
|
||||
Globals.map_image_size = image.get_size()
|
||||
if !validate_mapgen_params():
|
||||
return false
|
||||
elif !are_coords_valid(image_size.x,Globals.ERROR_IMAGE_WIDTH_INCORRECT):
|
||||
|
||||
generate_water_and_land()
|
||||
generate_shorelines()
|
||||
|
||||
# center camera to world map
|
||||
emit_signal(
|
||||
"set_camera_position",
|
||||
Vector2(Globals.map_image_size.x / 2.0 * Globals.TILE_SIZE_X,
|
||||
Globals.map_image_size.y / 2.0 * Globals.TILE_SIZE_Y)
|
||||
)
|
||||
return true
|
||||
|
||||
func validate_mapgen_params() -> bool:
|
||||
if !are_coords_valid(
|
||||
Globals.map_image_size.y,
|
||||
Vector2i(Globals.MAP_MIN_HEIGHT, Globals.MAP_MAX_HEIGHT),
|
||||
Globals.ERROR_IMAGE_HEIGHT_INCORRECT):
|
||||
return false
|
||||
elif !are_coords_valid(
|
||||
Globals.map_image_size.x,
|
||||
Vector2i(Globals.MAP_MIN_WIDTH, Globals.MAP_MAX_WIDTH),
|
||||
Globals.ERROR_IMAGE_WIDTH_INCORRECT):
|
||||
return false
|
||||
|
||||
# Try to load the world tilemap where we place the tiles
|
||||
if (Globals.world_map == null):
|
||||
var errmsg = Globals.ERROR_WORLD_TILEMAP_NODE_MISSING % Globals.WORLD_NODE
|
||||
push_error(errmsg)
|
||||
return false
|
||||
return false
|
||||
|
||||
# Finally populate the world map with hopefully valid tiles!
|
||||
for x in image_size.x:
|
||||
for y in image_size.y:
|
||||
return true
|
||||
|
||||
func generate_water_and_land() -> void:
|
||||
for x in Globals.map_image_size.x:
|
||||
for y in Globals.map_image_size.y:
|
||||
# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
|
||||
if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
|
||||
Globals.world_map.set_cell(Globals.LAYER_TERRAIN, Vector2i(x, y), 2, Vector2i(15,5), 0)
|
||||
else:
|
||||
Globals.world_map.set_cell(Globals.LAYER_TERRAIN, Vector2i(x, y), 2, Vector2i(0,0), 0)
|
||||
|
||||
func generate_shorelines() -> void:
|
||||
# for testing avoid map borders to make it simpler to implement
|
||||
var directions:Array = [
|
||||
Vector2i(0,1), # south
|
||||
Vector2i(1,0), # east
|
||||
Vector2i(0,-1), # north
|
||||
Vector2i(-1,0) # west
|
||||
]
|
||||
|
||||
for x in range(1, Globals.map_image_size.x-1):
|
||||
for y in range(1, Globals.map_image_size.y-1):
|
||||
# skip tiles with water
|
||||
if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
|
||||
continue
|
||||
|
||||
# now we are supposed to be inspecting a tile with land
|
||||
# 1 = water 0 = land
|
||||
var surrounding_water_tiles:Array = []
|
||||
|
||||
# determine which directions have water around the tile
|
||||
for dir in directions:
|
||||
if image.get_pixel(x+dir.x, y+dir.y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
|
||||
surrounding_water_tiles.append(1)
|
||||
continue
|
||||
surrounding_water_tiles.append(0)
|
||||
|
||||
var selected_tile:Vector2i = Vector2i(0,0)
|
||||
|
||||
match surrounding_water_tiles:
|
||||
[1,1,0,0]: # south & east
|
||||
selected_tile = Vector2i(19,0) # or 20
|
||||
[0,1,1,0]: # north & east
|
||||
selected_tile = Vector2i(15,0) # or 60
|
||||
[0,0,1,1]: # north & west
|
||||
selected_tile = Vector2i(11,0) # or 12
|
||||
[1,0,0,1]: # south & west
|
||||
selected_tile = Vector2i(7,0) # or 8
|
||||
[0,0,0,1]: # water in west only
|
||||
selected_tile = Vector2i(9,0) # or 10
|
||||
[0,0,1,0]: # water in north only
|
||||
selected_tile = Vector2i(13,0) # or 14
|
||||
[0,1,0,0]: # water in east only
|
||||
selected_tile = Vector2i(17,0) # or 18
|
||||
[1,0,0,0]: # water in south only
|
||||
selected_tile = Vector2i(5,0) # or 6
|
||||
_: # otherwise skip drawing
|
||||
continue
|
||||
|
||||
# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
|
||||
Globals.world_map.set_cell(Globals.LAYER_TERRAIN, Vector2i(x, y), 2, selected_tile, 0)
|
||||
|
||||
|
||||
# center camera to world map
|
||||
emit_signal(
|
||||
"set_camera_position",
|
||||
Vector2(image_size.x/2.0*Globals.TILE_SIZE_X, image_size.y/2.0*Globals.TILE_SIZE_Y)
|
||||
)
|
||||
return true
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue