give each debug info its own label
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parent
01d896c7dc
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13 changed files with 262 additions and 128 deletions
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@ -94,30 +94,6 @@ func generate_biomes() -> void:
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# can add other tresholds here for other biomes
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# forests are not generated yet so can just compare water and terrain
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func is_filled_with_water(coords:Vector2i) -> bool:
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var terrain_tile_count:int = 0
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# 0*64, 0*64 +64-1 = 0-63
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# 1*64, 1*64 +63 = 64-127
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# 2*64, 2*64 +63 = 128-191
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# 3*64, 3*64 +63 = 192-255
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for y in range(
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coords.y*Globals.PARCEL_HEIGHT,
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coords.y*Globals.PARCEL_HEIGHT + Globals.PARCEL_HEIGHT-1
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):
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for x in range(
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coords.x*Globals.PARCEL_WIDTH,
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coords.x*Globals.PARCEL_WIDTH + Globals.PARCEL_WIDTH-1
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):
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if Globals.map_terrain_data[y][x] == Globals.TILE_TERRAIN:
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terrain_tile_count += 1
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# parcel is ok if it has at least one land
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if terrain_tile_count > 0:
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return false
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return true
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func generate_parcels() -> void:
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# divide the land area Cadastres / Parcels
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# TODO better solution, this is something my skills were able to handle at proto stage
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@ -145,16 +121,6 @@ func generate_parcels() -> void:
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var total_parcels = Globals.map_size/Globals.PARCEL_WIDTH * Globals.map_size / Globals.PARCEL_HEIGHT
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give_starting_parcels_for_city(total_parcels)
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func give_starting_parcels_for_city(_amount:int) -> void:
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# gives a x*y parcel initial starting area for the player
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var p_x = Globals.map_size/Globals.PARCEL_WIDTH/2
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var p_y = Globals.map_size/Globals.PARCEL_HEIGHT/2
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for y in range(0, Globals.STARTING_AREA_HEIGHT_IN_PARCELS):
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for x in range(0, Globals.STARTING_AREA_WIDTH_IN_PARCELS):
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if Globals.map_parcel_data[p_y-y][p_x-x] != null:
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Globals.map_parcel_data[p_y-y][p_x-x].owner = Globals.PARCEL_CITY
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func generate_world(filename) -> bool:
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# Try to load the image which we used to place water & ground to world map
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@ -200,7 +166,44 @@ func generate_world(filename) -> bool:
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emit_signal("worldgenerator_function_called", (end-start)/1000.0, function[0])
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return true
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func give_starting_parcels_for_city(_amount:int) -> void:
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# gives a x*y parcel initial starting area for the player
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var p_x = Globals.map_size/Globals.PARCEL_WIDTH/2
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var p_y = Globals.map_size/Globals.PARCEL_HEIGHT/2
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for y in range(0, Globals.STARTING_AREA_HEIGHT_IN_PARCELS):
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for x in range(0, Globals.STARTING_AREA_WIDTH_IN_PARCELS):
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if Globals.map_parcel_data[p_y-y][p_x-x] != null:
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Globals.map_parcel_data[p_y-y][p_x-x].owner = Globals.PARCEL_CITY
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# forests are not generated yet so can just compare water and terrain
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func is_filled_with_water(coords:Vector2i) -> bool:
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#var terrain_tile_count:int = 0
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# 0*64, 0*64 +64-1 = 0-63
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# 1*64, 1*64 +63 = 64-127
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# 2*64, 2*64 +63 = 128-191
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# 3*64, 3*64 +63 = 192-255
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for y in range(
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coords.y*Globals.PARCEL_HEIGHT,
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coords.y*Globals.PARCEL_HEIGHT + Globals.PARCEL_HEIGHT-1
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):
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for x in range(
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coords.x*Globals.PARCEL_WIDTH,
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coords.x*Globals.PARCEL_WIDTH + Globals.PARCEL_WIDTH-1
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):
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if Globals.map_terrain_data[y][x] == Globals.TILE_TERRAIN:
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return false
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#terrain_tile_count += 1
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# parcel is ok if it has at least one land
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#if terrain_tile_count > 0:
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# return false
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return true
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func read_image_pixel_data() -> void:
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# initialize the array to have enough rows
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