change chunk render distance based on zoom level
This commit is contained in:
parent
0109934933
commit
675b451723
1 changed files with 22 additions and 4 deletions
|
@ -11,25 +11,26 @@ extends Node2D
|
|||
|
||||
var chunks:Dictionary = {}
|
||||
var unready_chunks:Dictionary = {}
|
||||
var chunk_amount = 16
|
||||
var window_width = DisplayServer.window_get_size(0).x
|
||||
var distance = abs((window_width/(Globals.CHUNK_SIZE.x*Globals.TILE_SIZE_X)) / 2 +1 )
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
self.name = "ChunkHandler"
|
||||
|
||||
|
||||
func _process(_delta):
|
||||
update_chunks()
|
||||
clean_up_chunks()
|
||||
reset_chunks()
|
||||
|
||||
|
||||
func _ready():
|
||||
#thread = Thread.new()
|
||||
|
||||
|
||||
#print(distance)
|
||||
pass
|
||||
|
||||
|
||||
func add_chunk(x:int, y:int) -> void:
|
||||
var key = str(y) + "," + str(x)
|
||||
if chunks.has(key):
|
||||
|
@ -37,6 +38,7 @@ func add_chunk(x:int, y:int) -> void:
|
|||
|
||||
load_chunk(x, y, key)
|
||||
|
||||
|
||||
func clean_up_chunks():
|
||||
for key in chunks:
|
||||
var chunk = chunks[key]
|
||||
|
@ -44,9 +46,19 @@ func clean_up_chunks():
|
|||
chunk.queue_free()
|
||||
chunks.erase(key)
|
||||
|
||||
|
||||
func clear_chunk(pos:Vector2i) -> void:
|
||||
self.chunks[pos.y][pos.x].clear()
|
||||
|
||||
|
||||
func correction_factor(distance) -> float:
|
||||
if Globals.CAMERA_ZOOM_LEVEL < 0.6:
|
||||
return distance * 2.0
|
||||
elif Globals.CAMERA_ZOOM_LEVEL > 1.0:
|
||||
return distance
|
||||
else:
|
||||
return distance * ( 1 + 2 * (1-Globals.CAMERA_ZOOM_LEVEL) )
|
||||
|
||||
func get_chunk(x:int, y:int):
|
||||
var key = str(y) + "," + str(x)
|
||||
if self.chunks.has(key):
|
||||
|
@ -54,6 +66,7 @@ func get_chunk(x:int, y:int):
|
|||
|
||||
return null
|
||||
|
||||
|
||||
func load_chunk(x:int, y:int, key:String):
|
||||
var chunk = Chunk.new(x,y)
|
||||
self.add_child(chunk)
|
||||
|
@ -66,13 +79,18 @@ func reset_chunks():
|
|||
for key in chunks:
|
||||
chunks[key].should_remove = true
|
||||
|
||||
|
||||
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
|
||||
|
||||
# When updating chunks, adjust chunk rendering distance
|
||||
# based on current zoom level.
|
||||
var zoom_corrected = correction_factor(distance)
|
||||
|
||||
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) <= distance && abs(y - p_y) <= distance):
|
||||
if (abs(x - p_x) <= zoom_corrected && abs(y - p_y) <= zoom_corrected):
|
||||
add_chunk(x, y)
|
||||
|
||||
var chunk = get_chunk(x,y)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue