implement tilemap chunk generator
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12 changed files with 244 additions and 1592 deletions
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maps/tampere_10x10km_1024px.png
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maps/tampere_10x10km_1024px.png.import
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maps/tampere_10x10km_1024px.png.import
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[remap]
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importer="image"
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type="Image"
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uid="uid://dprlyk4ednkp8"
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path="res://.godot/imported/tampere_10x10km_1024px.png-569f3285557c876bd7277d49b8414424.image"
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[deps]
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source_file="res://maps/tampere_10x10km_1024px.png"
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dest_files=["res://.godot/imported/tampere_10x10km_1024px.png-569f3285557c876bd7277d49b8414424.image"]
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[params]
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maps/tampere_10x10km_4096px.png
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maps/tampere_10x10km_4096px.png.import
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14
maps/tampere_10x10km_4096px.png.import
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[remap]
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importer="image"
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type="Image"
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uid="uid://bl4xbe4vb3nft"
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path="res://.godot/imported/tampere_10x10km_4096px.png-a656fcf9b79fbe6e529e735982b88a37.image"
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[deps]
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source_file="res://maps/tampere_10x10km_4096px.png"
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dest_files=["res://.godot/imported/tampere_10x10km_4096px.png-a656fcf9b79fbe6e529e735982b88a37.image"]
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[params]
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@ -19,6 +19,10 @@ config/icon="res://icon.svg"
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Globals="*res://scripts/Globals.gd"
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[debug]
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gdscript/warnings/integer_division=0
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[display]
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window/size/viewport_height=1080
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1476
scenes/Main.tscn
1476
scenes/Main.tscn
File diff suppressed because it is too large
Load diff
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@ -22,7 +22,11 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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debug_info.set_text(str(get_viewport().get_mouse_position()) +"\n" + "FPS " + str(Engine.get_frames_per_second()))
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debug_info.set_text(
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str(get_viewport().get_mouse_position()) +"\n" +
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"FPS " + str(Engine.get_frames_per_second()) + "\n" +
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"Zoom lvl: " + str(Globals.CAMERA_ZOOM_LEVEL)
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)
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# defines construction toolbar buttons
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func create_buttons():
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@ -1,22 +1,11 @@
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class_name World
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extends TileMap
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class_name EntityPlacer
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extends Control
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var has_placeable_building: bool = false
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var building
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var building_type: String
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var scene
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func _init():
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Globals.world_map = self
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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pass
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func get_building_properties() -> Array:
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var tileset_id = 0 # default value
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var tilemap_tile_coords: Vector2i
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@ -62,40 +51,40 @@ func _on_control_button_pressed(type):
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scene = load(Globals.SCENE_PATH + "Building.tscn")
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building = scene.instantiate()
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#building.set_cell(0, Vector2i(0,0), building_properties[0], building_properties[1], 0)
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add_child(building)
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#add_child(building)
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has_placeable_building = true
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func _input(event):
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# place the building
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if event.is_action_pressed("place_building") and has_placeable_building:
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has_placeable_building = false
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place_building_to_map()
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# cancel placement
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if event.is_action_pressed("cancel"):
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if has_placeable_building:
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pass
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#func _input(event):
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# # place the building
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# if event.is_action_pressed("place_building") and has_placeable_building:
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# has_placeable_building = false
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# place_building_to_map()
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#
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# # cancel placement
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# if event.is_action_pressed("cancel"):
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# if has_placeable_building:
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# pass
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func calculate_grid_coordinates(map_position: Vector2) -> Vector2:
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return (map_position).floor()
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func place_building_to_map():
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var building_properties = get_building_properties()
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var tile_on_mouse = local_to_map(get_global_mouse_position())
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if !Globals.are_coords_valid(
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tile_on_mouse.y,
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Vector2i(0, Globals.map_image_size.y),
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Globals.ERROR_TILE_Y_COORDS_OUT_OF_BOUNDS
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):
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return false
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elif !Globals.are_coords_valid(
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tile_on_mouse.x,
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Vector2i(0, Globals.map_image_size.x),
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Globals.ERROR_TILE_X_COORDS_OUT_OF_BOUNDS
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):
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return false
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#func place_building_to_map():
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# var building_properties = get_building_properties()
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# #var tile_on_mouse = local_to_map(get_global_mouse_position())
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#
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# if !Globals.are_coords_valid(
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# tile_on_mouse.y,
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# Vector2i(0, Globals.map_image_size.y),
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# Globals.ERROR_TILE_Y_COORDS_OUT_OF_BOUNDS
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# ):
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# return false
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# elif !Globals.are_coords_valid(
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# tile_on_mouse.x,
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# Vector2i(0, Globals.map_image_size.x),
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# Globals.ERROR_TILE_X_COORDS_OUT_OF_BOUNDS
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# ):
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# return false
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set_cell(Globals.LAYER_BUILDINGS, tile_on_mouse, building_properties[0], building_properties[1], 0)
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# set_cell(Globals.LAYER_BUILDINGS, tile_on_mouse, building_properties[0], building_properties[1], 0)
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@ -20,8 +20,17 @@ func are_coords_valid(value:int, bounds:Vector2i, errmsg:String) -> bool:
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func choose_randomly(list_of_entries):
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return list_of_entries[randi() % list_of_entries.size()]
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var world_map: TileMap
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var map_image_size:Vector2i
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# map size is based on input image x*y pixel size
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var map_size:Vector2i
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# store terrain type (water, land, forest etc. for every map cell)
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var map_terrain_data:Array[Array] = [[]]
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# preprocess and store exact tile for every map cell to speed up setting tiles
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var map_tile_data:Array[Array] = [[]]
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# current camera zoom level
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var CAMERA_ZOOM_LEVEL: float = 1.0
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# FILE PATHS
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const SCENE_PATH:String = "res://scenes/"
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@ -52,8 +61,6 @@ const TYPE_ROADS:String = "roads"
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const TYPE_DEMOLISH:String = "demolish"
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# camera movement settings
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var CAMERA_ZOOM_LEVEL: float = 1.0
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const CAMERA_MIN_ZOOM_LEVEL: float = 0.1
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const CAMERA_MAX_ZOOM_LEVEL: float = 2.0
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const CAMERA_ZOOM_FACTOR: float = 0.1
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@ -65,10 +72,10 @@ const GROUND_TILE_COLOR_IN_MAP_FILE: Color = Color(0,0,0,1)
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const WATER_TILE_COLOR_IN_MAP_FILE: Color = Color(1,1,1,1)
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# min and max sizes for a map so the map won't be unreasonably small or large
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const MAP_MIN_HEIGHT:int = 100
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const MAP_MAX_HEIGHT:int = 1000
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const MAP_MIN_WIDTH:int = 100
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const MAP_MAX_WIDTH:int = 1000
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const MAP_MIN_HEIGHT:int = 128
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const MAP_MAX_HEIGHT:int = 4096
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const MAP_MIN_WIDTH:int = 128
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const MAP_MAX_WIDTH:int = 4096
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# tile size
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const TILE_SIZE_X:int = 16
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@ -12,10 +12,15 @@ extends Node
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signal set_camera_position(pos:Vector2)
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# The idea is for the user to be able to choose the map from GUI later
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#var map_filename: String = "res://maps/tampere_10x10km_1000px.png"
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var map_filename:String = "res://maps/tampere_200px_crop.png"
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var _world := World.new()
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var _world_generator := WorldGeneration.new()
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var map_filenames:Array = [
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"res://maps/tampere_10x10km_1000px.png",
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"res://maps/tampere_10x10km_1024px.png",
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"res://maps/varkaus_256x256px_test.png"
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]
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var map_filename:String = map_filenames[2]
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var _world_generator:WorldGenerator
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var _tilemap_generator:TileMapGenerator
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func _init():
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# DisplayServer.window_set_size(
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if !_world:
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push_error(Globals.ERROR_MAKING_WORLD_INSTANCE)
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quit_game()
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# create a new world and worldgenerator
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_world_generator = WorldGenerator.new()
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_tilemap_generator = TileMapGenerator.new()
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# generate terrain. quit game if generation fails.
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if !_world_generator.generate_world(map_filename):
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push_error(Globals.ERROR_WHILE_GENERATING_MAP)
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quit_game()
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quit_game()
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if !_tilemap_generator:
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push_error(Globals.ERROR_MAKING_WORLD_INSTANCE)
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quit_game()
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_tilemap_generator.start()
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_tilemap_generator.test_func()
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# center camera to world map
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emit_signal(
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"set_camera_position",
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Vector2(Globals.map_image_size.x / 2.0 * Globals.TILE_SIZE_X,
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Globals.map_image_size.y / 2.0 * Globals.TILE_SIZE_Y)
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Vector2(Globals.map_size.x / 2.0 * Globals.TILE_SIZE_X,
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Globals.map_size.y / 2.0 * Globals.TILE_SIZE_Y)
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)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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57
scripts/TileMapGenerator.gd
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57
scripts/TileMapGenerator.gd
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@ -0,0 +1,57 @@
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class_name TileMapGenerator
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extends CanvasLayer
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# one tilemap is one chunk
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# map consists of many chunks
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# chunks are loaded to view when needed
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# chunks are deleted after they are no longer needed (in view)
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# This is done to speed up game loading and avoiding setting one large tilemap in one go
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# which is extremely slow in godot 4.0, 4096x4096 takes minutes to fill with set_cell() commands
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const CHUNK_SIZE = Vector2i(128,128)
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var map_tiles:Array[Array] = [[]]
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func start() -> void:
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# Initialize the map tile array with enough chunks to cover the whole map
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var ms:int = Globals.map_size.y/CHUNK_SIZE.y
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map_tiles.resize(2)
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print("map tiles size y: ", map_tiles.size())
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for y in ms:
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map_tiles[y].resize(2)
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print("map tiles size x: ", map_tiles[y].size())
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for x in ms:
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map_tiles[y][x] = TileMap.new()
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func test_func():
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self.set_chunk_tiles(Vector2i(1,0))
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#self.map_tiles[0][1].visible()
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print(map_tiles[0][1])
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func clear_chunk_tiles(chunk_pos:Vector2i) -> void:
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map_tiles[chunk_pos.y][chunk_pos.x].clear()
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func set_chunk_tiles(chunk_pos:Vector2i) -> void:
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# Set an invidiual chunk's tiles based on map terrain data
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# Try to load the world tilemap where we place the tiles
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if (map_tiles[chunk_pos.y][chunk_pos.x] == null):
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var errmsg = Globals.ERROR_TILEMAP_NODE_MISSING
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push_error(errmsg % str(chunk_pos))
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#return false
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for y in CHUNK_SIZE.y:
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for x in CHUNK_SIZE.x:
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var tile_data: Array = Globals.map_tile_data[chunk_pos.y*CHUNK_SIZE.y][chunk_pos.x*CHUNK_SIZE.x]
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# layer | tile coords at tilemap | tilemap id | coords of the tile at tileset | alternative tile
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map_tiles[chunk_pos.y][chunk_pos.x].set_cell(
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Globals.LAYER_TERRAIN,
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Vector2i(x, y),
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2,
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tile_data[0],
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tile_data[1]
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)
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@ -1,8 +1,8 @@
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class_name WorldGeneration
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class_name WorldGenerator
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extends RefCounted
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var image:Image = Image.new()
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var map_tile_data:Array[Array] = [[]] # store map tile info to a 2d array
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var directions:Array = [
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Vector2i(0,1), # south
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Vector2i(1,0), # east
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@ -10,15 +10,15 @@ var directions:Array = [
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Vector2i(-1,0) # west
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]
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func choose_tile(tile:Vector2i, selected, surrounding) -> void:
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func choose_tile(tile:Vector2i, selected, surrounding) -> Array:
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var surrounding_tiles:Array = []
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# determine which directions have land around the tile
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for dir in directions:
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# avoid index out of bounds
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if (tile.y+dir.y >= Globals.map_image_size.y) or (tile.x+dir.x >= Globals.map_image_size.x):
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if (tile.y+dir.y >= Globals.map_size.y) or (tile.x+dir.x >= Globals.map_size.x):
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surrounding_tiles.append(surrounding)
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elif map_tile_data[tile.y+dir.y][tile.x+dir.x] == surrounding:
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elif Globals.map_terrain_data[tile.y+dir.y][tile.x+dir.x] == surrounding:
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surrounding_tiles.append(surrounding)
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else:
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surrounding_tiles.append(selected)
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@ -33,14 +33,10 @@ func choose_tile(tile:Vector2i, selected, surrounding) -> void:
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else:
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tile_coords = selected_tile[0]
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# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
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Globals.world_map.set_cell(
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Globals.LAYER_TERRAIN,
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Vector2i(tile.x, tile.y),
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2,
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return [
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tile_coords,
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0 if selected_tile else Globals.choose_randomly([0,1,2,3])
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)
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]
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# Generates biomes, like forest and bog
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func generate_biomes() -> void:
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@ -56,25 +52,25 @@ func generate_biomes() -> void:
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var water_next_to_tile:bool = false
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for y in map_tile_data.size():
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for x in map_tile_data[y].size():
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for y in Globals.map_terrain_data.size():
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for x in Globals.map_terrain_data[y].size():
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# replace non-water with biomes
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if map_tile_data[y][x] > 0:
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if Globals.map_terrain_data[y][x] > 0:
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water_next_to_tile = false
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# don't put forest next to water
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for dir in directions:
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if (y+dir.y >= Globals.map_image_size.y) or (x+dir.x >= Globals.map_image_size.x):
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if (y+dir.y >= Globals.map_size.y) or (x+dir.x >= Globals.map_size.x):
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continue
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if map_tile_data[y+dir.y][x+dir.x] == Globals.TILE_WATER:
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if Globals.map_terrain_data[y+dir.y][x+dir.x] == Globals.TILE_WATER:
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water_next_to_tile = true
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# if there's no water next to a land tile, it can be replaced with forest
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if !water_next_to_tile:
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var noise_sample = fnl.get_noise_2d(x,y)
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if noise_sample < 0.1:
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map_tile_data[y][x] = Globals.TILE_FOREST
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Globals.map_terrain_data[y][x] = Globals.TILE_FOREST
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# can add other tresholds here for other biomes
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func generate_world(filename) -> bool:
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@ -86,58 +82,67 @@ func generate_world(filename) -> bool:
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return false
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# Check if image is too small or too large
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Globals.map_image_size = image.get_size()
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Globals.map_size = image.get_size()
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if !validate_mapgen_params():
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return false
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var start = Time.get_ticks_usec()
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read_image_pixel_data()
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var end = Time.get_ticks_usec()
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print("read image data ", (end-start)/1000.0, "ms")
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start = Time.get_ticks_usec()
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smooth_land_features(Globals.TILE_WATER) # smooth water
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end = Time.get_ticks_usec()
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print("smooth water ", (end-start)/1000.0, "ms")
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start = Time.get_ticks_usec()
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generate_biomes()
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end = Time.get_ticks_usec()
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print("generate biomes ", (end-start)/1000.0, "ms")
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start = Time.get_ticks_usec()
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smooth_land_features(Globals.TILE_FOREST) # smooth out forest
|
||||
set_tilemap_tiles()
|
||||
end = Time.get_ticks_usec()
|
||||
print("smooth forest ", (end-start)/1000.0, "ms")
|
||||
|
||||
start = Time.get_ticks_usec()
|
||||
set_tilemap_tiles()
|
||||
end = Time.get_ticks_usec()
|
||||
print("set tiles ", (end-start)/1000.0, "ms")
|
||||
|
||||
return true
|
||||
|
||||
func read_image_pixel_data():
|
||||
# initialize the array to have enough rows
|
||||
map_tile_data.resize(Globals.map_image_size.y)
|
||||
Globals.map_terrain_data.resize(Globals.map_size.y)
|
||||
Globals.map_tile_data.resize(Globals.map_size.y)
|
||||
|
||||
for y in Globals.map_image_size.y:
|
||||
for y in Globals.map_size.y:
|
||||
#initialize the row to have enough columns
|
||||
map_tile_data[y].resize(Globals.map_image_size.y)
|
||||
Globals.map_terrain_data[y].resize(Globals.map_size.y)
|
||||
Globals.map_tile_data[y].resize(Globals.map_size.y)
|
||||
|
||||
|
||||
for x in Globals.map_image_size.x:
|
||||
for x in Globals.map_size.x:
|
||||
if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
|
||||
map_tile_data[y][x] = Globals.TILE_WATER
|
||||
Globals.map_terrain_data[y][x] = Globals.TILE_WATER
|
||||
else:
|
||||
map_tile_data[y][x] = Globals.TILE_TERRAIN
|
||||
Globals.map_terrain_data[y][x] = Globals.TILE_TERRAIN
|
||||
|
||||
func set_tilemap_tiles() -> void:
|
||||
for y in map_tile_data.size():
|
||||
for x in map_tile_data[y].size():
|
||||
for y in Globals.map_terrain_data.size():
|
||||
for x in Globals.map_terrain_data[y].size():
|
||||
# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
|
||||
match map_tile_data[y][x]:
|
||||
match Globals.map_terrain_data[y][x]:
|
||||
Globals.TILE_WATER: # water or shoreline
|
||||
choose_tile(Vector2i(x, y), Globals.TILE_WATER, Globals.TILE_TERRAIN)
|
||||
Globals.map_tile_data[y][x] = choose_tile(Vector2i(x, y), Globals.TILE_WATER, Globals.TILE_TERRAIN)
|
||||
|
||||
Globals.TILE_TERRAIN: #terrain or forest edge
|
||||
# Globals.world_map.set_cell(
|
||||
# Globals.LAYER_TERRAIN,
|
||||
# Vector2i(x, y),
|
||||
# 2,
|
||||
# Vector2i(0,0),
|
||||
# Globals.choose_randomly([0,1,2,3])
|
||||
# )
|
||||
choose_tile(Vector2i(x,y), Globals.TILE_TERRAIN, Globals.TILE_FOREST)
|
||||
Globals.map_tile_data[y][x] = choose_tile(Vector2i(x,y), Globals.TILE_TERRAIN, Globals.TILE_FOREST)
|
||||
|
||||
Globals.TILE_FOREST:
|
||||
Globals.world_map.set_cell(
|
||||
Globals.LAYER_TERRAIN,
|
||||
Vector2i(x, y),
|
||||
2,
|
||||
Vector2i(5,1),
|
||||
Globals.choose_randomly([0,1,2,3])
|
||||
)
|
||||
Globals.map_tile_data[y][x] = [Vector2i(5,1), Globals.choose_randomly([0,1,2,3])]
|
||||
|
||||
_: #default
|
||||
pass
|
||||
|
@ -147,9 +152,9 @@ func set_tilemap_tiles() -> void:
|
|||
# Do it recursively with limit of n recursions!
|
||||
func smooth_land_features(tile_type:int) -> void:
|
||||
# TODO for testing avoid map borders to make it simpler to implement
|
||||
for y in range(1, Globals.map_image_size.y-1):
|
||||
for x in range(1, Globals.map_image_size.x-1):
|
||||
if map_tile_data[y][x] != tile_type:
|
||||
for y in range(1, Globals.map_size.y-1):
|
||||
for x in range(1, Globals.map_size.x-1):
|
||||
if Globals.map_terrain_data[y][x] != tile_type:
|
||||
continue
|
||||
|
||||
match tile_type:
|
||||
|
@ -173,26 +178,26 @@ func smooth_forest_recursively(pos:Vector2i, selected:int, comp:int) -> void:
|
|||
|
||||
# determine which directions have land around the tile
|
||||
for dir in directions:
|
||||
if map_tile_data[pos.y+dir.y][pos.x+dir.x] == comp:
|
||||
if Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == comp:
|
||||
surrounding_tiles.append(comp)
|
||||
elif map_tile_data[pos.y+dir.y][pos.x+dir.x] == selected:
|
||||
elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == selected:
|
||||
surrounding_tiles.append(selected)
|
||||
|
||||
match surrounding_tiles:
|
||||
[1,1,1,2]: #west
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
Globals.map_terrain_data[pos.y][pos.x] = comp
|
||||
pos.x -= 1
|
||||
[1,1,2,1]: #north
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
Globals.map_terrain_data[pos.y][pos.x] = comp
|
||||
pos.y -= 1
|
||||
[1,2,1,1]: #east
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
Globals.map_terrain_data[pos.y][pos.x] = comp
|
||||
pos.x += 1
|
||||
[2,1,1,1]: #south
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
Globals.map_terrain_data[pos.y][pos.x] = comp
|
||||
pos.y += 1
|
||||
[1,1,1,1]: # remove solo forests
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
Globals.map_terrain_data[pos.y][pos.x] = comp
|
||||
return
|
||||
_:
|
||||
return
|
||||
|
@ -205,46 +210,40 @@ func smooth_recursively(pos:Vector2i, selected:int, comp:int) -> void:
|
|||
|
||||
# determine which directions have land around the tile
|
||||
for dir in directions:
|
||||
if map_tile_data[pos.y+dir.y][pos.x+dir.x] == comp:
|
||||
if Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == comp:
|
||||
surrounding_tiles.append(comp)
|
||||
elif map_tile_data[pos.y+dir.y][pos.x+dir.x] == selected:
|
||||
elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == selected:
|
||||
surrounding_tiles.append(selected)
|
||||
|
||||
match surrounding_tiles:
|
||||
[1,1,1,0]: #west
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
Globals.map_terrain_data[pos.y][pos.x] = comp
|
||||
pos.x -= 1
|
||||
[1,1,0,1]: #north
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
Globals.map_terrain_data[pos.y][pos.x] = comp
|
||||
pos.y -= 1
|
||||
[1,0,1,1]: #east
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
Globals.map_terrain_data[pos.y][pos.x] = comp
|
||||
pos.x += 1
|
||||
[0,1,1,1]: #south
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
Globals.map_terrain_data[pos.y][pos.x] = comp
|
||||
pos.y += 1
|
||||
_:
|
||||
return
|
||||
|
||||
smooth_recursively(pos, selected, comp)
|
||||
|
||||
|
||||
func validate_mapgen_params() -> bool:
|
||||
if !Globals.are_coords_valid(
|
||||
Globals.map_image_size.y,
|
||||
Globals.map_size.y,
|
||||
Vector2i(Globals.MAP_MIN_HEIGHT, Globals.MAP_MAX_HEIGHT),
|
||||
Globals.ERROR_IMAGE_HEIGHT_INCORRECT):
|
||||
return false
|
||||
|
||||
elif !Globals.are_coords_valid(
|
||||
Globals.map_image_size.x,
|
||||
Globals.map_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 true
|
Loading…
Add table
Add a link
Reference in a new issue