implement tilemap chunk generator
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83343c9be6
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12 changed files with 244 additions and 1592 deletions
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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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@ -26,20 +31,27 @@ func _init():
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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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