chunk displaying definitely doesn't work yet

This commit is contained in:
Antti Hakkarainen 2023-02-12 18:18:31 +02:00
parent 7dc6a4c420
commit abbaa6f450
16 changed files with 1170 additions and 113 deletions

View file

@ -16,7 +16,7 @@ func choose_tile(tile:Vector2i, selected, surrounding) -> Array:
# determine which directions have land around the tile
for dir in directions:
# avoid index out of bounds
if (tile.y+dir.y >= Globals.map_size.y) or (tile.x+dir.x >= Globals.map_size.x):
if (tile.y+dir.y >= Globals.map_size) or (tile.x+dir.x >= Globals.map_size):
surrounding_tiles.append(surrounding)
elif Globals.map_terrain_data[tile.y+dir.y][tile.x+dir.x] == surrounding:
surrounding_tiles.append(surrounding)
@ -61,7 +61,7 @@ func generate_biomes() -> void:
# don't put forest next to water
for dir in directions:
if (y+dir.y >= Globals.map_size.y) or (x+dir.x >= Globals.map_size.x):
if (y+dir.y >= Globals.map_size) or (x+dir.x >= Globals.map_size):
continue
if Globals.map_terrain_data[y+dir.y][x+dir.x] == Globals.TILE_WATER:
water_next_to_tile = true
@ -74,6 +74,8 @@ func generate_biomes() -> void:
# can add other tresholds here for other biomes
func generate_world(filename) -> bool:
var image_size:Vector2i
# Try to load the image which we used to place water & ground to world map
image = load(filename)
if image == null:
@ -81,11 +83,18 @@ func generate_world(filename) -> bool:
push_error(errmsg % filename)
return false
# Check if image is too small or too large
Globals.map_size = image.get_size()
if !validate_mapgen_params():
if (image.get_size().x / image.get_size().y) != 1:
push_error("Error: image size was invalidin world generator")
return false
image_size = image.get_size()
Globals.map_size = image_size.x
if !validate_mapgen_params():
push_error("Error: invalid mapgen size parameters in world generator")
return false
print("Worldgen speed stats:")
var start = Time.get_ticks_usec()
read_image_pixel_data()
var end = Time.get_ticks_usec()
@ -107,30 +116,30 @@ func generate_world(filename) -> bool:
print("smooth forest ", (end-start)/1000.0, "ms")
start = Time.get_ticks_usec()
set_tilemap_tiles()
select_tilemap_tiles()
end = Time.get_ticks_usec()
print("set tiles ", (end-start)/1000.0, "ms")
print("select tiles ", (end-start)/1000.0, "ms")
return true
func read_image_pixel_data():
# initialize the array to have enough rows
Globals.map_terrain_data.resize(Globals.map_size.y)
Globals.map_tile_data.resize(Globals.map_size.y)
Globals.map_terrain_data.resize(Globals.map_size)
Globals.map_tile_data.resize(Globals.map_size)
for y in Globals.map_size.y:
for y in Globals.map_size:
#initialize the row to have enough columns
Globals.map_terrain_data[y].resize(Globals.map_size.y)
Globals.map_tile_data[y].resize(Globals.map_size.y)
Globals.map_terrain_data[y].resize(Globals.map_size)
Globals.map_tile_data[y].resize(Globals.map_size)
for x in Globals.map_size.x:
for x in Globals.map_size:
if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
Globals.map_terrain_data[y][x] = Globals.TILE_WATER
else:
Globals.map_terrain_data[y][x] = Globals.TILE_TERRAIN
func set_tilemap_tiles() -> void:
func select_tilemap_tiles() -> void:
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
@ -152,8 +161,8 @@ 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_size.y-1):
for x in range(1, Globals.map_size.x-1):
for y in range(1, Globals.map_size-1):
for x in range(1, Globals.map_size-1):
if Globals.map_terrain_data[y][x] != tile_type:
continue
@ -178,7 +187,10 @@ func smooth_forest_recursively(pos:Vector2i, selected:int, comp:int) -> void:
# determine which directions have land around the tile
for dir in directions:
if Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == comp:
# avoid out of bounds hack
if (pos.y+dir.y >= Globals.map_size) or (pos.x+dir.x >= Globals.map_size):
surrounding_tiles.append(comp)
elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == comp:
surrounding_tiles.append(comp)
elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == selected:
surrounding_tiles.append(selected)
@ -210,7 +222,10 @@ func smooth_recursively(pos:Vector2i, selected:int, comp:int) -> void:
# determine which directions have land around the tile
for dir in directions:
if Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == comp:
# avoid out of bounds hack
if (pos.y+dir.y >= Globals.map_size) or (pos.x+dir.x >= Globals.map_size):
surrounding_tiles.append(comp)
elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == comp:
surrounding_tiles.append(comp)
elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == selected:
surrounding_tiles.append(selected)
@ -235,13 +250,13 @@ func smooth_recursively(pos:Vector2i, selected:int, comp:int) -> void:
func validate_mapgen_params() -> bool:
if !Globals.are_coords_valid(
Globals.map_size.y,
Globals.map_size,
Vector2i(Globals.MAP_MIN_HEIGHT, Globals.MAP_MAX_HEIGHT),
Globals.ERROR_IMAGE_HEIGHT_INCORRECT):
return false
elif !Globals.are_coords_valid(
Globals.map_size.x,
Globals.map_size,
Vector2i(Globals.MAP_MIN_WIDTH, Globals.MAP_MAX_WIDTH),
Globals.ERROR_IMAGE_WIDTH_INCORRECT):
return false