moved chunkgen to 2nd thread, initial solution
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7 changed files with 134 additions and 70 deletions
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@ -4,23 +4,25 @@
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extends Node
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var chunks_loaded:int = 0
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var chunk_queue:Array = []
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var worlgen_ready:bool = false
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###################################
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# CHUNK AND TERRAIN SETTINGS #
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###################################
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# world map chunk size
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const CHUNK_SIZE:Vector2i = Vector2i(32,32)
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# tilemap tile types
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enum {TILE_WATER, TILE_TERRAIN, TILE_FOREST, TILE_BOG}
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# tilemap layers
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enum {LAYER_TERRAIN, LAYER_BUILDINGS}
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const TILESET_TERRAIN:TileSet = preload("res://scenes/Chunk.tres")
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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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# map size is based on input image x*y pixel size
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var map_size:int
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var map_size:int = 0
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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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