chunk class was missing set_tileset() ...
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parent
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7 changed files with 39 additions and 50 deletions
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@ -7,18 +7,18 @@ var y:int = -1
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# Called when the node enters the scene tree for the first time.
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func _init(xpos:int, ypos:int):
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self.x = xpos
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self.y = ypos
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func _draw():
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draw_circle(Vector2(x,y), 25.0, Color(0,0,0))
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self.y = ypos
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self.name = "Chunk [%d,%d]" % [x, y]
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self.set_tileset(Globals.TILESET_TERRAIN)
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self.position = Vector2i(
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x*Globals.CHUNK_SIZE*Globals.TILE_SIZE_X,
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y*Globals.CHUNK_SIZE*Globals.TILE_SIZE_Y
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)
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func generate_chunk() -> void:
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for row in Globals.CHUNK_SIZE:
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for col in Globals.CHUNK_SIZE:
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var tile_data: Array = Globals.map_tile_data[row+y*Globals.CHUNK_SIZE][col+x*Globals.CHUNK_SIZE]
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#var msg = "%s %s %s"
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#print(msg % [tile_data, row, col])
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var tile_data: Array = Globals.map_tile_data[row+y*Globals.CHUNK_SIZE][col+x*Globals.CHUNK_SIZE]
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# layer | tile coords at tilemap | tilemap id | coords of the tile at tileset | alternative tile
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self.set_cell(
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Globals.LAYER_TERRAIN,
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