chunk class was missing set_tileset() ...
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7 changed files with 39 additions and 50 deletions
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@ -9,35 +9,36 @@ extends Node2D
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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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var map_tiles:Array[Array] = [[]]
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var chunks:Dictionary = {}
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var unused_chunks:Dictionary = {}
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func _init() -> void:
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self.name = "ChunkHandler"
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func _ready():
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#thread = Thread.new()
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pass
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#var map_tiles:Array[Array] = [[]]
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#
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#func start_handler() -> void:
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# # Initialize the map tile array with enough chunks to cover the whole map
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# map_tiles.resize(Globals.map_size/Globals.CHUNK_SIZE)
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# for y in map_tiles.size():
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# map_tiles[y].resize(Globals.map_size/Globals.CHUNK_SIZE)
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# for x in map_tiles.size():
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# map_tiles[y][x] = chunk.instantiate()
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func start_handler() -> void:
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# Initialize the map tile array with enough chunks to cover the whole map
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map_tiles.resize(Globals.map_size/Globals.CHUNK_SIZE)
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for y in map_tiles.size():
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map_tiles[y].resize(Globals.map_size/Globals.CHUNK_SIZE)
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func add_chunk(x:int, y:int):
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func add_chunk(x:int, y:int):
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var chunk = Chunk.new(x,y)
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var start = Time.get_ticks_usec()
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chunk.generate_chunk()
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self.add_child(chunk)
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chunk.generate_chunk()
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chunk.set_position(Vector2(x*Globals.CHUNK_SIZE,y*Globals.CHUNK_SIZE))
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chunk.set_visible(true)
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var end = Time.get_ticks_usec()
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print("generate a chunk ", (end-start)/1000.0, "ms")
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print("nodes in children: ", self.get_children()[0].get_used_cells(Globals.LAYER_TERRAIN).size())
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print("chunk visible in tree? : ", self.get_children()[0].is_visible_in_tree())
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print("handler visible? ", self.is_visible_in_tree())
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#chunk.set_position(Vector2(x*Globals.CHUNK_SIZE,y*Globals.CHUNK_SIZE))
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#map_tiles[chunk_pos.y][chunk_pos.x].clear()
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