class_name ChunkHandler extends Node2D # one tilemap is one chunk # map consists of many chunks # chunks are loaded to view when needed # chunks are deleted after they are no longer needed (in view) # This is done to speed up game loading and avoiding setting one large tilemap in one go # which is extremely slow in godot 4.0, 4096x4096 takes minutes to fill with set_cell() commands var map_tiles:Array[Array] = [[]] var chunks:Dictionary = {} var unused_chunks:Dictionary = {} func _init() -> void: self.name = "ChunkHandler" func _ready(): #thread = Thread.new() pass func start_handler() -> void: # Initialize the map tile array with enough chunks to cover the whole map map_tiles.resize(Globals.map_size/Globals.CHUNK_SIZE) for y in map_tiles.size(): map_tiles[y].resize(Globals.map_size/Globals.CHUNK_SIZE) func add_chunk(x:int, y:int): var chunk = Chunk.new(x,y) var start = Time.get_ticks_usec() chunk.generate_chunk() self.add_child(chunk) var end = Time.get_ticks_usec() print("generate a chunk ", (end-start)/1000.0, "ms") #chunk.set_position(Vector2(x*Globals.CHUNK_SIZE,y*Globals.CHUNK_SIZE)) #map_tiles[chunk_pos.y][chunk_pos.x].clear()