citylimits-next/scripts/ChunkHandler.gd
2023-02-12 22:17:21 +02:00

82 lines
2 KiB
GDScript

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 chunks:Dictionary = {}
var unready_chunks:Dictionary = {}
var chunk_amount = 16
var window_width = DisplayServer.window_get_size(0).x
var distance = abs((window_width/(Globals.CHUNK_SIZE.x*Globals.TILE_SIZE_X)) / 2 +1 )
func _init() -> void:
self.name = "ChunkHandler"
func _process(_delta):
update_chunks()
clean_up_chunks()
reset_chunks()
func _ready():
#thread = Thread.new()
#print(distance)
pass
func add_chunk(x:int, y:int) -> void:
var key = str(y) + "," + str(x)
if chunks.has(key):
return
load_chunk(x, y, key)
func clean_up_chunks():
for key in chunks:
var chunk = chunks[key]
if chunk.should_remove:
chunk.queue_free()
chunks.erase(key)
func clear_chunk(pos:Vector2i) -> void:
self.chunks[pos.y][pos.x].clear()
func get_chunk(x:int, y:int):
var key = str(y) + "," + str(x)
if self.chunks.has(key):
return chunks.get(key)
return null
func load_chunk(x:int, y:int, key:String):
var chunk = Chunk.new(x,y)
self.add_child(chunk)
chunks[key] = chunk
Globals.chunks_loaded += 1
func reset_chunks():
for key in chunks:
chunks[key].should_remove = true
func update_chunks():
var p_x = int(Globals.CAMERA_POSITION.x- Globals.CHUNK_SIZE.x) / Globals.TILE_SIZE_X / Globals.CHUNK_SIZE.x
var p_y = int(Globals.CAMERA_POSITION.y- Globals.CHUNK_SIZE.y) / Globals.TILE_SIZE_Y / Globals.CHUNK_SIZE.y
for y in Globals.map_size/Globals.CHUNK_SIZE.y:
for x in Globals.map_size/Globals.CHUNK_SIZE.x:
if (abs(x - p_x) <= distance && abs(y - p_y) <= distance):
add_chunk(x, y)
var chunk = get_chunk(x,y)
if chunk != null:
chunk.should_remove = false