extends Node2D var noise: OpenSimplexNoise var map_size = Vector2(80, 60) var terrian_cap = 0.3 onready var terrian = $Terrian onready var water = $Water func _ready(): randomize() noise = OpenSimplexNoise.new() noise.seed = randi() noise.octaves = 1.5 noise.period = 12 make_terrian_map() make_water() func make_terrian_map(): for x in map_size.x: for y in map_size.y: var a = noise.get_noise_2d(x, y) if a < terrian_cap: terrian.set_cell(x, y, 0) terrian.update_bitmask_region(Vector2(0.0, 0.0), Vector2(map_size.x, map_size.y)) func make_water(): for x in map_size.x: for y in map_size.y: if terrian.get_cell(x, y): water.set_cell(x, y, 0) water.update_bitmask_region(Vector2(0.0, 0.0), Vector2(map_size.x, map_size.y)) func _on_ResBtn_pressed(): var new_zone = preload("res://scenes/deparments/Zone.tscn") var instance = new_zone.instance() add_child(instance) instance.emit_signal("grabbed") func _on_CoalBtn_pressed(): var new_zone = preload("res://scenes/deparments/CoalPlant.tscn") var instance = new_zone.instance() add_child(instance) instance.emit_signal("grabbed")