citylimits/scripts/map_generator.gd
Tony Bark 8170b69b7a Menu sprites from Micropolis
- Removed UI from ZC's Dress Up (may return in a later time)
- Power stations
- Simplified UI
- Time now works
- Income and expenses
2021-05-20 04:54:00 -04:00

49 lines
1.1 KiB
GDScript

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/zones/Zone.tscn")
var instance = new_zone.instance()
add_child(instance)
instance.emit_signal("grabbed")
func _on_CoalBtn_pressed():
var new_zone = preload("res://scenes/zones/Coal.tscn")
var instance = new_zone.instance()
add_child(instance)
instance.emit_signal("grabbed")