mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-25 01:17:10 +01:00
192 lines
4.3 KiB
GDScript3
192 lines
4.3 KiB
GDScript3
|
extends Navigation2D
|
||
|
|
||
|
export (PackedScene) var room : PackedScene
|
||
|
export (NodePath) var map_path : NodePath
|
||
|
|
||
|
var map
|
||
|
|
||
|
var tile_size : int = 3
|
||
|
var num_rooms : int = 50
|
||
|
var min_size : int = 9
|
||
|
var max_size : int = 20
|
||
|
var hspread : float = 400
|
||
|
var cull : float = 0.5
|
||
|
|
||
|
var path : AStar
|
||
|
|
||
|
func _ready():
|
||
|
map = get_node(map_path)
|
||
|
|
||
|
randomize()
|
||
|
make_rooms()
|
||
|
|
||
|
func make_rooms():
|
||
|
for i in range(num_rooms):
|
||
|
var pos : Vector2 = Vector2(rand_range(-hspread, hspread), 0)
|
||
|
var r : Node = room.instance()
|
||
|
var w = min_size + randi() % (max_size - min_size)
|
||
|
var h = min_size + randi() % (max_size - min_size)
|
||
|
|
||
|
r.make_room(pos, Vector2(w, h)* tile_size)
|
||
|
$Rooms.add_child(r)
|
||
|
r.owner = $Rooms
|
||
|
|
||
|
yield(get_tree().create_timer(1.1), 'timeout')
|
||
|
#cull rooms
|
||
|
var room_positions : Array = []
|
||
|
for room in $Rooms.get_children():
|
||
|
if randf() < cull:
|
||
|
room.queue_free()
|
||
|
else:
|
||
|
room.mode = RigidBody2D.MODE_STATIC
|
||
|
room_positions.append(Vector3(room.position.x, room.position.y, 0))
|
||
|
|
||
|
yield(get_tree(), 'idle_frame')
|
||
|
|
||
|
#generate MST
|
||
|
path = find_mst(room_positions)
|
||
|
|
||
|
make_map()
|
||
|
|
||
|
|
||
|
func a_draw():
|
||
|
for room in $Rooms.get_children():
|
||
|
draw_rect(Rect2(room.position - room.size, room.size * 2),
|
||
|
Color(0, 1, 0), false)
|
||
|
|
||
|
if path:
|
||
|
for p in path.get_points():
|
||
|
for c in path.get_point_connections(p):
|
||
|
var pp = path.get_point_position(p)
|
||
|
var cp = path.get_point_position(c)
|
||
|
|
||
|
draw_line(Vector2(pp.x, pp.y), Vector2(cp.x, cp.y), Color(1, 1, 0), 15, true)
|
||
|
|
||
|
func a_process(delta):
|
||
|
update()
|
||
|
|
||
|
func a_input(event):
|
||
|
if event.is_action_pressed('ui_select'):
|
||
|
for n in $Rooms.get_children():
|
||
|
n.queue_free()
|
||
|
|
||
|
path = null
|
||
|
|
||
|
make_rooms()
|
||
|
|
||
|
if event.is_action_pressed('ui_focus_next'):
|
||
|
make_map()
|
||
|
|
||
|
func find_mst(nodes : Array) -> AStar:
|
||
|
#Prim's algorithm
|
||
|
var path = AStar.new()
|
||
|
path.add_point(path.get_available_point_id(), nodes.pop_front())
|
||
|
|
||
|
while nodes:
|
||
|
var min_dist = INF
|
||
|
var min_p = null
|
||
|
var p = null
|
||
|
|
||
|
for p1 in path.get_points():
|
||
|
p1 = path.get_point_position(p1)
|
||
|
|
||
|
for p2 in nodes:
|
||
|
if p1.distance_to(p2) < min_dist:
|
||
|
min_dist = p1.distance_to(p2)
|
||
|
min_p = p2
|
||
|
p = p1
|
||
|
|
||
|
var n = path.get_available_point_id()
|
||
|
path.add_point(n, min_p)
|
||
|
path.connect_points(path.get_closest_point(p), n)
|
||
|
nodes.erase(min_p)
|
||
|
|
||
|
return path
|
||
|
|
||
|
func make_map() -> void:
|
||
|
map.clear()
|
||
|
|
||
|
#for x in range(0, 200):
|
||
|
# for y in range(0, 200):
|
||
|
# tile_map.set_cell(x, y, 0)
|
||
|
|
||
|
#fill tilemap with walls
|
||
|
#var full_rect = Rect2()
|
||
|
#carve the rooms
|
||
|
var corridors = []
|
||
|
var mob_count = 0
|
||
|
var player_spawned = false
|
||
|
for room in $Rooms.get_children():
|
||
|
var top_left = room.position.floor()
|
||
|
var bottom_right = (top_left + room.size).floor()
|
||
|
|
||
|
for x in range(top_left.x, bottom_right.x):
|
||
|
for z in range(top_left.y, bottom_right.y):
|
||
|
for y in range(0, 2):
|
||
|
map.draw_voxel_data_point(Vector3(x, y, z), 0, randi() % 255)
|
||
|
|
||
|
|
||
|
#connection
|
||
|
#var p = path.get_closest_point(Vector3(room.position.x, room.position.y, 0))
|
||
|
|
||
|
#for conn in path.get_point_connections(p):
|
||
|
# if not conn in corridors:
|
||
|
# var start = Vector2(path.get_point_position(p).x, path.get_point_position(p).y).ceil()
|
||
|
# var end = Vector2(path.get_point_position(conn).x, path.get_point_position(conn).y).ceil()
|
||
|
|
||
|
# carve_path(start, end)
|
||
|
|
||
|
#corridors.append(p)
|
||
|
|
||
|
var pos : Vector2 = room.position + (room.size / 2).floor()
|
||
|
if not player_spawned:
|
||
|
#Entities.spawn_player(1, Vector3(pos.x, 2, pos.y))
|
||
|
player_spawned = true
|
||
|
else:
|
||
|
if mob_count < 20:
|
||
|
Entities.spawn_mob(1, randi() % 3, Vector3(pos.x, 2, pos.y))
|
||
|
mob_count += 1
|
||
|
|
||
|
map.build()
|
||
|
|
||
|
func carve_path(pos1, pos2):
|
||
|
var x_diff = sign(pos2.x - pos1.x)
|
||
|
var y_diff = sign(pos2.y - pos1.y)
|
||
|
|
||
|
if x_diff == 0:
|
||
|
x_diff = pow(-1.0, randi() % 2)
|
||
|
if y_diff == 0:
|
||
|
y_diff = pow(-1.0, randi() % 2)
|
||
|
|
||
|
var x_y = pos1
|
||
|
var y_x = pos2
|
||
|
|
||
|
#if (randi() % 2) > 0:
|
||
|
# x_y = pos2
|
||
|
# y_x = pos1
|
||
|
|
||
|
for x in range(pos1.x, pos2.x, x_diff):
|
||
|
for n in range(5):
|
||
|
var tile = 1
|
||
|
|
||
|
if n == 0 or n == 4:
|
||
|
tile = 0
|
||
|
|
||
|
# if tile_map.get_cell(x, x_y.y + (n * y_diff)) != 1:
|
||
|
# tile_map.set_cell(x, x_y.y + (n * y_diff), tile)
|
||
|
|
||
|
for y in range(pos1.y, pos2.y, y_diff):
|
||
|
for n in range(5):
|
||
|
var tile = 1
|
||
|
|
||
|
if n == 0 or n == 4:
|
||
|
tile = 0
|
||
|
|
||
|
# if tile_map.get_cell(y_x.x + (n * x_diff), y) != 1:
|
||
|
# tile_map.set_cell(y_x.x + (n * x_diff), y, tile)
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|