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Starter experimenting with writing a continent generator.
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game/test_world_generator/WorldGeneratorTest.gd
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108
game/test_world_generator/WorldGeneratorTest.gd
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tool
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extends Sprite
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var brenzenham_script = preload("res://test_world_generator/brenzenham.gd")
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var brenzenham
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export(int) var continent_width : int = 1024
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export(int) var continent_height : int = 1024
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export(int) var biome_vertex_count : int = 20
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export(int) var biome_count : int = 7
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export(Color) var biome_vertex_color : Color = Color(1, 1, 1, 1)
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var tex : ImageTexture
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var img : Image
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export(bool) var do_clear_image setget do_clear_image
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export(bool) var do_generate_biome_mesh setget do_generate_biome_mesh
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export(bool) var do_draw_biome_mesh setget do_draw_biome_mesh
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export(bool) var do_draw_biome_vertices setget do_draw_biome_vertices
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var biome_vertices : PoolVector2Array
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var biome_indices : PoolIntArray
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# Called when the node enters the scene tree for the first time.
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func _ready():
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brenzenham = brenzenham_script.new()
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img = Image.new()
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img.create(continent_width, continent_height, false, Image.FORMAT_RGBA8)
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tex = ImageTexture.new()
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texture = tex
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func clear_image():
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fill_image(Color(0, 0, 0, 1))
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func generate_biome_mesh():
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biome_vertices.resize(biome_vertex_count)
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for i in range(biome_vertex_count):
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biome_vertices[i] = Vector2(randf() * continent_width, randf() * continent_height)
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biome_indices = Geometry.triangulate_delaunay_2d(biome_vertices)
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func draw_biome_mesh():
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for i in range(0, biome_indices.size(), 3):
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draw_image_line(biome_vertices[biome_indices[i]], biome_vertices[biome_indices[i + 1]], biome_vertex_color)
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draw_image_line(biome_vertices[biome_indices[i + 1]], biome_vertices[biome_indices[i + 2]], biome_vertex_color)
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draw_image_line(biome_vertices[biome_indices[i + 2]], biome_vertices[biome_indices[i]], biome_vertex_color)
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tex.create_from_image(img, 0)
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func draw_image_line(p1 : Vector2, p2 : Vector2, color : Color):
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brenzenham.draw_line(int(p1.x), int(p1.y), int(p2.x), int (p2.y), img, color)
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func draw_biome_vertices():
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var size : int = 4
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var vc : Color = Color(1, 1, 0, 1)
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img.lock()
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for i in range(biome_vertices.size()):
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var pv : Vector2 = biome_vertices[i]
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var sx : int = int(pv.x) - size / 2
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var sy : int = int(pv.y) - size / 2
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var ex : int = sx + size
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var ey : int = sy + size
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for x in range(sx, ex):
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for y in range(sy, ey):
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img.set_pixel(x, y, vc)
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img.unlock()
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tex.create_from_image(img, 0)
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func fill_image(color: Color):
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img.lock()
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for x in img.get_width():
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for y in img.get_height():
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img.set_pixel(x, y, color)
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img.unlock()
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tex.create_from_image(img, 0)
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# ----- setters -----
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func do_clear_image(v):
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if v:
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clear_image()
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func do_generate_biome_mesh(v):
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if v:
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generate_biome_mesh()
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func do_draw_biome_vertices(v):
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if v:
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draw_biome_vertices()
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func do_draw_biome_mesh(v):
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if v:
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draw_biome_mesh()
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9
game/test_world_generator/WorldGeneratorTest.tscn
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9
game/test_world_generator/WorldGeneratorTest.tscn
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://test_world_generator/WorldGeneratorTest.gd" type="Script" id=1]
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[node name="WorldGeneratorTest" type="Sprite"]
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script = ExtResource( 1 )
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continent_height = 2024
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biome_vertex_count = 60
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biome_count = 20
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55
game/test_world_generator/brenzenham.gd
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game/test_world_generator/brenzenham.gd
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tool
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extends Reference
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func draw_line(x0 : int, y0 : int, x1 : int, y1 : int, image : Image, color : Color) -> void:
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image.lock()
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if abs(y1 - y0) < abs(x1 - x0):
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brenzenham_line_low(x0, y0, x1, y1, image, color)
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else:
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brenzenham_line_high(x0, y0, x1, y1, image, color)
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image.unlock()
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func brenzenham_line_low(x0 : int, y0 : int, x1 : int, y1 : int, image : Image, color : Color) -> void:
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var dx : int = x1 - x0
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var dy : int = y1 - y0
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var yi : int = 1
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if dy < 0:
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yi = - 1
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dy = - dy
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var D : int = 2 * dy - dx
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var y : int = y0
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for x in range(x0, x1):
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image.set_pixel(x, y, color)
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if D > 0:
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y = y + yi
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D = D - 2 * dx
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D = D + 2 * dy
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func brenzenham_line_high(x0 : int, y0 : int, x1 : int, y1 : int, image : Image, color : Color) -> void:
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var dx : int = x1 - x0
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var dy : int = y1 - y0
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var xi : int = 1
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if dx < 0:
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xi = -1
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dx = -dx
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var D : int = 2 * dx - dy
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var x : int = x0
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for y in range(y0, y1):
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image.set_pixel(x, y, color)
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if D > 0:
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x = x + xi
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D = D - 2 * dy
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D = D + 2 * dx
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