mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
192 lines
4.3 KiB
GDScript
192 lines
4.3 KiB
GDScript
extends Navigation2D
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export (PackedScene) var room : PackedScene
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export (NodePath) var map_path : NodePath
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var map
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var tile_size : int = 3
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var num_rooms : int = 50
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var min_size : int = 9
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var max_size : int = 20
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var hspread : float = 400
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var cull : float = 0.5
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var path : AStar
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func _ready():
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map = get_node(map_path)
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randomize()
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make_rooms()
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func make_rooms():
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for i in range(num_rooms):
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var pos : Vector2 = Vector2(rand_range(-hspread, hspread), 0)
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var r : Node = room.instance()
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var w = min_size + randi() % (max_size - min_size)
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var h = min_size + randi() % (max_size - min_size)
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r.make_room(pos, Vector2(w, h)* tile_size)
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$Rooms.add_child(r)
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r.owner = $Rooms
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yield(get_tree().create_timer(1.1), 'timeout')
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#cull rooms
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var room_positions : Array = []
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for room in $Rooms.get_children():
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if randf() < cull:
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room.queue_free()
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else:
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room.mode = RigidBody2D.MODE_STATIC
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room_positions.append(Vector3(room.position.x, room.position.y, 0))
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yield(get_tree(), 'idle_frame')
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#generate MST
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path = find_mst(room_positions)
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make_map()
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func a_draw():
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for room in $Rooms.get_children():
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draw_rect(Rect2(room.position - room.size, room.size * 2),
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Color(0, 1, 0), false)
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if path:
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for p in path.get_points():
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for c in path.get_point_connections(p):
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var pp = path.get_point_position(p)
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var cp = path.get_point_position(c)
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draw_line(Vector2(pp.x, pp.y), Vector2(cp.x, cp.y), Color(1, 1, 0), 15, true)
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func a_process(delta):
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update()
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func a_input(event):
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if event.is_action_pressed('ui_select'):
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for n in $Rooms.get_children():
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n.queue_free()
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path = null
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make_rooms()
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if event.is_action_pressed('ui_focus_next'):
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make_map()
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func find_mst(nodes : Array) -> AStar:
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#Prim's algorithm
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var path = AStar.new()
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path.add_point(path.get_available_point_id(), nodes.pop_front())
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while nodes:
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var min_dist = INF
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var min_p = null
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var p = null
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for p1 in path.get_points():
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p1 = path.get_point_position(p1)
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for p2 in nodes:
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if p1.distance_to(p2) < min_dist:
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min_dist = p1.distance_to(p2)
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min_p = p2
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p = p1
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var n = path.get_available_point_id()
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path.add_point(n, min_p)
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path.connect_points(path.get_closest_point(p), n)
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nodes.erase(min_p)
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return path
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func make_map() -> void:
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map.clear()
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#for x in range(0, 200):
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# for y in range(0, 200):
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# tile_map.set_cell(x, y, 0)
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#fill tilemap with walls
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#var full_rect = Rect2()
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#carve the rooms
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var corridors = []
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var mob_count = 0
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var player_spawned = false
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for room in $Rooms.get_children():
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var top_left = room.position.floor()
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var bottom_right = (top_left + room.size).floor()
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for x in range(top_left.x, bottom_right.x):
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for z in range(top_left.y, bottom_right.y):
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for y in range(0, 2):
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map.draw_voxel_data_point(Vector3(x, y, z), 0, randi() % 255)
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#connection
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#var p = path.get_closest_point(Vector3(room.position.x, room.position.y, 0))
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#for conn in path.get_point_connections(p):
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# if not conn in corridors:
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# var start = Vector2(path.get_point_position(p).x, path.get_point_position(p).y).ceil()
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# var end = Vector2(path.get_point_position(conn).x, path.get_point_position(conn).y).ceil()
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# carve_path(start, end)
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#corridors.append(p)
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var pos : Vector2 = room.position + (room.size / 2).floor()
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if not player_spawned:
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#Entities.spawn_player(1, Vector3(pos.x, 2, pos.y))
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player_spawned = true
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else:
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if mob_count < 20:
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Entities.spawn_mob(1, randi() % 3, Vector3(pos.x, 2, pos.y))
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mob_count += 1
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map.build()
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func carve_path(pos1, pos2):
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var x_diff = sign(pos2.x - pos1.x)
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var y_diff = sign(pos2.y - pos1.y)
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if x_diff == 0:
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x_diff = pow(-1.0, randi() % 2)
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if y_diff == 0:
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y_diff = pow(-1.0, randi() % 2)
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var x_y = pos1
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var y_x = pos2
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#if (randi() % 2) > 0:
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# x_y = pos2
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# y_x = pos1
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for x in range(pos1.x, pos2.x, x_diff):
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for n in range(5):
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var tile = 1
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if n == 0 or n == 4:
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tile = 0
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# if tile_map.get_cell(x, x_y.y + (n * y_diff)) != 1:
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# tile_map.set_cell(x, x_y.y + (n * y_diff), tile)
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for y in range(pos1.y, pos2.y, y_diff):
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for n in range(5):
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var tile = 1
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if n == 0 or n == 4:
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tile = 0
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# if tile_map.get_cell(y_x.x + (n * x_diff), y) != 1:
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# tile_map.set_cell(y_x.x + (n * x_diff), y, tile)
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