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https://github.com/Relintai/broken_seals_2d.git
synced 2025-04-13 14:20:45 +02:00
Added more test walls.
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23f3fb46ca
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@ -20,6 +20,39 @@ func _generate_chunk(chunk : Terrain2DChunk):
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chunk.set_voxel(3, 4, 6, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE)
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chunk.set_voxel(3, 4, 6, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE)
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chunk.set_voxel(def_flag, 4, 6, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS)
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chunk.set_voxel(def_flag, 4, 6, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS)
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for x in range(8, 11):
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for y in range(8, 11):
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chunk.set_voxel(3, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE)
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if x == 8 && y == 8:
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chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_NORTH | Terrain2DChunkDefault.FLAG_CHANNEL_WALL_WEST, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS)
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chunk.set_voxel(3, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE)
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elif x == 10 && y == 10:
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chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_EAST | Terrain2DChunkDefault.FLAG_CHANNEL_WALL_SOUTH, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS)
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chunk.set_voxel(3, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE)
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elif x == 8 && y == 10:
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chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_WEST | Terrain2DChunkDefault.FLAG_CHANNEL_WALL_SOUTH, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS)
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elif x == 8:
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chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_WEST, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS)
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elif y == 8 && x == 10:
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chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_NORTH | Terrain2DChunkDefault.FLAG_CHANNEL_WALL_EAST, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS)
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elif y == 8:
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chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_NORTH, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS)
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elif x == 10:
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chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_EAST, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS)
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elif y == 10:
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chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_SOUTH, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS)
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else:
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chunk.set_voxel(0, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE)
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# chunk.set_voxel(def_flag, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS)
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#chunk.set_voxel(1, 3, 4, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE)
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#chunk.set_voxel(1, 3, 4, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE)
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#chunk.set_voxel(def_flag, 3, 4, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS)
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#chunk.set_voxel(def_flag, 3, 4, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS)
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