tool extends Terrain2DLevelGenerator func _generate_chunk(chunk : Terrain2DChunk): chunk.channel_ensure_allocated(Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE, 1) chunk.channel_ensure_allocated(Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS, 0) chunk.set_voxel(2, 0, 0, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE) chunk.set_voxel(3, 1, 0, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE) chunk.set_voxel(4, 1, 1, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE) chunk.set_voxel(1, 0, 1, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE) var def_flag : int = Terrain2DChunkDefault.FLAG_CHANNEL_WALL_NORTH | Terrain2DChunkDefault.FLAG_CHANNEL_WALL_SOUTH | Terrain2DChunkDefault.FLAG_CHANNEL_WALL_EAST | Terrain2DChunkDefault.FLAG_CHANNEL_WALL_WEST #| Terrain2DChunkDefault.FLAG_CHANNEL_WALL_HOLE var def_flag_back : int = Terrain2DChunkDefault.FLAG_CHANNEL_WALL_NORTH | Terrain2DChunkDefault.FLAG_CHANNEL_WALL_WEST #| Terrain2DChunkDefault.FLAG_CHANNEL_WALL_HOLE chunk.set_voxel(3, 3, 3, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE) chunk.set_voxel(def_flag_back, 3, 3, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) chunk.set_voxel(3, 4, 6, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE) chunk.set_voxel(def_flag, 4, 6, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) for x in range(8, 11): for y in range(8, 11): chunk.set_voxel(3, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE) if x == 8 && y == 8: chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_NORTH | Terrain2DChunkDefault.FLAG_CHANNEL_WALL_WEST, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) chunk.set_voxel(3, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE) elif x == 10 && y == 10: chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_EAST | Terrain2DChunkDefault.FLAG_CHANNEL_WALL_SOUTH, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) chunk.set_voxel(3, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE) elif x == 8 && y == 10: chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_WEST | Terrain2DChunkDefault.FLAG_CHANNEL_WALL_SOUTH, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) elif x == 8: chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_WEST, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) elif y == 8 && x == 10: chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_NORTH | Terrain2DChunkDefault.FLAG_CHANNEL_WALL_EAST, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) elif y == 8: chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_NORTH, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) elif x == 10: chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_EAST, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) elif y == 10: chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_SOUTH, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) else: chunk.set_voxel(0, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE) # chunk.set_voxel(def_flag, x, y, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) #chunk.set_voxel(1, 3, 4, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE) #chunk.set_voxel(def_flag, 3, 4, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) # chunk.set_voxel(1, 3, 3, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE) # chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_EAST, 3, 5, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) # chunk.set_voxel(1, 3, 3, Terrain2DChunkDefault.DEFAULT_CHANNEL_TYPE) # chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_EAST, 3, 5, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) # # chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_SOUTH, 6, 4, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) # chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_SOUTH, 7, 4, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) # chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_WEST, 8, 4, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS) # chunk.set_voxel(Terrain2DChunkDefault.FLAG_CHANNEL_WALL_WEST, 9, 4, Terrain2DChunkDefault.DEFAULT_CHANNEL_FLAGS)