broken_seals_roguelike/game/dungeon_generator/DungeonGeneratorScene.gd

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GDScript3
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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)