mirror of
https://github.com/Relintai/broken_seals_roguelike.git
synced 2024-11-14 10:57:19 +01:00
Level generation and player movement based on https://www.youtube.com/watch?v=vQ1UGbUlzH4 .
This commit is contained in:
parent
1e14874db8
commit
f6ce594362
@ -1,17 +1,9 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://characters/SimpleCharacter.tscn" type="PackedScene" id=1]
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[ext_resource path="res://player/Body.gd" type="Script" id=6]
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[sub_resource type="CircleShape2D" id=1]
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radius = 8.0
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[node name="Body" type="KinematicBody2D"]
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[node name="Body" type="Node2D"]
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script = ExtResource( 6 )
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[node name="Character" parent="." instance=ExtResource( 1 )]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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[node name="Ray" type="RayCast2D" parent="."]
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@ -21,7 +21,7 @@
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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extends KinematicBody2D
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extends Node2D
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export(String) var world_path : String = "../.."
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export(NodePath) var character_skeleton_path : NodePath = "Character"
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@ -54,12 +54,16 @@ var character_skeleton : CharacterSkeleton2D
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var visibility_update_timer : float = randi()
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var ray : RayCast2D
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var tile_size : int = 32
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func _enter_tree() -> void:
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ray = $Ray
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world = get_node(world_path) as Node
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tile_size = get_node("/root/Main").get_tile_size()
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camera = get_node_or_null("Camera") as Camera2D
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set_process_input(false)
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set_process_unhandled_input(false)
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character_skeleton = get_node(character_skeleton_path)
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entity = get_node("..")
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@ -73,10 +77,8 @@ func _enter_tree() -> void:
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transform = entity.get_transform_2d(true)
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set_physics_process(true)
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set_process_input(false)
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set_process_unhandled_input(false)
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# set_physics_process(true)
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func _process(delta : float) -> void:
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if entity.ai_state == EntityEnums.AI_STATE_OFF:
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@ -97,36 +99,36 @@ func _process(delta : float) -> void:
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if l < rs:
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if not visible:
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show()
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set_physics_process(true)
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# set_physics_process(true)
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else:
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if visible:
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hide()
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set_physics_process(false)
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# set_physics_process(false)
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func _physics_process(delta : float) -> void:
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if entity.sentity_data == null:
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return
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if dead:
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return
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if entity.c_is_controlled:
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process_movement(delta)
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else:
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if sleep:
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sleep_recheck_timer += delta
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if sleep_recheck_timer < 0.5:
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return
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sleep_recheck_timer = 0
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# if world != null:
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# if not world.is_position_walkable(transform.origin):
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#func _physics_process(delta : float) -> void:
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# if entity.sentity_data == null:
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# return
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#
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# if dead:
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# return
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#
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# if entity.c_is_controlled:
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# process_movement(delta)
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# else:
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# if sleep:
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# sleep_recheck_timer += delta
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#
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# if sleep_recheck_timer < 0.5:
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# return
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process_movement(delta)
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#
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# sleep_recheck_timer = 0
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#
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## if world != null:
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## if not world.is_position_walkable(transform.origin):
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## return
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#
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# process_movement(delta)
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func process_movement(delta : float) -> void:
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@ -167,28 +169,24 @@ func process_movement(delta : float) -> void:
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# rpc_id(1, "sset_position", position)
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# else:
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# sset_position(position)
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventKey:
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var ievkey : InputEventKey = event as InputEventKey
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#Not sure why yet, but _unhandled_input gets called even after set_process_unhandled_input(false)
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if !entity.c_is_controlled:
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return
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if ievkey.echo:
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return
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var val : int = 1
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if not event.pressed:
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val = -1
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if ievkey.scancode == KEY_W:
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input_direction.y -= val
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if ievkey.scancode == KEY_S:
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input_direction.y += val
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if ievkey.scancode == KEY_A:
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input_direction.x -= val
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if ievkey.scancode == KEY_D:
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input_direction.x += val
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if event.is_action_pressed("left"):
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try_move(-1, 0)
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return
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elif event.is_action_pressed("right"):
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try_move(1, 0)
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return
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elif event.is_action_pressed("up"):
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try_move(0, -1)
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return
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elif event.is_action_pressed("down"):
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try_move(0, 1)
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return
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if event is InputEventMouseMotion and event.device != -1:
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cmouseover(event)
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@ -227,48 +225,70 @@ func _unhandled_input(event: InputEvent) -> void:
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func target(position : Vector2) -> bool:
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var space_state = get_world_2d().direct_space_state
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var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], get_collision_layer())
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#var results = space_state.intersect_point(position, 32, [], 2)
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func try_move(dx, dy):
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var tp : Vector2 = get_tile_position()
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tp.x += dx
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tp.y += dy
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if !world.is_position_walkable(tp.x, tp.y):
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return
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#todo
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#world.can_interact
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set_tile_position(tp)
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func get_tile_position() -> Vector2:
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var v : Vector2 = Vector2(int(transform.origin.x / tile_size), int(transform.origin.y / tile_size))
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return v
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func set_tile_position(pos : Vector2) -> void:
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transform.origin = pos * tile_size + Vector2(tile_size / 2, tile_size / 2)
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if results:
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for result in results:
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if result.collider and result.collider.owner is Entity:
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entity.target_crequest_change((result.collider.owner as Node).get_path())
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return true
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entity.target_crequest_change(NodePath())
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else:
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entity.target_crequest_change(NodePath())
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func target(position : Vector2) -> bool:
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# var space_state = get_world_2d().direct_space_state
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# var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], get_collision_layer())
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# #var results = space_state.intersect_point(position, 32, [], 2)
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#
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# if results:
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# for result in results:
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# if result.collider and result.collider.owner is Entity:
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# entity.target_crequest_change((result.collider.owner as Node).get_path())
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# return true
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#
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# entity.target_crequest_change(NodePath())
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# else:
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# entity.target_crequest_change(NodePath())
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#
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return false
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func cmouseover(event):
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var space_state = get_world_2d().direct_space_state
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var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], get_collision_layer())
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#var results = space_state.intersect_point(position, 32, [], 2)
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if results:
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for result in results:
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if result.collider and result.collider.owner is Entity:
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var mo : Entity = result.collider.owner as Entity
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if last_mouse_over != null and last_mouse_over != mo:
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if is_instance_valid(last_mouse_over):
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last_mouse_over.notification_cmouse_exit()
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last_mouse_over = null
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if last_mouse_over == null:
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mo.notification_cmouse_enter()
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last_mouse_over = mo
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return
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if last_mouse_over != null:
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last_mouse_over.notification_cmouse_exit()
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last_mouse_over = null
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# var space_state = get_world_2d().direct_space_state
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# var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], get_collision_layer())
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# #var results = space_state.intersect_point(position, 32, [], 2)
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#
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# if results:
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# for result in results:
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# if result.collider and result.collider.owner is Entity:
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# var mo : Entity = result.collider.owner as Entity
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#
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# if last_mouse_over != null and last_mouse_over != mo:
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# if is_instance_valid(last_mouse_over):
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# last_mouse_over.notification_cmouse_exit()
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#
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# last_mouse_over = null
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#
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# if last_mouse_over == null:
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# mo.notification_cmouse_enter()
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# last_mouse_over = mo
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#
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# return
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#
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# if last_mouse_over != null:
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# last_mouse_over.notification_cmouse_exit()
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# last_mouse_over = null
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pass
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func on_c_controlled_changed(val):
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@ -286,14 +306,14 @@ func on_c_controlled_changed(val):
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var ui = uiscn.instance()
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add_child(ui)
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set_process_input(true)
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# set_process_input(true)
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set_process_unhandled_input(true)
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else:
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if camera:
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camera.queue_free()
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camera = null
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set_process_input(false)
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# set_process_input(false)
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set_process_unhandled_input(false)
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var nameplatescn : PackedScene = ResourceLoader.load("res://ui/nameplates/NamePlate.tscn")
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var nameplate = nameplatescn.instance()
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var _health : EntityResource
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var offset : int = 60
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func _enter_tree():
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var m = get_node_or_null("/root/Main")
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if m != null:
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var ts = m.get_tile_size()
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if ts == 8:
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offset = 20
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elif ts == 16:
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offset = 24
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elif ts == 32:
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offset = 34
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name_label = get_node(name_label_path) as Label
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health_bar = get_node(health_bar_path) as TextureProgress
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health_bar_label = get_node(health_bar_label_path) as Label
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@ -84,7 +97,7 @@ func _process(delta):
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var position : Vector2 = entity.get_body().position
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position.x -= (rect_size.x / 2.0) * rect_scale.x
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position.y -= 60
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position.y -= offset
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set_position(position)
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@ -105,7 +105,7 @@ func load_player(file_name : String, position : Vector3, network_owner : int) ->
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createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER
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createinfo.entity_player_type = EntityEnums.ENTITY_PLAYER_TYPE_PLAYER
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createinfo.serialized_data = load_file(file_name)
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createinfo.transform.origin = position
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createinfo.transform2d.origin = Vector2(position.x, position.y)
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createinfo.networked = false
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# print("Player spawned ")
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ESS.request_entity_spawn(createinfo)
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@ -497,6 +497,26 @@ sheath={
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":80,"unicode":0,"echo":false,"script":null)
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]
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}
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up={
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"deadzone": 0.5,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
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]
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}
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down={
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"deadzone": 0.5,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null)
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]
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}
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left={
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"deadzone": 0.5,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
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]
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}
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right={
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"deadzone": 0.5,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
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]
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}
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[layer_names]
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@ -34,32 +34,276 @@ var _editor_generate : bool
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var _player_file_name : String
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var _player : Entity
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enum Tile { Floor, Wall, Door, Ladder, Stone }
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var tile_size : int = 32
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export(Vector2) var level_size : Vector2 = Vector2(40, 40)
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export(int) var level_room_count : int = 9
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export(int) var min_room_dimension : int = 5
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export(int) var max_room_dimension : int = 8
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var map : Array = []
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var rooms : Array = []
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onready var tile_map : TileMap = $Terrarin
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func _ready():
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# print(get_layer(2))
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tile_size = get_node("/root/Main").get_tile_size()
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pass # Replace with function body.
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func get_layer(index : int) -> Navigation2D:
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for ch in get_children():
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if ch.has_method('collision_layer') and ch.collision_layer() == index:
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return ch
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var wl : Navigation2D = world_layer.instance() as Navigation2D
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add_child(wl)
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wl.collision_layer = index
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return wl
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func load_character(file_name: String) -> void:
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_player_file_name = file_name
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_player = ESS.entity_spawner.load_player(file_name, Vector3(5, 5, 0), 1) as Entity
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#TODO hack, do this properly
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# _player.set_physics_process(false)
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Server.sset_seed(_player.sseed)
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randomize()
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build_level()
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if spawn_mobs:
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generate()
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#Place player
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var start_room = rooms.front()
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var player_x = start_room.position.x + 1 + randi() % int(start_room.size.x - 2)
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var player_y = start_room.position.y + 1 + randi() % int(start_room.size.y - 2)
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var pos : Vector3 = Vector3(player_x * tile_size + tile_size / 2, player_y * tile_size + tile_size / 2, 0)
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_player = ESS.entity_spawner.load_player(_player_file_name, pos, 1) as Entity
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Server.sset_seed(_player.sseed)
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func is_position_walkable(x : int, y : int) -> bool:
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var type = map[x][y]
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if type == Tile.Wall:
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return false
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elif type == Tile.Stone:
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return false
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return true
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func build_level():
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rooms.clear()
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map.clear()
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tile_map.clear()
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for x in range(level_size.x):
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map.append([])
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for y in range(level_size.y):
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map[x].append(Tile.Stone)
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tile_map.set_cell(x, y, Tile.Stone)
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var free_regions = [Rect2(Vector2(2, 2), level_size - Vector2(4, 4))]
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for i in range(level_room_count):
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add_room(free_regions)
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if free_regions.empty():
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break
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connect_rooms()
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func connect_rooms():
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var stone_graph : AStar2D = AStar2D.new()
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var point_id : int = 0
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for x in range(level_size.x):
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for y in range(level_size.y):
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if map[x][y] == Tile.Stone:
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stone_graph.add_point(point_id, Vector2(x, y))
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#connect to left if also stone
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if x > 0 && map[x - 1][y] == Tile.Stone:
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var left_point = stone_graph.get_closest_point(Vector2(x - 1, y))
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stone_graph.connect_points(point_id, left_point)
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#connect to above if also stone
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if y > 0 && map[x][y - 1] == Tile.Stone:
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var above_point = stone_graph.get_closest_point(Vector2(x, y - 1))
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stone_graph.connect_points(point_id, above_point)
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point_id += 1
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#Build an AStar graph of room connections
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var room_graph : AStar2D = AStar2D.new()
|
||||
point_id = 0
|
||||
for room in rooms:
|
||||
var room_center = room.position + room.size / 2
|
||||
room_graph.add_point(point_id, Vector2(room_center.x, room_center.y))
|
||||
point_id += 1
|
||||
|
||||
#Add random connections until everything is connected
|
||||
|
||||
while !is_everything_connected(room_graph):
|
||||
add_random_connection(stone_graph, room_graph)
|
||||
|
||||
func is_everything_connected(graph : AStar2D):
|
||||
var points = graph.get_points()
|
||||
var start = points.pop_back()
|
||||
|
||||
for point in points:
|
||||
var path = graph.get_point_path(start, point)
|
||||
|
||||
if !path:
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
func add_random_connection(stone_graph : AStar2D, room_graph : AStar2D):
|
||||
#Pick rooms to connect
|
||||
|
||||
var start_room_id = get_least_connected_point(room_graph)
|
||||
var end_room_id = get_nearest_unconnected_point(room_graph, start_room_id)
|
||||
|
||||
#Pick door locations
|
||||
var start_position = pick_random_door_location(rooms[start_room_id])
|
||||
var end_position = pick_random_door_location(rooms[end_room_id])
|
||||
|
||||
#Find a path to connect the doors to each other
|
||||
var closest_start_point = stone_graph.get_closest_point(start_position)
|
||||
var closest_end_point = stone_graph.get_closest_point(end_position)
|
||||
|
||||
var path = stone_graph.get_point_path(closest_start_point, closest_end_point)
|
||||
assert(path)
|
||||
|
||||
#Add path to the map
|
||||
set_tile(start_position.x, start_position.y, Tile.Door)
|
||||
set_tile(end_position.x, end_position.y, Tile.Door)
|
||||
|
||||
for position in path:
|
||||
set_tile(position.x, position.y, Tile.Floor)
|
||||
|
||||
room_graph.connect_points(start_room_id, end_room_id)
|
||||
|
||||
|
||||
func get_least_connected_point(graph : AStar2D):
|
||||
var point_ids = graph.get_points()
|
||||
|
||||
var least
|
||||
var tied_for_least = []
|
||||
|
||||
for point in point_ids:
|
||||
var count = graph.get_point_connections(point).size()
|
||||
|
||||
if !least || count < least:
|
||||
least = count
|
||||
tied_for_least = [point]
|
||||
elif count == least:
|
||||
tied_for_least.append(point)
|
||||
|
||||
return tied_for_least[randi() % tied_for_least.size()]
|
||||
|
||||
func get_nearest_unconnected_point(graph : AStar2D, target_point):
|
||||
var target_position = graph.get_point_position(target_point)
|
||||
var point_ids = graph.get_points()
|
||||
|
||||
var nearest
|
||||
var tied_for_nearest = []
|
||||
|
||||
for point in point_ids:
|
||||
if point == target_point:
|
||||
continue
|
||||
|
||||
var path = graph.get_point_path(point, target_point)
|
||||
|
||||
if path:
|
||||
continue
|
||||
|
||||
var dist = (graph.get_point_position(point) - target_position).length()
|
||||
|
||||
if !nearest || dist < nearest:
|
||||
nearest = dist
|
||||
tied_for_nearest = [point]
|
||||
elif dist == nearest:
|
||||
tied_for_nearest.append(point)
|
||||
|
||||
return tied_for_nearest[randi() % tied_for_nearest.size()]
|
||||
|
||||
func pick_random_door_location(room):
|
||||
var options = []
|
||||
|
||||
#Top and bottom walls
|
||||
for x in range(room.position.x + 1, room.end.x - 2):
|
||||
options.append(Vector2(x, room.position.y))
|
||||
options.append(Vector2(x, room.end.y))
|
||||
|
||||
#Left and right walls
|
||||
for y in range(room.position.y + 1, room.end.y - 2):
|
||||
options.append(Vector2(room.position.x, y))
|
||||
options.append(Vector2(room.end.x, y))
|
||||
|
||||
return options[randi() % options.size()]
|
||||
|
||||
func add_room(free_regions):
|
||||
var region = free_regions[randi() % free_regions.size()]
|
||||
|
||||
var size_x = min_room_dimension
|
||||
if region.size.x > min_room_dimension:
|
||||
size_x += randi() % int(region.size.x - min_room_dimension)
|
||||
|
||||
var size_y = min_room_dimension
|
||||
if region.size.y > min_room_dimension:
|
||||
size_y += randi() % int(region.size.y - min_room_dimension)
|
||||
|
||||
size_x = min(size_x, min_room_dimension)
|
||||
size_y = min(size_y, min_room_dimension)
|
||||
|
||||
var start_x = region.position.x
|
||||
if region.size.x > size_x:
|
||||
start_x += randi() % int(region.size.x - size_x)
|
||||
|
||||
var start_y = region.position.y
|
||||
if region.size.y > size_y:
|
||||
start_y += randi() % int(region.size.y - size_y)
|
||||
|
||||
var room = Rect2(start_x, start_y, size_x, size_y)
|
||||
rooms.append(room)
|
||||
|
||||
for x in range(start_x, start_x + size_x):
|
||||
set_tile(x, start_y, Tile.Wall)
|
||||
set_tile(x, start_y + size_y - 1, Tile.Wall)
|
||||
|
||||
for y in range(start_y, start_y + size_y):
|
||||
set_tile(start_x, y, Tile.Wall)
|
||||
set_tile(start_x + size_x - 1, y, Tile.Wall)
|
||||
|
||||
for x in range(start_x + 1, start_x + size_x - 1):
|
||||
set_tile(x, y, Tile.Floor)
|
||||
|
||||
cut_regions(free_regions, room)
|
||||
|
||||
func cut_regions(free_regions, region_to_remove):
|
||||
var removal_queue = []
|
||||
var addition_queue = []
|
||||
|
||||
for region in free_regions:
|
||||
if region.intersects(region_to_remove):
|
||||
removal_queue.append(region)
|
||||
|
||||
var leftover_left = region_to_remove.position.x - region.position.x - 1
|
||||
var leftover_right = region_to_remove.end.x - region_to_remove.end.x - 1
|
||||
var leftover_above = region_to_remove.position.y - region.position.y - 1
|
||||
var leftover_below = region.end.y - region_to_remove.end.y - 1
|
||||
|
||||
if leftover_left >= min_room_dimension:
|
||||
addition_queue.append(Rect2(region.position, Vector2(leftover_left, region.size.y)))
|
||||
|
||||
if leftover_right >= min_room_dimension:
|
||||
addition_queue.append(Rect2(Vector2(region_to_remove.end.x + 1, region.position.y), Vector2(leftover_right, region.size.y)))
|
||||
|
||||
if leftover_above >= min_room_dimension:
|
||||
addition_queue.append(Rect2(region.position, Vector2(region.size.x, leftover_above)))
|
||||
|
||||
if leftover_below >= min_room_dimension:
|
||||
addition_queue.append(Rect2(Vector2(region.position.x, region_to_remove.end.y + 1), Vector2(region.size.x, leftover_below)))
|
||||
|
||||
for region in removal_queue:
|
||||
free_regions.erase(region)
|
||||
|
||||
for region in addition_queue:
|
||||
free_regions.append(region)
|
||||
|
||||
|
||||
func set_tile(x, y, type):
|
||||
map[x][y] = type
|
||||
tile_map.set_cell(x, y, type)
|
||||
|
||||
func generate() -> void:
|
||||
for x in range(-5, 5):
|
||||
for y in range(-5, 5):
|
||||
|
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue
Block a user