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Main.gd
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220 lines (169 loc) · 6.72 KB
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extends Node2D
enum Layer {
FLOOR,
CLUTTER,
ROAD,
TREE
}
@onready var tree_node: PackedScene = preload("res://nodes/Tree.tscn")
@onready var generator: Node = $Generator
@onready var tilemap: TileMap = $TileMap
@onready var player_zone: Node2D = $TileMap/Player
@onready var tree_zone: Node2D = $TileMap/Trees
## Enable/disable block loading optimization
@export var optimized_async := true
var loader_enabled := false
var load_queue := []
# Stores a hash of each block in order to prevent from drawing the same thing over again
# unless the block has been modified, then it will be redrawn
var map_hash := {}
## How far the chunk region extends in the +/-X and +/-Y axis
const chunk_radii := Vector2i(2, 1)
# Preload and instantiate the player character
@onready var player_character := preload("res://nodes/Player.tscn").instantiate()
## Sets the starting position of the example player
@export var starting_position := Vector2(2048, 2048)
## Sets the starting zoom of the camera
@export var starting_zoom := Vector2(1.0, 1.0)
# Tracks the index of the block the player currently resides in
@onready var current_block: int = generator.global_block_index(starting_position):
set(value):
current_block = value
var block_pos: Vector2i = generator.block_position(current_block)
queue_chunk(block_pos)
if not loader_enabled:
async_loader()
var physics_delta: float = 1.0 / float(ProjectSettings.get_setting("physics/common/physics_ticks_per_second"))
# Gener
func _ready() -> void:
generator.generate_map()
func _physics_process(_delta: float) -> void:
check_block()
if Input.is_action_just_released("modify_block"):
var start_block = 0
var end_block = 31
print("[Clearing Blocks]",
"\nStart: ", start_block,
"\nEnd: ", end_block,
"\nTotal: ", (end_block + 1) - start_block)
for block_idx in range(start_block, end_block + 1):
clear_block(block_idx)
print("[Blocks Cleared]")
func spawn_player(spawn_position: Vector2 = starting_position) -> void:
player_character.position = spawn_position
player_character.default_camera_zoom = starting_zoom
player_zone.add_child(player_character)
func check_block() -> void:
var block_idx: int = generator.global_block_index(player_character.position)
if block_idx == current_block:
return
current_block = block_idx
# Async Loader
func async_loader() -> void:
loader_enabled = true
while loader_enabled:
if not load_queue.size():
loader_enabled = false
return
var load_data: Array = load_queue.pop_front()
var block_layer: int = load_data[0]
var block_pos: Vector2i = load_data[1]
var load_priority: bool = load_data[2]
if load_priority == false and optimized_async == true:
# Since timers 'refreshes' every physics frame
# Technically any values under 0.05 seconds (According to the Docs)
# Will "behave in significantly different ways",
# But, shouldn't be an issue
await get_tree().create_timer(physics_delta).timeout
load_layer(block_pos, block_layer)
func load_layer(block_pos: Vector2i, block_layer: Layer) -> void:
var block_idx: int = generator.block_index(block_pos)
var total_tiles: int = generator.BLOCK_SIZE.x * generator.BLOCK_SIZE.y
var road_cells := []
for tile_idx in range(total_tiles):
var tile_pos: Vector2i = generator.tile_position(tile_idx)
var tile_global_pos: Vector2i = (block_pos * generator.BLOCK_SIZE) + tile_pos
match block_layer:
Layer.FLOOR:
var floor_tile: int = generator.map[block_idx][tile_idx][Layer.FLOOR]
tilemap.set_cell(Layer.FLOOR, tile_global_pos, 0, Vector2i(floor_tile, 0))
Layer.CLUTTER:
var clutter_tile: int = generator.map[block_idx][tile_idx][Layer.CLUTTER]
if clutter_tile == -1:
tilemap.set_cell(Layer.CLUTTER, tile_global_pos)
continue
tilemap.set_cell(Layer.CLUTTER, tile_global_pos, 1, Vector2i(clutter_tile, 0))
Layer.ROAD:
var road_tile: int = generator.map[block_idx][tile_idx][Layer.ROAD]
if road_tile == -1:
tilemap.set_cell(2, tile_global_pos)
continue
road_cells.append(tile_global_pos)
# Objects, unlike Tiles, can overwhelm the game when hundreds of them are spawned
# Managing them isn't included in this demo
# This is just to show objects can also be spawned
Layer.TREE:
var has_tree: bool = generator.map[block_idx][tile_idx][Layer.TREE]
if not has_tree:
continue
var tree_instance = tree_node.instantiate()
tree_instance.position = tilemap.map_to_local(tile_global_pos)
tree_zone.add_child(tree_instance)
if road_cells.size():
tilemap.set_cells_terrain_connect(Layer.ROAD, road_cells, 0, 0)
func check_hash(block_idx: int, block_layer) -> bool:
var block_hash: int = generator.map[block_idx].hash()
if map_hash.has(block_idx):
if map_hash[block_idx]["HASH"] != block_hash:
stamp_hash(block_idx, block_hash)
if map_hash[block_idx][block_layer]:
return false
map_hash[block_idx][block_layer] = true
return true
stamp_hash(block_idx, block_hash)
map_hash[block_idx][block_layer] = true
return true
func stamp_hash(block_idx: int, block_hash: int) -> void:
map_hash[block_idx] = {
"HASH": block_hash,
Layer.FLOOR: false,
Layer.CLUTTER: false,
Layer.ROAD: false,
Layer.TREE: false
}
# Chunk queuing
func queue_chunk(origin_block_position: Vector2i, priority: bool = false) -> void:
var chunk_size: Vector2i = (chunk_radii * 2) + Vector2i(1, 1)
for offset_y in range(chunk_size.y):
for offset_x in range(chunk_size.x):
var relative_x: int = offset_x - chunk_radii.x
var relative_y: int = offset_y - chunk_radii.y
var block_pos: Vector2i = origin_block_position + Vector2i(relative_x, relative_y)
if in_bounds(block_pos):
queue_block(block_pos, priority)
func queue_block(block_pos: Vector2i, priority: bool) -> void:
var layers := [Layer.FLOOR, Layer.CLUTTER, Layer.ROAD, Layer.TREE]
var block_idx: int = generator.block_index(block_pos)
for layer in layers:
var layer_ticket := [layer, block_pos, priority]
if check_hash(block_idx, layer):
load_queue.append(layer_ticket)
func in_bounds(block_pos:Vector2i) -> bool:
if( block_pos.x < 0 or
block_pos.x >= generator.map_size.x or
block_pos.y < 0 or
block_pos.y >= generator.map_size.y):
return false
return true
func _on_map_generated() -> void:
var origin_block: Vector2i = generator.block_position(current_block)
spawn_player()
queue_chunk(origin_block, true)
async_loader()
# clears the block of clutter and roads, for demo purposes
func clear_block(block_idx:int) -> void:
for tile_y in range(generator.BLOCK_SIZE.y):
for tile_x in range(generator.BLOCK_SIZE.x):
var tile_idx = generator.tile_index(Vector2i(tile_x, tile_y))
generator.map[block_idx][tile_idx][Layer.CLUTTER] = -1
generator.map[block_idx][tile_idx][Layer.ROAD] = -1