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extends Node2D
export(NodePath) var GROUND_TILEMAP_NP: NodePath
export(NodePath) var WALL_TILEMAP_NP: NodePath
export(PackedScene) var WALKER_UNIT_NP: PackedScene
export(int, 4, 100, 1) var STARTING_UNIT_COUNT: int = 6
export(int, 2, 10, 1) var INITIAL_SAFE_ZONE_SIZE: int = 2
onready var ground_tilemap: TileMap = get_node(GROUND_TILEMAP_NP)
onready var wall_tilemap: TileMap = get_node(WALL_TILEMAP_NP)
var max_x: int = 0
var max_y: int = 0
var map_margin: int = 10
var units: int = 0
func _ready() -> void:
Event.connect("world_gen_walker_started", self, "_on_world_gen_walker_started")
Event.connect("world_gen_walker_finished", self, "_on_world_gen_walker_finished")
Event.connect("world_gen_walker_died", self, "_on_world_gen_walker_died")
Event.connect("world_gen_spawn_walker_unit", self, "_on_world_gen_spawn_walker_unit")
_place_safe_zone()
_spawn_walker_units()
_fill_empty_space()
func get_cells_around(size: int=INITIAL_SAFE_ZONE_SIZE) -> Array:
var locations: Array = []
for i in range(-size, size):
for j in range(-size, size):
locations.append(Vector2(i, j))
return locations
func _place_safe_zone() -> void:
var size: int = INITIAL_SAFE_ZONE_SIZE
for i in range(-size, size):
for j in range(-size, size):
ground_tilemap.set_cell(i, j, get_random_tile())
func get_random_tile() -> int:
return randi() % Global.GROUND_TILE_AMOUNT
func _spawn_walker_units() -> void:
for i in STARTING_UNIT_COUNT:
_spawn_walker_unit(Vector2.ZERO)
func _spawn_walker_unit(spawn_position: Vector2) -> void:
var walker_unit: Node2D = WALKER_UNIT_NP.instance()
add_child(walker_unit)
units += 1
walker_unit.position = spawn_position
walker_unit.start(units)
func _fill_empty_space() -> void:
var locations: Array = _get_empty_cells_location()
for location in locations:
# doesn't matter which index is set, as long as its form the wall tilemap
wall_tilemap.set_cellv(location, 0)
func _get_empty_cells_location() -> Array:
var locations: Array = []
var rect: Rect2 = ground_tilemap.get_used_rect()
var margin: int = map_margin
for x in range(-margin, rect.size.x + margin):
for y in range (-margin, rect.size.y + margin):
var location: Vector2 = Vector2(rect.position.x + x, rect.position.y + y)
if ground_tilemap.get_cell(int(location.x), int(location.y)) == TileMap.INVALID_CELL:
locations.append(location)
return locations
func _on_world_gen_walker_started(id: int) -> void:
# print("Walker unit %s started." % id)
pass
func _on_world_gen_walker_finished(id: int) -> void:
# print("Walker unit %s finished." % id)
pass
func _on_world_gen_walker_died(id: int) -> void:
# print("Walker unit %s died." % id)
pass
func _on_world_gen_spawn_walker_unit(location: Vector2) -> void:
# print("Spawning new walking unit.")
pass
_spawn_walker_unit(location)
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