Version 0.1 - 0.3.1
Added the World Added Mobs, and spawning those mobs at runtime Added simple camera movement Added simple UI/HUD
This commit is contained in:
91
scenes/world/World.cs
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91
scenes/world/World.cs
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using Godot;
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using System;
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public partial class World : Node2D
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{
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public enum GeneratorAlgorithm
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{
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RANDOM,
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FAST_NOISE_LITE
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}
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Vector2I darkGras = new Vector2I(0, 0);
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Vector2I brightGras = new Vector2I(1, 0);
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Vector2I flower = new Vector2I(2, 0);
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TileMapLayer tileMapLayer;
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Vector2 screenSize;
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float worldWidth;
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float worldHeight;
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[Export] GeneratorAlgorithm algorithm = GeneratorAlgorithm.RANDOM;
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public override void _Ready()
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{
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screenSize = GetViewportRect().Size;
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worldWidth = screenSize.X;
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worldHeight = screenSize.Y;
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tileMapLayer = GetNode<TileMapLayer>("TileMapLayer");
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GD.Randomize();
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GenerateWorld();
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}
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private void GenerateWorld()
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{
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switch (algorithm)
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{
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case GeneratorAlgorithm.RANDOM:
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GenerateWorldRandom();
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break;
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case GeneratorAlgorithm.FAST_NOISE_LITE:
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GenerateWorldSimplexNoise();
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break;
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default:
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break;
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}
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}
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private void GenerateWorldRandom()
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{
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for (int y = 0; y < worldHeight; y++)
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{
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for (int x = 0; x < worldWidth; x++)
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{
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float rnd = GD.Randf();
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if (rnd < .7f)
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tileMapLayer.SetCell(new Vector2I(x, y), 0, darkGras);
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else if (rnd < .9f)
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tileMapLayer.SetCell(new Vector2I(x, y), 0, brightGras);
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else
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tileMapLayer.SetCell(new Vector2I(x, y), 0, flower);
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}
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}
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}
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private void GenerateWorldSimplexNoise()
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{
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var noise = new FastNoiseLite();
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noise.Seed = GD.RandRange(int.MinValue, int.MaxValue);
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noise.FractalOctaves = 2;
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for (int y = 0; y < worldHeight; y++)
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{
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for (int x = 0; x < worldWidth; x++)
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{
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var rnd = noise.GetNoise2D(x, y);
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if (rnd < .3f)
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tileMapLayer.SetCell(new Vector2I(x, y), 0, darkGras);
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else if (rnd < .6f)
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tileMapLayer.SetCell(new Vector2I(x, y), 0, brightGras);
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else
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tileMapLayer.SetCell(new Vector2I(x, y), 0, flower);
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}
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}
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}
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}
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