Map generation fully working

This commit is contained in:
gdz
2025-12-07 21:55:28 +01:00
parent dd50a00cfa
commit c57076cd52
4 changed files with 18 additions and 29 deletions

View File

@@ -20,7 +20,6 @@ const GREEN_TILE: Vector2i = Vector2i(1, 1)
var tilemap: TileMap;
@onready var Player = $Player/AnimatedSprite2D
@onready var GroundLayer: TileMapLayer = $Ground
func _get_player_position() -> Vector2i:
@@ -43,21 +42,20 @@ func _ready() -> void:
func _process(delta: float) -> void:
pass
func _on_exited_chunk():
print("Chunk exited...")
$VisibleOnScreenNotifier2D.global_position = Player.global_position
var thread: Thread = Thread.new()
thread.start(func(): _populate_terrain())
thread.wait_to_finish()
func populate_terrain(startPos: Vector2i):
for i in range(-CHUNK_DOUBLE, CHUNK_DOUBLE):
for j in range(-CHUNK_DOUBLE, CHUNK_DOUBLE):
var pos: Vector2i = startPos + Vector2i(i, j)
if _is_empty(pos):
_populate_cell(pos, 1, _pick_random_tile())
func generate_map(mapSize: int):
print_debug("Generating map")
for x in range(-mapSize, mapSize):
for y in range(-mapSize, mapSize):
var pos: Vector2i = Vector2i(x, y)
_populate_cell(pos, 1, _pick_random_tile())
func _populate_terrain():
var player_position: Vector2i = _get_player_position()