extends Node const CHUNK_SIZE: int = 12; const CHUNK_DOUBLE: int = CHUNK_SIZE*2; const GREEN_TILE = Vector2i(1, 1) var tilemap: TileMap; func _get_player_position() -> Vector2i: var playerPosition: Vector2i = $Ground.local_to_map($Player/AnimatedSprite2D.global_position) print("Playerposition is " + str(playerPosition)) return playerPosition # Called when the node enters the scene tree for the first time. func _ready() -> void: _populate_terrain() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass func _on_exited_chunk(): $VisibleOnScreenNotifier2D.global_position = (get_tree().get_first_node_in_group("Player").global_position) var thread: Thread = Thread.new() thread.start(func(): _populate_terrain()) thread.wait_to_finish() func _populate_terrain(): var player_position: Vector2i = _get_player_position() for i in range(-CHUNK_DOUBLE, CHUNK_DOUBLE): for j in range(-CHUNK_DOUBLE, CHUNK_DOUBLE): var pos: Vector2i = player_position + Vector2i(i, j) if _is_empty(pos): _populate_cell(pos, 1, _pick_random_tile()) #func _populate_cell(pos: Vector2i, tile: Vector2i) -> void: #$Ground.set_cell.call_deferet(pos, 1, tile, 0) func _populate_cell(coords: Vector2i, source_id: int, atlas_coords: Vector2i) -> void: var alternativeTilesCount: int = $Ground.tile_set.get_source(source_id).get_alternative_tiles_count(atlas_coords) var alternativeTileId: int = 0 if alternativeTilesCount > 0: alternativeTileId = randi_range(0, alternativeTilesCount-1) # set_cell(coords: Vector2i, source_id: int = -1, atlas_coords: Vector2i = Vector2i(-1, -1), alternative_tile: int = 0) $Ground.set_cell.call_deferred(coords, source_id, atlas_coords, alternativeTileId) func _populate_cell_ds(layer_id: int, coords: Vector2i, source_id: int, atlas_coords: Vector2i) -> void: var alternative_tiles_count = ( tilemap.tile_set.get_source(source_id).get_alternative_tiles_count(atlas_coords) ) var alternative_tile_id = 0 if alternative_tiles_count > 0: alternative_tile_id = randi_range(0, alternative_tiles_count - 1) tilemap.set_cell.call_deferred(layer_id, coords, source_id, atlas_coords, alternative_tile_id) func _pick_random_tile() -> Vector2i: # Make all Tiles green return Vector2i(1, 1) func _is_empty(pos: Vector2i) -> bool: # Check if the cell is empty (source_id is -1) return true if $Ground.get_cell_source_id(pos) == -1 else false;