tool extends Spatial var GameTile = load("res://utils/GameTile.gd") var HexCell = preload("res://addons/gdhexgrid/HexCell.gd") onready var HexGrid = preload("res://addons/gdhexgrid/HexGrid.gd").new() var IslandGenerator = preload("res://utils/IslandGenerator.gd").new() onready var click_area = $ClckArea/CollisionShape onready var water = $Water onready var highlight = $Highlight onready var noise = $Noise onready var tiles = $Tiles var has_tiles_initialized = false var tile_map = {} var active_tile = null var island_count = 5 export var world_size = 50 setget do_resize export var generate_flag: bool = false setget do_generate func _ready(): assert(get_node("Tiles") != null) do_resize(world_size) reset() generate() pass func _process(_delta): pass func do_generate(_flag): reset() # generate() generate_flag = false func do_resize(new_size): print ("resizing world to size " + str (new_size)) var water = $Water if water == null: return print ("water node: " + str(water)) water.transform = Transform.IDENTITY.scaled(Vector3(new_size, new_size, new_size) * 0.5) var click_area = $ClckArea click_area.transform = water.transform world_size = new_size return world_size func reset(): var tiles = get_node("Tiles") if tiles == null: return print ("clearing old tiles: " + str(tiles.get_child_count())) for tile in tiles.get_children(): tiles.remove_child(tile) tile.queue_free() tile_map = {} func generate(): print ("generating world with size " + str(world_size)) reset() generate_base_tiles() apply_noise_as_height() func apply_noise_as_height(): var texture : Texture = noise.texture yield(texture, "changed") var noise = texture.get_data() noise.lock() var vec1 = Vector2.ONE vec1 = vec1 * Vector2(0.5, 0.2) for i in range (-world_size / 2, world_size / 2): for j in range (-world_size / 2, world_size / 2): var coord = Vector2(i,j) var tile = tile_map[coord] var tex_coord_normalized = (coord / world_size) * 0.5 + Vector2(0.5, 0.5) var tex_coord = tex_coord_normalized * texture.get_size() # -25 ... 25 -> 0 ... 1 # (coord / (size * 0.5)) * 0.5 + 0.5: -1 .. 1 var noise_value = texture.get_data().get_pixelv(tex_coord) tile.transform.origin.y = noise_value[0] * 5.0 - 3 noise.unlock() func generate_base_tiles(): for i in range (-world_size / 2, world_size / 2): for j in range (-world_size / 2, world_size / 2): var tile = GameTile.new() tile.type = GameTile.TileType.Water tile.offset_coords = Vector2(i,j) add_tile_for_hex(tile) func add_tile_for_hex(game_tile): var hexgrid = preload("res://addons/gdhexgrid/HexGrid.gd").new() var HexTile3D = preload("res://scenes/HexTile3D.tscn") var tile = HexTile3D.instance() var pos = hexgrid.get_hex_center_from_offset(game_tile.offset_coords) var height = -2.0 # if game_tile.type == GameTile.TileType.Sand else 0.1 + rand_range(0.0, 0.05) tiles.add_child(tile) tile_map[game_tile.offset_coords] = tile tile.set_tiletype(game_tile.type) tile.transform.origin = Vector3(pos.x, height, pos.y) tile.game_tile = game_tile return tile func _on_ClckArea_input_event(_camera, _event, position, _normal, _shape_idx): var hex_at_position = HexGrid.get_hex_at(position) var offset_coords = hex_at_position.offset_coords var hex_center = HexGrid.get_hex_center_from_offset(offset_coords) highlight.transform.origin = Vector3 (hex_center.x, 0.0, hex_center.y) var world_tile = null if offset_coords in tile_map.keys(): world_tile = tile_map[offset_coords] if active_tile != null and world_tile != active_tile: pass if active_tile == world_tile: return if world_tile == null: return active_tile = world_tile func _on_ClckArea_mouse_entered(): highlight.visible = true func _on_ClckArea_mouse_exited(): highlight.visible = false