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 highlight = $Highlight onready var tiles = $Tiles var has_tiles_initialized = false var tile_map = {} var active_tile = null var island_count = 5 export var size = Vector2(20, 20) export var generate_flag: bool = false setget do_generate func _ready(): assert(get_node("Tiles") != null) generate() pass func _process(_delta): pass 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 reset(): var tiles = get_node("Tiles") 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(): reset() generate_base_tiles() for i in range (island_count): generate_island(Vector2( rand_range(-size.x / 2, size.x / 2), rand_range(-size.y / 2, size.y / 2) )) mark_sand_tiles() smooth_water_tiles() smooth_water_tiles() smooth_water_tiles() smooth_water_tiles() func generate_base_tiles(): print ("generating world") for i in range (-size.x / 2, size.x / 2): for j in range (-size.y / 2, size.y / 2): var tile = GameTile.new() tile.type = GameTile.TileType.Water tile.offset_coords = Vector2(i,j) add_tile_for_hex(tile) func generate_island(start_pos: Vector2): var generated_tiles = IslandGenerator.random_walk(20, start_pos) generated_tiles = IslandGenerator.extrude_tiles(generated_tiles) # generated_tiles = IslandGenerator.mark_sand_tiles(generated_tiles) for island_tile in generated_tiles.values(): if not island_tile.offset_coords in tile_map.keys(): continue var world_tile = tile_map[island_tile.offset_coords] world_tile.transform.origin[1] = 0 world_tile.set_tiletype(island_tile.type) print ("Generated island with " + str(tiles.get_child_count()) + " nodes") func mark_sand_tiles(): for tile in tile_map.values(): if tile.game_tile.type == GameTile.TileType.Water: continue tile.set_tiletype(GameTile.TileType.Grass if randi() % 2 else GameTile.TileType.DeepGrass) var tile_neighbours = tile.game_tile.get_all_adjacent() for neighbour in tile_neighbours: var tile_on_map = neighbour.offset_coords in tile_map.keys() if not tile_on_map: continue var neighbour_tile = tile_map[neighbour.offset_coords] if neighbour_tile.game_tile.type == GameTile.TileType.Water: tile.set_tiletype(GameTile.TileType.Sand) func smooth_water_tiles(): # horizontal smoothing for i in range ((-size.x / 2) + 1, (size.x / 2) - 1): for j in range ((-size.y / 2) + 1, (size.y / 2) - 1): var prev = tile_map[Vector2(i - 1,j)] var current = tile_map[Vector2(i,j)] var next = tile_map[Vector2(i + 1,j)] if current.game_tile.type != GameTile.TileType.Water: continue current.transform.origin[1] = min(-0.2, (prev.transform.origin[1] + next.transform.origin[1]) * 0.5) # vertical smoothings for i in range ((-size.x / 2) + 1, (size.x / 2) - 1): for j in range ((-size.y / 2) + 1, (size.y / 2) - 1): var prev = tile_map[Vector2(i,j - 1)] var current = tile_map[Vector2(i,j)] var next = tile_map[Vector2(i,j + 1)] if current.game_tile.type != GameTile.TileType.Water: continue current.transform.origin[1] = min(-0.2, (prev.transform.origin[1] + next.transform.origin[1]) * 0.5) func do_generate(flag: bool): print ("Generating Level") generate_flag = false # generate() 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