Island placement okayish, added boat

master
Martin Felis 2021-07-09 14:17:25 +02:00
parent db97e9d66d
commit 2652bbbfa8
6 changed files with 239 additions and 49 deletions

View File

@ -8,6 +8,7 @@ const SHOVEL_DURATION=1
var DebugLabel = null
var HexGrid = null
var OceanGrid = null
var hex_size = 128
@ -15,8 +16,10 @@ var hex_size = 128
func _ready():
HexGrid = preload("../thirdparty/gdhexgrid/HexGrid.gd").new()
HexGrid.hex_scale = Vector2(hex_size, hex_size)
# add_child(HexGrid)
OceanGrid = preload("../thirdparty/gdhexgrid/HexGrid.gd").new()
OceanGrid.hex_scale = Vector2(hex_size, hex_size)
HexTileDrawer.hex_scale = Vector2(hex_size, hex_size)
@ -51,5 +54,9 @@ func WorldToHex(pos: Vector2):
return Globals.HexGrid.get_hex_at(pos).axial_coords
func WorldToHexCenter(pos: Vector2):
return Globals.HexGrid.get_hex_center(Globals.HexGrid.get_hex_at(pos).axial_coords)
func WorldToScreen(pos: Vector2, camera: Camera2D):
return pos * camera.zoom + camera.offset

93
assets/boat.svg Normal file
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@ -0,0 +1,93 @@
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After

Width:  |  Height:  |  Size: 3.6 KiB

34
assets/boat.svg.import Normal file
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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/boat.svg-5f58629bd5f6beab10c05f8be81c6a0b.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/boat.svg"
dest_files=[ "res://.import/boat.svg-5f58629bd5f6beab10c05f8be81c6a0b.stex" ]
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compress/mode=0
compress/lossy_quality=0.7
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compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=12 format=2]
[gd_scene load_steps=13 format=2]
[ext_resource path="res://scenes/World.gd" type="Script" id=1]
[ext_resource path="res://scenes/Grid.gd" type="Script" id=2]
@ -8,6 +8,7 @@
[ext_resource path="res://fonts/Roboto/Roboto-Regular.ttf" type="DynamicFontData" id=6]
[ext_resource path="res://scenes/Editor.gd" type="Script" id=7]
[ext_resource path="res://scenes/GridHighlight.gd" type="Script" id=8]
[ext_resource path="res://assets/boat.svg" type="Texture" id=9]
[sub_resource type="DynamicFont" id=1]
size = 27
@ -24,9 +25,6 @@ resource_name = "TileTypeGroup"
[node name="World" type="Node2D" parent="."]
script = ExtResource( 1 )
[node name="Camera" type="Camera2D" parent="World"]
current = true
[node name="Grid" type="Node2D" parent="World"]
script = ExtResource( 2 )
@ -143,6 +141,15 @@ texture = ExtResource( 3 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="World/PlayerChar"]
[node name="Camera" type="Camera2D" parent="World"]
current = true
[node name="PlayerBoat" type="Node2D" parent="World"]
[node name="boat" type="Sprite" parent="World/PlayerBoat"]
scale = Vector2( 0.455, 0.455 )
texture = ExtResource( 9 )
[node name="Editor" type="Node2D" parent="."]
script = ExtResource( 7 )

View File

@ -1,11 +1,11 @@
extends Node2D
var tiles = {}
var offset = Vector2.ZERO
var offset_world = Vector2.ZERO
var center_coord = Vector2.ZERO
var center_world_coord = Vector2.ZERO
var tile_local_coords = []
var rect_world = Rect2()
var rect_local = Rect2()
var radius_world = 0.0
# Called when the node enters the scene tree for the first time.
@ -23,8 +23,8 @@ func set_tile(coord: Vector2, value: String):
update()
func set_offset(value: Vector2):
offset = value
func set_offset_world(value: Vector2):
offset_world = value
func clear_island():
@ -50,10 +50,12 @@ func calc_bbox():
if local_coords.y > coord_max.y:
coord_max.y = local_coords.y
var hex_half_size = Vector2.ONE * Globals.hex_size * 0.5
rect_world = Rect2(coord_min - hex_half_size, coord_max - coord_min + hex_half_size * 2)
var hex_half_size = Vector2 (Globals.hex_size * 0.5, Globals.hex_size * sqrt(3) * 0.25)
rect_local = Rect2(coord_min - hex_half_size, coord_max - coord_min + hex_half_size * 2)
center_world_coord = Globals.HexToWorld(Globals.WorldToHex(coord_min + 0.5 * (coord_max - coord_min)))
radius_world = max(rect_world.size.x, rect_world.size.y) * 0.5
center_coord = Globals.WorldToHex(center_world_coord)
print ("center coord: " + str(center_coord))
radius_world = max(rect_local.size.x, rect_local.size.y) * 0.5
func save_island(path: String):
@ -100,28 +102,35 @@ func load_island(path: String):
func check_overlap(other):
var tile_offset = Globals.HexToWorld(offset)
var other_offset = Globals.HexToWorld(other.offset)
var rel_offset = other_offset - tile_offset
var dist = rel_offset.length() - radius_world - other.radius_world
var rect_world = calc_rect_world()
var rect_world_other = other.calc_rect_world()
return dist < 0
return rect_world.intersects(rect_world_other)
func calc_rect_world():
var rect_world = Rect2(rect_local)
rect_world.position = transform.origin + rect_world.position + offset_world
return rect_world
func draw_bsphere():
var transform = get_transform()
draw_set_transform(transform.origin + offset_world, transform.get_rotation(), transform.get_scale())
draw_circle(center_world_coord, radius_world, Color("#80000033"))
draw_circle(center_world_coord, 10, Color.red)
func _draw():
var tile_offset = Globals.HexToWorld(offset)
print (name, tile_offset)
print (name, offset_world)
for coord in tiles.keys():
draw_set_transform (coord + tile_offset, 0, Vector2.ONE)
draw_set_transform (coord + offset_world, 0, Vector2.ONE)
draw_polygon(HexTileDrawer.HexPoints, HexTileDrawer.get_tile_color(tiles[coord]))
var transform = get_transform()
draw_set_transform(transform.origin + tile_offset, transform.get_rotation(), transform.get_scale())
draw_set_transform(transform.origin + offset_world, transform.get_rotation(), transform.get_scale())
draw_rect(rect_world, Color.red, false)
draw_circle(center_world_coord, radius_world, Color.brown)
draw_circle(center_world_coord, 10, Color.red)
# draw_rect(rect_local, Color.red, false)
# draw_bsphere()
var default_font = Control.new().get_font("font")
draw_string(default_font, Vector2(0, 0), name)
draw_string(default_font, Vector2(0, 0), name + str(" ") + str(offset_world))

View File

@ -12,6 +12,7 @@ onready var ZoomValueLabel = get_node("UI/TopContainer/ZoomValue")
onready var HexCoordValueLabel = get_node("UI/TopContainer/HexCoordValue")
onready var WorldCoordValueLabel = get_node("UI/TopContainer/WorldCoordValue")
onready var PlayerChar = get_node("PlayerChar")
onready var PlayerBoat = get_node("PlayerBoat")
onready var FPSValueLabel = get_node("UI/TopContainer/FPSValue")
var Island = preload("Island.gd")
@ -23,7 +24,6 @@ var is_dragging = false
var drag_start = null
var target = Vector2()
var tile_data = {}
var islands = []
var current_island = null
@ -37,40 +37,77 @@ func _ready():
PlayerChar.position = Globals.HexGrid.get_hex_center(Vector2(0,0))
func clear_islands():
for island in Islands.get_children():
Islands.remove_child(island)
island.queue_free()
func _process(_delta):
WorldCamera.offset = PlayerChar.position
PlayerBoat.transform.origin = PlayerChar.transform.origin
pass
func check_island_overlap(new_island):
var islands = Islands.get_children()
for island in islands:
if island.check_overlap(new_island):
return true
return false
func add_island_at(file_name, offset_world: Vector2):
var island = Island.new()
island.load_island(file_name)
island.offset_world = offset_world
Islands.add_child(island)
func populate_ocean_grid():
Globals.OceanGrid.remove_obstacles(Globals.OceanGrid.get_obstacles())
func generate():
var rng = RandomNumberGenerator.new()
rng.randomize()
islands.clear()
for island in Islands.get_children():
Islands.remove_child(island)
island.queue_free()
clear_islands()
var radius = 1300
var num_islands = 10
var radius = 5
var num_islands = 3
for i in range (num_islands):
var overlapping = true
var find_free_retries = 10
var island = Island.new()
var file_name = "user://pirate_game_island_" + str(i) + ".island"
var island_index = i % 4
var file_name = "user://pirate_game_island_" + str(island_index) + ".island"
island.load_island(file_name)
while overlapping and find_free_retries > 0:
overlapping = false
island.offset = Vector2(rng.randi_range(-radius, radius), rng.randi_range(-radius, radius))
for world_island in Islands.get_children():
overlapping = world_island.check_overlap(island)
var rand_coord = Vector2(rng.randi_range(-radius, radius), rng.randi_range(-radius, radius))
island.offset_world = Globals.WorldToHexCenter(rand_coord)
var overlapping = check_island_overlap(island)
var overlap_retry_num = 0
var overlap_retry_max = 10
while overlapping and overlap_retry_num < overlap_retry_max:
if overlap_retry_num % 4 == 0:
radius = radius + 500
overlap_retry_num = overlap_retry_num + 1
rand_coord = Vector2(rng.randi_range(-radius, radius), rng.randi_range(-radius, radius))
island.offset_world = Globals.WorldToHexCenter(rand_coord)
overlapping = check_island_overlap(island)
find_free_retries = find_free_retries - 1
if overlapping:
print ("Could not find free spot for island!")
print ("Could not place island!")
else:
print ("Retries left: " + str(find_free_retries) )
print ("Placed after " + str(overlap_retry_num) + " retries.")
Islands.add_child(island)
populate_ocean_grid()
func handle_game_event(event):
@ -105,6 +142,9 @@ func _unhandled_input(event):
hex_hover = Globals.ScreenToHex(event.position, WorldCamera)
GridHighlight.pos = hex_hover
HexCoordValueLabel.text = str(hex_hover)
# Islands.get_children()[1].offset_world = Globals.HexToWorld(hex_hover)
# Islands.get_children()[1].update()
WorldCoordValueLabel.text = str(Globals.ScreenToWorld(event.position, WorldCamera))