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SpaceBots/.svn/pristine/11/11386fe1fa0cc86eb34424bd3372716b7a80ed76.svn-base

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2026-01-21 23:51:53 +01:00
extends Node3D
class_name LevelGenerator
var levelGrid: Array[Array]
@export var gridSize: int = 250
var spawnableRooms: Array[RoomData]
var biomes: Array[Biome]
var rng := RandomNumberGenerator.new()
func _ready() -> void:
initGrid()
var spaceshipRoomList := RoomListSpaceship.new() # Have something choose the map in this part later
spawnableRooms = spaceshipRoomList.rooms
var temp: Array[DoorPosition]
# Generate the level
temp = spawnRoom(spawnableRooms[0],Vector2i(40,40),0,true)
for x in temp:
spawnRoomAtDoor(spawnableRooms[0],x)
printLevelGrid()
func initGrid() -> void:
for x in gridSize:
var newRow: Array
levelGrid.push_back(newRow)
for y in gridSize:
var newCell := GridCell.new()
levelGrid[x].push_back(newCell)
func addGridCells(cell1: GridCell,cell2: GridCell) -> GridCell:
var returnCell: GridCell = GridCell.new()
returnCell.spaceTaken = cell1.spaceTaken or cell2.spaceTaken
returnCell.door = cell2.door
returnCell.doorOrientation = cell2.doorOrientation
returnCell.biome = cell1.biome
return returnCell
func addArrays2D(array1: Array[Array], array2: Array[Array], arr2pos: Vector2i = Vector2i(0,0)) -> void:
if array1.size() < (arr2pos.x - 1) + array2.size(): return
if array1[arr2pos.y].size() < (arr2pos.y - 1) + array2[0].size(): return
for x in array2.size():
for y in array2[x].size():
array1[x+arr2pos.x][y+arr2pos.y] = addGridCells(array1[x+arr2pos.x][y+arr2pos.y],array2[x][y])
func rotateArray2D(array: Array[Array], numberOfRotationsBy90Degrees: int = 1) -> void:
var size: int = array.size()
var layerCount: int = size/2
for x in numberOfRotationsBy90Degrees%4:
for layer in layerCount:
var first: int = layer
var last: int = size - first - 1
for element in range(first, last):
var offset = element - first
var top = array[first][element]
var right = array[element][last]
var bot = array[last][last-offset]
var left = array[last-offset][first]
array[element][last] = top
array[last][last-offset] = right
array[last-offset][first] = bot
array[first][element] = left
func getDoorPosition(cell: GridCell, GridCellPosition: Vector2i) -> DoorPosition:
if !cell.door:
print("Tried to get door at cell that isnt a door")
return null
var returnDoorPosition := DoorPosition.new()
returnDoorPosition.pos = GridCellPosition
returnDoorPosition.orientation = cell.doorOrientation
return returnDoorPosition
func addObject(AddedObject:PackedScene, Parent: Node3D, Position: Vector3, Rotation: Vector3= Vector3(0,0,0)):
if !AddedObject:
print("tried to add object but packed scene is null")
return
var obj = AddedObject.instantiate()
Parent.add_child(obj)
obj.position = Position
obj.rotation = Rotation
return obj
func rotateRoom(roomData: RoomData, numberOfRotationsBy90Degrees: int) -> void:
rotateArray2D(roomData.roomGrid,numberOfRotationsBy90Degrees)
for door in roomData.doorPositions:
door.rotatePosRight(roomData.roomGrid.size(),numberOfRotationsBy90Degrees)
door.orientation += numberOfRotationsBy90Degrees % 4
func spawnRoom(roomData: RoomData,pos: Vector2i,numberOfRotationsBy90Degrees: int = 0, centered: bool = false) -> Array[DoorPosition]: #Pos corresponds to the upper left corner of the room immage
var roomScene: PackedScene = load(roomData.roomSceneRef)
rotateRoom(roomData,numberOfRotationsBy90Degrees)
var roomGrid := roomData.roomGrid
var doorPositions: Array[DoorPosition] = roomData.doorPositions
if centered:
pos = Vector2i(pos.x-(roomGrid.size()/2),pos.y-(roomGrid[0].size()/2))
addArrays2D(levelGrid,roomGrid,pos)
addObject(roomScene,self,Vector3(pos.x+(roomGrid.size()/2),0,pos.y+(roomGrid[0].size()/2)),Vector3(0,(numberOfRotationsBy90Degrees%4)*PI/2,0))
for door in doorPositions:
door.pos += pos
return doorPositions
func spawnRoomAtDoor(roomData: RoomData, door: DoorPosition) -> void:
var spawnDoor: DoorPosition = roomData.doorPositions[rng.randi_range(0,roomData.doorPositions.size()-1)]
var doorOrientationDifference : int = spawnDoor.orientation - door.orientation
var numberOfRoomRotations: int = 0
if !abs(doorOrientationDifference) == 2:
if doorOrientationDifference > 0:
numberOfRoomRotations = 1
if doorOrientationDifference == 0:
numberOfRoomRotations = 2
if doorOrientationDifference < 0:
numberOfRoomRotations = 3
spawnRoom(roomData,door.pos,numberOfRoomRotations)
func printLevelGrid() -> void:
var debugCube: PackedScene = preload("res://test/debugCube.tscn")
for x in levelGrid.size():
for y in levelGrid[x].size():
if levelGrid[x][y].spaceTaken:
addObject(debugCube,self,Vector3(x+0.5,0,y+0.5))