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2026-01-21 23:51:53 +01:00
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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(30,30),0,true)
for x in temp:
spawnRoomAtDoor(spawnableRooms,x)
#spawnRoomAtDoor(spawnableRooms[0],temp[x])
printLevelGrid()
#Utility
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) + array2.size(): return
if array1[arr2pos.y].size() <= (arr2pos.y) + 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 checkOverlapArrays2D(array1: Array[Array], array2: Array[Array], arr2pos: Vector2i = Vector2i(0,0)) -> bool:
if array1.size() <= (arr2pos.x) + array2.size(): return true
if array1[arr2pos.y].size() <= (arr2pos.y) + array2[0].size(): return true
for x in array2.size():
for y in array2[x].size():
if array1[x+arr2pos.x][y+arr2pos.y].spaceTaken and array2[x][y].spaceTaken: return true
return false
func rotateArray2D(array: Array[Array], numberOfRotationsBy90Degrees: int) -> 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
#Spawning Rooms
func rotateRoomData(roomData: RoomData, numberOfRotationsBy90Degrees: int) -> void:
rotateArray2D(roomData.roomGrid,numberOfRotationsBy90Degrees)
roomData.rotations = wrapi(roomData.rotations + numberOfRotationsBy90Degrees,0,4)
for door in roomData.doorPositions:
door.rotatePosRight(roomData.roomGrid.size(),numberOfRotationsBy90Degrees)
func spawnRoom(roomDataInput: RoomData,pos: Vector2i,numberOfRotationsBy90Degrees: int = 0, centered: bool = false) -> Array[DoorPosition]: #Pos corresponds to the upper left corner of the room immage
var roomData: RoomData = roomDataInput.duplicateRoom()
var roomScene: PackedScene = load(roomData.roomSceneRef)
rotateRoomData(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,(roomData.rotations%4)*PI/2,0))
for door in doorPositions:
door.pos = pos + door.pos
return doorPositions
func getDoorFromRoom(roomData: RoomData,index: int) -> DoorPosition:
return roomData.doorPositions[index % roomData.doorPositions.size()]
func putRoomAtDoor(roomData: RoomData, door: DoorPosition,spawnDoorIndex: int) -> Array: ##Return array contains roomData, spawn Pos in that order
#Init Values:
var spawnDoor: DoorPosition = getDoorFromRoom(roomData,spawnDoorIndex) #Which door from the spawned room connects to the exiting room
var doorOrientationDifference : int = wrapi(spawnDoor.orientation - door.orientation,0,4) #Difference in orinet. between spawned and existing room
var numberOfRoomRotations: int = 0 #How many rotations are needed to make spawned rooms spawn door face the existing door
var spawnPos: Vector2i
var doorOffset: Vector2i #Offset by 1 space so the doors are next to eachother and not inside eachoter
#Find number of rotations and then rotate the room
if !doorOrientationDifference == 2:
if doorOrientationDifference == 1:
numberOfRoomRotations = 3
if doorOrientationDifference == 0:
numberOfRoomRotations = 2
if doorOrientationDifference == 3:
numberOfRoomRotations = 1
rotateRoomData(roomData,numberOfRoomRotations)
#Get new values for spawnDoor and set door offset
spawnDoor = getDoorFromRoom(roomData,spawnDoorIndex)
match spawnDoor.orientation:
0: doorOffset = Vector2i(0,-1)
1: doorOffset = Vector2i(1,0)
2: doorOffset = Vector2i(0,1)
3: doorOffset = Vector2i(-1,0)
#Set spawn pos and return values
spawnPos = door.pos - spawnDoor.pos + doorOffset
var returnArray: Array = [roomData,spawnPos]
return returnArray
func spawnRoomAtDoor(roomDataInput: Array[RoomData], door: DoorPosition) -> void:
var roomData: RoomData = null
var spawnDoorIndex: int = -1
#Choose the room to use
var rooms: Array[RoomData] = roomDataInput.duplicate()
rooms.shuffle()
for room in rooms:
#Check if room has allready been found
if roomData and spawnDoorIndex != -1:
break
#Randomise door checking order
var doorIndices: Array[int]
for x in room.doorPositions.size():
doorIndices.push_back(x)
doorIndices.shuffle()
#Check if doorIndex fits and assign roomData and spawnDoorIndex if it does
for doorIndex in doorIndices:
if checkIfRoomFits(room,door,doorIndex):
roomData = room.duplicateRoom()
spawnDoorIndex = doorIndex
break
#Check if a room has been found
if !roomData or spawnDoorIndex == -1: return
#Get Spawn Info and spawn room
var spawnInfo: Array = putRoomAtDoor(roomData,door,spawnDoorIndex)
spawnRoom(spawnInfo[0],spawnInfo[1])
func checkIfRoomFits(roomDataInput: RoomData,door: DoorPosition,spawnDoorIndex: int) -> bool:
var roomData: RoomData = roomDataInput.duplicateRoom()
var spawnInfo: Array = putRoomAtDoor(roomData,door,spawnDoorIndex)
if checkOverlapArrays2D(levelGrid,spawnInfo[0].roomGrid,spawnInfo[1]):
return false
else:
return true
#Debug Functions
func printLevelGrid() -> void:
for x in levelGrid.size():
for y in levelGrid[x].size():
if levelGrid[x][y].spaceTaken:
debugCubeAtPos(Vector2(x,y))
func debugCubeAtPos(pos: Vector2):
var debugCube: PackedScene = preload("res://test/debugCube.tscn")
addObject(debugCube,self,Vector3(pos.x+0.5,0,pos.y+0.5))

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cub0eem47ktoj"
path="res://.godot/imported/Astroid.png-61b3d1f1c9788d7a24adef66ed4ac92c.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/2D/SteeringMinigame/Astroid.png"
dest_files=["res://.godot/imported/Astroid.png-61b3d1f1c9788d7a24adef66ed4ac92c.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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extends Control
class_name Main
var paused = false
@onready var start_btn = $Mainmenu/Menu/MarginContainer/VBoxContainer/HBoxContainer4/VBoxContainer3/Start
@onready var disconnect_btn = $Mainmenu/Menu/MarginContainer/VBoxContainer/HBoxContainer4/VBoxContainer3/Disconnect
@onready var name_edit = $Mainmenu/Menu/MarginContainer/VBoxContainer/HBoxContainer4/VBoxContainer2/NameEdit
@onready var disconnectDialog = $Dialogs/DisconnectDialog
@onready var mapsParent: Node3D = $Maps
@onready var playersParent: Node3D = $Players
var peer = WebSocketMultiplayerPeer.new()
var lobby: PackedScene = preload("res://Maps/Lobby/Lobby.tscn")
var player: PackedScene = preload("res://actors/Player/player_character.tscn")
var mic_capture : AudioEffectOpusChunked
var audio_stats : Dictionary[int, Array]# id->[last_number, packetsreceived, packetslost]
var packets_sent: int = 0
func _init():
peer.supported_protocols = ["ludus"]
Steamworks.initialize()
func _ready():
var mic_bus = AudioServer.get_bus_index("Mic")
mic_capture = AudioServer.get_bus_effect(mic_bus, 0)
await Multiplayer.noray_connected
multiplayer.peer_connected.connect(peer_connected)
multiplayer.peer_disconnected.connect(peer_disconnected)
multiplayer.server_disconnected.connect(close_network)
multiplayer.connection_failed.connect(close_network)
multiplayer.connected_to_server.connect(connected)
# Set the player name according to the system username. Fallback to the path.
if Steamworks.is_initiallized:
get_tree().auto_accept_quit = false
Steamworks.create_lobby()
name_edit.text = Steam.getPersonaName()
enableMultiplayer()
elif false: #TODO: Set text to saved value
name_edit.text = ""
else:
name_edit.text = "Spacebots Player"
func _process(_delta: float):
if Input.is_action_just_pressed("pause") and playersParent.get_child_count() > 0 and %Settingsmenu.visible == false:
if not paused:
get_tree().paused = true
%Pausemenu.show()
%Pausemenu.grab_focus() #TODO: fix
$Hud.hide()
Input.mouse_mode = Input.MOUSE_MODE_CONFINED
else:
get_tree().paused = false
$Hud.show()
%Pausemenu.hide()
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
paused = !paused
if !mic_capture or Multiplayer.playerDict.is_empty():
return
while mic_capture.chunk_available():
var seq_num : PackedByteArray = PackedByteArray()
seq_num.resize(8)
seq_num.encode_u64(0,packets_sent+1)
var packet = mic_capture.read_opus_packet(seq_num)
mic_capture.drop_chunk()
if multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
_voice_packet_received.rpc(packet)
packets_sent += 1
if (packets_sent % 100) == 0:
print("Packets sent: ", packets_sent, " from id ", multiplayer.get_unique_id())
func enableMultiplayer() -> void:
$/root/Main/Mainmenu/Menu/MarginContainer/VBoxContainer/HBoxContainer/VBoxMultiplayerDisabled.hide()
$/root/Main/Mainmenu/Menu/MarginContainer/VBoxContainer/HBoxContainer/VBoxLobbylist.show()
func start_game():
$Mainmenu.hide()
start_btn.disabled = true
disconnect_btn.show()
$Hud.show()
func getMapLogicRef() -> MapLogic:
return mapsParent.get_child(0)
@rpc("authority","call_local","reliable")
func changeMap(newMap: PackedScene) -> void:
if mapsParent.get_child_count():
if getMapLogicRef().is_connected(StringName("missionLost"),missionLost):
getMapLogicRef().disconnect(StringName("missionLost"),missionLost)
mapsParent.get_child(0).queue_free()
var map = newMap.instantiate()
mapsParent.add_child(map)
Multiplayer.setCurrentMapLogic(getMapLogicRef())
await getMapLogicRef().tree_exited
getMapLogicRef().missionLost.connect(missionLost)
func initiatePlayerPosition(position: Vector3) -> void:
for player in Multiplayer.alivePlayerDict.values():
if player.is_multiplayer_authority():
player.position = position
func missionLost() -> void:
changeMap(lobby)
func stop_game():
start_btn.disabled = false
disconnect_btn.hide()
$Mainmenu.show()
Input.mouse_mode = Input.MOUSE_MODE_CONFINED
#Steamworks.stop()
var currentMaps = mapsParent.get_children()
for child in currentMaps:
child.queue_free()
var players = playersParent.get_children()
for child in players:
child.queue_free()
func close_network():
peer.close()
stop_game()
disconnectDialog.popup_centered()
disconnectDialog.get_ok_button().grab_focus()
multiplayer.multiplayer_peer = null
Multiplayer.is_host = false
func connected():
if Multiplayer.is_host == false:
add_player.rpc_id(1, multiplayer.get_unique_id())
#Steamworks.set_player_name.rpc(name_edit.text)
func peer_connected(_id):
pass
#Steamworks.on_peer_add(id)
func peer_disconnected(id):
print("Disconnected %d" % id)
#Steamworks.on_peer_del(id)
remove_player.rpc_id(1,)
func on_Start_pressed():
Multiplayer.host()
start_game()
changeMap(lobby)
add_player(multiplayer.get_unique_id())
func on_Disconnect_pressed():
close_network()
func on_Connect(norayid: String):
start_btn.disabled = true
start_game()
Multiplayer.join(norayid)
@rpc("any_peer")
func add_player(id):
var player_instance: CharacterBody3D = player.instantiate()
player_instance.name = str(id)
playersParent.add_child(player_instance)
@rpc("any_peer")
func remove_player(id):
if playersParent.get_node(str(id)):
playersParent.get_node(str(id)).queue_free()
@rpc("any_peer", "unreliable")
func _voice_packet_received(packet: PackedByteArray):
var sender_id = multiplayer.get_remote_sender_id()
var sender_stats = audio_stats.get(sender_id, [0,0,0])
if (sender_stats[0]+1 != packet.decode_u32(0)):
sender_stats[2]+=1
sender_stats[0]=packet.decode_u64(0)
sender_stats[1]+=1
audio_stats.set(sender_id, sender_stats)
if (sender_stats[1] % 100) == 0:
print("Packets received: ", sender_stats[1], " from id ", sender_id, " Lossrate: ", sender_stats[2], "/", sender_stats[1], "(" , str(100*(sender_stats[2]/sender_stats[1])), "%)")
var VoiceChatPlayerOutputNode: AudioStreamPlayer3D = Multiplayer.playerDict.get(sender_id).get_node("VoiceChat")
var OpusStream : AudioStreamOpusChunked = VoiceChatPlayerOutputNode.stream;
OpusStream.push_opus_packet(packet, 8, 0)