Chunk-based world generation

This commit is contained in:
ToasterPanic 2025-12-01 19:54:27 -05:00
parent 53e0e535f0
commit 1053468a71
2 changed files with 71 additions and 4 deletions

View file

@ -49,16 +49,18 @@ rotation_smoothing_speed = 15.0
shape = SubResource("CircleShape2D_lnu2h") shape = SubResource("CircleShape2D_lnu2h")
debug_color = Color(0.9686392, 0, 0.4696517, 0.41960785) debug_color = Color(0.9686392, 0, 0.4696517, 0.41960785)
[node name="Asteroid" parent="." instance=ExtResource("3_lnu2h")] [node name="Unloadables" type="Node2D" parent="."]
[node name="Asteroid" parent="Unloadables" instance=ExtResource("3_lnu2h")]
position = Vector2(-42, -173) position = Vector2(-42, -173)
[node name="Asteroid2" parent="." instance=ExtResource("3_lnu2h")] [node name="Asteroid2" parent="Unloadables" instance=ExtResource("3_lnu2h")]
position = Vector2(227, 37) position = Vector2(227, 37)
[node name="Asteroid3" parent="." instance=ExtResource("3_lnu2h")] [node name="Asteroid3" parent="Unloadables" instance=ExtResource("3_lnu2h")]
position = Vector2(-216, 134) position = Vector2(-216, 134)
[node name="Asteroid4" parent="." instance=ExtResource("3_lnu2h")] [node name="Asteroid4" parent="Unloadables" instance=ExtResource("3_lnu2h")]
position = Vector2(-192, -427) position = Vector2(-192, -427)
[node name="UI" type="CanvasLayer" parent="."] [node name="UI" type="CanvasLayer" parent="."]

View file

@ -1,4 +1,69 @@
extends Node2D extends Node2D
var chunk_tick_timer = 0
var chunks = {}
var chunk_process_distance = 6
var asteroid_scene = preload("res://scenes/asteroid.tscn")
func world_to_chunk(position: Vector2) -> Vector2:
return Vector2(floori(position.x / 1024), floori(position.y / 1024))
func chunk_to_world(position: Vector2) -> Vector2:
return Vector2(floori(position.x * 1024), floori(position.y * 1024))
func _process(delta: float) -> void: func _process(delta: float) -> void:
$UI/Control/BoostText.text = "BOOST: " + str($Player.boost) $UI/Control/BoostText.text = "BOOST: " + str($Player.boost)
chunk_tick_timer -= delta
if chunk_tick_timer < 0:
chunk_tick_timer = 1
var player_chunk = world_to_chunk($Player.position)
var valid_chunks = []
var x_mod = -chunk_process_distance
while x_mod <= chunk_process_distance:
var y_mod = -chunk_process_distance
while y_mod <= chunk_process_distance:
var chunk_position = Vector2(player_chunk.x - x_mod, player_chunk.y - y_mod)
valid_chunks.push_front(chunk_position)
if !chunks.has(chunk_position):
chunks[chunk_position] = {
"loaded": true,
"time_to_unload": 0,
}
var amount = 4
var i = 0
while i < amount:
var asteroid = asteroid_scene.instantiate()
asteroid.rotation = randf_range(-5.0, 5.0)
asteroid.position = chunk_to_world(chunk_position) + Vector2(randi_range(0, 1024), randi_range(0, 1024))
$Unloadables.add_child(asteroid)
i += 1
y_mod += 1
x_mod += 1
for n in chunks.keys():
if !valid_chunks.has(n):
chunks.erase(n)
for n in $Unloadables.get_children():
var n_pos = world_to_chunk(n.position)
if abs(n_pos.x - player_chunk.x) > chunk_process_distance:
n.queue_free()
elif abs(n_pos.y - player_chunk.y) > chunk_process_distance:
n.queue_free()