| extends Node3D |
|
|
| @onready var islands = $Islands |
| @onready var mines = $Mines |
| @onready var chests = $Chests |
|
|
| @export var n_islands := 100 |
| @export var n_chests := 100 |
| @export var n_mines := 100 |
|
|
| @export var world_size := Rect2(-50, -50, 100, 100) |
| @export var spawn_zone := Rect2(-5, -5, 10, 10) |
|
|
| var island_scenes = [preload("res://islands.tscn")] |
| var chest_scenes = [preload("res://chest.tscn")] |
| var mine_scenes = [preload("res://mine.tscn")] |
|
|
| var bbs : Array[Rect2]= [] |
| # Called when the node enters the scene tree for the first time. |
| func _ready(): |
| randomize() |
| spawn_world() |
| $Player.reset_signal.connect(spawn_world) |
|
|
|
|
| func spawn_world(): |
| bbs.clear() |
| bbs.append(spawn_zone) |
| spawn_islands() |
| spawn_chests() |
| spawn_mines() |
| |
| |
| func bb_overlaps(rect: Rect2, border:float)->bool: |
| var expanded_rect = rect.grow(border) |
| for bb in bbs: |
| if bb.intersects(expanded_rect): |
| return true |
| |
| return false |
|
|
|
|
| func find_valid_position(aabb, border:float) -> Vector2: |
| var x_pos = randf_range(world_size.position.x, world_size.end.x) |
| var z_pos = randf_range(world_size.position.y, world_size.end.y) |
| var aabb2d = Rect2(Vector2(aabb.position.x+x_pos, aabb.position.z+z_pos), Vector2(aabb.size.x, aabb.size.z)) |
|
|
| while bb_overlaps(aabb2d, border): # change to n_tries |
| x_pos = randf_range(world_size.position.x, world_size.end.x) |
| z_pos = randf_range(world_size.position.y, world_size.end.y) |
| aabb2d = Rect2(Vector2(aabb.position.x+x_pos, aabb.position.z+z_pos), Vector2(aabb.size.x, aabb.size.z)) |
| |
| return Vector2(aabb.position.x+x_pos, aabb.position.z+z_pos) |
| |
| func spawn_scene(scene, border:float): |
| var instance = scene.instantiate() |
| var aabb = instance.get_mesh_aabb() |
| var spawn_position = find_valid_position(aabb,border) |
| var aabb2d = Rect2(spawn_position, Vector2(aabb.size.x, aabb.size.z)) |
| |
| bbs.append(aabb2d) |
| instance.position = Vector3(spawn_position.x, 0.0, spawn_position.y) |
| |
| instance.rotate_y(randf_range(0,2*PI)) |
| |
| return instance |
|
|
|
|
| func clear_and_spawn(parent, scenes: Array, count, border: float=5.0): |
| for child in parent.get_children(): |
| child.queue_free() |
|
|
| for i in count: |
| var scene = scenes.pick_random() |
| var instance = spawn_scene(scene, border) |
| parent.add_child(instance) |
| instance.set_owner(get_tree().edited_scene_root) |
|
|
| func spawn_islands(): |
| clear_and_spawn(islands, island_scenes, n_islands, 10.0) |
| |
| func spawn_chests(): |
| clear_and_spawn(chests, chest_scenes, n_chests) |
| |
| func spawn_mines(): |
| clear_and_spawn(mines, mine_scenes, n_mines) |
| |
| |
|
|