feat: Proper exit onning algo
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parent
54d1a90e3e
commit
7c36377c25
3
chunk.gd
3
chunk.gd
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@ -1,7 +1,7 @@
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extends Node3D
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var exits: Array = [false, true, true, false]
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var exits: Array = [false, false, false, false]
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func _ready() -> void:
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@ -17,7 +17,6 @@ func _ready() -> void:
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func update() -> void:
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var i = 0
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exits = [true, false, true, false]
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for exit in exits:
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if not exit:
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i += 1
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66
level.gd
66
level.gd
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@ -26,20 +26,13 @@ func vector_to_dir(vec: Vector2i) -> int:
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return -1
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func _ready() -> void:
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randomize()
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var chunks: Array
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# Populate the array with [dimension(x)][dimension(y)]bool
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for x in range(dimension):
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var row: Array
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for y in range(dimension):
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row.append(false)
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chunks.append(row)
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# Decide position of station & spawn
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var station = Vector2i(randi() % dimension, 0)
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var spawn = Vector2i(dimension - station.x - 1, dimension - 1)
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$Player.position.x = station.x * 100
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$Player.position.z = station.y * 100
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var paths: Array = []
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for path_idx in range(path_count):
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var path: Array[Vector2i] = [
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@ -64,41 +57,30 @@ func _ready() -> void:
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paths.append(path)
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for path in paths:
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for cell in path:
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chunks[cell.x][cell.y] = true
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var chunk_scn = preload("res://chunk.tscn")
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for rowi in range(dimension):
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for coli in range(dimension):
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var chunk_inst = chunk_scn.instantiate()
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chunk_inst.position = Vector3(
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# TODO: Don't set the size by hand, get it from chunk
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rowi * 101,
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0,
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coli * 101,
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)
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var chunks: Array
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# Populate the array with [dimension(x)][dimension(y)]instance
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for x in range(dimension):
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var row: Array
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for y in range(dimension):
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var new_chunk = chunk_scn.instantiate()
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new_chunk.position = Vector3(x * 101, 0, y * 101)
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row.append(new_chunk)
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add_child(new_chunk)
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chunks.append(row)
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#chunk_inst.get_node("n").position.y = -10
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#chunk_inst.get_node("s").position.y = -10
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#chunk_inst.get_node("w").position.y = -10
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#chunk_inst.get_node("e").position.y = -10
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for path in paths:
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for i in range(path.size()):
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var curr = path[i]
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var next = path.get(i+1)
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for path in paths:
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for i in range(path.size()):
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var curr = path[i]
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var next = path[i+1] if i+1 < path.size() else null
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if rowi != curr.x or coli != curr.y or not next:
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continue
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var dir = vector_to_dir(next - curr)
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print(next-curr, dir)
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chunk_inst.exits[dir] = true
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chunk_inst.update()
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add_child(chunk_inst)
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if next:
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var revdir = vector_to_dir(curr - next)
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chunks[next.x][next.y].exits[revdir] = true
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chunks[next.x][next.y].update()
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var dir = vector_to_dir(next - curr)
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chunks[curr.x][curr.y].exits[dir] = true
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chunks[curr.x][curr.y].update()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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@ -36,7 +36,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -11.874296, 3.5, -11.78)
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mesh = SubResource("BoxMesh_oi3di")
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[node name="Camera3D" type="Camera3D" parent="." unique_id=2083164402]
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 24.337463, 0)
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 440.23715, 0)
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current = true
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fov = 55.0
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script = ExtResource("2_vonw3")
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