valencia-rail-rush/level.gd

127 lines
3.8 KiB
GDScript

extends Node3D
@export var dimension: int = 5
@export var path_count: int = 5
@export var ped_spawn_rate: int = 20
var pedestrian_scn = preload("res://pedestrian.tscn")
var chunk_scn = preload("res://chunk.tscn")
var station_scn = preload("res://station.tscn")
var spawn_scn = preload("res://spawn.tscn")
func dir_to_vector(dir: int) -> Vector2i:
assert(dir >= 0 and dir <= 3)
var polarity = dir % 2 # 0: negative, 1: positive
var axis = floor(dir / 2) # 0: vertical, 1: horizontal
return Vector2i(
axis * (polarity * 2 - 1),
(1 - axis) * (polarity * 2 -1),
)
func vector_to_dir(vec: Vector2i) -> int:
assert(vec.length() == 1)
if vec == Vector2i(0, -1):
return 0
elif vec == Vector2i(0, 1):
return 1
elif vec == Vector2i(-1, 0):
return 2
elif vec == Vector2i(1, 0):
return 3
assert(false)
return -1
func _ready() -> void:
# ---- Decide position of Spawn & Station ----
var station = Vector2i(randi() % dimension, 0)
var spawn = Vector2i(dimension - station.x - 1, dimension - 1)
$Player.position.x = spawn.x * Global.chunk_size
$Player.position.z = spawn.y * Global.chunk_size
# ---- Generate the paths ----
var paths: Array = []
for path_idx in range(path_count):
# Station's and the chunk below are always the same.
var path: Array[Vector2i] = [
station,
Vector2i(station.x, station.y + 1),
]
while true: # Decide each of the steps
var last_pos = path.slice(-1)[0]
var next_dir = dir_to_vector(randi() % 3 + 1) # cannot go up
var next_pos = (last_pos + next_dir).clampi(0,dimension-1)
if next_pos in path: # Invalid path, try again
continue
path.append(next_pos)
if next_pos == spawn or next_pos.y == dimension-1: # End of path
break
paths.append(path)
# ---- Instantiate chunks, station & spawn ----
var chunks: Array # Array[int(x)][int(y)][station_scn|chunk_scn|spawn_scn]
for x in range(dimension):
var row: Array
for y in range(dimension):
var new_chunk = null
if Vector2i(x,y) == station:
new_chunk = station_scn.instantiate()
elif Vector2i(x,y) == spawn:
new_chunk = spawn_scn.instantiate()
else:
new_chunk = chunk_scn.instantiate()
new_chunk.position = Vector3(x * Global.chunk_size+1, 0, y * Global.chunk_size+1)
row.append(new_chunk)
add_child(new_chunk)
chunks.append(row)
# ---- Set exits based on paths ----
for path in paths:
for i in range(path.size()):
var curr = path[i]
var next = path[i+1] if i+1 < path.size() else null
var curr_chunk = chunks[curr.x][curr.y]
var next_chunk = chunks[next.x][next.y] if next else null
if not next_chunk or next_chunk.scene_file_path != "res://chunk.tscn":
continue
var revdir = vector_to_dir(curr - next)
next_chunk.exits[revdir] = true
next_chunk.update()
if curr_chunk.scene_file_path == "res://chunk.tscn":
var dir = vector_to_dir(next - curr)
curr_chunk.exits[dir] = true
curr_chunk.update()
# ---- Open all bottom exits ----
for x in range(dimension):
var chunk = chunks[x][dimension-1]
if chunk.scene_file_path != "res://chunk.tscn":
continue
if x > 0:
chunk.exits[2] = true
if x < dimension-1:
chunk.exits[3] = true
chunk.update()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
var spawn_radius = $Player/SpawnArea/Collision.shape.radius + randf_range(-5, 5)
var rand_unit_vec = Vector3.RIGHT.rotated(Vector3.UP, randf() * TAU)
var ped_pos = $Player.position + rand_unit_vec * spawn_radius
if (randi() % ped_spawn_rate == 0):
print("Pedestrian at ", ped_pos)
var new_ped = pedestrian_scn.instantiate()
add_child(new_ped)
new_ped.position = ped_pos