91 lines
2.3 KiB
GDScript
91 lines
2.3 KiB
GDScript
extends Node3D
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@export var dimension: int = 5
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@export var path_count: int = 5
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func dir_to_vector(dir: int) -> Vector2i:
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assert(dir >= 0 and dir <= 3)
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var polarity = dir % 2 # 0: negative, 1: positive
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var axis = floor(dir / 2) # 0: vertical, 1: horizontal
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return Vector2i(
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axis * (polarity * 2 - 1),
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(1 - axis) * (polarity * 2 -1),
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)
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func vector_to_dir(vec: Vector2i) -> int:
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assert(vec.length() == 1)
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if vec == Vector2i(0, -1):
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return 0
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elif vec == Vector2i(0, 1):
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return 1
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elif vec == Vector2i(-1, 0):
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return 2
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elif vec == Vector2i(1, 0):
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return 3
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assert(false)
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return -1
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func _ready() -> void:
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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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$Pedestrian.position.x = station.x * 100
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$Pedestrian.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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station,
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Vector2i(station.x, station.y + 1),
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]
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while true: # Decide each of the steps
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var last_pos = path.slice(-1)[0]
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var next_dir = dir_to_vector(randi() % 3 + 1) # cannot go up
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var next_pos = (last_pos + next_dir).clampi(0,dimension-1)
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if next_pos in path:
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# Invalid path, try again
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continue
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path.append(next_pos)
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if next_pos == spawn or next_pos.y == dimension-1:
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# End of path
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break
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paths.append(path)
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var chunk_scn = preload("res://chunk.tscn")
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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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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 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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pass
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