godot_rl_Ships / game.gd
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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)