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