diff options
author | Lucas Fryzek <lucas.fryzek@fryzekconcepts.com> | 2024-09-29 23:04:54 +0100 |
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committer | Lucas Fryzek <lucas.fryzek@fryzekconcepts.com> | 2024-09-29 23:04:54 +0100 |
commit | e668733042757942c0719a3c5966796b1032ba93 (patch) | |
tree | ab40716f1c7d4a1c3e3efb6bd8200b91377b07ec /scripts/bsp_level_generator.gd | |
parent | a10570d865106dcaf1037979cad1788da03e989d (diff) |
bsp_level_generator: Add more tiles & move tile logic to level gen
Move more of the tile generation logic like player starting pos, level
exit, enemy location, etc to bsp_level_generation and have
dungeon_manager just place nodes based on whats in the grid.
Diffstat (limited to 'scripts/bsp_level_generator.gd')
-rw-r--r-- | scripts/bsp_level_generator.gd | 53 |
1 files changed, 51 insertions, 2 deletions
diff --git a/scripts/bsp_level_generator.gd b/scripts/bsp_level_generator.gd index 0f38b96..543eb1d 100644 --- a/scripts/bsp_level_generator.gd +++ b/scripts/bsp_level_generator.gd @@ -133,8 +133,8 @@ func generate_grid(map: BSPNode, grid: Array[Tile.Tile]) -> void: func get_tile(grid: Array[Tile.Tile], pos: Vector2i) -> Tile.Tile: return grid[pos.y * grid_width + pos.x] - -func populate_grid(grid: Array[Tile.Tile]) -> void: + +func place_lockers(grid: Array[Tile.Tile]) -> void: for room in rooms: var num_lockers = randi_range(0, 2) print("Generating ", num_lockers, "Lockers") @@ -153,6 +153,55 @@ func populate_grid(grid: Array[Tile.Tile]) -> void: and get_tile(grid, pos + Vector2i(0, -1)) != Tile.Tile.DOOR: grid[pos.y * grid_width + pos.x] = Tile.Tile.LOCKER found = true + +func place_player(grid: Array[Tile.Tile]) -> Rect2i: + var player_room: Rect2i = rooms.pick_random() + var player_pos = Vector2i(player_room.position.x + player_room.size.x / 2, player_room.position.y + player_room.size.y / 2) + + grid[player_pos.y * grid_width + player_pos.x] = Tile.Tile.PLAYER + return player_room + +func place_enemies(grid: Array[Tile.Tile], player_room: Rect2i) -> void: + var num_enemies = randi_range(4, 10) + + for i in range(num_enemies): + var found_pos = false + while not found_pos: + var room: Rect2i = rooms.pick_random() + if room == player_room: + continue + + var pos = Vector2i(randi_range(room.position.x, room.end.x - 1), randi_range(room.position.y, room.end.y - 1)) + if grid[pos.y * grid_width + pos.x] == Tile.Tile.FLOOR: + grid[pos.y * grid_width + pos.x] = Tile.Tile.ENEMY + found_pos = true + +func place_exit(grid: Array[Tile.Tile], player_room: Rect2i) -> void: + var found_pos = false + + while not found_pos: + var room: Rect2i = rooms.pick_random() + if room == player_room: + continue + + var pos = Vector2i(randi_range(room.position.x, room.end.x - 1), randi_range(room.position.y, room.end.y - 1)) + var left = pos + Vector2i.LEFT + var right = pos + Vector2i.RIGHT + var up = pos + Vector2i.UP + var down = pos + Vector2i.DOWN + if grid[pos.y * grid_width + pos.x] == Tile.Tile.FLOOR \ + and grid[left.y * grid_width + left.x] == Tile.Tile.FLOOR \ + and grid[right.y * grid_width + right.x] == Tile.Tile.FLOOR \ + and grid[up.y * grid_width + up.x] == Tile.Tile.FLOOR \ + and grid[down.y * grid_width + down.x] == Tile.Tile.FLOOR: + grid[pos.y * grid_width + pos.x] = Tile.Tile.PORTAL + found_pos = true + +func populate_grid(grid: Array[Tile.Tile]) -> void: + place_lockers(grid) + var player_room = place_player(grid) + place_exit(grid, player_room) + place_enemies(grid, player_room) func generate_plane(array: Array, pos: Vector3, dim: Array[Vector3], normal: Vector3) -> void: var index = len(array[Mesh.ARRAY_VERTEX]) |