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extends Node2D
@export var width: int = 40
@export var height: int = 40
@export var min_dim: int = 5
var min_room_size: int = min_dim * min_dim
var rects: Array[Vector4i] = []
class BSPNode:
var min_dims: Vector2i
var max_dims: Vector2i
var left: BSPNode
var right: BSPNode
func _init(p_min_dims: Vector2i, p_max_dims: Vector2i, p_left: BSPNode, p_right: BSPNode):
min_dims = p_min_dims
max_dims = p_max_dims
left = p_left
right = p_right
func generate_level(axis: int, min_space: Vector2i, max_space: Vector2i, depth: int = 0) -> BSPNode:
var dims = max_space - min_space
if dims[axis] / 2 < min_dim:
#rects.append(Vector4i(min_space.x, min_space.y, max_space.x, max_space.y))
return null
var new_axis = (axis + 1) % 2
# 10% we stop here and just create a big room
if (depth > 2 and randi_range(0, 9) == 0) \
or dims.x * dims.y <= min_dim * min_dim \
or dims[new_axis] / 2 < min_dim:
rects.append(Vector4i(min_space.x, min_space.y, max_space.x, max_space.y))
return BSPNode.new(min_space, max_space, null, null)
# Calculate min and max ranges so that a split
# doesn't create a room that violates min dimensions
var min_value = min_space[axis] + min_dim
var max_value = max_space[axis] - min_dim
var split = randi_range(min_value, max_value)
print("Spliting axis ", axis, " at ", split)
var left_min_space = min_space
var left_max_space = max_space
left_max_space[axis] = split
var left = generate_level(new_axis, left_min_space, left_max_space, depth + 1)
var right_min_space = min_space
right_min_space[axis] = split
var right_max_space = max_space
var right = generate_level(new_axis, right_min_space, right_max_space, depth + 1)
assert((left == null and right == null) or (left != null and right != null))
if left == null and right == null:
rects.append(Vector4i(min_space.x, min_space.y, max_space.x, max_space.y))
return BSPNode.new(min_space, max_space, left, right)
func _ready() -> void:
var starting_axis = randi_range(0, 1)
var min_space = Vector2i(0, 0)
var max_space = Vector2i(width, height)
var map = generate_level(starting_axis, min_space, max_space)
func _draw():
var mult = 1
for rect in rects:
var pos1 = 5*Vector2i(rect.x, rect.y)
var pos2 = 5*Vector2i(rect.z, rect.w)
var dims = pos2 - pos1
draw_rect(Rect2(pos1, dims), mult*Color(0.01, 0.01, 0.01))
draw_line(pos1, Vector2i(pos1.x, pos2.y), Color(0, 1, 0))
draw_line(Vector2i(pos1.x, pos2.y), pos2, Color(0, 1, 0))
draw_line(pos2, Vector2i(pos2.x, pos1.y), Color(0, 1, 0))
draw_line(Vector2i(pos2.x, pos1.y), pos1, Color(0, 1, 0))
mult += 2
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