Created
May 11, 2020 12:08
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extends Node2D | |
onready var dirt_tilemap = $DirtTileMap | |
onready var wall_tilemap = $WallTileMap | |
var rng = RandomNumberGenerator.new() | |
var CellSize = Vector2(16, 16) | |
var width = 1024/CellSize.x | |
var height = 608/CellSize.y | |
var grid = [] | |
var walkers = [] | |
class Walker: | |
var dir: Vector2 | |
var pos: Vector2 | |
var max_iterations = 1000 | |
var walker_max_count = 3 | |
var walker_spawn_chance = 0.25 | |
var walker_direction_chance = 0.5 | |
var fill_percent = 0.3 | |
var walker_destroy_chance = 0.2 | |
var Tiles = { | |
"empty": -1, | |
"wall": 0, | |
"floor": 1 | |
} | |
func _init_walkers(): | |
walkers = [] | |
var walker = Walker.new() | |
walker.dir = GetRandomDirection() | |
walker.pos = Vector2(width/2, height/2) | |
walkers.append(walker) | |
func _init_grid(): | |
grid = [] | |
for x in width: | |
grid.append([]) | |
for y in height: | |
grid[x].append(-1); | |
func GetRandomDirection(): | |
var directions = [[-1, 0], [1, 0], [0, 1], [0, -1]] | |
var direction = directions[rng.randi()%4] | |
return Vector2(direction[0], direction[1]) | |
func _create_random_path(): | |
var itr = 0 | |
var n_tiles = 0 | |
while itr < max_iterations: | |
# Change direction, with chance | |
for i in range(walkers.size()): | |
if rng.randf() < walker_direction_chance: | |
walkers[i].dir = GetRandomDirection() | |
# Random: Maybe destroy walker? | |
for i in range(walkers.size()): | |
if rng.randf() < walker_destroy_chance and walkers.size() > 1: | |
walkers.remove(i); | |
break; # Destroy only one walker per iteration | |
# Spawn new walkers, with chance | |
for i in range(walkers.size()): | |
if rng.randf() < walker_spawn_chance and walkers.size() < walker_max_count: | |
var walker = Walker.new() | |
walker.dir = GetRandomDirection() | |
walker.pos = walkers[i].pos | |
walkers.append(walker) | |
# Advance walkers | |
for i in range(walkers.size()): | |
if (walkers[i].pos.x + walkers[i].dir.x >= 0 and | |
walkers[i].pos.x + walkers[i].dir.x < width and | |
walkers[i].pos.y + walkers[i].dir.y >= 0 and | |
walkers[i].pos.y + walkers[i].dir.y < height): | |
walkers[i].pos += walkers[i].dir | |
if grid[walkers[i].pos.x][walkers[i].pos.y] == Tiles.empty: | |
grid[walkers[i].pos.x][walkers[i].pos.y] = Tiles.floor | |
n_tiles += 1 | |
if float(n_tiles)/float(width*height) >= fill_percent: | |
return | |
itr += 1 | |
func _spawn_tiles(): | |
for x in width: | |
for y in height: | |
match grid[x][y]: | |
Tiles.empty: | |
pass | |
Tiles.floor: | |
dirt_tilemap.set_cellv(Vector2(x, y), 0) | |
Tiles.wall: | |
pass | |
dirt_tilemap.update_bitmask_region() | |
wall_tilemap.update_bitmask_region() | |
func _clear_tilemaps(): | |
for x in width: | |
for y in height: | |
dirt_tilemap.clear() | |
wall_tilemap.clear() | |
func _ready(): | |
rng.randomize() | |
_init_walkers() | |
_init_grid() | |
_clear_tilemaps() | |
_create_random_path() | |
_spawn_tiles() | |
func _input(event): | |
if Input.is_key_pressed(KEY_SPACE): | |
_init_walkers() | |
_init_grid() | |
_clear_tilemaps() | |
_create_random_path() | |
_spawn_tiles() |
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