Made buildings spawn randomly
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parent
11bd9d46fd
commit
0dbdca8efb
6 changed files with 25 additions and 21 deletions
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@ -1,16 +1,17 @@
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class_name Building extends Node2D
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var location : Vector2i # x is the angle, y is the height in the grid
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var dimension : Vector2i = Vector2.ONE # same as above
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var dimension : Vector2i = Vector2(2, 1) # same as above
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@onready var grid : Grid = get_parent()
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# make sure location is set before adding a building to the scene tree
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# also make sure that the buildings are instantiated as children of the grid
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func _ready() -> void:
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assert(grid != null)
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var angle = location.x * TAU / grid.num_collumns; # currently assumes anchor is bottom left
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var height = grid.ground_radius + location.y * grid.cell_height;
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position = height * Vector2.from_angle(angle)
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print(angle, " ", height, " ", position)
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grid.buildings.append(self)
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func overlaps(other : Building):
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# heights don't overlap
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@ -20,7 +21,7 @@ func overlaps(other : Building):
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# angles overlap. We can now assume heights overlap
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var relative_other_loc = (other.location.x - location.x + grid.num_collumns) % grid.num_collumns
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if dimension.x > relative_other_loc: return true
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if relative_other_loc + other.dimension > grid.num_collumns: return true
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if relative_other_loc + other.dimension.x > grid.num_collumns: return true
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# If we get here, angles do not overlap
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return false
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@ -18,6 +18,6 @@ script = ExtResource("1_5j34s")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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self_modulate = Color(0.1764706, 0, 0.003921569, 0.003921569)
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material = SubResource("ShaderMaterial_qnfc1")
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scale = Vector2(7, 7)
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scale = Vector2(25, 25)
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texture = ExtResource("2_2yopf")
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script = ExtResource("4_qnfc1")
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1
building_generator.gd
Normal file
1
building_generator.gd
Normal file
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@ -0,0 +1 @@
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extends Node
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1
building_generator.gd.uid
Normal file
1
building_generator.gd.uid
Normal file
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@ -0,0 +1 @@
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uid://colvx6wq0e8n7
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29
grid.gd
29
grid.gd
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@ -20,27 +20,24 @@ func _draw() -> void:
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func add_building_to_collumn(building : Building, collumn : int):
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# find the height of the top building in the buildings list:
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building.location = Vector2(collumn, 0)
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var height = 0
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# TODO: support other dimensions for buildings
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building.location = Vector2(collumn, -1)
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var spot_clear : bool = false
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while(!spot_clear):
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building.location.y += 1
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spot_clear = true
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for other in buildings:
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if other.overlaps(building):
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spot_clear = false
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# add the new building one higher than the previous
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height += 1
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building.location = Vector2i(collumn, height);
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add_child(building)
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# for testing
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func _ready() -> void:
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var packed : PackedScene = preload("res://building.tscn")
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var test_building = packed.instantiate()
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test_building.location = Vector2(45, 0)
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add_child(test_building)
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test_building = packed.instantiate()
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test_building.location = Vector2(44, 0)
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add_child(test_building)
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test_building = packed.instantiate()
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test_building.location = Vector2(45, 1)
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add_child(test_building)
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for i in range(100):
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var test_building = packed.instantiate()
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var collumn = randi() % 60
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add_building_to_collumn(test_building, collumn)
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@ -1,8 +1,9 @@
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[gd_scene load_steps=4 format=3 uid="uid://cxo6bq26huau7"]
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[gd_scene load_steps=5 format=3 uid="uid://cxo6bq26huau7"]
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[ext_resource type="PackedScene" uid="uid://cmaovvr15b3qk" path="res://player.tscn" id="2_1bvp3"]
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[ext_resource type="PackedScene" uid="uid://chu67ci7sl488" path="res://ghost.tscn" id="3_h2yge"]
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[ext_resource type="PackedScene" uid="uid://jjoyj1ldafkf" path="res://earth.tscn" id="3_lquwl"]
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[ext_resource type="Script" uid="uid://colvx6wq0e8n7" path="res://building_generator.gd" id="4_1bvp3"]
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[node name="main" type="Node2D"]
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@ -14,3 +15,6 @@ scale = Vector2(3, 3)
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[node name="Ghost" parent="." instance=ExtResource("3_h2yge")]
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position = Vector2(0, -3200)
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[node name="Building Generator" type="Node" parent="."]
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script = ExtResource("4_1bvp3")
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