Fix save and load.

This commit is contained in:
leca 2024-06-03 02:26:23 +03:00
parent 280318b8d3
commit af0eb67a65
5 changed files with 27 additions and 30 deletions

View File

@ -15,20 +15,16 @@ func _ready():
add_child(start_tile); add_child(start_tile);
pass pass
#func _process(delta): func _physics_process(delta):
#mark_free_tiles() mark_free_tiles()
func mark_free_tiles(): func mark_free_tiles():
var tiles = get_children() var tiles = get_children()
var available = []
for tile in tiles: for tile in tiles:
tile.update_tile() tile.update_tile()
if tile.tile_type == TileType.Empty: continue if tile.tile_type == TileType.Empty: continue
var free_dirs = tile.get_free_dirs_around() var free_dirs = tile.get_free_dirs_around()
for dir in free_dirs: for dir in free_dirs:
var free_tile = tile_exemplar.instantiate()
free_tile.tile_type = TileType.Empty
free_tile.add_to_group("Persistent")
add_child(free_tile)
var pos: Vector3 = tile.position var pos: Vector3 = tile.position
match dir: match dir:
"north": "north":
@ -39,7 +35,12 @@ func mark_free_tiles():
pos.z -= 10 pos.z -= 10
"east": "east":
pos.z += 10 pos.z += 10
if (available.has(pos)): continue
var free_tile = tile_exemplar.instantiate()
free_tile.tile_type = TileType.Empty
free_tile.add_to_group("Persistent")
add_child(free_tile)
free_tile.position = pos; free_tile.position = pos;
available.push_back(pos)
free_tile.update_tile() free_tile.update_tile()
#print("Created on " + str(pos) + " by " + str(tile.position))
#tiles = get_children()

View File

@ -52,7 +52,7 @@ func _physics_process(delta):
if Input.is_action_just_pressed("LMC") and eye_raycast.is_colliding() and !get_node("UI/ingame_menu").visible: if Input.is_action_just_pressed("LMC") and eye_raycast.is_colliding() and !get_node("UI/ingame_menu").visible:
var target = eye_raycast.get_collider() var target = eye_raycast.get_collider()
if "TileType" in target: if "TileType" in target:
earth.mark_free_tiles() #earth.mark_free_tiles()
target.tile_type = creating_tile_type target.tile_type = creating_tile_type
target.update_tile() target.update_tile()
earth.mark_free_tiles() earth.mark_free_tiles()

View File

@ -7,12 +7,6 @@ enum TileType {
} }
@export var tile_type: TileType = TileType.Empty; @export var tile_type: TileType = TileType.Empty;
var free_sides = {
"north": false,
"south": false,
"west": false,
"east": false,
}
func update_tile(): func update_tile():
var children = find_children("*tile"); var children = find_children("*tile");
@ -25,7 +19,9 @@ func update_tile():
func _ready(): func _ready():
update_tile() update_tile()
func _physics_process(delta): func get_free_dirs_around():
var free_tiles_around = []
var space_state = get_world_3d().direct_space_state var space_state = get_world_3d().direct_space_state
var query_north = PhysicsRayQueryParameters3D.create(self.position + Vector3(0, 2.5, 0), self.position + Vector3(10, 2.5, 0)) var query_north = PhysicsRayQueryParameters3D.create(self.position + Vector3(0, 2.5, 0), self.position + Vector3(10, 2.5, 0))
@ -37,18 +33,12 @@ func _physics_process(delta):
var result_south = space_state.intersect_ray(query_south) var result_south = space_state.intersect_ray(query_south)
var result_west = space_state.intersect_ray(query_west) var result_west = space_state.intersect_ray(query_west)
var result_east = space_state.intersect_ray(query_east) var result_east = space_state.intersect_ray(query_east)
free_sides = {
"north": result_north == {},
"south": result_south == {},
"west": result_west == {},
"east": result_east == {}
}
func get_free_dirs_around(): if !result_north: free_tiles_around.push_back("north")
var free_tiles_around = [] if !result_south: free_tiles_around.push_back("south")
for side in free_sides.keys(): if !result_west: free_tiles_around.push_back("west")
if free_sides[side]: if !result_east: free_tiles_around.push_back("east")
free_tiles_around.push_back(side)
return free_tiles_around return free_tiles_around

View File

@ -101,7 +101,6 @@ func load_world(save_name):
continue continue
new_object.set(i, node_data[i]) new_object.set(i, node_data[i])
new_object.update_tile() new_object.update_tile()
#get_tree().root.get_node("world/Earth").mark_free_tiles()
#await get_tree().create_timer(1).timeout #await get_tree().create_timer(1).timeout

9
todo
View File

@ -1,2 +1,9 @@
Починить кривую загрузку мира, в результате которой плюсики по всему миру
Упростить устройство тайла, сделать единственную модель со сменяемым через скрипт материалом Упростить устройство тайла, сделать единственную модель со сменяемым через скрипт материалом
Создать следующие типы тайлов:
* Лес
* Озеро
* Море (Будут отличаться глубиной и чуть-чуть цветом)
* Река (возможно)
* Горы
* Пустыни
Создать первый прототип людей и поселений