perlin based 2D tilemap

This commit is contained in:
Crizomb 2025-04-01 06:01:01 +02:00
parent cf7ad3446b
commit ce1d74eada
5 changed files with 90 additions and 6 deletions

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@ -0,0 +1,15 @@
extends Resource
class_name MapRessource
@export_group("Tiles value upper thresold")
@export var DeepWater := 0.3
@export var Water := 0.4
@export var Sand := 0.45
@export var Grass := 0.6
@export var Soil := 0.65
@export var Mountain := 0.75
@export var HighMountain := 0.9
@export_group("Noise Texture")
@export var NoiseTexture : NoiseTexture2D

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uid://h0kr2evnkuj6

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@ -0,0 +1,25 @@
[gd_resource type="Resource" script_class="MapRessource" load_steps=4 format=3 uid="uid://cfsgo1yb4mwis"]
[ext_resource type="Script" uid="uid://h0kr2evnkuj6" path="res://noisebased/2D/map_ressource.gd" id="1_2yrfc"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_2yrfc"]
seed = 57
frequency = 0.0021
offset = Vector3(-190, 360.45, 0)
fractal_lacunarity = 2.05
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_2yrfc"]
width = 2048
height = 1024
noise = SubResource("FastNoiseLite_2yrfc")
[resource]
script = ExtResource("1_2yrfc")
DeepWater = 0.4
Water = 0.5
Sand = 0.55
Grass = 0.65
Soil = 0.7
Mountain = 0.75
HighMountain = 0.8
NoiseTexture = SubResource("NoiseTexture2D_2yrfc")

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@ -5,12 +5,52 @@ extends TileMapLayer
# Definir les variables
# ---------------------
# largeur, longeur de la map
@export var WIDTH : int
@export var HEIGHT : int
@export var Map : MapRessource # Non-natif, voir map_ressource.gd et map_ressource.tres
# Les boutons
@export_tool_button("All") var all_action = generate_map
@export_tool_button("Generate map") var generate_action = generate_map
func get_tile_mean(world_coords : Vector2i) -> float:
var height_mean := 0.0
for dx in range(tile_set.tile_size.x):
for dy in range(tile_set.tile_size.y):
height_mean += Map.NoiseTexture.noise.get_noise_2d(world_coords.x+dx, world_coords.y+dy)
#print(height_mean)
height_mean = height_mean / (tile_set.tile_size.x * tile_set.tile_size.y)
height_mean = (height_mean + 1) / 2
#print(height_mean)
return height_mean
func place_cell_from_height(coords : Vector2i, height : float) -> void:
if height < Map.DeepWater:
# Le 3 eme parametre de set_cell (atlas_coords) est un identificateur de la tile qu'on met
# 0, 0 et la tile en haut a gauche (coresspond a la tile bleu fonce de SpriteSheet.png)
set_cell(coords, 0, Vector2i(0, 0))
elif height < Map.Water:
set_cell(coords, 0, Vector2i(1, 0))
elif height < Map.Sand:
set_cell(coords, 0, Vector2i(2, 0))
elif height < Map.Grass:
set_cell(coords, 0, Vector2i(3, 0))
elif height < Map.Soil:
set_cell(coords, 0, Vector2i(4, 0))
elif height < Map.Mountain:
set_cell(coords, 0, Vector2i(5, 0))
elif height < Map.HighMountain:
set_cell(coords, 0, Vector2i(6, 0))
else:
set_cell(coords, 0, Vector2i(7, 0)) # Neige
func generate_map():
return
clear()
var nb_tile_x = Map.NoiseTexture.width / tile_set.tile_size.x
var nb_tile_y = Map.NoiseTexture.height / tile_set.tile_size.y
for tx in range(0, nb_tile_x):
for ty in range(0, nb_tile_y):
var world_coords = Vector2i(tx, ty) * tile_set.tile_size # Multiplication component par component
var tiles_coords = Vector2i(tx, ty)
place_cell_from_height(tiles_coords, get_tile_mean(world_coords))