extends Node3D # Demo_3D: renders multiple stacked levels of Brogue dungeons using GridMap. # Chasm cells are rendered as empty (no tile), so looking down through one # reveals the floor of the level below. # Must match src/gen/grid.h const T_NOTHING := 0 const T_FLOOR := 1 const T_WALL := 2 const T_DOOR := 3 const T_CORRIDOR := 4 const T_LIQUID := 5 const T_BRIDGE := 6 const T_STAIRS_UP := 7 const T_STAIRS_DOWN := 8 const L_NONE := 0 const L_WATER := 1 const L_LAVA := 2 const L_CHASM := 3 const L_BRIMSTONE := 4 # Match the tile IDs exposed by MeshLibraryBuilder. const TILE_FLOOR := 0 const TILE_WALL := 1 const TILE_DOOR := 2 const TILE_CORRIDOR := 3 const TILE_WATER := 4 const TILE_LAVA := 5 const TILE_BRIMSTONE := 6 const TILE_BRIDGE := 7 const TILE_STAIRS_UP := 8 const TILE_STAIRS_DOWN := 9 @export var base_seed: int = 2321 @export var depth_start: int = 20 @export var level_count: int = 10 @export var level_spacing: float = 6.0 @onready var levels_root: Node3D = $Levels @onready var camera: Camera3D = $FlyCamera var _mesh_library: MeshLibrary func _ready() -> void: _mesh_library = MeshLibraryBuilder.build() var total_chasm_cells := 0 for level_index in range(level_count): var level_seed := base_seed + level_index var depth := depth_start + level_index var gen := BrogueGen.new() var grid: Dictionary = gen.generate(level_seed, depth) gen.free() var grid_map := GridMap.new() grid_map.name = "Level%d" % level_index grid_map.mesh_library = _mesh_library grid_map.cell_size = Vector3(1, 1, 1) grid_map.position.y = -level_index * level_spacing levels_root.add_child(grid_map) var chasm_cells := _populate_level(grid_map, grid) total_chasm_cells += chasm_cells print("Level %d: seed=%d depth=%d rooms=%d machines=%d chasms=%d" % [level_index, level_seed, depth, (grid["rooms"] as Array).size(), (grid["machines"] as Array).size(), chasm_cells]) # Position the camera above level 0's grid center, tilted down. var grid_w := 79 var grid_h := 29 camera.position = Vector3(grid_w * 0.5, 14, grid_h * 0.5 + 18) camera.rotation_degrees = Vector3(-35, 0, 0) print("Demo3D ready. %d levels, %d chasm cells total." % [level_count, total_chasm_cells]) # Populate one level's GridMap from the grid dict. Returns the count of # chasm cells that were deliberately skipped (for reporting). func _populate_level(grid_map: GridMap, grid: Dictionary) -> int: var w: int = grid["width"] var h: int = grid["height"] var terrain: PackedByteArray = grid["terrain"] var liquid: PackedByteArray = grid["liquid"] var chasm_cells := 0 for y in range(h): for x in range(w): var idx := y * w + x var t: int = terrain[idx] var liq: int = liquid[idx] # Chasm liquid renders as an actual see-through pit. if t == T_LIQUID and liq == L_CHASM: chasm_cells += 1 continue var tile_id := _tile_for(t, liq) if tile_id == -1: continue # T_NOTHING or other empty — leave unrendered # GridMap coords: (X, Y, Z). We want dungeon x → X, dungeon y → Z. grid_map.set_cell_item(Vector3i(x, 0, y), tile_id) return chasm_cells func _tile_for(terrain: int, liquid: int) -> int: match terrain: T_FLOOR: return TILE_FLOOR T_CORRIDOR: return TILE_CORRIDOR T_DOOR: return TILE_DOOR T_WALL: return TILE_WALL T_BRIDGE: return TILE_BRIDGE T_STAIRS_UP: return TILE_STAIRS_UP T_STAIRS_DOWN: return TILE_STAIRS_DOWN T_LIQUID: match liquid: L_WATER: return TILE_WATER L_LAVA: return TILE_LAVA L_BRIMSTONE: return TILE_BRIMSTONE L_CHASM: return -1 # empty cell — see through to level below _: return TILE_WATER _: return -1 # T_NOTHING or unknown