bgen/demo/scripts/demo_fps.gd
saarsena@gmail.com e45f121fb9 init
2026-04-16 21:04:50 -04:00

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extends Node3D
# First-person demo. Generates a grid of chunks (each a 79×29 dungeon) times
# level_count stacked layers. Default is 1×1 chunks × 3 levels. Bump
# chunks_x / chunks_y to stress-test the renderer with larger worlds.
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_WATER := 1
const L_LAVA := 2
const L_CHASM := 3
const L_BRIMSTONE := 4
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
const CHUNK_W := 79
const CHUNK_H := 29
@export var base_seed: int = 2028
@export var depth_start: int = 20
@export var level_count: int = 3
@export var level_spacing: float = 6.0
@export var chunks_x: int = 1
@export var chunks_y: int = 1
@export var player_spawn_height: float = 1.1
@onready var levels_root: Node3D = $Levels
@onready var player: CharacterBody3D = $Player
@onready var fps_overlay: Node = $FPSOverlay if has_node("FPSOverlay") else null
var _mesh_library: MeshLibrary
func _ready() -> void:
var t0 := Time.get_ticks_msec()
_mesh_library = MeshLibraryBuilder.build(true)
var total_cells := 0
var total_chunks := 0
var spawn_world := Vector3.ZERO
var spawn_found := false
for level_index in range(level_count):
for cy in range(chunks_y):
for cx in range(chunks_x):
var seed := base_seed \
+ level_index * 1000 \
+ cy * chunks_x + cx
var depth := depth_start + level_index
var gen := BrogueGen.new()
var grid: Dictionary = gen.generate(seed, depth)
gen.free()
var grid_map := GridMap.new()
grid_map.name = "L%d_C%d_%d" % [level_index, cx, cy]
grid_map.mesh_library = _mesh_library
grid_map.cell_size = Vector3(1, 1, 1)
grid_map.position = Vector3(
cx * CHUNK_W,
-level_index * level_spacing,
cy * CHUNK_H
)
levels_root.add_child(grid_map)
var cells := _populate_level(grid_map, grid)
total_cells += cells
total_chunks += 1
# First up-stair on level 0, chunk (0,0) is the spawn point.
if not spawn_found and level_index == 0 and cx == 0 and cy == 0:
var up: Vector2i = grid["stairs_up"] as Vector2i
if up.x >= 0:
spawn_world = Vector3(up.x, player_spawn_height, up.y)
spawn_found = true
if not spawn_found:
spawn_world = Vector3(CHUNK_W * 0.5, player_spawn_height, CHUNK_H * 0.5)
player.position = spawn_world
var build_ms := Time.get_ticks_msec() - t0
var info := "%d chunks (%dx%d x %d lvls) %d placed cells build=%d ms" % [
total_chunks, chunks_x, chunks_y, level_count, total_cells, build_ms,
]
print(info)
print("Player spawned at %s" % spawn_world)
if fps_overlay and fps_overlay.has_method("set_subtitle"):
fps_overlay.set_subtitle(info)
# Place every non-chasm cell into the GridMap. Returns the number of cells
# actually placed (excludes T_NOTHING and chasms).
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 placed := 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]
if t == T_LIQUID and liq == L_CHASM:
continue
var tile_id := _tile_for(t, liq)
if tile_id == -1:
continue
grid_map.set_cell_item(Vector3i(x, 0, y), tile_id)
placed += 1
return placed
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
_: return TILE_WATER
_: return -1