Implements procedural ground tile generation

Adds procedural ground tile generation with chunking for improved performance.

Includes:
- Ground tile entity with debug text and cell information
- Grass and tree placement based on cell data
- Ground shader for visual representation
- Chunk loading and unloading system based on player position
This commit is contained in:
Dan Baker 2025-06-24 13:14:21 +01:00
parent 95665f54eb
commit b5bf7619e6
21 changed files with 532 additions and 149 deletions

View file

@ -1,26 +1,29 @@
# GroundTile.gd
class_name GroundTile
extends Node3D
@onready var debug_text: Label = $DebugText/DebugTextLabel
@onready var debug_text: Label = $DebugText/DebugTextViewport/DebugTextLabel
var grid_x: int
var grid_z: int
var cell_info: CellDataResource
var cell_info: CellDataResource = null:
set(value):
cell_info = value
if cell_info != null:
cell_info_updated.emit(value)
var rng: RandomClass = RandomClass.new()
signal cell_info_updated(value)
func _ready() -> void:
if cell_info != null:
update_text_label()
rng.set_seed(cell_info.cell_seed)
func set_grid_location(x, z) -> void:
grid_x = x
grid_z = z
cell_info = MapData.get_map_data(grid_x, grid_z)
var debug_dict = {}
if cell_info.get_script():
var script_properties = cell_info.get_script().get_script_property_list()
for prop in script_properties:
debug_dict[prop.name] = cell_info.get(prop.name)
Log.pr(debug_dict)
func update_text_label() -> void:
debug_text.text = str(grid_x) + ', ' + str(grid_z) + ', ' + str(cell_info.cell_seed)