extends Node2D @export var world : World @export var camera : WorldCamera @export var chunk_shader : Shader var chunk_textures : Dictionary[Chunk, Sprite2D] func _draw(): var camera_chunk = world.tile_pos_to_chunk_pos(Vector2i(camera.position / TileGlobals.tile_size / 2)) var camera_size : Vector2 = camera.get_camera_rect().size / TileGlobals.chunk_size / TileGlobals.tile_size / 2 var adjusted_size : Vector2i = Vector2i(ceil(camera_size.x) + 2, ceil(camera_size.y) + 2) var generation_radius = maxi(adjusted_size.x, adjusted_size.y) for y in range(camera_chunk.y - generation_radius, camera_chunk.y + generation_radius): for x in range(camera_chunk.x - generation_radius, camera_chunk.x + generation_radius): draw_chunk(world.get_chunk_at(camera_chunk + Vector2i(x,y))) func draw_chunk(chunk : Chunk) -> void: var x : int = 0 var y : int = 0 var offset : Vector2 = chunk.position * TileGlobals.chunk_size * TileGlobals.tile_size if not chunk_textures.has(chunk): var new_sprite2d : Sprite2D = Sprite2D.new() new_sprite2d.texture = preload("res://resources/items/textures/blank_tile.png") new_sprite2d.position = offset new_sprite2d.scale = Vector2( TileGlobals.chunk_size, TileGlobals.chunk_size ) var new_shader_material : ShaderMaterial = ShaderMaterial.new() new_shader_material.shader = chunk_shader new_sprite2d.material = new_shader_material new_sprite2d.material.set_shader_parameter("tile_size", TileGlobals.tile_size) new_sprite2d.material.set_shader_parameter("tile_count", len(TileGlobals.tile_definitions)) new_sprite2d.material.set_shader_parameter("tile_texture", TileGlobals.tile_atlas) var item_array : Array[int] for iy in range(TileGlobals.chunk_size): for ix in range(TileGlobals.chunk_size): item_array.append(0) for item_pos in chunk.items.keys(): item_array[item_pos.y*TileGlobals.chunk_size+item_pos.x] = chunk.items[item_pos].id new_sprite2d.material.set_shader_parameter("item_texture", ItemGlobals.item_atlas) new_sprite2d.material.set_shader_parameter("tiles", chunk.tiles) new_sprite2d.material.set_shader_parameter("items", item_array) new_sprite2d.texture_repeat = CanvasItem.TEXTURE_REPEAT_ENABLED chunk_textures[chunk] = new_sprite2d add_child(new_sprite2d) func _process(delta: float) -> void: queue_redraw()