extends Node3D @onready var islands = $Islands @onready var mines = $Mines @onready var chests = $Chests @export var n_islands := 100 @export var n_chests := 100 @export var n_mines := 100 @export var world_size := Rect2(-50, -50, 100, 100) @export var spawn_zone := Rect2(-5, -5, 10, 10) var island_scenes = [preload("res://islands.tscn")] var chest_scenes = [preload("res://chest.tscn")] var mine_scenes = [preload("res://mine.tscn")] var bbs : Array[Rect2]= [] # Called when the node enters the scene tree for the first time. func _ready(): randomize() spawn_world() $Player.reset_signal.connect(spawn_world) func spawn_world(): bbs.clear() bbs.append(spawn_zone) spawn_islands() spawn_chests() spawn_mines() func bb_overlaps(rect: Rect2, border:float)->bool: var expanded_rect = rect.grow(border) for bb in bbs: if bb.intersects(expanded_rect): return true return false func find_valid_position(aabb, border:float) -> Vector2: var x_pos = randf_range(world_size.position.x, world_size.end.x) var z_pos = randf_range(world_size.position.y, world_size.end.y) var aabb2d = Rect2(Vector2(aabb.position.x+x_pos, aabb.position.z+z_pos), Vector2(aabb.size.x, aabb.size.z)) while bb_overlaps(aabb2d, border): # change to n_tries x_pos = randf_range(world_size.position.x, world_size.end.x) z_pos = randf_range(world_size.position.y, world_size.end.y) aabb2d = Rect2(Vector2(aabb.position.x+x_pos, aabb.position.z+z_pos), Vector2(aabb.size.x, aabb.size.z)) return Vector2(aabb.position.x+x_pos, aabb.position.z+z_pos) func spawn_scene(scene, border:float): var instance = scene.instantiate() var aabb = instance.get_mesh_aabb() var spawn_position = find_valid_position(aabb,border) var aabb2d = Rect2(spawn_position, Vector2(aabb.size.x, aabb.size.z)) bbs.append(aabb2d) instance.position = Vector3(spawn_position.x, 0.0, spawn_position.y) instance.rotate_y(randf_range(0,2*PI)) return instance func clear_and_spawn(parent, scenes: Array, count, border: float=5.0): for child in parent.get_children(): child.queue_free() for i in count: var scene = scenes.pick_random() var instance = spawn_scene(scene, border) parent.add_child(instance) instance.set_owner(get_tree().edited_scene_root) func spawn_islands(): clear_and_spawn(islands, island_scenes, n_islands, 10.0) func spawn_chests(): clear_and_spawn(chests, chest_scenes, n_chests) func spawn_mines(): clear_and_spawn(mines, mine_scenes, n_mines)