├── README.md ├── ChunkManager.cs └── LICENSE /README.md: -------------------------------------------------------------------------------- 1 | # ChunkManager for Godot 2 | 3 | ## Overview 4 | 5 | `ChunkManager` is a class designed for managing chunks of tiles in a 2D game using the Godot Engine. It dynamically loads and unloads chunks based on the player's position, utilizing noise generation to create varied terrain types such as water, sand, and grass. This class is particularly useful for games with large worlds where only a portion of the map needs to be rendered at any given time. 6 | 7 | ## Features 8 | 9 | - Dynamic chunk loading and unloading based on player position. 10 | - Terrain generation using noise functions. 11 | - Support for different tile types (e.g., water, sand, grass). 12 | - Efficient memory management by freeing unused chunks. 13 | 14 | ## Installation 15 | 16 | 1. Clone the repository or download the source code. 17 | 2. Place the `ChunkManager.cs` file in your Godot project under the appropriate directory (e.g., `Scripts/`). 18 | 19 | ## Usage 20 | 21 | To use the `ChunkManager`, follow these steps: 22 | 23 | 1. Create a new scene in Godot. 24 | 2. Add a `Node2D` as the root node. 25 | 3. Attach the `ChunkManager` script to the root node. 26 | 4. Assign a `TileSet` to the `_tileSet` property in the Godot editor. 27 | 5. Call `RefreshChunks()` method to load chunks around the player's position. 28 | 29 | ### Example 30 | 31 | ```csharp 32 | public class Player : Node2D 33 | { 34 | public override void _Process(float delta) 35 | { 36 | // Update player position 37 | Vector2 position = this.Position; 38 | 39 | // Refresh chunks based on player position 40 | ChunkManager.Instance.RefreshChunks(position); 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /ChunkManager.cs: -------------------------------------------------------------------------------- 1 | using Godot; 2 | using System; 3 | using System.Collections.Generic; 4 | using System.Linq; 5 | 6 | /// 7 | /// Manages the generation and loading of chunks in a tile-based game world. 8 | /// 9 | public partial class ChunkManager : Node2D 10 | { 11 | /// 12 | /// The instance of the ChunkManager. 13 | /// 14 | protected static ChunkManager _instance; 15 | 16 | /// 17 | /// Gets the instance of the ChunkManager. 18 | /// 19 | public static ChunkManager Instance 20 | { 21 | get 22 | { 23 | if (_instance == null) 24 | { 25 | _instance = new ChunkManager(); 26 | } 27 | return _instance; 28 | } 29 | } 30 | 31 | /// 32 | /// Initializes a new instance of the ChunkManager class. 33 | /// 34 | public ChunkManager() 35 | { 36 | _instance = this; 37 | } 38 | 39 | /// 40 | /// The tile set used for rendering the chunks. 41 | /// 42 | [Export] 43 | private TileSet _tileSet { get; set; } 44 | 45 | /// 46 | /// The size of each chunk in tiles. 47 | /// 48 | private Vector2 _chunkSize; 49 | 50 | /// 51 | /// The number of chunks to buffer around the player's position. 52 | /// 53 | private int _chunkBuffer = 2; 54 | 55 | /// 56 | /// The dictionary of loaded chunks, indexed by their position. 57 | /// 58 | private Dictionary _loadedChunks = new Dictionary(); 59 | 60 | /// 61 | /// The noise generator used for generating tile values. 62 | /// 63 | private FastNoiseLite _noise = new FastNoiseLite(); 64 | 65 | /// 66 | /// Indicates whether the mouse button is being held. 67 | /// 68 | private bool HoldingMouse = false; 69 | 70 | /// 71 | /// The list of noise values generated for each tile. 72 | /// 73 | private List _noiseValues = new List(); 74 | 75 | /// 76 | /// The position of the chunk currently being hovered over by the mouse. 77 | /// 78 | private Vector2 _hoverChunk; 79 | 80 | /// 81 | /// Called when the node is ready to be used. 82 | /// 83 | public override void _Ready() 84 | { 85 | _noise.Seed = new Random().Next(-1000000, 1000000); 86 | _noise.Frequency = 0.01f; 87 | _chunkSize = new Vector2(32, 32); 88 | LoadChunksAroundPosition(Vector2.Zero); 89 | } 90 | 91 | /// 92 | /// Refreshes the loaded chunks based on the current camera position. 93 | /// 94 | /// The position to refresh the chunks around. 95 | public void RefreshChunks(Vector2 pos) 96 | { 97 | LoadChunksAroundPosition(pos); 98 | UnloadChunksOutsidePosition(pos); 99 | } 100 | 101 | /// 102 | /// Loads the chunks around the specified position. 103 | /// 104 | /// The position to load the chunks around. 105 | private void LoadChunksAroundPosition(Vector2 position) 106 | { 107 | for (int x = -_chunkBuffer; x <= _chunkBuffer; x++) 108 | { 109 | for (int y = -_chunkBuffer; y <= _chunkBuffer; y++) 110 | { 111 | Vector2 chunkPosition = GetChunkPosition(position) + new Vector2(x, y); 112 | if (!_loadedChunks.ContainsKey(chunkPosition)) 113 | { 114 | TileMapLayer chunk = new TileMapLayer(); 115 | chunk.Name = $"Chunk_{chunkPosition.X}_{chunkPosition.Y}"; 116 | chunk.TileSet = _tileSet; 117 | chunk.TileSet.TileSize = _tileSet.TileSize; 118 | chunk.Position = chunkPosition * _chunkSize * _tileSet.TileSize; 119 | this.AddChild(chunk); 120 | _loadedChunks.Add(chunkPosition, chunk); 121 | } 122 | } 123 | } 124 | 125 | // Generate noise for each tile in the loaded chunks 126 | foreach (KeyValuePair chunk in _loadedChunks) 127 | { 128 | Vector2 chunkPosition = chunk.Key; 129 | TileMapLayer chunkLayer = chunk.Value; 130 | for (int x = 0; x < _chunkSize.X; x++) 131 | { 132 | for (int y = 0; y < _chunkSize.Y; y++) 133 | { 134 | Vector2 tilePosition = chunkPosition * _chunkSize + new Vector2(x, y); 135 | float tileValue = _noise.GetNoise2D(tilePosition.X, tilePosition.Y); 136 | 137 | if (tileValue < -0.25) 138 | { 139 | chunkLayer.SetCell(new Vector2I(x, y), 0, new Vector2I(3, 1), 0); 140 | } 141 | else if (tileValue < -0.1) 142 | { 143 | chunkLayer.SetCell(new Vector2I(x, y), 0, new Vector2I(3, 0), 0); 144 | } 145 | else if (tileValue < 0.0 && tileValue >= -0.1) 146 | { 147 | chunkLayer.SetCell(new Vector2I(x, y), 0, new Vector2I(1, 0), 0); 148 | } 149 | else 150 | { 151 | chunkLayer.SetCell(new Vector2I(x, y), 0, new Vector2I(0, 0), 0); 152 | } 153 | } 154 | } 155 | } 156 | } 157 | 158 | /// 159 | /// Unloads the chunks that are outside the specified position. 160 | /// 161 | /// The position to check against. 162 | private void UnloadChunksOutsidePosition(Vector2 position) 163 | { 164 | List chunksToRemove = new List(); 165 | 166 | foreach (KeyValuePair chunk in _loadedChunks) 167 | { 168 | if (!IsPositionHasAroundChunk(position, chunk.Key)) 169 | { 170 | chunksToRemove.Add(chunk.Key); 171 | this.RemoveChild(chunk.Value); 172 | chunk.Value.QueueFree(); 173 | } 174 | } 175 | 176 | foreach (Vector2 chunkPosition in chunksToRemove) 177 | { 178 | _loadedChunks.Remove(chunkPosition); 179 | } 180 | } 181 | 182 | /// 183 | /// Gets the chunk position for the specified position. 184 | /// 185 | /// The position to get the chunk position for. 186 | /// The chunk position. 187 | public Vector2 GetChunkPosition(Vector2 position) 188 | { 189 | return new Vector2(Mathf.FloorToInt(position.X / (_chunkSize.X * _tileSet.TileSize.X)), Mathf.FloorToInt(position.Y / (_chunkSize.Y * _tileSet.TileSize.Y))); 190 | } 191 | 192 | /// 193 | /// Checks if the specified position has a chunk around it. 194 | /// 195 | /// The position to check. 196 | /// The chunk position to check against. 197 | /// True if the position has a chunk around it, false otherwise. 198 | private bool IsPositionHasAroundChunk(Vector2 position, Vector2 chunkPosition) 199 | { 200 | for (int x = -_chunkBuffer; x <= _chunkBuffer; x++) 201 | { 202 | for (int y = -_chunkBuffer; y <= _chunkBuffer; y++) 203 | { 204 | Vector2 chunk = chunkPosition + new Vector2(x, y); 205 | Vector2 chunkWorldPosition = chunk * _chunkSize * _tileSet.TileSize; 206 | Rect2 chunkBounds = new Rect2(chunkWorldPosition, _chunkSize * _tileSet.TileSize); 207 | if (chunkBounds.HasPoint(position)) 208 | { 209 | return true; 210 | } 211 | } 212 | } 213 | return false; 214 | } 215 | 216 | /// 217 | /// Checks if the specified position is inside the specified chunk. 218 | /// 219 | /// The position to check. 220 | /// The chunk position to check against. 221 | /// True if the position is inside the chunk, false otherwise. 222 | public bool IsPositionInsideChunk(Vector2 position, Vector2 chunkPosition) 223 | { 224 | Vector2 chunkWorldPosition = chunkPosition * _chunkSize * _tileSet.TileSize; 225 | Rect2 chunkBounds = new Rect2(chunkWorldPosition, _chunkSize * _tileSet.TileSize); 226 | return chunkBounds.HasPoint(position); 227 | } 228 | 229 | /// 230 | /// Gets the tile position for the specified position. 231 | /// 232 | /// The position to get the tile position for. 233 | /// The tile position. 234 | public Vector2I GetTilePosition(Vector2 position) 235 | { 236 | Vector2 chunkPosition = GetChunkPosition(position); 237 | Vector2 chunkWorldPosition = chunkPosition * _chunkSize * _tileSet.TileSize; 238 | Vector2 localPosition = position - chunkWorldPosition; 239 | return new Vector2I((int)(localPosition.X / _tileSet.TileSize.X), (int)(localPosition.Y / _tileSet.TileSize.Y)); 240 | } 241 | 242 | /// 243 | /// Gets the world position of the specified tile in the specified chunk. 244 | /// 245 | /// The position of the tile in the chunk. 246 | /// The position of the chunk. 247 | /// The world position of the tile. 248 | public Vector2 GetTileWorldPosition(Vector2 position, Vector2 chunkPosition) 249 | { 250 | Vector2 chunkWorldPosition = chunkPosition * _chunkSize * _tileSet.TileSize; 251 | return chunkWorldPosition + new Vector2(position.X * _tileSet.TileSize.X, position.Y * _tileSet.TileSize.Y); 252 | } 253 | } 254 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | Apache License 2 | Version 2.0, January 2004 3 | http://www.apache.org/licenses/ 4 | 5 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 6 | 7 | 1. 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