fix x y error

This commit is contained in:
anonoe 2026-02-09 23:01:41 +01:00
parent 1058938043
commit 500d852630
Signed by: anonoe
SSH key fingerprint: SHA256:OnAs6gNQelOnDiY5tBpDYKQiuTgBvnmIdMo5P09cdqg

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@ -5,9 +5,9 @@ using System.Text.Json;
public partial class ChunkManager : Node2D
{
[Export] public NodePath PlayerPath;
[Export] public NodePath PackManagerPath;
[Export] public int LoadRadius = 1; // 1 -> 3x3
[Export] public NodePath PlayerPath { get; set; }
[Export] public NodePath PackManagerPath { get; set; }
[Export] public int LoadRadius { get; set; } = 1; // 1 => 3x3
private CharacterBody2D? _player;
private PackManager? _packs;
@ -28,13 +28,7 @@ public partial class ChunkManager : Node2D
_packs = GetNodeOrNull<PackManager>(PackManagerPath);
if (_packs == null)
{
// fallback: search up the tree for PackManager
_packs = GetParent()?.GetNodeOrNull<PackManager>("PackManager");
}
if (_packs == null)
{
GD.PrintErr("ChunkManager: PackManager not found. Add it to your Main scene.");
GD.PrintErr("ChunkManager: PackManagerPath not set or invalid.");
return;
}
@ -43,7 +37,7 @@ public partial class ChunkManager : Node2D
private void LoadWorldIndex()
{
var worldPath = _packs.Resolve("data/world/world_main.json");
var worldPath = _packs!.Resolve("data/world/world_main.json");
if (worldPath == null)
{
GD.PrintErr("ChunkManager: Could not resolve data/world/world_main.json from packs.");
@ -68,22 +62,23 @@ public partial class ChunkManager : Node2D
var (cx, cy) = WorldPosToChunk(_player.GlobalPosition, _world.chunk_size_px);
// Load required chunks
for (int dy = -LoadRadius; dy <= LoadRadius; dy++)
for (int dx = -LoadRadius; dx <= LoadRadius; dx++)
{
var key = (cx + dx, cy + dy);
EnsureLoaded(key.x, key.y);
EnsureLoaded(cx + dx, cy + dy);
}
// Unload chunks that are too far
var keysToRemove = new List<(int x, int y)>();
// Unload chunks too far away
var toRemove = new List<(int x, int y)>();
foreach (var kv in _loaded)
{
var (x, y) = kv.Key;
if (Math.Abs(x - cx) > LoadRadius || Math.Abs(y - cy) > LoadRadius)
keysToRemove.Add((x, y));
toRemove.Add((x, y));
}
foreach (var k in keysToRemove)
foreach (var k in toRemove)
{
_loaded[k].QueueFree();
_loaded.Remove(k);
@ -96,7 +91,6 @@ public partial class ChunkManager : Node2D
if (_loaded.ContainsKey(key)) return;
if (!_chunkMap.TryGetValue(key, out var relPath)) return;
// Use pack resolve for the chunk file itself
var chunkPath = _packs!.Resolve(relPath);
if (chunkPath == null)
{
@ -104,8 +98,6 @@ public partial class ChunkManager : Node2D
return;
}
// For now, we don't parse chunk contents yet; we just visualize existence + biome by file naming/placeholder.
// Next step: parse biome from JSON and use it to color.
var chunkJson = FileAccess.GetFileAsString(chunkPath);
using var doc = JsonDocument.Parse(chunkJson);
var biome = doc.RootElement.TryGetProperty("biome", out var b) ? b.GetString() : "biome:unknown";
@ -124,23 +116,25 @@ public partial class ChunkManager : Node2D
private static Node2D CreateDebugChunkNode(int cx, int cy, int chunkSizePx, string biome)
{
var n = new Node2D();
n.Name = $"Chunk_{cx}_{cy}";
n.Position = new Vector2(cx * chunkSizePx, cy * chunkSizePx);
var n = new Node2D
{
Name = $"Chunk_{cx}_{cy}",
Position = new Vector2(cx * chunkSizePx, cy * chunkSizePx)
};
var rect = new ColorRect();
rect.Size = new Vector2(chunkSizePx, chunkSizePx);
rect.MouseFilter = Control.MouseFilterEnum.Ignore;
rect.Color = biome switch
var rect = new ColorRect
{
Size = new Vector2(chunkSizePx, chunkSizePx),
MouseFilter = Control.MouseFilterEnum.Ignore,
Color = biome switch
{
"biome:forest" => new Color(0.1f, 0.35f, 0.1f, 0.25f),
"biome:plains" => new Color(0.35f, 0.35f, 0.1f, 0.25f),
"biome:town" => new Color(0.25f, 0.25f, 0.25f, 0.25f),
_ => new Color(0.2f, 0.2f, 0.2f, 0.25f)
}
};
// Add an outline using a Panel (cheap) or just rely on transparency for now
n.AddChild(rect);
return n;
}