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	random world generation lmao (it is just entirely random)
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					 2 changed files with 4 additions and 3 deletions
				
			
		|  | @ -1,8 +1,8 @@ | ||||||
| extends TileMap | extends TileMap | ||||||
| 
 | 
 | ||||||
| func set_tile_graphics(pos: Vector2, id: int): | func set_tile_graphics(pos: Vector2, id: int): | ||||||
| 	var flip =  true | 	if id == 0: set_cellv(pos, -1) | ||||||
| 	set_cell(pos.x,pos.y,0,false,false,false,get_atlas_vec_for_id(id)) | 	set_cellv(pos,0,false,false,false,get_atlas_vec_for_id(id)) | ||||||
| 
 | 
 | ||||||
| func get_atlas_vec_for_id(id: int) -> Vector2: | func get_atlas_vec_for_id(id: int) -> Vector2: | ||||||
| 	return Vector2(randi() % 4, id) | 	return Vector2(randi() % 4, id) | ||||||
|  |  | ||||||
|  | @ -24,7 +24,8 @@ func update_tiles(tile_positions: PoolVector3Array): | ||||||
| 		if !StateServer.is_tile_hidden(int(tile.x), int(tile.y), int(tile.z)): | 		if !StateServer.is_tile_hidden(int(tile.x), int(tile.y), int(tile.z)): | ||||||
| 			tilemaps[tile.z].set_tile_graphics(Vector2(tile.x, tile.y), | 			tilemaps[tile.z].set_tile_graphics(Vector2(tile.x, tile.y), | ||||||
| 				get_tile_at(tile)) | 				get_tile_at(tile)) | ||||||
| 		else: print("hidden tile hehe") | 	for map in tilemaps: | ||||||
|  | 		map.update_dirty_quadrants() | ||||||
| 
 | 
 | ||||||
| func _on_StateServer_request_init(): | func _on_StateServer_request_init(): | ||||||
| 	call_deferred("respawn_tilemaps") | 	call_deferred("respawn_tilemaps") | ||||||
|  |  | ||||||
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