extends Node2D export var size = Vector2() # 2 dimensional array y and x var pixels_x = [] var active = [] var rng var branches = 4 func _process(_delta): #step() pass func step(): call_deferred("grow") if randi() % 400 == 0: blossom() func _ready(): randomize() rng = RandomNumberGenerator.new() rng.randomize() size.x = ProjectSettings.get_setting("display/window/size/width") / 2 size.y = ProjectSettings.get_setting("display/window/size/height") call_deferred("spawn_pixels") call_deferred("plant_seed") branches = rng.randi_range(2, 24) print(branches) func spawn_pixels(): for n in size.x: var pixels_y = [] for i in size.y: var Main = get_tree().current_scene var Pixel = preload("res://World/Pixel.tscn") var pixel = Pixel.instance() # set position pixel.rect_global_position = Vector2(n, i) pixel.position = Vector2(n, i) # show in scene Main.add_child(pixel) # initilize array pixels_y.append(pixel) pixels_x.append(pixels_y) func plant_seed(): var plant_seed = pixels_x[size.x / 2][size.y - 10] plant_seed.active = true active.append(plant_seed) func grow(): if (randi() % branches) >= 1: new_pixel(active[active.size() - 1]) else: new_pixel(active[randi() % active.size()]) func new_pixel(original_pixel): var var_x = rng.randi_range(-1, 1) var var_y #grow down if (randi() % 2) == 0: var_y = rng.randi_range(-1, 1) # grow regularly else: var_y = rng.randi_range(-1, 0) var new_position = Vector2(original_pixel.position) new_position.x = clamp(new_position.x + var_x, 0, pixels_x.size() - 1) new_position.y = clamp(new_position.y + var_y, 0, pixels_x[new_position.x].size() - 1) var new_pixel = pixels_x[new_position.x][new_position.y] if !new_pixel.active: active.append(new_pixel) new_pixel.age_up() func blossom(): var Flower = preload("res://World/Flower.tscn") var flower = Flower.instance() var main = get_tree().current_scene flower.global_position = active[randi() % active.size()].position main.add_child(flower)