Godot Version
Rextends TileMap
@export() var max_x = 200
@export() var max_y = 200
var noise: FastNoiseLite = FastNoiseLite.new()
var snap_size_x = 8
var snap_size_y = 8
func _ready() → void:
randomize()
noise.seed = randi()
noise.fractal_lacunarity = 2.0
noise.fractal_octaves = 5
noise.fractal_gain = 0.588
noise.frequency = 2.43
generate_world()
func generate_world():
for x in max_x:
for y in max_y:
var tile_id = generate_i(noise.get_noise_2d(x,y))
if (tile_id != -1):
set_cell(x,y,tile_id)
func generate_i(noise_level: float):
if(noise_level <= 0):
return -1
else:
return 0