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I am trying to use perlin noise to setup a TileMap for a game world, however, the below code returns a properly set up TileMap that is empty ( doesn't have any tiles assigned to the grid ).
Been trying a lot of things, no errors occur, the TileMap gets set up properly but I cannot understand why it is empty. The loops and the method called are also checked and work as is written.
The following code generates the map:

# setup tilemap
    worldTileMap =
    worldTileMap.mode = TileMap.MODE_CUSTOM
    worldTileMap.cell_size = Vector2(220,127)
    # buid trimetric grid
    var trans = Transform2D( Vector2(float(172), float(-31)), Vector2(float(47), float(103)), Vector2(0.0, 0.0))
    worldTileMap.cell_custom_transform = trans
    worldTileMap.cell_quadrant_size = 16

    worldTileMap.tile_set = load("res://Assets/Images/Tiles/tilesV1bs.tres")

    # generate tileset out of noise
    for x in sizeX:
        for y in sizeY:
            worldTileMap.set_cellv(Vector2(sizeX, sizeY), get_tile_index(noise.get_noise_2d(float(sizeX),float(sizeY))))

    world["mainTileMap"] = worldTileMap

# returns corresponding index for a tileset
func get_tile_index(sample):
    # setting up tiles depending on world type
    var tiles = {
        "grass": 2,
        "rock": 0,
        "sand": 3,
        "water": 1,
        "mountain": 4
if sample < 0.2:
        return tiles.water
    elif sample < 0.3:
        return tiles.sand
    elif sample < 0.6:
        return tiles.grass
    elif sample < 0.8:
        return tiles.rock
        return tiles.mountain

Afterwards, I add a scene to root and in the scene the following code adds a child TileMap from above:

extends Node2D

var currentState

func _ready():

Sorry if the code is a little badly formatted from pasting, but its syntax is proper and working.

So the end result is a nicely setup TileMap node within scene tree in-game, but it doesn't draw any tiles. After exporting a runtime TileMap, I can see that all of its indexes are null: [0,0, null], [1,0, null] and so on.

The code for map generation is separate so it can during a loading screen and threaded, it shares the world{} to the Manifest, an autoloaded object.

Note that even if replace the method call in the nested for loop with a static index, it does not work.

in Engine by (15 points)

1 Answer

+3 votes
Best answer
for x in sizeX:
    for y in sizeY:
        worldTileMap.set_cellv(Vector2(sizeX, sizeY)

You are not using x and y.



You are not using x and y either, it will return always the same value.

by (29,510 points)
selected by

Oh, that's a really silly mistake, thank you for the heads up.

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