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Infinity Grid (InGrid)

An infinite scrolling grid for the Godot game engine (3.x).

A solid component - excellent for things like:

  • 2D procedural universes and worlds
  • Variated parallax scrolling
  • Inifinite runners/jumpers/fallers
  • <insert your fantastic infinite grid abuse here>

Example usage

Features

  • Infinite scrolling!
  • Simple. Only 2 components, simple concept
  • Custom grid cell units (as many bits available as each coordinate in a Vector2 can hold)
  • Lightweight
  • Fairly optimized GDScript code

Important

How Stuff Works™ In order for the grid to be "infinite" the movement model of the grid is like that of a KinematicBody2D. You move the grid relativly to it's current position.

Each cell's xy: Vector2 property combined with some clever position swapping is what allow the grid to continue to scroll to the end of the universe and beyond (given you have enough time on your hands).

When a grid cell leave the viewport, it's position and xy value will be swapped to match the next cell's values in the grid thus allowing for a illusion of infinity if the cell's content changes based on these values.

Install

Simply clone this repository into your project's addons folder.

cd "<path/to/project/root>"
mkdir -p "addons"
cd addons
git clone git@github.com:Larpon/ingrid.git

Usage

Use Grid2D as a base for any grid (you can also derrive from it). Adding multiple grids is supported although performance will depend on various factors such as the cell size of each grid, viewport size etc.

The grid will work out of the box, with sane defaults, but you won't see much unless you do a few things first.

Initialize To initialize the grid with (optional) custom values

func _ready():
    # Optional
    $Grid2D.cell_size = Vector2(256,256)
    $Grid2D.delegate = "res://<path/to/custom/MyCustomCell.tscn>"
    $Grid2D.units = Vector2(1,1)
    $Grid2D.connect("initialized",self,"_on_grid_initialized")

    # Mandatory
    $Grid2D.init()

func _on_grid_initialized():
    $Grid2D.warp(Vector2(0,0))

Move the grid

func _process(delta):
    # Moves the grid one pixel right, relative to it's current position
    $Grid2D.move(Vector2(1,0))

Cell delegates

func _ready():
    ...
    $Grid2D.delegate = "res://<path/to/custom/Cell.tscn>"
    ...

To make the grid seem infinite you'll want to derrive from the supplied Cell type and change the cell Node's contents based on the values of the xy property.

Cell units

func _ready():
    ...
    $Grid2D.units = Vector2(1,1)
    ...

Cell units can be any Vector2 based value set you want. The most common (and default!) value is probably Vector2(1,1). Units are arbitrary and solely used to distinguish each cell from it's neighbours in the grid.

Here's a few examples:

# Every cell.xy increases by 0.5 on each axis on each cell swap
$Grid2D.units = Vector2(0.5,0.5)

# Every cell.xy increases by 10 on each axis on each cell swap
$Grid2D.units = Vector2(10,10)

What units you choose to act on is your choice - and your choice alone

Known issues

There's currently a few known issues you need to consider before deciding to use this.

  • Rigid bodies (RigidBody2D) doesn't work well inside grid cells with the grid's relative movement model. So you must be creative if you want to use RigidBody2D types within grid cells.
  • Grid auto cell filling when resizing is b0rked when more than one row or column need to be added/removed in one call.
  • Only access grid functions from the same thread (Calling from multiple threads will result in wrong coordinates). So don't initialize in _ready while moving in _physics_process. Lock access with a mutex if you try to do so.

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