diff options
author | jacopograndi <jacopo.grandi@outlook.it> | 2021-12-12 20:09:10 +0100 |
---|---|---|
committer | jacopograndi <jacopo.grandi@outlook.it> | 2021-12-12 20:09:10 +0100 |
commit | 156420f2a4635a84390e8ff488d12b8f84fea94f (patch) | |
tree | ebe53b68a6d6485dc759763ae3851e20c0fe890f | |
parent | 0f518727c28d3204415db14c7ca0e4f7cb653677 (diff) |
.
-rw-r--r-- | default_env.tres | 8 | ||||
-rw-r--r-- | project.godot | 11 | ||||
-rw-r--r-- | scripts/enemies.gd | 4 | ||||
-rw-r--r-- | scripts/movement.gd | 265 | ||||
-rw-r--r-- | shaders/dissolve_mat.tres | 4 | ||||
-rw-r--r-- | world.tscn | 24 |
6 files changed, 178 insertions, 138 deletions
diff --git a/default_env.tres b/default_env.tres index 20207a4..2ba632d 100644 --- a/default_env.tres +++ b/default_env.tres @@ -5,3 +5,11 @@ [resource] background_mode = 2 background_sky = SubResource( 1 ) +ambient_light_color = Color( 1, 1, 1, 1 ) +ambient_light_energy = 1.83 +auto_exposure_enabled = true +auto_exposure_speed = 2.35 +ss_reflections_enabled = true +ssao_enabled = true +ssao_bias = 0.102 +ssao_quality = 2 diff --git a/project.godot b/project.godot index 876c95f..11f4819 100644 --- a/project.godot +++ b/project.godot @@ -146,6 +146,17 @@ load={ "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":48,"physical_scancode":0,"unicode":0,"echo":false,"script":null) ] } +orbit={ +"deadzone": 0.5, +"events": [ Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":3,"pressed":false,"doubleclick":false,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":79,"physical_scancode":0,"unicode":0,"echo":false,"script":null) + ] +} +look={ +"deadzone": 0.5, +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777240,"physical_scancode":0,"unicode":0,"echo":false,"script":null) + ] +} [physics] diff --git a/scripts/enemies.gd b/scripts/enemies.gd index 068814a..08cc389 100644 --- a/scripts/enemies.gd +++ b/scripts/enemies.gd @@ -2,7 +2,7 @@ extends Node var _path var _enemy_blue -var _dissolve_mat +var _dissolve_mat : ShaderMaterial var _fx_holder var _fx_enemy_damage @@ -114,4 +114,4 @@ func fx_damage(name): var instance_model = _shapes[enemy["ops"]].instance() instance.add_child(instance_model) - instance.refresh_shader(_dissolve_mat) + instance.refresh_shader(_dissolve_mat.duplicate()) diff --git a/scripts/movement.gd b/scripts/movement.gd index 1601053..0b7726d 100644 --- a/scripts/movement.gd +++ b/scripts/movement.gd @@ -1,18 +1,22 @@ extends KinematicBody var vel = Vector3() -var rot = Quat() -var rotx = Quat() -var roty = Quat() +var _mouse = Vector2() var sensitivity_mouse = 0.1 -var ray +var _camera : Camera var _normal = Vector3.ZERO var _colliding = false var _colliding_group = [] var _colliding_node +var _collision_point + +var _pivot +var _pivot_dist +var _pivot_rot +var _pivot_look var _world @@ -33,13 +37,8 @@ var sel_map = [ "turrets", "path start", "path", "path end", "attach point" ] -func _ready(): - ray = find_node("RayCast") - - ray.enabled = true - ray.collide_with_areas = false - - Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) +func _ready(): + _camera = $Camera _world = self.get_parent().find_node("world") _turret_holder = self.get_parent().find_node("turrets") @@ -137,6 +136,7 @@ func _save(): save_game.open("user://map0.json", File.WRITE) save_game.store_string(to_json(get_map_state())) save_game.close() + print("saved") func _load(): var save_game = File.new() @@ -144,9 +144,9 @@ func _load(): var raw = save_game.get_as_text() save_game.close() - print(raw) var state = parse_json(raw) set_map_state(state) + print("loaded") func _process(delta): if Input.is_action_just_released("save"): @@ -159,9 +159,53 @@ func clear_children (node): node.remove_child(n) n.queue_free() +func look_free (delta, m): + self.transform.basis = self.transform.basis.rotated(Vector3.UP, m.x) + var rrrot = self.transform.basis.get_rotation_quat() + self.transform.basis = self.transform.basis.rotated(rrrot*Vector3.RIGHT, m.y) + +func look_orbit(delta, m): + var diff : Vector3 = self.transform.origin - _pivot + var orbit : Basis = Transform.looking_at(diff, Vector3.UP).basis + orbit = orbit.rotated(Vector3.UP, m.x) + orbit = orbit.rotated(orbit.get_rotation_quat()*Vector3.RIGHT, -m.y) + self.transform.basis = self.transform.basis.rotated(Vector3.UP, m.x) + var rrrot = self.transform.basis.get_rotation_quat() + self.transform.basis = self.transform.basis.rotated(rrrot*Vector3.RIGHT, m.y) + + var normdiff = diff.normalized() + self.transform.origin = _pivot - orbit.z * _pivot_dist + func _move_input(delta): var dir = Vector3() + + var m = _mouse + _mouse = Vector2() + var orbiting = false + + if Input.is_action_just_pressed("orbit"): + if _colliding: + _pivot = _collision_point + var diff : Vector3 = self.transform.origin - _pivot + _pivot_rot = Transform.looking_at(diff, Vector3.UP).basis.get_rotation_quat() + _pivot_dist = diff.length() + _pivot_look = Transform(Basis(), _collision_point) + else: _pivot = null + + if Input.is_action_pressed("orbit"): + if _pivot != null: + orbiting = true + look_orbit(delta, m) + else: + look_free(delta, m) + + Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) + + if Input.is_action_pressed("look"): + look_free(delta, m) + Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) + var input_movement_vector = Vector3() if Input.is_action_pressed("movement_forward"): input_movement_vector.z -= 1 @@ -177,13 +221,7 @@ func _move_input(delta): input_movement_vector.y -= 1 input_movement_vector = input_movement_vector.normalized() - if Input.is_action_just_pressed("ui_cancel"): - if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE: - Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) - else: - Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) - - dir = rot * input_movement_vector + dir = self.transform.basis.get_rotation_quat() * input_movement_vector vel += dir * delta; vel *= 0.8 @@ -201,11 +239,6 @@ func _physics_process(delta): if sel < 0: sel = 0 - if "path" in sel_map[sel]: - ray.collision_mask = 3 - else: - ray.collision_mask = 1 - _move_input(delta) _pointer() @@ -249,137 +282,115 @@ func check_overlap_pointer(): return overlap -func place_turret (): - var ptr = self.get_parent().find_node("pointer"); - if Input.is_action_just_pressed("use"): - if _colliding && "attach" in _colliding_group: - if !check_overlap_pointer(): - var instance = _turret.instance() - _turret_holder.add_child(instance) - instance.transform.origin = ptr.transform.origin; - instance.transform.basis = Basis(ptr.transform.basis.get_rotation_quat()); - instance.refresh_normal() - var instance_model = _turret_blues[0].instance() - instance_model.name = "model" - instance.add_child(instance_model) - instance.refresh_model() - - if Input.is_action_just_pressed("cancel"): - if _colliding && "turrets" in _colliding_group: - _colliding_node.queue_free() - -func place_start_path (): - var ptr = self.get_parent().find_node("pointer"); - if Input.is_action_just_pressed("use"): - if _colliding && "voxels" in _colliding_group: - if !check_overlap_pointer(): - var instance = _path_start.instance() - _path_holder.add_child(instance) - instance.transform.origin = ptr.transform.origin + _normal * 0.25; - instance.transform.basis = Basis(ptr.transform.basis.get_rotation_quat()); - - if Input.is_action_just_pressed("cancel"): - if _colliding && "path" in _colliding_group: - _colliding_node.queue_free() - -func place_path (): - var ptr = self.get_parent().find_node("pointer"); - if Input.is_action_just_pressed("use"): - if _colliding && "path" in _colliding_group: - if !check_overlap_pointer(): - var instance = _path.instance() - _path_holder.add_child(instance) - instance.transform.origin = ptr.transform.origin + _normal * 0.25; - instance.transform.basis = Basis(ptr.transform.basis.get_rotation_quat()); - instance.set_name("path") - - _colliding_node.transform.basis = Basis(ptr.transform.basis.get_rotation_quat()); - - if Input.is_action_just_pressed("cancel"): - if _colliding && "path" in _colliding_group: - _colliding_node.queue_free() - -func place_path_end (): +func _inst_turret (pos, rot): + var instance = _turret.instance() + _turret_holder.add_child(instance) + instance.transform.origin = pos; + instance.transform.basis = Basis(rot); + instance.refresh_normal() + var instance_model = _turret_blues[0].instance() + instance_model.name = "model" + instance.add_child(instance_model) + instance.refresh_model() + +func _inst_path_start (pos, rot): + var instance = _path_start.instance() + _path_holder.add_child(instance) + instance.transform.origin = pos + _normal * 0.25; + instance.transform.basis = Basis(rot); + +func _inst_path (pos, rot): + var instance = _path.instance() + _path_holder.add_child(instance) + instance.transform.origin = pos + _normal * 0.25; + instance.transform.basis = Basis(rot); + instance.set_name("path") + _colliding_node.transform.basis = Basis(rot); + +func _inst_path_end (pos, rot): + var instance = _path_end.instance() + _path_holder.add_child(instance) + instance.transform.origin = pos + _normal * 0.25 + instance.transform.basis = Basis(rot); + +func _inst_attach (pos, rot): + var instance = _attach_point.instance() + _attach_point_holder.add_child(instance) + instance.transform.origin = pos; + instance.transform.basis = Basis(rot); + +func place (group, inst : FuncRef): var ptr = self.get_parent().find_node("pointer"); if Input.is_action_just_pressed("use"): - if _colliding && "path" in _colliding_group: + if _colliding && group in _colliding_group: if !check_overlap_pointer(): - var instance = _path_end.instance() - _path_holder.add_child(instance) - instance.transform.origin = ptr.transform.origin + _normal * 0.25 - instance.transform.basis = Basis(ptr.transform.basis.get_rotation_quat()); - - if Input.is_action_just_pressed("cancel"): - if _colliding && "path" in _colliding_group: - _colliding_node.queue_free() + inst.call_func(ptr.transform.origin, ptr.transform.basis.get_rotation_quat()) -func place_attach (): - var ptr = self.get_parent().find_node("pointer"); - if Input.is_action_just_pressed("use"): - if _colliding && "voxels" in _colliding_group: - if !check_overlap_pointer(): - var instance = _attach_point.instance() - _attach_point_holder.add_child(instance) - instance.transform.origin = ptr.transform.origin; - instance.transform.basis = Basis(ptr.transform.basis.get_rotation_quat()); - +func delete (group): if Input.is_action_just_pressed("cancel"): - if _colliding && "attach" in _colliding_group: + if _colliding && group in _colliding_group: _colliding_node.queue_free() func _pointer (): var ptr = self.get_parent().find_node("pointer"); - match sel: - 0: - place_turret() - 1: - place_start_path() - 2: - place_path() - 3: - place_path_end() - 4: - place_attach() - - var from = self.transform.origin - var to = from + (rot * Vector3.FORWARD) * 5 + var space: PhysicsDirectSpaceState = get_world().direct_space_state as PhysicsDirectSpaceState + var mouse2d = get_viewport().get_mouse_position() + var from = _camera.project_ray_origin(mouse2d) + var to = (from + _camera.project_ray_normal(mouse2d) * 5) ptr.transform.origin = to - if ray.is_colliding(): + var mask = 1 + if sel in [1, 2, 3]: mask = 3 + var result = space.intersect_ray(from, to, [], mask) + if result.size() > 0: + ptr.get_child(0).visible = true + _colliding = true - _normal = ray.get_collision_normal().normalized(); - var pos = ray.get_collision_point() + _normal = result.normal; + _collision_point = result.position - var node = ray.get_collider().get_parent() + var node = result.collider.get_parent() _colliding_node = node _colliding_group = node.get_groups() if ("voxels" in _colliding_group or "path" in _colliding_group): - var _cursor_position = ray.get_collision_point() - _normal * (0.5 / 2) - var tran = 0.5 *_cursor_position - tran += Vector3.ONE * (0.5 / 2) + _normal* (0.5 / 2) - pos = tran + var cpos = result.position - _normal * (0.5 / 2) + var _cursor_position = (cpos / 0.5).floor() * 0.5 + _cursor_position += Vector3.ONE * (0.5 / 2) + _normal * (0.5 / 2) + _collision_point = _cursor_position if ("attach" in _colliding_group): - pos = node.global_transform.origin; + _collision_point = node.global_transform.origin; _normal = (node.global_transform.basis.get_rotation_quat() * Vector3.UP).normalized(); ptr.transform.basis = Basis(Utils.quat_look(_normal, Vector3.UP)) - ptr.transform.origin = pos + ptr.transform.origin = _collision_point else: _colliding = false _colliding_group = [] + ptr.get_child(0).visible = false + + match sel: + 0: + place("attach", funcref(self, "_inst_turret")) + delete("turret") + 1: + place("voxels", funcref(self, "_inst_path_start")) + delete("path") + 2: + place("path", funcref(self, "_inst_path")) + delete("path") + 3: + place("path", funcref(self, "_inst_path_end")) + delete("path") + 4: + place("voxels", funcref(self, "_inst_attach")) + delete("attach") func _input(event): if event is InputEventMouseMotion: - var mouse = Vector2( + _mouse += Vector2( deg2rad(event.relative.x) * -1, - deg2rad(event.relative.y) * -1) - mouse *= sensitivity_mouse - rotx *= Quat(Vector3(0, mouse.x, 0)) - roty *= Quat(Vector3(mouse.y, 0, 0)) - - rot = (rotx * roty).normalized() - self.transform.basis = Basis(rot) + deg2rad(event.relative.y) * -1) * sensitivity_mouse diff --git a/shaders/dissolve_mat.tres b/shaders/dissolve_mat.tres index 2e67a66..c8e2103 100644 --- a/shaders/dissolve_mat.tres +++ b/shaders/dissolve_mat.tres @@ -88,10 +88,10 @@ noise = SubResource( 5 ) [resource] resource_local_to_scene = true shader = SubResource( 1 ) -shader_param/offset = 0.147 +shader_param/offset = 0.369 shader_param/up = true shader_param/borderColor = Color( 1, 1, 1, 0 ) -shader_param/borderHeight = 0.0 +shader_param/borderHeight = 0.255 shader_param/waveAmplitude = 1.0 shader_param/waveFrequency = 1.0 shader_param/wavePhase = 0.1 @@ -1,4 +1,4 @@ -[gd_scene load_steps=13 format=2] +[gd_scene load_steps=14 format=2] [ext_resource path="res://scripts/movement.gd" type="Script" id=1] [ext_resource path="res://scripts/enemies.gd" type="Script" id=2] @@ -16,7 +16,7 @@ vertex_color_use_as_albedo = true [sub_resource type="ArrayMesh" id=7] surfaces/0 = { "aabb": AABB( 0, 0, 0, 2, 1, 2.5 ), -"array_data": PoolByteArray( 0, 0, 0, 0, 0, 0, 0, 63, 0, 0, 0, 63, 0, 0, 255, 127, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 63, 0, 0, 0, 0, 0, 0, 255, 127, 255, 255, 255, 255, 0, 0, 0, 63, 0, 0, 0, 63, 0, 0, 0, 63, 0, 0, 255, 127, 255, 255, 255, 255, 0, 0, 0, 63, 0, 0, 0, 63, 0, 0, 0, 0, 0, 0, 255, 127, 255, 255, 255, 255, 0, 0, 0, 63, 0, 0, 0, 0, 0, 0, 0, 0, 255, 127, 255, 127, 255, 255, 255, 255, 0, 0, 0, 63, 0, 0, 0, 63, 0, 0, 0, 0, 255, 127, 255, 127, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 127, 255, 127, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 63, 0, 0, 0, 0, 255, 127, 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0, 182, 0 ), "blend_shape_data": [ ], "format": 2194699, @@ -42,15 +42,19 @@ VOXELS = [ { "color": Color( 0.113636, 0, 1, 1 ) } ] +[sub_resource type="ConcavePolygonShape" id=8] +data = PoolVector3Array( 0, 0.5, 0.5, 0, 0.5, 0, 0.5, 0.5, 0.5, 0, 0.5, 0, 0.5, 0.5, 0, 0.5, 0.5, 0.5, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 0, 0.5, 0.5, 0, 0, 0.5, 0, 0, 0, 0, 0, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0.5, 0.5, 0, 0.5, 0.5, 0, 0, 0, 0, 0.5, 0.5, 0, 0, 0, 0, 0, 0, 0, 0.5, 0, 0.5, 1, 0, 0.5, 0.5, 0.5, 0.5, 1, 0, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 1, 0, 0, 0.5, 0, 0.5, 0.5, 0, 0, 1, 0, 0.5, 0.5, 0, 0.5, 1, 0, 0, 1, 0.5, 0, 1, 0.5, 0, 0.5, 0, 0, 1, 0.5, 0, 0.5, 0, 0, 0.5, 0, 0, 1, 0.5, 0.5, 1, 0.5, 0, 1, 0.5, 0.5, 1.5, 0.5, 0, 1, 0.5, 0, 1.5, 0.5, 0.5, 1.5, 0, 0.5, 1.5, 0, 0.5, 1, 0.5, 0.5, 1.5, 0, 0.5, 1, 0.5, 0.5, 1, 0.5, 0.5, 1.5, 0, 0, 1, 0, 0.5, 1, 0, 0, 1.5, 0, 0.5, 1, 0, 0.5, 1.5, 0, 0, 1.5, 0.5, 0, 1.5, 0.5, 0, 1, 0, 0, 1.5, 0.5, 0, 1, 0, 0, 1, 0, 0, 1.5, 0.5, 0.5, 1.5, 0.5, 0, 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2, 0.5, 1.5, 1.5, 0.5, 1, 2, 0.5, 1, 2, 0.5, 1.5, 2, 0, 1, 2, 0.5, 1, 1.5, 0, 1, 2, 0.5, 1, 1.5, 0.5, 1, 1.5, 0, 1, 2, 0, 1.5, 2, 0, 1, 1.5, 0, 1.5, 2, 0, 1, 1.5, 0, 1, 1.5, 0, 1.5, 2, 0.5, 1.5, 2, 0, 1.5, 2, 0.5, 2, 2, 0, 1.5, 2, 0, 2, 2, 0.5, 2, 1.5, 0.5, 2, 1.5, 0.5, 1.5, 2, 0.5, 2, 1.5, 0.5, 1.5, 2, 0.5, 1.5, 2, 0.5, 2, 2, 0, 2, 2, 0, 1.5, 1.5, 0, 2, 2, 0, 1.5, 1.5, 0, 1.5, 1.5, 0, 2, 2, 0.5, 2, 2, 0, 2, 1.5, 0.5, 2, 2, 0, 2, 1.5, 0, 2, 1.5, 0.5, 2 ) + [node name="world" type="Spatial"] +[node name="sun" type="DirectionalLight" parent="."] +transform = Transform( 0.782977, -0.605334, 0.14324, 0, 0.230271, 0.973127, -0.62205, -0.761936, 0.180297, 0, 0, 0 ) +light_energy = 2.533 +shadow_enabled = true + [node name="player" type="KinematicBody" parent="."] script = ExtResource( 1 ) -[node name="RayCast" type="RayCast" parent="player"] -cast_to = Vector3( 0, 0, -100 ) -collision_mask = 3 - [node name="CollisionShape" type="CollisionShape" parent="player"] shape = SubResource( 1 ) disabled = true @@ -66,10 +70,11 @@ far = 4482.9 mesh = ExtResource( 5 ) material/0 = null -[node name="world" type="MeshInstance" parent="."] +[node name="world" type="MeshInstance" parent="." groups=["voxels"]] mesh = SubResource( 7 ) material/0 = null script = ExtResource( 4 ) +static_body = true voxel_set = SubResource( 5 ) VOXELS = { Vector3( 0, 0, 0 ): 0, @@ -86,6 +91,11 @@ Vector3( 3, 0, 2 ): 1, Vector3( 3, 0, 3 ): 1 } +[node name="StaticBody" type="StaticBody" parent="world"] + +[node name="CollisionShape" type="CollisionShape" parent="world/StaticBody"] +shape = SubResource( 8 ) + [node name="gui" parent="." instance=ExtResource( 6 )] [node name="turrets" type="Node" parent="."] |