DashBoomColorClash/scenes/World.gd

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3.6 KiB
GDScript
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class_name World extends Node3D
@export var players: Array
@onready var score_update_timer: Timer = $ScoreUpdateTimer
@onready var pixel_count_compute_shader: PixelCountComputeShader = $PixelCountComputeShader
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@onready var camera: Camera3D = $Camera3D
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@onready var level: Node3D = $Level
@onready var world_coloring_viewport: SubViewport = $WorldColoringViewport
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var camera_position: Vector3;
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var world_coloring_material: ShaderMaterial
var world_plane: Plane = Plane(Vector3.UP, Vector3.ZERO)
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var spawn_points: Array = Array()
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# Called when the node enters the scene tree for the first time.
func _ready():
var player1: CharacterBody3D = $Player1
var player2: CharacterBody3D = $Player2
players.append(player1)
players.append(player2)
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if players.size() == 1:
world_coloring_material = load("res://materials/WorldColoringMaterialPass.tres")
world_coloring_material.set_shader_parameter("world_color_texture", world_coloring_viewport.get_texture())
else:
world_coloring_material = load("res://materials/WorldColoringMaterialPassVersus.tres")
world_coloring_material.set_shader_parameter("world_color_texture", world_coloring_viewport.get_texture())
camera_position = camera.global_position
score_update_timer.connect("timeout", update_score)
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find_spawn_points(level)
for player: Player in players:
player.state = player.PlayerState.Dead
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apply_world_coloring_recursive(level)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
var player1 : Player = players[0]
var player_center = Vector3.ZERO
var player_coords_rect : Rect2 = Rect2(
player1.global_position.x,
player1.global_position.z,
0,
0,
)
for player: CharacterBody3D in players:
player_center += player.global_position
player_coords_rect = player_coords_rect.expand(Vector2(player.global_position.x, player.global_position.z))
player_center = player_center / players.size()
player_center.y = 0
var view_width = player_coords_rect.size.x + 10
var view_height = player_coords_rect.size.y + 15
var camera_dist = max (view_width, view_height) * 0.5 / sin(deg_to_rad(camera.fov) * 0.5)
var camera_direction : Vector3 = -camera.basis.z
camera_position = player_center - camera_direction * camera_dist
camera.global_position = camera_position
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pass
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func _physics_process(_delta):
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world_coloring_material.set_shader_parameter("world_color_texture", world_coloring_viewport.get_texture())
for player: Player in players:
if player.state == Player.PlayerState.Dead:
var occupied = true
var spawn_point
while occupied:
spawn_point = spawn_points.pick_random() as SpawnPoint
if not spawn_point.is_occupied():
occupied = false
player.global_position = spawn_point.global_position
player.state = Player.PlayerState.Alive
spawn_point.near_players.append(player)
func find_spawn_points (node):
for child in node.get_children():
var spawn_point = child as SpawnPoint
if spawn_point:
spawn_points.append(spawn_point)
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func apply_world_coloring_recursive (node):
for child in node.get_children():
var mesh_instance := child as MeshInstance3D
if mesh_instance:
assign_world_coloring_pass(mesh_instance)
apply_world_coloring_recursive(child)
func assign_world_coloring_pass(mesh_instance: MeshInstance3D) -> void:
var material = mesh_instance.get_active_material(0)
if not material:
return
material.next_pass = world_coloring_material
func update_score():
pixel_count_compute_shader.recalculate_score()
players[0].score = pixel_count_compute_shader.red_score
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if players.size() > 1:
players[1].score = pixel_count_compute_shader.blue_score