DashBoomColorClash/scenes/World.gd

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GDScript
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class_name World extends Node3D
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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@onready var music_stream_player: AudioStreamPlayer = $MusicAudioStreamPlayer
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var player_scene = preload("res://entities/Player.tscn")
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var level_scenes : Array = [
preload("res://levels/BasicLevel.tscn"),
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preload("res://levels/Platforms.tscn"),
preload("res://levels/LotsaHoles.tscn")
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]
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var level_index = 0
var last_level_index = -1
const GAME_DURATION_SECONDS = 20
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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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enum GameState {
Startup,
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LevelSelect,
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Running,
Finished
}
var time_left = GAME_DURATION_SECONDS
var game_state : GameState = GameState.Startup
var game_state_last : GameState = GameState.Finished
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# Called when the node enters the scene tree for the first time.
func _ready():
camera_position = camera.global_position
score_update_timer.connect("timeout", update_score)
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load_level()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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if game_state_last != game_state:
if game_state == GameState.Startup:
on_game_startup()
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elif game_state == GameState.LevelSelect:
on_game_level_select()
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elif game_state == GameState.Running:
on_game_running()
elif game_state == GameState.Finished:
on_game_finished()
game_state_last = game_state
if game_state == GameState.Running:
time_left -= _delta;
else:
return
if time_left <= 0:
game_state = GameState.Finished
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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func _physics_process(_delta):
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if level_index != last_level_index:
load_level()
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world_coloring_material.set_shader_parameter("world_color_texture", world_coloring_viewport.get_texture())
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if game_state != GameState.Running:
return
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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 + Vector3.UP * 2
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player.state = Player.PlayerState.Alive
spawn_point.near_players.append(player)
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func _unhandled_input(event):
if game_state == GameState.Startup:
if event.is_action_pressed("ui_accept"):
game_state = GameState.Running
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func load_level():
print("Loading level " + str(level_scenes[level_index]))
for node in level.get_children():
node.queue_free()
var level_instance = level_scenes[level_index].instantiate()
print("Loaded level " + level_instance.name)
level.add_child(level_instance)
spawn_points.clear()
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for node in $Players.get_children():
node.queue_free()
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find_spawn_points(level)
print("Found " + str(spawn_points.size()) + " spawn points.")
spawn_players()
apply_world_coloring_recursive(level)
last_level_index = level_index
func find_spawn_points (node: Node3D):
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for child in node.get_children():
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if child.is_queued_for_deletion():
continue
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var spawn_point = child as SpawnPoint
if spawn_point:
spawn_points.append(spawn_point)
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find_spawn_points(child)
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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
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func spawn_players():
var players_node = $Players
var player1: Player = player_scene.instantiate()
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player1.name = "Red"
player1.color = Color(1, 0, 0, 1)
player1.coloring_sprite_path = world_coloring_viewport.get_node("Player1Sprite").get_path()
player1.coloring_bomb_sprite_path = world_coloring_viewport.get_node("Player1BombSprite").get_path()
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player1.move_right_action += "_p1"
player1.move_left_action += "_p1"
player1.move_up_action += "_p1"
player1.move_down_action += "_p1"
player1.dash_action += "_p1"
player1.bomb_action += "_p1"
var player2: Player = player_scene.instantiate()
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player2.name = "Blue"
player2.color = Color(0, 0, 1, 1)
player2.coloring_sprite_path = world_coloring_viewport.get_node("Player2Sprite").get_path()
player2.coloring_bomb_sprite_path = world_coloring_viewport.get_node("Player2BombSprite").get_path()
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player2.move_right_action += "_p2"
player2.move_left_action += "_p2"
player2.move_up_action += "_p2"
player2.move_down_action += "_p2"
player2.dash_action += "_p2"
player2.bomb_action += "_p2"
players_node.add_child(player1)
players_node.add_child(player2)
players.clear()
players.append(player1)
players.append(player2)
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())
for player: Player in players:
player.state = player.PlayerState.Dead
func remove_players():
var players_node = $Players
for player: Player in players_node.get_children():
player.queue_free()
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players.clear()
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func on_game_startup():
print("Switching to startup")
stop_gameplay()
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music_stream_player.stop()
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world_coloring_viewport.render_target_clear_mode = SubViewport.CLEAR_MODE_ONCE
world_coloring_viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
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func on_game_level_select():
print("Switching to level select")
stop_gameplay()
music_stream_player.stop()
world_coloring_viewport.render_target_clear_mode = SubViewport.CLEAR_MODE_ONCE
world_coloring_viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
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func on_game_running():
print("Switching to gameplay")
start_gameplay()
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music_stream_player.play()
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world_coloring_viewport.render_target_clear_mode = SubViewport.CLEAR_MODE_NEVER
world_coloring_viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
func on_game_finished():
print("Switching to finished")
stop_gameplay()
world_coloring_viewport.render_target_clear_mode = SubViewport.CLEAR_MODE_NEVER
world_coloring_viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
func stop_gameplay():
print("Stopping gameplay")
for player: Player in players:
player.coloring_sprite.visible = false
player.coloring_bomb_sprite.visible = false
player.set_process(false)
player.set_process_input(false)
player.set_physics_process(false)
func start_gameplay():
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print("Starting gameplay")
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time_left = GAME_DURATION_SECONDS
for player: Player in players:
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player.energy = 100;
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player.coloring_sprite.visible = true
player.coloring_bomb_sprite.visible = false
player.set_process(true)
player.set_process_input(true)
player.set_physics_process(true)
player.state = Player.PlayerState.Dead