diff --git a/assets/textures/player_bomb_mask.png b/assets/textures/player_bomb_mask.png new file mode 100644 index 0000000..b04a8b0 Binary files /dev/null and b/assets/textures/player_bomb_mask.png differ diff --git a/assets/textures/player_bomb_mask.png.import b/assets/textures/player_bomb_mask.png.import new file mode 100644 index 0000000..c49c618 --- /dev/null +++ b/assets/textures/player_bomb_mask.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://vcebfpqo2ko7" +path="res://.godot/imported/player_bomb_mask.png-d9f1c068bea19451ba5b876c7e08dc0c.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/textures/player_bomb_mask.png" +dest_files=["res://.godot/imported/player_bomb_mask.png-d9f1c068bea19451ba5b876c7e08dc0c.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=false +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/entities/Player.gd b/entities/Player.gd index 4b3ed13..f385769 100644 --- a/entities/Player.gd +++ b/entities/Player.gd @@ -1,4 +1,4 @@ -class Player extends CharacterBody3D +extends CharacterBody3D @export var color : Color = Color.DODGER_BLUE @@ -7,9 +7,12 @@ class Player extends CharacterBody3D @export var move_down_action := "move_down" @export var move_up_action := "move_up" @export var dash_action := "dash" +@export var bomb_action := "bomp" @onready var geometry = $Geometry +signal bomb_triggered + var angle = 0 var is_dashing = false var dash_time = 0 @@ -30,6 +33,9 @@ func _physics_process(delta): # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY + + if Input.is_action_just_pressed(bomb_action): + emit_signal("bomb_triggered", self) # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. diff --git a/materials/GrassNoiseMaterial.tres b/materials/GrassNoiseMaterial.tres index cd9aa71..66c8b91 100644 --- a/materials/GrassNoiseMaterial.tres +++ b/materials/GrassNoiseMaterial.tres @@ -1,6 +1,4 @@ -[gd_resource type="StandardMaterial3D" load_steps=4 format=3 uid="uid://bg3dawo5kkosg"] - -[ext_resource type="Material" uid="uid://c60s78p4g17ye" path="res://materials/WorldColoringMaterialPass.tres" id="1_3d3it"] +[gd_resource type="StandardMaterial3D" load_steps=3 format=3 uid="uid://bg3dawo5kkosg"] [sub_resource type="FastNoiseLite" id="FastNoiseLite_wonuc"] noise_type = 0 @@ -16,7 +14,6 @@ normalize = false noise = SubResource("FastNoiseLite_wonuc") [resource] -next_pass = ExtResource("1_3d3it") albedo_color = Color(0.113725, 0.431373, 0.266667, 0.933333) albedo_texture = SubResource("NoiseTexture2D_iklfu") uv1_scale = Vector3(20, 1, 20) diff --git a/materials/shader/WorldColoring.gdshader b/materials/shader/WorldColoring.gdshader index 5eac945..77d00f2 100644 --- a/materials/shader/WorldColoring.gdshader +++ b/materials/shader/WorldColoring.gdshader @@ -11,9 +11,14 @@ void fragment() { vec4 projected_coords = INV_VIEW_MATRIX * vec4(VERTEX, 1.0); vec4 currentColor = textureLod(screen_texture, SCREEN_UV, 0.0); - vec4 worldColor = textureLod(world_color_texture, projected_coords.xz * 0.01 + vec2(0.5), 0.0); + vec4 playerColorationColor = textureLod(world_color_texture, projected_coords.xz * 0.01 + vec2(0.5), 0.0); vec3 colorToLuminance = vec3(0.2126, 0.7152, 0.0722); - ALBEDO = vec3(dot(currentColor.rgb, colorToLuminance) * 0.4) + 0.2 * currentColor.rgb + 0.4 * worldColor.rgb; + + vec3 desaturatedColor = vec3(dot(currentColor.rgb, colorToLuminance) * 0.4) + 0.1 * currentColor.rgb; + + ALBEDO = desaturatedColor * (1.0 - playerColorationColor.a) + currentColor.rgb * playerColorationColor.a; + + ALBEDO = desaturatedColor * (1.0 - playerColorationColor.a) + (playerColorationColor.rgb * 0.3 + currentColor.rgb * 0.7) * playerColorationColor.a; } //void light() { diff --git a/project.godot b/project.godot index b4d5f63..6dfcd6d 100644 --- a/project.godot +++ b/project.godot @@ -51,7 +51,7 @@ dash_p1={ , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":79,"key_label":0,"unicode":102,"echo":false,"script":null) ] } -bomp_p1={ +bomb_p1={ "deadzone": 0.5, "events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":1,"pressure":0.0,"pressed":true,"script":null) , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":80,"key_label":0,"unicode":113,"echo":false,"script":null) diff --git a/scenes/World.gd b/scenes/World.gd index 4475f85..368a297 100644 --- a/scenes/World.gd +++ b/scenes/World.gd @@ -5,26 +5,23 @@ extends Node3D @onready var level: Node3D = $Level @onready var world_coloring_viewport: SubViewport = $WorldColoringViewport @onready var world_coloring_player1_texture_rect: TextureRect = $WorldColoringViewport/Player1TextureRect +@onready var world_coloring_player1_sprite: Sprite2D = $WorldColoringViewport/Player1Sprite +@onready var world_coloring_player1_bomb_sprite: Sprite2D = $WorldColoringViewport/Player1BombSprite var camera_offset: Vector3; var world_coloring_material: ShaderMaterial -var world_coloring_texture: ImageTexture -var world_coloring_image: Image - -const player_mask_texture: = preload("res://assets/textures/player_draw_mask.png") -var player_mask_image: ImageTexture; - # Called when the node enters the scene tree for the first time. func _ready(): camera_offset = camera.global_position - player1.global_position world_coloring_material = load("res://materials/WorldColoringMaterialPass.tres") - world_coloring_material.set_shader_parameter("world_color_texture", world_coloring_texture) + world_coloring_material.set_shader_parameter("world_color_texture", world_coloring_viewport.get_texture()) - world_coloring_image = Image.create(1000, 1000, 0, Image.FORMAT_RGBA8); - world_coloring_image.fill(Color(1, 0, 1, 1)) - world_coloring_texture = ImageTexture.create_from_image(world_coloring_image) + world_coloring_player1_sprite.modulate = player1.color + world_coloring_player1_bomb_sprite.modulate = player1.color + + player1.connect("bomb_triggered", player_bomb_triggered) apply_world_coloring_recursive(level) @@ -34,18 +31,11 @@ func _process(_delta): pass func _physics_process(_delta): - #var player_world_color_coordinate : Vector2 = player1.global_position - var world_coloring_player1_rect : Rect2 - world_coloring_player1_rect.position = player_position_to_world_coloring_position(player1.global_position) - world_coloring_player1_rect.size = Vector2(10, 10) - - world_coloring_image.fill_rect(world_coloring_player1_rect, player1.color) - world_coloring_texture = ImageTexture.create_from_image(world_coloring_image) - - apply_world_coloring_recursive(level) + world_coloring_player1_sprite.global_position = player_position_to_world_coloring_position(player1.global_position) + world_coloring_material.set_shader_parameter("world_color_texture", world_coloring_viewport.get_texture()) -func player_position_to_world_coloring_position(position: Vector3): - var result = Vector2 (position.x * 10 + 495, position.z * 10 + 495) +func player_position_to_world_coloring_position(player_position: Vector3): + var result = Vector2 (player_position.x * 10 + 500, player_position.z * 10 + 500) return result; func apply_world_coloring_recursive (node): @@ -60,7 +50,9 @@ 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 - var world_coloring_pass :ShaderMaterial = material.next_pass as ShaderMaterial - world_coloring_pass.set_shader_parameter("world_color_texture", world_coloring_texture) - +func player_bomb_triggered(player): + world_coloring_player1_bomb_sprite.global_position = player_position_to_world_coloring_position(player.global_position) + world_coloring_player1_bomb_sprite.visible = true diff --git a/scenes/World.tscn b/scenes/World.tscn index a2a10d4..7d776bb 100644 --- a/scenes/World.tscn +++ b/scenes/World.tscn @@ -1,10 +1,11 @@ -[gd_scene load_steps=14 format=3 uid="uid://b1nm5h3yccr16"] +[gd_scene load_steps=16 format=3 uid="uid://b1nm5h3yccr16"] [ext_resource type="Script" path="res://entities/Player.gd" id="1_ca7jo"] [ext_resource type="Script" path="res://scenes/World.gd" id="1_gtcjp"] [ext_resource type="Texture2D" uid="uid://cek45oeqv3jvj" path="res://assets/textures/test_world_color_texture_viewport.png" id="3_bvxb7"] [ext_resource type="Texture2D" uid="uid://bnsrnuuq28p4d" path="res://assets/textures/player_draw_mask.png" id="4_dipd5"] [ext_resource type="Material" uid="uid://bg3dawo5kkosg" path="res://materials/GrassNoiseMaterial.tres" id="4_pseda"] +[ext_resource type="Texture2D" uid="uid://vcebfpqo2ko7" path="res://assets/textures/player_bomb_mask.png" id="5_17c1g"] [sub_resource type="BoxMesh" id="BoxMesh_yle83"] size = Vector3(0.24, 0.75, 0.24) @@ -22,7 +23,11 @@ ambient_light_energy = 2.64 [sub_resource type="BoxShape3D" id="BoxShape3D_p0rqu"] +[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_mr6ph"] +albedo_color = Color(1, 0.137255, 1, 1) + [sub_resource type="BoxMesh" id="BoxMesh_237xr"] +material = SubResource("StandardMaterial3D_mr6ph") [sub_resource type="BoxMesh" id="BoxMesh_bwn4a"] material = ExtResource("4_pseda") @@ -36,12 +41,12 @@ script = ExtResource("1_gtcjp") [node name="Player1" type="CharacterBody3D" parent="."] collision_mask = 3 script = ExtResource("1_ca7jo") -color = null move_right_action = "move_right_p1" move_left_action = "move_left_p1" move_down_action = "move_down_p1" move_up_action = "move_up_p1" -dash_action = null +dash_action = "dash_p1" +bomb_action = "bomb_p1" [node name="Geometry" type="MeshInstance3D" parent="Player1"] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.472544, 0) @@ -59,7 +64,7 @@ transform = Transform3D(-4.37114e-08, -0.528438, 0.848972, 0, 0.848972, 0.528438 shadow_enabled = true [node name="Camera3D" type="Camera3D" parent="."] -transform = Transform3D(1, 0, 0, 0, 0.305147, 0.952305, 0, -0.952305, 0.305147, 0, 10, 1.966) +transform = Transform3D(1, 0, 0, 0, 0.305147, 0.952305, 0, -0.952305, 0.305147, 0, 10, 3.10854) [node name="Sprite3D" type="Sprite3D" parent="."] transform = Transform3D(20, 0, 0, 0, -8.74228e-07, 50, 0, -20, -2.18557e-06, 0, 0, 0) @@ -69,11 +74,13 @@ modulate = Color(1, 1, 1, 0.32549) own_world_3d = true world_3d = SubResource("World3D_s7kgt") transparent_bg = true -size = Vector2i(1001, 1001) +handle_input_locally = false +size = Vector2i(1000, 1000) render_target_clear_mode = 1 render_target_update_mode = 4 [node name="TextureRect" type="TextureRect" parent="WorldColoringViewport"] +visible = false anchors_preset = 15 anchor_right = 1.0 anchor_bottom = 1.0 @@ -82,14 +89,32 @@ grow_vertical = 2 texture = ExtResource("3_bvxb7") [node name="Player1TextureRect" type="TextureRect" parent="WorldColoringViewport"] -offset_right = 40.0 -offset_bottom = 40.0 +visible = false +anchors_preset = 8 +anchor_left = 0.5 +anchor_top = 0.5 +anchor_right = 0.5 +anchor_bottom = 0.5 +offset_left = -20.0 +offset_top = -20.0 +offset_right = 20.0 +offset_bottom = 20.0 +grow_horizontal = 2 +grow_vertical = 2 +size_flags_horizontal = 4 +size_flags_vertical = 4 texture = ExtResource("4_dipd5") +[node name="Player1Sprite" type="Sprite2D" parent="WorldColoringViewport"] +texture = ExtResource("4_dipd5") + +[node name="Player1BombSprite" type="Sprite2D" parent="WorldColoringViewport"] +texture = ExtResource("5_17c1g") + [node name="Level" type="Node3D" parent="."] [node name="Box" type="StaticBody3D" parent="Level"] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1) +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.38367, 0, 2.83298) [node name="CollisionShape3D" type="CollisionShape3D" parent="Level/Box"] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)