class_name World extends Node3D @export var players: Array @onready var score_update_timer: Timer = $ScoreUpdateTimer @onready var pixel_count_compute_shader: PixelCountComputeShader = $PixelCountComputeShader @onready var camera: Camera3D = $Camera3D @onready var level: Node3D = $Level @onready var world_coloring_viewport: SubViewport = $WorldColoringViewport const GAME_DURATION_SECONDS = 20 var camera_position: Vector3; var world_coloring_material: ShaderMaterial var world_plane: Plane = Plane(Vector3.UP, Vector3.ZERO) var spawn_points: Array = Array() enum GameState { Startup, Running, Finished } var time_left = GAME_DURATION_SECONDS var game_state : GameState = GameState.Startup var game_state_last : GameState = GameState.Finished # 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) 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) find_spawn_points(level) for player: Player in players: player.state = player.PlayerState.Dead apply_world_coloring_recursive(level) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta): if game_state_last != game_state: if game_state == GameState.Startup: on_game_startup() 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 func _physics_process(_delta): world_coloring_material.set_shader_parameter("world_color_texture", world_coloring_viewport.get_texture()) if game_state != GameState.Running: return 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 _unhandled_input(event): if game_state == GameState.Startup: if event.is_action_pressed("ui_accept"): game_state = GameState.Running 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) 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 if players.size() > 1: players[1].score = pixel_count_compute_shader.blue_score func on_game_startup(): print("Switching to startup") stop_gameplay() world_coloring_viewport.render_target_clear_mode = SubViewport.CLEAR_MODE_ONCE world_coloring_viewport.render_target_update_mode = SubViewport.UPDATE_ONCE func on_game_running(): print("Switching to gameplay") start_gameplay() 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(): print("Starting ggameplay") time_left = GAME_DURATION_SECONDS for player: Player in players: player.energy = 100; 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