fixed the path rebuilding lag

This commit is contained in:
2026-02-08 02:10:23 +11:00
parent fd9b62faba
commit e441a121ff
26 changed files with 629 additions and 385 deletions

View File

@@ -8,12 +8,12 @@ extends Node3D
var enabled: bool = false
var level: Level
var point: FlowNode
var point: FlowNodeData
var obstacle_last_point: int = -1
var valid_point: bool = false # a point is valid if the path would still be traversable overall if this point was made untraversable
var ray_collider: Object
var ray_point: Vector3
var last_point: FlowNode
var last_point: FlowNodeData
var last_tower_base: TowerBase
var interact_key_held: bool = false
var interacted_once: bool = false
@@ -78,7 +78,7 @@ func _process(delta: float) -> void:
if !valid_point:
wall_preview.set_visible(false)
if point:
wall_preview.global_position = point.global_position
wall_preview.global_position = point.position
wall_preview.global_rotation = Vector3.ZERO
@@ -92,8 +92,8 @@ func reset() -> void:
func process_looking_at_level() -> void:
point = level.flow_field.get_closest_buildable_point(ray_point)
if level.walls.has(point) or !point.buildable or hero.currency < Data.wall_cost:
point = level.flow_field.get_closest_point(ray_point, false, true)
if level.walls.has(point) or hero.currency < Data.wall_cost:
wall_preview.set_visible(false)
valid_point = false
clear_previous_point()

View File

@@ -23,7 +23,6 @@
[ext_resource type="Texture2D" uid="uid://chhmkmlfrobhu" path="res://Assets/Textures/bubble.png" id="15_q3yot"]
[ext_resource type="Texture2D" uid="uid://cqnapc8cscl7i" path="res://Assets/Textures/border.png" id="16_x1xjr"]
[ext_resource type="PackedScene" uid="uid://chnj376d3lcjd" path="res://UI/pickup_notification.tscn" id="17_oyeww"]
[ext_resource type="PackedScene" uid="uid://d17c77pqsi8oy" path="res://UI/EnemyCard/enemy_card_ui.tscn" id="18_dfkac"]
[ext_resource type="Script" uid="uid://b5wle8f6rv3e7" path="res://PCs/player_movement.gd" id="20_cfhw8"]
[ext_resource type="Texture2D" uid="uid://deelc254ct7ae" path="res://Assets/Textures/place_icon.png" id="22_o55s8"]
[ext_resource type="AudioStream" uid="uid://csu2hce4bfoki" path="res://Audio/cardPlace1.ogg" id="24_8ch4w"]
@@ -433,7 +432,6 @@ pickup_notif_scene = ExtResource("17_oyeww")
wave_start_label = NodePath("StartWaveLabel")
place_text = NodePath("VBoxContainer2/HBoxContainer/RichTextLabel")
swap_text = NodePath("VBoxContainer2/HBoxContainer2/RichTextLabel")
enemy_card_scene = ExtResource("18_dfkac")
energy_label = NodePath("Currencies/HBoxContainer/EnergyLabel")
blank_cassette_label = NodePath("Currencies/BlankCassetteLabel")
feature_preview = NodePath("FeaturePreview")

View File

@@ -3,101 +3,38 @@ extends Node3D
signal path_updated()
@export var data_file: FlowFieldData
@export var start_points: Array[Node3D]
@export var goal_points: Array[Node3D]
@export var nodes_visible: bool = false
var flow_node_scene: PackedScene = preload("res://Scenes/FlowField/flow_node.tscn")
var nodes: Array[FlowNode] = []
var start_nodes: Array[FlowNode] = []
var goal_nodes: Array[FlowNode] = []
var created_nodes: int = 0
var start_nodes: Array[FlowNodeData]
var goal_nodes: Array[FlowNodeData]
var magic_node: FlowNodeData
var data: FlowFieldData :
get():
return data
set(value):
data = value
for node: FlowNodeData in data.nodes:
if node.type == FlowNodeData.NodeType.START:
start_nodes.append(node)
if node.type == FlowNodeData.NodeType.GOAL:
goal_nodes.append(node)
func _ready() -> void:
if !nodes_visible:
for node: FlowNode in nodes:
node.visible = false
func load_from_data(data: FlowFieldData = data_file) -> void:
data_file = data
for node: FlowNode in nodes:
delete_node(node)
nodes = []
start_nodes = []
goal_nodes = []
var dict: Dictionary[FlowNodeData, FlowNode] = {}
created_nodes = 0
for node_data: FlowNodeData in data_file.nodes:
var new_flow_node: FlowNode = create_node(node_data.position)
new_flow_node.node_id = node_data.node_id
new_flow_node.grid_id = node_data.grid_id
new_flow_node.grid_x = node_data.grid_x
new_flow_node.grid_y = node_data.grid_y
new_flow_node.buildable = node_data.buildable
dict[node_data] = new_flow_node
if node_data.type == FlowNodeData.NodeType.START:
start_nodes.append(new_flow_node)
elif node_data.type == FlowNodeData.NodeType.GOAL:
goal_nodes.append(new_flow_node)
for node_data: FlowNodeData in dict.keys():
for neighbor: FlowNodeData in node_data.connected_nodes:
dict[node_data].add_connection(dict[neighbor])
@warning_ignore("unused_parameter")
func _process(delta: float) -> void:
if !nodes_visible:
return
for node: FlowNode in nodes:
if node.traversable and node.buildable:
node.set_color(Color.WEB_GRAY)
elif node.traversable and !node.buildable:
node.set_color(Color.CORAL)
else:
node.set_color(Color.BLACK)
if goal_nodes.has(node):
node.set_color(Color.BLUE)
if start_nodes.has(node):
node.set_color(Color.PINK)
if magic_node:
magic_node.set_color(Color.DEEP_PINK)
func get_closest_traversable_point(pos: Vector3) -> FlowNode:
var closest_point: FlowNode = null
func get_closest_point(pos: Vector3, traversable_required: bool = false, buildable_required: bool = false) -> FlowNodeData:
var closest_point: FlowNodeData = null
var closest_dist: float = 100000.0
for node: FlowNode in nodes:
if node.traversable and node.global_position.distance_to(pos) < closest_dist:
closest_dist = node.global_position.distance_to(pos)
closest_point = node
return closest_point
func get_closest_point_point(pos: Vector3) -> FlowNode:
var closest_point: FlowNode = null
var closest_dist: float = 100000.0
for node: FlowNode in nodes:
if node.global_position.distance_to(pos) < closest_dist:
closest_dist = node.global_position.distance_to(pos)
closest_point = node
return closest_point
func get_closest_buildable_point(pos: Vector3) -> FlowNode:
var closest_point: FlowNode = null
var closest_dist: float = 100000.0
for node: FlowNode in nodes:
if node.buildable and node.global_position.distance_to(pos) < closest_dist:
closest_dist = node.global_position.distance_to(pos)
for node: FlowNodeData in data.nodes:
if node.position.distance_to(pos) < closest_dist:
if !traversable_required or node.traversable:
if !buildable_required or node.buildable:
closest_dist = node.position.distance_to(pos)
closest_point = node
return closest_point
func test_traversability() -> bool:
for node: FlowNode in start_nodes:
for node: FlowNodeData in start_nodes:
while node.best_path != null:
if node.best_path.traversable:
node = node.best_path
@@ -106,9 +43,9 @@ func test_traversability() -> bool:
return true
func iterate_search(search_frontier: Array[FlowNode], reached: Array[FlowNode]) -> void:
var current: FlowNode = search_frontier.pop_front()
for node: FlowNode in current.connections:
func iterate_search(search_frontier: Array[FlowNodeData], reached: Array[FlowNodeData]) -> void:
var current: FlowNodeData = search_frontier.pop_front()
for node: FlowNodeData in current.connected_nodes:
if !reached.has(node):
reached.append(node)
if node.traversable:
@@ -117,9 +54,9 @@ func iterate_search(search_frontier: Array[FlowNode], reached: Array[FlowNode])
func calculate() -> void:
var reached: Array[FlowNode] = []
var search_frontier: Array[FlowNode] = []
for node: FlowNode in goal_nodes:
var reached: Array[FlowNodeData] = []
var search_frontier: Array[FlowNodeData] = []
for node: FlowNodeData in goal_nodes:
node.best_path = null
reached.append(node)
search_frontier.append(node)
@@ -127,20 +64,19 @@ func calculate() -> void:
iterate_search(search_frontier, reached)
var magic_node: FlowNode = null
func traversable_after_blocking_point(point: FlowNode) -> bool:
func traversable_after_blocking_point(point: FlowNodeData) -> bool:
magic_node = null
var reached: Array[FlowNode] = [point]
var search_frontier: Array[FlowNode] = []
for node: FlowNode in point.connections:
var reached: Array[FlowNodeData] = [point]
var search_frontier: Array[FlowNodeData] = []
for node: FlowNodeData in point.connected_nodes:
if node.best_path == point and node.traversable:
reached.append(node)
search_frontier.append(node)
if search_frontier.size() == 0: # if no neighbors rely on this node, then we're all good
return true
while search_frontier.size() > 0:
var current: FlowNode = search_frontier.pop_front()
for node: FlowNode in current.connections:
var current: FlowNodeData = search_frontier.pop_front()
for node: FlowNodeData in current.connected_nodes:
if !reached.has(node):
if node.traversable and node.best_path != node and !reached.has(node.best_path):
#if we havent already seen the node this neighbor goes to,
@@ -154,33 +90,23 @@ func traversable_after_blocking_point(point: FlowNode) -> bool:
return false
## Connects many nodes to a single single node, if any connections already
## exist, this function disconnects them instead
func connect_many_nodes(common_node: FlowNode, child_nodes: Array[FlowNode]) -> void:
for node: FlowNode in child_nodes:
if common_node.connections.has(node):
disconnect_nodes(common_node, node)
else:
connect_nodes(common_node, node)
func toggle_goal(nodes_to_toggle: Array[FlowNode]) -> void:
for node: FlowNode in nodes_to_toggle:
func toggle_goal(nodes_to_toggle: Array[FlowNodeData]) -> void:
for node: FlowNodeData in nodes_to_toggle:
if goal_nodes.has(node):
goal_nodes.erase(node)
else:
goal_nodes.append(node)
func toggle_start(nodes_to_toggle: Array[FlowNode]) -> void:
for node: FlowNode in nodes_to_toggle:
func toggle_start(nodes_to_toggle: Array[FlowNodeData]) -> void:
for node: FlowNodeData in nodes_to_toggle:
if start_nodes.has(node):
start_nodes.erase(node)
else:
start_nodes.append(node)
func toggle_traversable(node: FlowNode) -> bool:
func toggle_traversable(node: FlowNodeData) -> bool:
node.traversable = !node.traversable
calculate()
#TODO: technically the path only changed if the new path IS traversable
@@ -188,64 +114,5 @@ func toggle_traversable(node: FlowNode) -> bool:
return test_traversability()
func toggle_buildable(node: FlowNode) -> void:
func toggle_buildable(node: FlowNodeData) -> void:
node.buildable = !node.buildable
func create_node(pos: Vector3 = Vector3.ZERO, grid_id: int = -1, grid_x: int = 0, grid_y: int = 0) -> FlowNode:
var node: FlowNode = flow_node_scene.instantiate()
node.node_id = created_nodes
node.grid_id = grid_id
node.grid_x = grid_x
node.grid_y = grid_y
node.position = pos
node.set_color(Color.WEB_GRAY)
nodes.append(node)
add_child(node)
node.owner = self
created_nodes += 1
return node
func delete_node(node: FlowNode) -> void:
for neighbor: FlowNode in node.connections:
node.remove_connection(neighbor)
nodes.erase(node)
node.queue_free()
func connect_nodes(node1: FlowNode, node2: FlowNode) -> void:
if node1 != node2:
node1.add_connection(node2)
node2.add_connection(node1)
func disconnect_nodes(node1: FlowNode, node2: FlowNode) -> void:
if node1 != node2:
node1.remove_connection(node2)
node2.remove_connection(node1)
func create_grid(x_size: int, y_size: int, gap: float) -> void:
data_file.grids += 1
var grid_id: int = data_file.grids
var grid: Array[Array] = []
for x: int in x_size:
var row: Array[FlowNode] = []
for y: int in y_size:
#var start_pos: Vector3 = Vector3.ZERO - (Vector3(gap * x_size, 0, gap * y_size) / 2.0)
var point_position: Vector3 = Vector3((x - floori(x_size / 2.0)) * gap, 0, (y - floori(y_size / 2.0)) * gap)
#point_position += global_position
#row.append(create_node(start_pos + Vector3(gap * x, 0, gap * y)))
row.append(create_node(point_position, grid_id, x, y))
grid.append(row)
for x: int in grid.size():
for y: int in grid[x].size():
if y > 0:
connect_nodes(grid[x][y], grid[x][y - 1])
if x > 0:
connect_nodes(grid[x][y], grid[x - 1][y])
if y < grid[x].size() - 1:
connect_nodes(grid[x][y], grid[x][y + 1])
if x < grid.size() - 1:
connect_nodes(grid[x][y], grid[x + 1][y])

View File

@@ -1,8 +1,8 @@
class_name FlowFieldData
extends Resource
extends RefCounted
@export var nodes: Array[FlowNodeData]
@export var grids: int = 0
var nodes: Array[FlowNodeData]
var grids: int = 0
func to_dict() -> Dictionary:

View File

@@ -4,10 +4,62 @@ extends Node
@export var flow_field: FlowField
func create_grid(x: int, y: int, gap: int) -> Array[FlowNode]:
#return flow_field.create_grid(x, y, gap)
return []
func create_grid(x_size: int, y_size: int, gap: float) -> Array[FlowNodeData]:
flow_field.data.grids += 1
var grid_id: int = flow_field.data.grids
var grid: Array[Array] = []
var created_nodes: Array[FlowNodeData] = []
for x: int in x_size:
var row: Array[FlowNodeData] = []
for y: int in y_size:
var point_position: Vector3 = Vector3((x - floori(x_size / 2.0)) * gap, 0, (y - floori(y_size / 2.0)) * gap)
var created_node: FlowNodeData = create_node(point_position, grid_id, x, y)
created_nodes.append(created_node)
row.append(created_node)
grid.append(row)
for x: int in grid.size():
for y: int in grid[x].size():
if y > 0:
connect_nodes(grid[x][y], grid[x][y - 1])
if x > 0:
connect_nodes(grid[x][y], grid[x - 1][y])
if y < grid[x].size() - 1:
connect_nodes(grid[x][y], grid[x][y + 1])
if x < grid.size() - 1:
connect_nodes(grid[x][y], grid[x + 1][y])
return created_nodes
func create_node(pos: Vector3 = Vector3.ZERO, grid_id: int = -1, grid_x: int = 0, grid_y: int = 0) -> FlowNode:
return flow_field.create_node(pos, grid_id, grid_x, grid_y)
func create_node(pos: Vector3 = Vector3.ZERO, grid_id: int = -1, grid_x: int = 0, grid_y: int = 0) -> FlowNodeData:
var node: FlowNodeData = FlowNodeData.new()
node.node_id = flow_field.data.nodes.size()
node.grid_id = grid_id
node.grid_x = grid_x
node.grid_y = grid_y
node.position = pos
flow_field.data.nodes.append(node)
return node
func delete_node(node: FlowNodeData) -> void:
for neighbor: FlowNodeData in node.connections:
disconnect_nodes(node, neighbor)
flow_field.data.nodes.erase(node)
func connect_nodes(a: FlowNodeData, b: FlowNodeData) -> void:
if a != b:
if a.connected_nodes.has(b):
a.connected_nodes.append(b)
if b.connected_nodes.has(a):
b.add_connection(a)
func disconnect_nodes(a: FlowNodeData, b: FlowNodeData) -> void:
if a != b:
if a.connected_nodes.has(b):
a.connected_nodes.erase(b)
if b.connected_nodes.has(a):
b.connected_nodes.erase(a)

View File

@@ -4,14 +4,17 @@ extends Node
@export_group("Basic Function")
@export var zone_list: Array[PackedScene]
@export var zone_holder: Node3D
@export var visualiser_scene: PackedScene
@export_group("Flow Field Editor")
@export var flow_field: FlowField
@export var raycast: RayCast3D
@export var project_raycast: RayCast3D
@export var camera: Camera3D
@export var camera_pivot: Node3D
@export var position_field: HBoxContainer
@export var position_x: LineEdit
@export var position_y: LineEdit
@export var position_z: LineEdit
@export var x_field: LineEdit
@export var y_field: LineEdit
@export var z_field: LineEdit
@@ -20,8 +23,10 @@ extends Node
@export var gap_field: LineEdit
@export var save_path: LineEdit
var hover: FlowNode = null
var selected: Array[FlowNode] = []
var flow_field: FlowField
var visualisers: Dictionary[FlowNodeData, FlowNodeVisualiser]
var hover: FlowNodeVisualiser = null
var selected: Array[FlowNodeVisualiser] = []
var vector_dirty: bool = false
var editing: bool = false
var selected_zone: int = -1
@@ -29,10 +34,13 @@ var level: Level
var radius: float = 0
var up_angle: float = 0
var rotate_held: bool = false
var flow_field_data: FlowFieldData
var flow_field_editor: FlowFieldEditor
var path_vfx: PathVFX
func _ready() -> void:
flow_field_editor = FlowFieldEditor.new()
add_child(flow_field_editor)
var i: int = 0
for zone: PackedScene in zone_list:
i += 1
@@ -40,6 +48,36 @@ func _ready() -> void:
$VBoxContainer2/OptionButton.select(0)
$VBoxContainer2/OptionButton.item_selected.connect(select_zone)
_on_trash_button_pressed()
path_vfx = PathVFX.new()
path_vfx.line_width = 0.4
path_vfx.material = load("res://path_material.tres")
add_child(path_vfx)
func setup_visualisers_from_flow_field_data(data: FlowFieldData) -> void:
for visualiser: FlowNodeVisualiser in visualisers.keys():
visualiser.queue_free()
visualisers = {}
for node: FlowNodeData in data.nodes:
add_visual(node)
for node: FlowNodeData in visualisers.keys():
add_visual_connections(node)
func add_visual(data: FlowNodeData) -> void:
var visual: FlowNodeVisualiser = visualiser_scene.instantiate() as FlowNodeVisualiser
visual.data = data
visual.position = data.position
add_child(visual)
visualisers[data] = visual
func add_visual_connections(data: FlowNodeData) -> void:
var connections: Array[FlowNodeVisualiser] = []
for node: FlowNodeData in data.connected_nodes:
connections.append(visualisers[node])
visualisers[data].connections = connections
visualisers[data].setup_connection_visualisers()
func select_zone(zone_index: int) -> void:
@@ -86,24 +124,23 @@ func _process(delta: float) -> void:
var y: float = Input.get_axis("Move Forward", "Move Backward")
var x: float = Input.get_axis("Move Left", "Move Right")
var input_vector: Vector2 = Input.get_vector("Move Left", "Move Right", "Move Forward", "Move Backward")
#camera_pivot.position += Vector3(x, 0, y) * delta * 30
#set_cam_position()
var movement: Vector3 = ((camera_pivot.transform.basis.z * input_vector.y) + (camera_pivot.transform.basis.x * input_vector.x))
var vec2: Vector2 = Vector2(movement.x, movement.z).normalized()
camera_pivot.position += Vector3(vec2.x, 0.0, vec2.y) * delta * 30.0
func set_node_colors() -> void:
for node: FlowNode in flow_field.nodes:
if node.traversable and node.buildable:
for node: FlowNodeVisualiser in visualisers.values():
if node.data.traversable and node.data.buildable:
node.set_color(Color.WEB_GRAY)
elif node.traversable and !node.buildable:
elif node.data.traversable and !node.data.buildable:
node.set_color(Color.CORAL)
else:
node.set_color(Color.BLACK)
if flow_field.goal_nodes.has(node):
if flow_field.goal_nodes.has(node.data):
node.set_color(Color.BLUE)
if flow_field.start_nodes.has(node):
if flow_field.start_nodes.has(node.data):
node.set_color(Color.PINK)
if selected.has(node):
node.set_color(Color.GREEN)
@@ -157,24 +194,39 @@ func _on_z_field_changed(text: String) -> void:
selected[0].global_position.z = float(text)
## Connects many nodes to a single single node, if any connections already
## exist, this function disconnects them instead
func connect_many_nodes(common_node: FlowNodeData, child_nodes: Array[FlowNodeData]) -> void:
for node: FlowNodeData in child_nodes:
if common_node.connections.has(node):
flow_field_editor.disconnect_nodes(common_node, node)
else:
flow_field_editor.connect_nodes(common_node, node)
func set_position() -> void:
for node: FlowNode in selected:
node.global_position = Vector3(float($Position/x.text), float($Position/y.text), float($Position/z.text))
for node: FlowNodeVisualiser in selected:
var vector: Vector3 = Vector3(float(position_x.text), float(position_y.text), float(position_z.text))
node.data.position = vector
node.global_position = vector
func offset_position() -> void:
for node: FlowNode in selected:
node.global_position += Vector3(float($Position/x.text), float($Position/y.text), float($Position/z.text))
for node: FlowNodeVisualiser in selected:
var vector: Vector3 = Vector3(float(position_x.text), float(position_y.text), float(position_z.text))
node.data.position += vector
node.global_position += vector
func _on_create_button_pressed() -> void:
flow_field.create_node()
add_visual(flow_field_editor.create_node())
func _on_generate_grid_button_pressed() -> void:
flow_field.create_grid(int(x_size_field.text), int(y_size_field.text), float(gap_field.text))
selected.append_array(flow_field.nodes)
create_grid_select_button(flow_field.data_file.grids)
for node: FlowNodeData in flow_field_editor.create_grid(int(x_size_field.text), int(y_size_field.text), float(gap_field.text)):
add_visual(node)
selected.append(node)
create_grid_select_button(flow_field.data.grids)
func create_grid_select_button(grid: int) -> void:
@@ -186,6 +238,13 @@ func create_grid_select_button(grid: int) -> void:
func _on_calculate_button_pressed() -> void:
flow_field.calculate()
var points: Array[Vector3] = []
var node: FlowNodeData = flow_field.get_closest_point(flow_field.start_nodes[0].position, true, false)
points.append(node.position + Vector3(0, 0.1, 0))
while node.best_path:
node = node.best_path
points.append(node.position + Vector3(0, 0.1, 0))
path_vfx.path(points)
func _on_connect_button_pressed() -> void:
@@ -193,20 +252,24 @@ func _on_connect_button_pressed() -> void:
func _on_mark_goal_button_pressed() -> void:
flow_field.toggle_goal(selected)
for node: FlowNodeVisualiser in selected:
flow_field.toggle_goal([node.data])
selected = []
vector_dirty = true
func _on_mark_start_button_pressed() -> void:
flow_field.toggle_start(selected)
for node: FlowNodeVisualiser in selected:
flow_field.toggle_start([node.data])
selected = []
vector_dirty = true
func _on_extrude_button_pressed() -> void:
if selected.size() == 1:
var node: FlowNode = flow_field.create_node(selected[0].position)
var node: FlowNodeVisualiser = visualiser_scene.instantiate() as FlowNodeVisualiser
add_child(node)
node.data = flow_field.create_node(selected[0].position)
node.add_connection(selected[0])
selected[0].add_connection(node)
selected[0].set_color(Color.WEB_GRAY)
@@ -216,61 +279,35 @@ func _on_extrude_button_pressed() -> void:
func _on_toggle_traversable_button_pressed() -> void:
for node: FlowNode in selected:
if !flow_field.toggle_traversable(node):
flow_field.toggle_traversable(node)
for node: FlowNodeVisualiser in selected:
if !flow_field.toggle_traversable(node.data):
flow_field.toggle_traversable(node.data)
selected = []
return
selected = []
func _on_toggle_buildable_button_pressed() -> void:
for node: FlowNode in selected:
flow_field.toggle_buildable(node)
for node: FlowNodeVisualiser in selected:
flow_field.toggle_buildable(node.data)
#TODO: This doesnt work as you'd expect because of physics frames
func _on_project_downwards_button_pressed() -> void:
for node: FlowNode in selected:
project_raycast.global_position = node.global_position + Vector3.UP
for node: FlowNodeVisualiser in selected:
project_raycast.position = node.position + Vector3.UP
project_raycast.target_position = Vector3.DOWN * 100.0
await get_tree().physics_frame
await get_tree().physics_frame
await get_tree().physics_frame
await get_tree().physics_frame
if project_raycast.is_colliding():
node.global_position = project_raycast.get_collision_point()
node.position = project_raycast.get_collision_point()
node.data.position = node.position
func _on_save_button_pressed() -> void:
var new_flow_field_data: FlowFieldData = FlowFieldData.new()
var dict: Dictionary[FlowNode, FlowNodeData] = {}
var grid_num: int = -1
for node: FlowNode in flow_field.nodes:
var new_flow_node_data: FlowNodeData = FlowNodeData.new()
new_flow_node_data.node_id = node.node_id
new_flow_node_data.grid_id = node.grid_id
if node.grid_id > grid_num:
grid_num += 1
new_flow_node_data.grid_x = node.grid_x
new_flow_node_data.grid_y = node.grid_y
new_flow_node_data.position = node.global_position
new_flow_node_data.buildable = node.buildable
if flow_field.start_nodes.has(node):
new_flow_node_data.type = FlowNodeData.NodeType.START
elif flow_field.goal_nodes.has(node):
new_flow_node_data.type = FlowNodeData.NodeType.GOAL
else:
new_flow_node_data.type = FlowNodeData.NodeType.STANDARD
dict[node] = new_flow_node_data
for node: FlowNode in flow_field.nodes:
var flow_node_data: FlowNodeData = dict[node]
for neighbor: FlowNode in node.connections:
flow_node_data.connected_nodes.append(dict[neighbor])
new_flow_field_data.nodes.append(flow_node_data)
new_flow_field_data.grids = grid_num
var string: String = JSON.stringify(new_flow_field_data.to_dict())
var string: String = JSON.stringify(flow_field.data.to_dict())
var path: String = save_path.text + ".json"
var dir: DirAccess = DirAccess.open("user://")
if !dir.dir_exists("pathing_graphs"):
@@ -302,48 +339,41 @@ func _on_load_button_pressed() -> void:
if parse_result == OK:
var dict: Dictionary = json.data
var flow_field_data: FlowFieldData = FlowFieldData.from_dict(dict)
flow_field.load_from_data(flow_field_data)
flow_field.data = flow_field_data
for grid: int in flow_field_data.grids:
create_grid_select_button(grid + 1)
#func _on_load_button_pressed() -> void:
#if ResourceLoader.exists(save_path.text + ".res"):
#print("file exists")
#var resource: Resource = ResourceLoader.load(save_path.text + ".res", "", ResourceLoader.CACHE_MODE_IGNORE)
#if resource is FlowFieldData:
#flow_field.load_from_data(resource)
#print("loaded some data")
#else:
#print("some error loading!")
setup_visualisers_from_flow_field_data(flow_field_data)
func _on_trash_button_pressed() -> void:
if flow_field:
flow_field.queue_free()
for visualiser: FlowNodeVisualiser in visualisers.values():
visualiser.queue_free()
visualisers = {}
for child: Node in $VBoxContainer3.get_children():
child.queue_free()
flow_field = FlowField.new()
flow_field_data = FlowFieldData.new()
flow_field.data_file = flow_field_data
flow_field.data = FlowFieldData.new()
add_child(flow_field)
flow_field_editor.flow_field = flow_field
if level:
level.flow_field = flow_field
func _on_select_all_pressed() -> void:
selected = []
for node: FlowNode in flow_field.nodes:
for node: FlowNodeVisualiser in flow_field.nodes:
selected.append(node)
func select_in_grid(grid: int) -> void:
selected = []
for node: FlowNode in flow_field.nodes:
if node.grid_id == grid:
for node: FlowNodeVisualiser in flow_field.nodes:
if node.data.grid_id == grid:
selected.append(node)
func _on_print_ids_pressed() -> void:
for node: FlowNode in selected:
print(node.node_id)
for node: FlowNodeVisualiser in selected:
print(node.data.node_id)

View File

@@ -3,20 +3,25 @@
[ext_resource type="Script" uid="uid://05c5q1v2nv8p" path="res://Scenes/FlowField/flow_field_tool.gd" id="1_e7pmn"]
[ext_resource type="PackedScene" uid="uid://y1qa1g3ic8sp" path="res://Zones/Moat/scn_moat.tscn" id="2_030xf"]
[ext_resource type="PackedScene" uid="uid://csq7if8wojp4g" path="res://Zones/Cave/scn_cave.tscn" id="3_xar7e"]
[ext_resource type="PackedScene" uid="uid://bssfvyxv5uo1f" path="res://Scenes/FlowField/flow_node.tscn" id="4_50p2d"]
[sub_resource type="Environment" id="Environment_e7pmn"]
ambient_light_source = 2
ambient_light_color = Color(0.728822, 0.728822, 0.728822, 1)
[node name="FlowFieldTool" type="Node" unique_id=897052359 node_paths=PackedStringArray("zone_holder", "raycast", "project_raycast", "camera", "camera_pivot", "position_field", "x_field", "y_field", "z_field", "x_size_field", "y_size_field", "gap_field", "save_path")]
[node name="FlowFieldTool" type="Node" unique_id=897052359 node_paths=PackedStringArray("zone_holder", "raycast", "project_raycast", "camera", "camera_pivot", "position_field", "position_x", "position_y", "position_z", "x_field", "y_field", "z_field", "x_size_field", "y_size_field", "gap_field", "save_path")]
script = ExtResource("1_e7pmn")
zone_list = Array[PackedScene]([ExtResource("2_030xf"), ExtResource("3_xar7e")])
zone_holder = NodePath("ZoneHolder")
visualiser_scene = ExtResource("4_50p2d")
raycast = NodePath("CameraFocus/Camera3D/RayCast3D")
project_raycast = NodePath("RayCast3D")
camera = NodePath("CameraFocus/Camera3D")
camera_pivot = NodePath("CameraFocus")
position_field = NodePath("Position")
position_x = NodePath("Position/x")
position_y = NodePath("Position/y")
position_z = NodePath("Position/z")
x_field = NodePath("Position/x")
y_field = NodePath("Position/y")
z_field = NodePath("Position/z")

View File

@@ -1,17 +1,11 @@
class_name FlowNode
class_name FlowNodeVisualiser
extends StaticBody3D
@export var connections: Array[FlowNode]
@export var visualisers: Array[Node3D]
@export var traversable: bool = true
@export var buildable: bool = true
var data: FlowNodeData
var connections: Array[FlowNodeVisualiser]
var visualisers: Array[Node3D]
var visual_scene: PackedScene = preload("res://Scenes/FlowField/cube2.tscn")
var node_id: int = 0
var grid_id: int = -1
var grid_x: int = 0
var grid_y: int = 0
var best_path: FlowNode :
var best_path: FlowNodeVisualiser :
get():
return best_path
set(value):
@@ -20,9 +14,9 @@ var best_path: FlowNode :
set_connector_color(best_path, Color.DARK_GREEN)
func _ready() -> void:
func setup_connection_visualisers() -> void:
visualisers = []
for node: FlowNode in connections:
for node: FlowNodeVisualiser in connections:
var visual: Node3D = visual_scene.instantiate()
add_child(visual)
visual.owner = self
@@ -45,13 +39,13 @@ func set_color(new_color: Color) -> void:
$flow_node/Sphere.material_override.albedo_color = new_color
func set_connector_color(node: FlowNode, new_color: Color) -> void:
func set_connector_color(node: FlowNodeVisualiser, new_color: Color) -> void:
if visible:
var i: int = connections.find(node)
visualisers[i].get_child(0).material_override.albedo_color = new_color
func add_connection(node: FlowNode) -> void:
func add_connection(node: FlowNodeVisualiser) -> void:
if !connections.has(node):
var visual: Node3D = visual_scene.instantiate()
add_child(visual)
@@ -61,7 +55,7 @@ func add_connection(node: FlowNode) -> void:
set_connector_color(node, Color.WEB_GRAY)
func remove_connection(node: FlowNode) -> void:
func remove_connection(node: FlowNodeVisualiser) -> void:
if connections.has(node):
var i: int = connections.find(node)
visualisers.pop_at(i).queue_free()

View File

@@ -1,21 +1,25 @@
class_name FlowNodeData
extends Resource
extends RefCounted
enum NodeType {
STANDARD = 0,
START = 1,
GOAL = 2,
OBSTACLE = 3,
}
@export var node_id: int = -1
@export var position: Vector3 = Vector3.ZERO
@export var type: NodeType = NodeType.STANDARD
@export var buildable: bool = true
@export var connected_nodes: Array[FlowNodeData]
@export var in_grid: bool = false
@export var grid_id: int = -1
@export var grid_x: int = 0
@export var grid_y: int = 0
var node_id: int = -1
var position: Vector3 = Vector3.ZERO
var type: NodeType = NodeType.STANDARD
var buildable: bool = true
var traversable: bool = true
var connected_nodes: Array[FlowNodeData]
var best_path: FlowNodeData
var in_grid: bool = false
var grid_id: int = -1
var grid_x: int = 0
var grid_y: int = 0
#This function cannot fill in the connection information until a complete set
@@ -32,6 +36,10 @@ static func from_dict(dict: Dictionary) -> FlowNodeData:
data.grid_id = dict["grid_id"]
data.grid_x = dict["grid_x"]
data.grid_y = dict["grid_y"]
if data.type == NodeType.OBSTACLE:
data.buildable = false
data.traversable = false
return data

View File

@@ -9,7 +9,7 @@ class_name TowerBase extends StaticBody3D
var game_manager: GameManager
var owner_id: int
var point: FlowNode
var point: FlowNodeData
var tower: Tower = null
var has_card: bool :
set(_value):

View File

@@ -138,7 +138,7 @@ func _physics_process(delta: float) -> void:
func consider_leap(direction: Vector3) -> void:
var node: FlowNode = check_jump(character.global_position + (direction * jump_distance))
var node: FlowNodeData = check_jump(character.global_position + (direction * jump_distance))
if node:
var expected_distance_remaining: float = calculate_distance_to_goal(node)
expected_distance_remaining += (character.global_position + (direction * jump_distance)).distance_to(node.global_position)
@@ -153,8 +153,8 @@ func finish_jump() -> void:
jumping = false
func check_jump(destination: Vector3) -> FlowNode:
var closest_point: FlowNode = flow_field.get_closest_traversable_point(destination)
func check_jump(destination: Vector3) -> FlowNodeData:
var closest_point: FlowNodeData = flow_field.get_closest_point(destination, true, false)
if !closest_point.best_path or closest_point.global_position.distance_to(destination) > 1.2:
return null
return closest_point.best_path

View File

@@ -4,7 +4,7 @@ extends EnemyMovement
#var path: Curve3D
#var path_progress: float = 0.0
var flow_field: FlowField
var next_node: FlowNode :
var next_node: FlowNodeData :
get():
return next_node
set(value):
@@ -16,16 +16,16 @@ var next_node: FlowNode :
#TODO: make deterministic random
var x: float = randf_range(-1, 1)
var y: float = randf_range(-1, 1)
if Vector3(next_node.global_position.x + x, next_node.global_position.y, next_node.global_position.z + y).distance_to(next_node.global_position) <= 1.0:
if Vector3(next_node.position.x + x, next_node.position.y, next_node.position.z + y).distance_to(next_node.position) <= 1.0:
found_point = true
next_pos = Vector3(next_node.global_position.x + x, next_node.global_position.y, next_node.global_position.z + y)
next_pos = Vector3(next_node.position.x + x, next_node.position.y, next_node.position.z + y)
var next_pos: Vector3
func _ready() -> void:
super._ready()
if flow_field:
next_node = flow_field.get_closest_traversable_point(character.global_position)
next_node = flow_field.get_closest_point(character.global_position, true, false)
#We skip one node so the "start" nodes placed near
#spawners are just usefull for "catching" enemies that are looking
#for a way into the pathfinding graph
@@ -33,14 +33,14 @@ func _ready() -> void:
distance_remaining += calculate_distance_to_goal(next_node)
func calculate_distance_to_goal(node: FlowNode) -> float:
func calculate_distance_to_goal(node: FlowNodeData) -> float:
var distance: float = 0.0
distance += character.global_position.distance_to(node.global_position)
distance += character.global_position.distance_to(node.position)
if node.best_path:
var then_next_node: FlowNode = node.best_path
distance += node.global_position.distance_to(then_next_node.global_position)
var then_next_node: FlowNodeData = node.best_path
distance += node.position.distance_to(then_next_node.position)
while then_next_node.best_path:
distance += then_next_node.global_position.distance_to(then_next_node.best_path.global_position)
distance += then_next_node.position.distance_to(then_next_node.best_path.position)
then_next_node = then_next_node.best_path
return distance

View File

@@ -21,9 +21,8 @@ var enemies_spawned: Dictionary = {}
var enemies_to_spawn: int = 0
var done_spawning: bool = true
var enemy_id: int = 0
var path: Path3D
var path_polygon: PackedScene = preload("res://path_polygon.tscn")
var game_manager: GameManager
var path_vfx: PathVFX
func _process(delta: float) -> void:
@@ -84,27 +83,27 @@ func networked_spawn_land_enemy(enemy_num: int, id1: int, id2: int) -> void:
func create_path() -> void:
if type != Data.EnemyType.LAND:
return
path = Path3D.new()
path.curve = Curve3D.new()
add_child(path)
var polygon: CSGPolygon3D = path_polygon.instantiate()
path.add_child(polygon)
polygon.mode = CSGPolygon3D.MODE_PATH
polygon.path_node = path.get_path()
path.global_position = Vector3.ZERO
if path_vfx:
path_vfx.queue_free()
path_vfx = PathVFX.new()
path_vfx.line_width = 0.2
path_vfx.material = load("res://path_material.tres")
add_child(path_vfx)
path_vfx.global_position = Vector3.ZERO
update_path()
func update_path() -> void:
if type != Data.EnemyType.LAND or !flow_field.nodes:
if type != Data.EnemyType.LAND or !flow_field.data.nodes:
return
path.curve = Curve3D.new()
var node: FlowNode = flow_field.get_closest_traversable_point(global_position)
path.curve.add_point(node.global_position + Vector3(0, 0.5, 0))
var points: Array[Vector3] = []
var node: FlowNodeData = flow_field.get_closest_point(flow_field.start_nodes[0].position, true, false)
points.append(node.position + Vector3(0, 0.15, 0))
while node.best_path:
node = node.best_path
path.curve.add_point(node.global_position + Vector3(0, 0.5, 0))
points.append(node.position + Vector3(0, 0.15, 0))
path_vfx.path(points)

View File

@@ -109,7 +109,7 @@ func spawn_level(scene: PackedScene) -> void:
var flow_field: FlowField = FlowField.new()
level.flow_field = flow_field
level.add_child(flow_field)
flow_field.load_from_data(FlowFieldTool.load_flow_field_from_disc(level_config.zone.flow_field_data_path))
flow_field.data = FlowFieldTool.load_flow_field_from_disc(level_config.zone.flow_field_data_path)
level.load_flow_field()
level.game_manager = self
for x: EnemySpawner in level.enemy_spawns:
@@ -121,7 +121,7 @@ func spawn_level(scene: PackedScene) -> void:
root_scene.add_child(level)
for spawner: EnemySpawner in level.enemy_spawns:
spawner.create_path()
level.generate_obstacle(level_config.points_blocked)
level.generate_obstacles(level_config.points_blocked)
func spawn_players() -> void:
@@ -214,7 +214,9 @@ func temp_set_upcoming_wave(new_wave: WaveConfig, coins: int) -> void:
pot = coins
var dict: Dictionary[String, int] = {}
for enemy_group: EnemyGroup in new_wave.enemy_groups.keys():
dict[enemy_group.enemy.title] = enemy_group.count
if !dict.has(enemy_group.enemy.title):
dict[enemy_group.enemy.title] = 0
dict[enemy_group.enemy.title] += enemy_group.count
connected_players_nodes[multiplayer.get_unique_id()].hud.set_upcoming_wave(dict)
@@ -351,7 +353,6 @@ func start() -> void:
set_upcoming_wave()
level.flow_field.calculate()
level.enemy_spawns[0].update_path()
level.generate_obstacles()
#Start game
game_active = true

View File

@@ -11,22 +11,22 @@ extends Node3D
@export var printer: CardPrinter
@export var shop: ShopStand
@export var obstacles: Array[PackedScene]
var walls: Dictionary[FlowNode, TowerBase] = {}
var walls: Dictionary[FlowNodeData, TowerBase] = {}
var wall_id: int = 0
var tower_base_scene: PackedScene = load("res://Scenes/TowerBase/tower_base.tscn")
var tower_frame_scene: PackedScene = load("res://Scenes/tower_frame.tscn")
var tower_frames: Dictionary[FlowNode, Node3D] = {}
var tower_frames: Dictionary[FlowNodeData, Node3D] = {}
var game_manager: GameManager
var flow_field: FlowField
func load_flow_field() -> void:
var x: int = 0
for spawn: EnemySpawner in enemy_spawns:
flow_field.path_updated.connect(spawn.update_path)
for node: FlowNode in flow_field.nodes:
for node: FlowNodeData in flow_field.data.nodes:
if node.buildable:
x += 1
var frame: Node3D = tower_frame_scene.instantiate()
tower_frames[node] = frame
add_child(frame)
@@ -34,23 +34,23 @@ func load_flow_field() -> void:
func disable_all_tower_frames() -> void:
for node: FlowNode in tower_frames:
for node: FlowNodeData in tower_frames:
tower_frames[node].visible = false
func enable_non_path_tower_frames() -> void:
for node: FlowNode in tower_frames:
for node: FlowNodeData in tower_frames:
tower_frames[node].visible = true
disable_path_tower_frames()
func disable_path_tower_frames() -> void:
for node: FlowNode in tower_frames:
for node: FlowNodeData in tower_frames:
if node.traversable and !flow_field.traversable_after_blocking_point(node):
tower_frames[node].visible = false
func set_wall(point: FlowNode, caller_id: int) -> void:
func set_wall(point: FlowNodeData, caller_id: int) -> void:
point.traversable = false
flow_field.calculate()
flow_field.path_updated.emit()
@@ -59,7 +59,7 @@ func set_wall(point: FlowNode, caller_id: int) -> void:
wall_id += 1
func remove_wall(point: FlowNode) -> void:
func remove_wall(point: FlowNodeData) -> void:
var wall: TowerBase = walls[point]
#game_manager.connected_players_nodes[wall.owner_id].currency += Data.wall_cost
game_manager.connected_players_nodes[wall.owner_id].unready_self()
@@ -71,10 +71,10 @@ func remove_wall(point: FlowNode) -> void:
enable_non_path_tower_frames()
func spawn_wall(point: FlowNode, name_id: int, caller_id: int) -> void:
func spawn_wall(point: FlowNodeData, name_id: int, caller_id: int) -> void:
var base: TowerBase = tower_base_scene.instantiate() as TowerBase
base.game_manager = game_manager
base.position = point.global_position
base.position = point.position
base.name = "Wall" + str(name_id)
base.owner_id = caller_id
base.point = point
@@ -83,59 +83,15 @@ func spawn_wall(point: FlowNode, name_id: int, caller_id: int) -> void:
disable_path_tower_frames()
func generate_obstacle(ids: Array[int]) -> void:
var points: Array[FlowNode] = []
for node: FlowNode in flow_field.nodes:
func generate_obstacles(ids: Array[int]) -> void:
var points: Array[FlowNodeData] = []
for node: FlowNodeData in flow_field.data.nodes:
if ids.has(node.node_id):
points.append(node)
for node: FlowNode in points:
for node: FlowNodeData in points:
var obstacle: Node3D = obstacles[0].instantiate()
obstacle.position = node.position
flow_field.toggle_buildable(node)
if node.traversable:
flow_field.toggle_traversable(node)
add_child(obstacle)
func generate_obstacles() -> void:
pass
#print(str(multiplayer.get_unique_id()) + " spawning obstacles with seed: " + str(Game.rng.seed))
#var obstacle_count: int = NoiseRandom.randi_in_range(1, 0, 5)
#obstacle_count = 0
# for index: int in obstacle_count:
# #var x: int = Game.randi_in_range(10 * index, 1 - a_star_graph_3d.grid_size.x, a_star_graph_3d.grid_size.x - 1)
#var y: int = Game.randi_in_range(32 * index, 1 - a_star_graph_3d.grid_size.y, a_star_graph_3d.grid_size.y - 1)
# var chosen_obstacle: int = Game.randi_in_range(4 * index, 0, obstacle_scenes.size() - 1)
# var obstacle: GridMap = obstacle_scenes[chosen_obstacle].instantiate() as GridMap
# var orientations: Array[int] = [0, 90, 180, 270]
# var chosen_orientation: int = Game.randi_in_range(15 * index, 0, orientations.size() - 1)
# #obstacle.position = Vector3(x, 0, y)
# obstacle.set_rotation_degrees(Vector3(0, chosen_orientation, 0))
# add_child(obstacle)
# for cell: Vector3i in obstacle.get_used_cells():
# var cell_coord: Vector3 = obstacle.to_global(obstacle.map_to_local(cell))
# remove_world_tile(round(cell_coord.x), round(cell_coord.z))
# obstacle.queue_free()
#func cell_coord_to_astar_point(x: int, y: int) -> int:
# var center_point_x: int = floori(a_star_graph_3d.grid_size.x / 2.0) * a_star_graph_3d.grid_size.y
# var center_point_y: int = floori(a_star_graph_3d.grid_size.y / 2.0)
# return (center_point_x + (int(x / 2.0) * a_star_graph_3d.grid_size.y)) + (center_point_y + int(y / 2.0))
#func remove_world_tile(x: int, y: int) -> void:
# if get_cell_item(Vector3i(x, 0, y)) != 1 or abs(x) >= a_star_graph_3d.grid_size.x or abs(y) >= a_star_graph_3d.grid_size.y:
# return
# set_cell_item(Vector3i(x, 0, y), INVALID_CELL_ITEM)
# var point: int = cell_coord_to_astar_point(x, y)
# var north_point: int = cell_coord_to_astar_point(x - 1, y)
# var south_point: int = cell_coord_to_astar_point(x + 1, y)
# var east_point: int = cell_coord_to_astar_point(x, y + 1)
# var west_point: int = cell_coord_to_astar_point(x, y - 1)
# if x % 2 == 0 and y % 2 == 0: #If the tile is on a point on the pathfinding grid
# a_star_graph_3d.astar.set_point_disabled(point)
# if x % 2 == 1 and y % 2 == 0: #If the cell breaks a north-south link
# a_star_graph_3d.astar.disconnect_points(north_point, south_point)
# if x % 2 == 0 and y % 2 == 1: #If the cell breaks a east-west link
# a_star_graph_3d.astar.disconnect_points(east_point, west_point)

View File

@@ -52,7 +52,8 @@ static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners:
var first_enemy_id: int = -1
while !enemy_chosen:
#Next, determine what is the most groups we can afford
most_enemies_afforded = int(spawn_power / enemy.spawn_power)
@warning_ignore("integer_division")
most_enemies_afforded = spawn_power / enemy.spawn_power
if most_enemies_afforded > 0:
enemy_chosen = true
else:

BIN
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Sprite-0001.png.import Normal file
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type="CompressedTexture2D"
uid="uid://c4ens2cmrmfxq"
path="res://.godot/imported/Sprite-0001.png-7647bf9f8b536d839277d4b64aee9852.ctex"
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[deps]
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dest_files=["res://.godot/imported/Sprite-0001.png-7647bf9f8b536d839277d4b64aee9852.ctex"]
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mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
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Sprite-0002.png.import Normal file
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://vegv8grg30ka"
path.s3tc="res://.godot/imported/Sprite-0002.png-be2d0c11222c1eca468919d34832f25a.s3tc.ctex"
metadata={
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source_file="res://Sprite-0002.png"
dest_files=["res://.godot/imported/Sprite-0002.png-be2d0c11222c1eca468919d34832f25a.s3tc.ctex"]
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compress/mode=2
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compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
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path_material.tres Normal file
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[gd_resource type="ShaderMaterial" format=3 uid="uid://bqn48u5unlnmj"]
[ext_resource type="Shader" uid="uid://dq04j2s5foo2f" path="res://Shaders/mightyduke_ps1.gdshader" id="1_txk5a"]
[ext_resource type="Texture2D" uid="uid://c23wkr8t41qmw" path="res://red.png" id="2_txk5a"]
[resource]
render_priority = 0
shader = ExtResource("1_txk5a")
shader_parameter/albedo = ExtResource("2_txk5a")
shader_parameter/jitter_z_coordinate = true
shader_parameter/jitter_depth_independent = true
shader_parameter/alpha_scissor = 1.0

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path_vfx.gd Normal file
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class_name PathVFX
extends MeshInstance3D
@export var line_width: float
@export var material: Material
func _ready() -> void:
var test_points: Array[Vector3] = []
test_points.append(Vector3(5, 1, 1))
test_points.append(Vector3(1, 1, 1))
test_points.append(Vector3(1, 1, 5))
path(test_points)
func path(path_points: Array[Vector3]) -> void:
if path_points.size() < 2:
return
#Add vertices
var vertices: PackedVector3Array = PackedVector3Array()
for x: int in path_points.size() - 1:
if x > 0:
if path_points.size() > x + 2:
vertices.append_array(get_quad(path_points[x], path_points[x + 1], path_points[x - 1], path_points[x + 2]))
else:
vertices.append_array(get_quad(path_points[x], path_points[x + 1], path_points[x - 1], Vector3.ZERO))
if x == 0:
if path_points.size() > 2:
vertices.append_array(get_quad(path_points[x], path_points[x + 1], Vector3.ZERO, path_points[x + 2]))
else:
print("go1")
vertices.append_array(get_quad(path_points[x], path_points[x + 1], Vector3.ZERO, Vector3.ZERO))
#Add UVs
var uvs: PackedVector2Array = PackedVector2Array()
for i: int in path_points.size() - 1:
uvs.append(Vector2(1, float(i) / (path_points.size() - 1)))
uvs.append(Vector2(0, float(i + 1) / (path_points.size() - 1)))
uvs.append(Vector2(1, float(i + 1) / (path_points.size() - 1)))
uvs.append(Vector2(0, float(i + 1) / path_points.size() - 1))
uvs.append(Vector2(1, float(i) / path_points.size() - 1))
uvs.append(Vector2(0, float(i) / path_points.size() - 1))
#print(float(i) / path_points.size() - 1)
#var prev_distance: float = 0
#var scaler: float = 0.4
#
#for i: int in path_points.size() - 1:
#var distance: float = path_points[i].distance_to(path_points[i + 1])
#var next_distance: float = prev_distance + distance
#uvs.append(Vector2(1, prev_distance * scaler))
#uvs.append(Vector2(0, next_distance * scaler))
#uvs.append(Vector2(1, next_distance * scaler))
#
#uvs.append(Vector2(0, next_distance * scaler))
#uvs.append(Vector2(1, prev_distance * scaler))
#uvs.append(Vector2(0, prev_distance * scaler))
##print(float(i) / path_points.size() - 1)
#prev_distance = distance
#Initialize the ArrayMesh
var arr_mesh: ArrayMesh = ArrayMesh.new()
var arrays: Array = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_TEX_UV] = uvs
#Create the Mesh
arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
arr_mesh.surface_set_material(arr_mesh.get_surface_count() - 1, material)
mesh = arr_mesh
func get_edge(pos: Vector3, direction1: Vector2, direction2: Vector2) -> Array[Vector3]:
var verts: Array[Vector3] = []
var ortho1: Vector2 = Vector2(-direction1.y, direction1.x).normalized()
var ortho2: Vector2 = Vector2(direction2.y, -direction2.x).normalized()
var top_sample1: Vector3 = pos - (Vector3(ortho1.x, 0.0, ortho1.y) * line_width)
var top_sample2: Vector3 = pos - (Vector3(ortho2.x, 0.0, ortho2.y) * line_width)
var bottom_sample1: Vector3 = pos + (Vector3(ortho1.x, 0.0, ortho1.y) * line_width)
var bottom_sample2: Vector3 = pos + (Vector3(ortho2.x, 0.0, ortho2.y) * line_width)
var top: Vector3 = top_sample1 + ((top_sample2 - top_sample1) * 0.5)
var bottom: Vector3 = bottom_sample1 + ((bottom_sample2 - bottom_sample1) * 0.5)
var top_dir: Vector3 = (pos - top).normalized()
var bottom_dir: Vector3 = (pos - bottom).normalized()
verts.append(pos + (top_dir * line_width))
verts.append(pos + (bottom_dir * line_width))
#verts.append(top)
#verts.append(bottom)
return verts
func get_quad(start_point: Vector3, end_point: Vector3, head_point: Vector3, tail_point: Vector3) -> Array[Vector3]:
var verts: Array[Vector3] = []
var head_to_start: Vector2
if head_point != Vector3.ZERO:
head_to_start = Vector2(start_point.x, start_point.z) - Vector2(head_point.x, head_point.z)
var start_to_end: Vector2 = Vector2(end_point.x, end_point.z) - Vector2(start_point.x, start_point.z)
var end_to_start: Vector2 = Vector2(start_point.x, start_point.z) - Vector2(end_point.x, end_point.z)
var end_to_tail: Vector2
if tail_point != Vector3.ZERO:
end_to_tail = Vector2(tail_point.x, tail_point.z) - Vector2(end_point.x, end_point.z)
var first_edge: Array[Vector3] = []
if head_point != Vector3.ZERO:
first_edge.append_array(get_edge(start_point, -head_to_start, start_to_end))
else:
first_edge.append_array(get_edge(start_point, Vector2.ZERO, start_to_end))
var second_edge: Array[Vector3] = []
if tail_point != Vector3.ZERO:
second_edge.append_array(get_edge(end_point, start_to_end, -end_to_tail))
else:
second_edge.append_array(get_edge(end_point, start_to_end, Vector2.ZERO))
verts.append(first_edge[1])
verts.append(second_edge[1])
verts.append(second_edge[0])
verts.append(second_edge[1])
verts.append(first_edge[1])
verts.append(first_edge[0])
#verts.append(first_edge[0])
#verts.append(first_edge[1])
#verts.append(second_edge[0])
#verts.append(first_edge[0])
#verts.append(second_edge[1])
#verts.append(first_edge[1])
#verts.append(first_edge[0])
#verts.append(second_edge[0])
#verts.append(second_edge[1])
#var top_left: Vector3 = start_point - (orthovec3 * line_width)
#var bottom_left: Vector3 = start_point + (orthovec3 * line_width)
#var top_right: Vector3 = end_point - (orthovec3 * line_width)
#var bottom_right: Vector3 = end_point + (orthovec3 * line_width)
#verts.append(top_left)
#verts.append(bottom_right)
#verts.append(bottom_left)
#verts.append(top_left)
#verts.append(top_right)
#verts.append(bottom_right)
#print(verts)
return verts

1
path_vfx.gd.uid Normal file
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uid://ca8u5ji004qkp

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path_vfx.tscn Normal file
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[gd_scene format=3 uid="uid://dywi5lu2c7y0f"]
[ext_resource type="Script" uid="uid://ca8u5ji004qkp" path="res://path_vfx.gd" id="1_npwh2"]
[ext_resource type="Material" uid="uid://bqn48u5unlnmj" path="res://path_material.tres" id="2_avv77"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_avv77"]
sky_horizon_color = Color(0.66224277, 0.6717428, 0.6867428, 1)
ground_horizon_color = Color(0.66224277, 0.6717428, 0.6867428, 1)
[sub_resource type="Sky" id="Sky_a4eki"]
sky_material = SubResource("ProceduralSkyMaterial_avv77")
[sub_resource type="Environment" id="Environment_2hybw"]
background_mode = 2
sky = SubResource("Sky_a4eki")
tonemap_mode = 2
glow_enabled = true
[node name="Node3D" type="MeshInstance3D" unique_id=401062502]
script = ExtResource("1_npwh2")
line_width = 0.4
material = ExtResource("2_avv77")
[node name="WorldEnvironment" type="WorldEnvironment" parent="." unique_id=336386562]
environment = SubResource("Environment_2hybw")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="." unique_id=365896800]
transform = Transform3D(-0.8660254, -0.43301278, 0.25, 0, 0.49999997, 0.86602545, -0.50000006, 0.75, -0.43301266, 0, 0, 0)
shadow_enabled = true
directional_shadow_max_distance = 1.0
[node name="Camera3D" type="Camera3D" parent="." unique_id=2114620631]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 1.4980783, 1.4475169, 1.9058113)
projection = 1
size = 8.752

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red.png.import Normal file
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[remap]
importer="texture"
type="CompressedTexture2D"
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path.s3tc="res://.godot/imported/red.png-13f6abb0e0c70056504666ed9c349d99.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
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source_file="res://red.png"
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mipmaps/generate=true
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roughness/mode=0
roughness/src_normal=""
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process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
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=0