make Game.gd not rely on autoload/global

This commit is contained in:
2025-06-24 01:14:50 +10:00
parent 20cde0a778
commit 64befd8ec7
33 changed files with 194 additions and 411 deletions

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@ -7,13 +7,14 @@ class_name PathEditTool extends Node3D
@export var progress_bar: TextureProgressBar
var enabled: bool = true
var point: FlowNode = null
var level: Level
var point: FlowNode
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 tower_preview: Tower
var ray_collider: Object
var ray_point: Vector3
var last_point: FlowNode = null
var last_point: FlowNode
var last_tower_base: TowerBase
var interact_key_held: bool = false
@ -66,13 +67,13 @@ func _process(delta: float) -> void:
if !interact_key_held:
wall_preview.set_visible(true)
if is_instance_valid(ray_collider) and ray_collider is TowerBase:
Game.level.walls[ray_collider.point].set_float(1.0)
level.walls[ray_collider.point].set_float(1.0)
ray_collider = ray.get_collider()
ray_point = ray.get_collision_point()
if ray_collider is TowerBase:
process_looking_at_tower()
elif Game.level:
elif level:
process_looking_at_level()
elif !interact_key_held:
reset()
@ -84,8 +85,8 @@ func _process(delta: float) -> void:
func reset() -> void:
if is_instance_valid(ray_collider) and ray_collider is TowerBase and Game.level.walls.has(ray_collider.point):
Game.level.walls[ray_collider.point].set_float(1.0)
if is_instance_valid(ray_collider) and ray_collider is TowerBase and level.walls.has(ray_collider.point):
level.walls[ray_collider.point].set_float(1.0)
ray_collider = null
delete_tower_preview()
wall_preview.set_visible(false)
@ -96,8 +97,8 @@ func reset() -> void:
func process_looking_at_level() -> void:
if tower_preview:
delete_tower_preview()
point = Game.level.flow_field.get_closest_buildable_point(ray_point)
if Game.level.walls.has(point) or !point.buildable or hero.currency < Data.wall_cost:
point = level.flow_field.get_closest_buildable_point(ray_point)
if level.walls.has(point) or !point.buildable or hero.currency < Data.wall_cost:
wall_preview.set_visible(false)
valid_point = false
clear_previous_point()
@ -106,8 +107,8 @@ func process_looking_at_level() -> void:
if last_point != point:
clear_previous_point()
last_point = point
if !Game.level.walls.has(point) and Game.level.flow_field.traversable_after_blocking_point(point):
Game.level.flow_field.toggle_traversable(point)
if !level.walls.has(point) and level.flow_field.traversable_after_blocking_point(point):
level.flow_field.toggle_traversable(point)
wall_preview.set_float(0.0)
valid_point = true
else:
@ -115,8 +116,8 @@ func process_looking_at_level() -> void:
func clear_previous_point() -> void:
if last_point and !Game.level.walls.has(last_point) and !last_point.traversable:
Game.level.flow_field.toggle_traversable(last_point)
if last_point and !level.walls.has(last_point) and !last_point.traversable:
level.flow_field.toggle_traversable(last_point)
func process_looking_at_tower() -> void:
@ -162,7 +163,7 @@ func interact() -> void:
func build_wall() -> void:
if point and valid_point and hero.currency >= Data.wall_cost:
hero.currency -= Data.wall_cost
Game.level.set_wall(point, multiplayer.get_unique_id())
level.set_wall(point, multiplayer.get_unique_id())
wall_preview.visible = false
@ -171,7 +172,7 @@ func refund_wall(wall: TowerBase) -> void:
return
if wall.has_card:
wall.remove_card()
Game.level.remove_wall(wall.point)
level.remove_wall(wall.point)
func put_card_in_tower_base(tower_base: TowerBase) -> void:

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@ -35,6 +35,7 @@ signal ready_state_changed(state: bool)
@export var swap_off_audio: AudioStreamPlayer
@export var swap_on_audio: AudioStreamPlayer
var game_manager: GameManager
var hovering_item: InteractButton = null
var weapons_spawn_count: int = 0 #Used to prevent node name collisions for multiplayer
var inventory_selected_index: int = 0
@ -191,10 +192,10 @@ func _process(delta: float) -> void:
camera.fov = Data.graphics.hfov * (1.0 / movement.zoom_factor)
if Input.is_action_just_pressed("View Map"):
hud.maximise_minimap(Game.level)
hud.maximise_minimap()
#Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
if Input.is_action_just_released("View Map"):
hud.minimize_minimap(self)
hud.minimize_minimap()
#Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
check_left_hand_valid()
@ -222,6 +223,9 @@ func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("Pause"):
var menu: PauseMenu = pause_menu_scene.instantiate() as PauseMenu
pause()
menu.game_manager = game_manager
menu.quit_to_desktop_pressed.connect(game_manager.quit_to_desktop)
menu.quit_to_main_menu_pressed.connect(game_manager.scene_switch_main_menu)
menu.closed.connect(unpause)
hud.add_child(menu)

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@ -12,7 +12,6 @@ var last_lives_count: int = 120
@export var minimap_viewport: SubViewport
@export var fps_label: Label
@export var hover_text: RichTextLabel
var minimap_anchor: Node3D
var enemy_names: Array[String]
@export var enemy_sprites: Array[TextureRect]
@export var enemy_counts: Array[Label]
@ -25,6 +24,7 @@ var enemy_names: Array[String]
@export var enemy_card_scene: PackedScene
@export var new_energy_bar: EnergyBar
var map_anchor: Node3D
var audio_guard: bool = false
var cards: Array[EnemyCardUI] = []
@ -131,7 +131,7 @@ func set_upcoming_wave(value: Dictionary) -> void:
var wave: Dictionary = {}
for key: String in value:
var new_enemy: Enemy
for enemy: Enemy in Data.enemies:
for enemy: Enemy in player.game_manager.level.enemy_pool:
if enemy.title == key:
new_enemy = enemy
wave[new_enemy] = value[key]
@ -169,8 +169,8 @@ func set_weapon_energy(value: int, energy_type: Data.EnergyType) -> void:
audio_guard = false
func maximise_minimap(anchor: Node3D) -> void:
minimap_cam.anchor = anchor
func maximise_minimap() -> void:
minimap_cam.anchor = map_anchor
minimap.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
minimap.offset_bottom = -40
minimap.offset_top = 40
@ -182,8 +182,8 @@ func maximise_minimap(anchor: Node3D) -> void:
currency_count.set_visible(false)
func minimize_minimap(anchor: Node3D) -> void:
minimap_cam.anchor = anchor
func minimize_minimap() -> void:
minimap_cam.anchor = player
minimap.set_anchors_and_offsets_preset(Control.PRESET_TOP_RIGHT)
minimap.offset_right = -40
minimap.offset_top = 40

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@ -19,13 +19,13 @@ health = 120
penalty = 7
movement_speed = 1.0
spawn_cooldown = 1.0
common_group = 3
common_group = 5
common_cost = 2
uncommon_group = 6
uncommon_group = 10
uncommon_cost = 3
rare_group = 10
rare_group = 18
rare_cost = 4
epic_group = 16
epic_cost = 5
legendary_group = 25
legendary_cost = 6
epic_group = 26
epic_cost = 6
legendary_group = 42
legendary_cost = 8

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@ -25,13 +25,13 @@ health = 180
penalty = 10
movement_speed = 1.2
spawn_cooldown = 1.2
common_group = 4
common_group = 8
common_cost = 1
uncommon_group = 6
uncommon_group = 12
uncommon_cost = 2
rare_group = 8
rare_group = 18
rare_cost = 3
epic_group = 10
epic_cost = 4
legendary_group = 12
legendary_cost = 5
epic_group = 26
epic_cost = 5
legendary_group = 34
legendary_cost = 6

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@ -22,7 +22,7 @@ func generate_rarity() -> int:
for rarity: String in Data.Rarity:
weight_total += Data.rarity_weights[rarity]
var generated_rarity: int = Game.randi_in_range(4 * cards_generated, 0, weight_total)
var generated_rarity: int = NoiseRandom.randi_in_range(4 * cards_generated, 0, weight_total)
cards_generated += 1
var decided_rarity: int = 0
@ -53,7 +53,7 @@ func randomize_cards(faction: Card.Faction) -> void:
decided_rarity -= 1
var card: Card
if card_array.size() > 0:
card = card_array[Game.randi_in_range(132 * cards_generated, 0, card_array.size() - 1)]
card = card_array[NoiseRandom.randi_in_range(132 * cards_generated, 0, card_array.size() - 1)]
cards_generated += 1
card_array.erase(card)
var item: CardItem = reply_player.hero_class.card_item.instantiate() as CardItem

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@ -9,18 +9,20 @@ class_name GameEndScreen extends PanelContainer
@export var total_losses_label: Label
@export var undefeated_enemies: VBoxContainer
var game_manager: GameManager
func _ready() -> void:
winrate_label.text = "Your 20-game winrate is now: " + str(Data.save_data.winrate) + "%!"
total_games_label.text = "Total games: " + str(Data.save_data.wins + Data.save_data.losses)
total_wins_label.text = "Total wins: " + str(Data.save_data.wins)
total_losses_label.text = "Total losses: " + str(Data.save_data.losses)
for wave_key: int in Game.stats.enemies_undefeated:
for wave_key: int in game_manager.stats.enemies_undefeated:
var spawned_box: EnemyBox = box.instantiate() as EnemyBox
undefeated_enemies.add_child(spawned_box)
spawned_box.set_wave(wave_key)
for enemy_key: Enemy in Game.stats.enemies_undefeated[wave_key]:
spawned_box.add_enemy_tag(enemy_key, Game.stats.enemies_undefeated[wave_key][enemy_key])
for enemy_key: Enemy in game_manager.stats.enemies_undefeated[wave_key]:
spawned_box.add_enemy_tag(enemy_key, game_manager.stats.enemies_undefeated[wave_key][enemy_key])
func set_outcome_message(message: String) -> void:
@ -28,15 +30,15 @@ func set_outcome_message(message: String) -> void:
func _on_quit_button_pressed() -> void:
Game.scene_switch_main_menu()
game_manager.scene_switch_main_menu()
queue_free()
func _on_play_button_pressed() -> void:
if Game.gamemode.daily == false and !Game.gamemode.seeded:
Game.gamemode.rng_seed = randi()
Game.setup()
Game.start()
if game_manager.gamemode.daily == false and !game_manager.gamemode.seeded:
game_manager.gamemode.rng_seed = randi()
game_manager.setup()
game_manager.start()
queue_free()

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@ -1,5 +1,8 @@
class_name MainMenu extends Control
signal singleplayer_game_requested
signal multiplayer_game_requested
@export var bg_level: Level
@export var game_select_menu: Control
@export var main_controls: Control
@ -7,6 +10,7 @@ class_name MainMenu extends Control
@export var profile_controls: Control
@export var mods_controls: ModMenu
var game: GameManager
var gamemode: GameMode = GameMode.new()
var confirmation_popup_scene: PackedScene = preload("res://Scenes/Menus/confirmation_popup.tscn")
@ -24,7 +28,7 @@ func _ready() -> void:
#bg_level.a_star_graph_3d.build_random_maze(70)
#bg_level.a_star_graph_3d.place_random_towers(30)
#bg_level.a_star_graph_3d.disable_all_tower_frames()
Game.level = bg_level
#Game.level = bg_level
#WaveManager.generate_wave(WaveManager.calculate_spawn_power(50, 4), bg_level.enemy_pool, bg_level.enemy_spawns)
#for spawn: EnemySpawner in bg_level.enemy_spawns:
# spawn.enemy_died_callback = enemy_died
@ -67,6 +71,7 @@ func quit_game(confirmation: bool) -> void:
func _on_options_button_pressed() -> void:
var menu: OptionsMenu = options_menu_scene.instantiate()
menu.game_manager = game
add_child(menu)
@ -75,12 +80,11 @@ func _on_button_mouse_entered() -> void:
func start_game() -> void:
Game.level = null
Game.gamemode = gamemode
if gamemode.multiplayer:
Game.scene_switch_to_multiplayer_lobby()
game.gamemode = gamemode
if !gamemode.multiplayer:
singleplayer_game_requested.emit()
else:
Game.scene_switch_to_singleplayer_lobby()
multiplayer_game_requested.emit()
func _on_play_button_pressed() -> void:
@ -96,7 +100,7 @@ func _on_multiplayer_button_pressed() -> void:
func open_game_menu() -> void:
main_controls.visible = false
game_select_menu.visible = true
func _on_back_button_pressed() -> void:
main_controls.visible = true

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@ -1,9 +1,12 @@
class_name PauseMenu extends Control
signal closed()
signal closed
signal quit_to_main_menu_pressed
signal quit_to_desktop_pressed
var options_menu_scene: PackedScene = preload("res://Scenes/Menus/options_menu.tscn")
var confirmation_popup_scene: PackedScene = preload("res://Scenes/Menus/confirmation_popup.tscn")
var game_manager: GameManager
func _unhandled_input(event: InputEvent) -> void:
@ -19,6 +22,7 @@ func _on_resume_pressed() -> void:
func _on_options_pressed() -> void:
var menu: OptionsMenu = options_menu_scene.instantiate()
menu.game_manager = game_manager
add_child(menu)
@ -31,7 +35,7 @@ func _on_quit_to_main_menu_pressed() -> void:
func return_to_menu(confirmation: bool) -> void:
if confirmation:
Game.scene_switch_main_menu()
quit_to_main_menu_pressed.emit()
func _on_quit_to_desktop_pressed() -> void:
@ -43,7 +47,7 @@ func _on_quit_to_desktop_pressed() -> void:
func quit_game(confirmation: bool) -> void:
if confirmation:
Game.quit_to_desktop()
quit_to_desktop_pressed.emit()
func _on_button_mouse_entered() -> void:

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@ -42,7 +42,7 @@ func randomize_cards() -> void:
var chosen_card: Card = null
for x: int in 3:
if cheap_cards.size() > 0:
chosen_card = cheap_cards[Game.randi_in_range(12 * cards_generated, 0, cheap_cards.size() - 1)]
chosen_card = cheap_cards[NoiseRandom.randi_in_range(12 * cards_generated, 0, cheap_cards.size() - 1)]
cards_generated += 1
if chosen_card != null:
cards[x].set_card(chosen_card)
@ -53,9 +53,9 @@ func randomize_cards() -> void:
Data.save_data.saw_mage_card_in_shop()
for x: int in 2:
if medium_cards.size() > 0:
chosen_card = medium_cards[Game.randi_in_range(9 * cards_generated, 0, medium_cards.size() - 1)]
chosen_card = medium_cards[NoiseRandom.randi_in_range(9 * cards_generated, 0, medium_cards.size() - 1)]
elif cheap_cards.size() > 0:
chosen_card = cheap_cards[Game.randi_in_range(9 * cards_generated, 0, cheap_cards.size() - 1)]
chosen_card = cheap_cards[NoiseRandom.randi_in_range(9 * cards_generated, 0, cheap_cards.size() - 1)]
cards_generated += 1
if chosen_card != null:
cards[x+3].set_card(chosen_card)
@ -66,11 +66,11 @@ func randomize_cards() -> void:
Data.save_data.saw_mage_card_in_shop()
for x: int in 1:
if pricey_cards.size() > 0:
chosen_card = pricey_cards[Game.randi_in_range(50 * cards_generated, 0, pricey_cards.size() - 1)]
chosen_card = pricey_cards[NoiseRandom.randi_in_range(50 * cards_generated, 0, pricey_cards.size() - 1)]
elif medium_cards.size() > 0:
chosen_card = medium_cards[Game.randi_in_range(50 * cards_generated, 0, medium_cards.size() - 1)]
chosen_card = medium_cards[NoiseRandom.randi_in_range(50 * cards_generated, 0, medium_cards.size() - 1)]
elif cheap_cards.size() > 0:
chosen_card = cheap_cards[Game.randi_in_range(50 * cards_generated, 0, cheap_cards.size() - 1)]
chosen_card = cheap_cards[NoiseRandom.randi_in_range(50 * cards_generated, 0, cheap_cards.size() - 1)]
cards_generated += 1
if chosen_card != null:
cards[x+5].set_card(chosen_card)

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@ -5,6 +5,7 @@ class_name TowerBase extends StaticBody3D
@export var collider: CollisionShape3D
@export var minimap_icon: Sprite3D
var game_manager: GameManager
var owner_id: int
var point: FlowNode
var tower: Tower = null
@ -51,8 +52,8 @@ func networked_spawn_tower(card_index: int, caller_id: int) -> void:
@rpc("reliable", "call_local", "any_peer")
func networked_remove_tower() -> void:
Game.connected_players_nodes[tower.owner_id].add_card(inventory.remove_at(0))
Game.connected_players_nodes[tower.owner_id].unready_self()
game_manager.connected_players_nodes[tower.owner_id].add_card(inventory.remove_at(0))
game_manager.connected_players_nodes[tower.owner_id].unready_self()
tower.queue_free()
tower = null
minimap_icon.modulate = Color.GREEN

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@ -2,7 +2,6 @@ class_name EnemyMovement extends Node
@export var character: EnemyController
var astar: AStarGraph3D
var distance_remaining: float = 0.0
var speed: float = 0.0

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@ -1,266 +0,0 @@
class_name AStarGraph3D extends Node3D
@export var grid_size: Vector2i = Vector2i(15, 7)
@export var point_gap: float = 2.0
var non_build_locations: Array = []
var astar: AStar3D = AStar3D.new()
#TODO generalize this better
@export var end: Node3D
@export var spawners: Array[EnemySpawner]
@export var tower_path: Node
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_bases: Array = []
var tower_base_ids: Dictionary = {}
var tower_frames: Array = []
var wall_id: int = 0
func _ready() -> void:
for spawner: EnemySpawner in spawners:
spawner.astar = self
func toggle_point(point_id: int, caller_id: int) -> void:
networked_toggle_point.rpc(point_id, caller_id)
func remove_wall(wall: TowerBase) -> void:
networked_remove_wall.rpc(wall.point_id)
toggle_point(wall.point_id, multiplayer.get_unique_id())
func point_is_build_location(point_id: int) -> bool:
return !non_build_locations.has(point_id)
func test_path_if_point_toggled(point_id: int) -> bool:
if astar.is_point_disabled(point_id):
astar.set_point_disabled(point_id, false)
else:
astar.set_point_disabled(point_id, true)
var result: bool = find_path()
if astar.is_point_disabled(point_id):
astar.set_point_disabled(point_id, false)
else:
astar.set_point_disabled(point_id, true)
return result
@rpc("reliable", "any_peer", "call_local")
func networked_toggle_point(point_id: int, caller_id: int) -> void:
if astar.is_point_disabled(point_id):
astar.set_point_disabled(point_id, false)
else:
astar.set_point_disabled(point_id, true)
find_path()
enable_non_path_tower_frames()
if is_multiplayer_authority() and astar.is_point_disabled(point_id):
networked_spawn_wall.rpc(astar.get_point_position(point_id), wall_id, caller_id)
wall_id += 1
func get_north_point(point_id: int) -> int:
var x: int = floori(float(point_id) / float(grid_size.y))
var y: int = point_id % grid_size.y
if x - 1 >= 0: #if the north point id could possibly exist as a neighbor
return (x - 1) * grid_size.y + y
return -1
func get_south_point(point_id: int) -> int:
var x: int = floori(float(point_id) / float(grid_size.y))
var y: int = point_id % grid_size.y
if x + 1 <= grid_size.x - 1: #if the south point id could possibly exist as a neighbor
return (x + 1) * grid_size.y + y
return -1
func get_west_point(point_id: int) -> int:
var x: int = floori(float(point_id) / float(grid_size.y))
var y: int = point_id % grid_size.y
if y + 1 <= grid_size.y - 1: #if the east point id could possibly exist as a neighbor
return x * grid_size.y + y + 1
return -1
func get_east_point(point_id: int) -> int:
var x: int = floori(float(point_id) / float(grid_size.y))
var y: int = point_id % grid_size.y
if y - 1 >= 0: #if the west point id could possibly exist as a neighbor
return x * grid_size.y + y - 1
return -1
func count_valid_neighbours(point_id: int) -> int:
if !point_id:
return 0
var valid_neighbours: int = 0
var north_point: int = get_north_point(point_id)
var south_point: int = get_south_point(point_id)
var east_point: int = get_east_point(point_id)
var west_point: int = get_west_point(point_id)
if north_point and !astar.is_point_disabled(north_point):
valid_neighbours += 1
else: #add the spawn point which is always valid
valid_neighbours += 1
if south_point and !astar.is_point_disabled(south_point):
valid_neighbours += 1
else: #add the goal point which is always valid
valid_neighbours += 1
if east_point and !astar.is_point_disabled(east_point):
valid_neighbours += 1
if west_point and !astar.is_point_disabled(west_point):
valid_neighbours += 1
return valid_neighbours
func disable_all_tower_frames() -> void:
for frame: Node3D in tower_frames:
frame.set_visible(false)
func enable_non_path_tower_frames() -> void:
for frame: Node3D in tower_frames:
if !astar.is_point_disabled(tower_frames.find(frame)):
frame.set_visible(true)
disable_path_tower_frames()
func disable_path_tower_frames() -> void:
for id: int in astar.get_id_path(astar.get_point_count() - 2, astar.get_point_count() - 1):
if id < (grid_size.x * grid_size.y) and !test_path_if_point_toggled(id):
tower_frames[id].set_visible(false)
@rpc("reliable", "call_local")
func networked_spawn_wall(pos: Vector3, name_id: int, caller_id: int) -> void:
var base: TowerBase = tower_base_scene.instantiate() as TowerBase
base.position = pos
base.name = "Wall" + str(name_id)
base.owner_id = caller_id
var point_id: int = astar.get_closest_point(pos, true)
base.point_id = point_id
tower_base_ids[point_id] = base
tower_bases.append(base)
tower_path.add_child(base)
var north_point: int = get_north_point(point_id)
var south_point: int = get_south_point(point_id)
var east_point: int = get_east_point(point_id)
var west_point: int = get_west_point(point_id)
if north_point >= 0 and tower_base_ids.has(north_point) and astar.is_point_disabled(north_point):
base.set_north_wall(true)
tower_base_ids[north_point].set_south_wall(true)
if south_point >= 0 and tower_base_ids.has(south_point) and astar.is_point_disabled(south_point):
base.set_south_wall(true)
tower_base_ids[south_point].set_north_wall(true)
if east_point >= 0 and tower_base_ids.has(east_point) and astar.is_point_disabled(east_point):
base.set_east_wall(true)
tower_base_ids[east_point].set_west_wall(true)
if west_point >= 0 and tower_base_ids.has(west_point) and astar.is_point_disabled(west_point):
base.set_west_wall(true)
tower_base_ids[west_point].set_east_wall(true)
@rpc("reliable", "call_local", "any_peer")
func networked_remove_wall(new_wall_id: int) -> void:
var wall: TowerBase = tower_base_ids[new_wall_id]
Game.connected_players_nodes[wall.owner_id].currency += Data.wall_cost
Game.connected_players_nodes[wall.owner_id].unready_self()
tower_bases.erase(wall)
tower_base_ids.erase(new_wall_id)
wall.queue_free()
var north_point: int = get_north_point(new_wall_id)
var south_point: int = get_south_point(new_wall_id)
var east_point: int = get_east_point(new_wall_id)
var west_point: int = get_west_point(new_wall_id)
if north_point >= 0 and tower_base_ids.has(north_point) and astar.is_point_disabled(north_point):
tower_base_ids[north_point].set_south_wall(false)
if south_point >= 0 and tower_base_ids.has(south_point) and astar.is_point_disabled(south_point):
tower_base_ids[south_point].set_north_wall(false)
if east_point >= 0 and tower_base_ids.has(east_point) and astar.is_point_disabled(east_point):
tower_base_ids[east_point].set_west_wall(false)
if west_point >= 0 and tower_base_ids.has(west_point) and astar.is_point_disabled(west_point):
tower_base_ids[west_point].set_east_wall(false)
func build_random_maze(block_limit: int) -> void:
var untested_point_ids: Array = []
for index: int in (grid_size.x * grid_size.y):
untested_point_ids.append(index)
if block_limit <= 0 or block_limit > untested_point_ids.size():
block_limit = untested_point_ids.size()
for index: int in block_limit:
var random_point: int = untested_point_ids.pick_random()
untested_point_ids.erase(random_point)
if test_path_if_point_toggled(random_point):
networked_toggle_point.rpc(random_point, multiplayer.get_unique_id())
func place_random_towers(tower_limit: int) -> void:
var untowered_bases: Array = tower_bases.duplicate()
if tower_limit <= 0 or tower_limit > untowered_bases.size():
tower_limit = untowered_bases.size()
for index: int in tower_limit:
var random_base: TowerBase = untowered_bases.pick_random() as TowerBase
untowered_bases.erase(random_base)
random_base.add_card(Data.cards.pick_random(), multiplayer.get_unique_id())
func find_path() -> bool:
for spawn: EnemySpawner in spawners:
var path: PackedVector3Array = astar.get_point_path(spawn.astar_point_id, astar.get_point_count() - 1)
if !path.is_empty():
var curve: Curve3D = Curve3D.new()
for point: Vector3 in path:
curve.add_point(point)
spawn.path.global_position = Vector3.ZERO
spawn.path.curve = curve
else:
return false
spawners[0].path.spawn_visualizer_points()
return true
func make_grid() -> void:
for x: int in grid_size.x:
for y: int in grid_size.y:
var point_position: Vector3 = Vector3((x - floori(grid_size.x / 2.0)) * point_gap, 0, (y - floori(grid_size.y / 2.0)) * point_gap)
point_position += global_position
astar.add_point(int(x * grid_size.y + y), point_position)
var frame: Node3D = tower_frame_scene.instantiate()
tower_frames.append(frame)
add_child(frame)
frame.global_position = point_position
for x: int in grid_size.x:
for y: int in grid_size.y:
var point_id: int = grid_size.y * x + y
if x > 0:
var north_point_id: int = grid_size.y * (x - 1) + y
astar.connect_points(point_id, north_point_id, false)
if x < grid_size.x - 1:
var south_point_id: int = grid_size.y * (x + 1) + y
astar.connect_points(point_id, south_point_id, false)
if y > 0:
var east_point_id: int = grid_size.y * x + (y - 1)
astar.connect_points(point_id, east_point_id, false)
if y < grid_size.y - 1:
var west_point_id: int = grid_size.y * x + (y + 1)
astar.connect_points(point_id, west_point_id, false)
for spawn: EnemySpawner in spawners:
non_build_locations.append(astar.get_point_count())
spawn.astar_point_id = astar.get_point_count()
astar.add_point(astar.get_point_count(), spawn.global_position)
for x: int in grid_size.y:
astar.connect_points(int(astar.get_point_count() - 1), x)
non_build_locations.append(astar.get_point_count())
astar.add_point(astar.get_point_count(), end.global_position)
for x: int in grid_size.y:
astar.connect_points(astar.get_point_count() - 1, int(grid_size.y * (grid_size.x - 1) + x))

View File

@ -1 +0,0 @@
uid://u404brdoaku

View File

@ -13,7 +13,8 @@ var username: String = "default"
var color: Color = Color.TOMATO
var fading: bool = true
var time_to_fade: float = 2.0
var time_since_started_fading:float = 2.0
var time_since_started_fading: float = 2.0
var game_manager: GameManager
func _process(delta: float) -> void:
@ -43,7 +44,7 @@ func _input(event: InputEvent) -> void:
text_selected = false
if input_line.text.length() != 0:
if input_line.text.begins_with("/"):
Game.parse_command(input_line.text, multiplayer.get_unique_id())
game_manager.parse_command(input_line.text, multiplayer.get_unique_id())
else:
append_message.rpc(username, color, input_line.text)
input_line.clear()

View File

@ -2,7 +2,6 @@ extends Node
var characters: Array[HeroClass]
var cards: Array[Card]
var enemies: Array[Enemy]
#var keymaps: Array[PlayerKeymap]
var mods: Dictionary[String, String]
var graphics: PlayerGraphicsSettings
@ -13,14 +12,14 @@ var save_data: SaveData
var keymap_data: KeymapData
const DEFAULT_SERVER_PORT: int = 58008
var wall_cost: int = 1
var printer_cost: int = 15
enum EnergyType {UNDEFINED = 0, DISCRETE = 1, CONTINUOUS = 2}
enum TargetType {UNDEFINED = 0, LAND = 1, AIR = 2, BOTH = 3}
enum EnemyType {UNDEFINED = 0, LAND = 1, AIR = 2}
enum Rarity {COMMON = 0, UNCOMMON = 1, RARE = 2, EPIC = 3, LEGENDARY = 4}
var rarity_weights: Dictionary = {
static var wall_cost: int = 1
static var printer_cost: int = 15
static var rarity_weights: Dictionary = {
"COMMON" = 50,
"UNCOMMON" = 30,
"RARE" = 10,
@ -114,11 +113,3 @@ func _ready() -> void:
load_classes()
load_cards("res://Cards")
enemies.append(preload("res://Resources/Enemies/dog.tres"))
enemies.append(preload("res://Resources/Enemies/dog_fast.tres"))
enemies.append(preload("res://Resources/Enemies/dog_heavy.tres"))
enemies.append(preload("res://Resources/Enemies/dog_boss.tres"))
enemies.append(preload("res://Resources/Enemies/airenemy.tres"))
enemies.append(preload("res://Resources/Enemies/airenemy2.tres"))
enemies.append(preload("res://Resources/Enemies/leapfrog.tres"))

View File

@ -6,14 +6,12 @@ signal enemy_spawned()
@export var leap_enemy_scene: PackedScene
@export var air_enemy_scene: PackedScene
@export var path: VisualizedPath
var astar: AStarGraph3D
@export var flow_field: FlowField
@export var own_id: int = 0
@export var type: Data.EnemyType
@export var dest: Node3D
@export var enemy_path: Node
var astar_point_id: int = 0
var enemy_died_callback: Callable
var enemy_reached_goal_callback: Callable
var current_wave: Array[EnemyCard]
@ -25,6 +23,7 @@ var done_spawning: bool = true
var enemy_id: int = 0
var new_path: Path3D
var path_polygon: PackedScene = preload("res://path_polygon.tscn")
var game_manager: GameManager
func _ready() -> void:
@ -63,11 +62,12 @@ func _process(delta: float) -> void:
@rpc("reliable", "call_local")
func networked_spawn_land_enemy(enemy_stats: String, id1: int, id2: int) -> void:
var e_stats: Enemy = null
for enemy: Enemy in Data.enemies:
for enemy: Enemy in game_manager.level.enemy_pool:
if enemy.title == enemy_stats:
e_stats = enemy
var enemy: EnemyController
enemy = e_stats.scene.instantiate()
enemy.corpse_root = game_manager.level.corpses
enemy.name = str(id1) + str(id2)
enemy.stats = e_stats
enemy.died.connect(enemy_died_callback)
@ -110,11 +110,12 @@ func update_path() -> void:
@rpc("reliable", "call_local")
func networked_spawn_air_enemy(enemy_stats: String, pos: Vector3, id1: int, id2: int) -> void:
var e_stats: Enemy = null
for enemy: Enemy in Data.enemies:
for enemy: Enemy in game_manager.level.enemy_pool:
if enemy.title == enemy_stats:
e_stats = enemy
var enemy: EnemyController
enemy = e_stats.scene.instantiate()
enemy.corpse_root = game_manager.level.corpses
enemy.name = str(id1) + str(id2)
enemy.position = pos + global_position
enemy.stats = e_stats

View File

@ -1,13 +1,14 @@
class_name GameManager
extends Node
signal wave_started(wave_number: int)
signal wave_finished(wave_number: int)
signal base_took_damage(remaining_health: int)
signal rng_seeded
signal game_setup
signal game_started
signal lost_game
signal won_game
signal rng_seeded
signal switch_to_single_player
signal switch_to_multi_player
signal switch_to_main_menu
@ -29,7 +30,7 @@ var wave_limit: int = 20
var starting_cash: int = 25
var shop_chance: float = 0.0
var stats: RoundStats
var rng: FastNoiseLite
#TODO: Create a reference to some generic Lobby object that wraps the multiplayer players list stuff
var connected_player_profiles: Dictionary = {}
@ -52,25 +53,6 @@ func _ready() -> void:
Input.set_custom_mouse_cursor(load("res://Assets/Textures/bracket_b_vertical.png"), Input.CURSOR_IBEAM, Vector2(16, 16))
@rpc("reliable", "call_local")
func set_seed(value: int) -> void:
rng = FastNoiseLite.new()
rng.noise_type = FastNoiseLite.TYPE_VALUE
rng.frequency = 30
rng.fractal_octaves = 2
rng.fractal_gain = 0.1
rng.seed = value
rng_seeded.emit()
func randi_in_range(sample: float, output_start: int, output_end: int) -> int:
return floori(remap(rng.get_noise_1d(sample), -1.0, 1.0, float(output_start), float(output_end + 1)))
func randf_in_range(sample: float, output_start: float, output_end: float) -> float:
return remap(rng.get_noise_1d(sample), -1.0, 1.0, output_start, output_end)
func parse_command(text: String, peer_id: int) -> void:
if text.substr(1, 4) == "give":
var gift_name: String = text.substr(6) as String
@ -110,7 +92,7 @@ func parse_command(text: String, peer_id: int) -> void:
else:
chatbox.append_message("SERVER", Color.TOMATO, "Unable to set wave")
elif text.substr(1, 4) == "seed":
chatbox.append_message("SERVER", Color.TOMATO, str(rng.seed))
chatbox.append_message("SERVER", Color.TOMATO, str(NoiseRandom.noise.seed))
# if text.substr(1, 17) == "show tower ranges":
# pass
# if text.substr(1, 20) = "show gauntlet ranges":
@ -128,8 +110,10 @@ func networked_set_wave(wave_number: int) -> void:
func spawn_level() -> void:
level = level_scene.instantiate() as Level
level.game_manager = self
for x: EnemySpawner in level.enemy_spawns:
#x.path = level.a_star_graph_3d.visualized_path
x.game_manager = self
x.enemy_died_callback = enemy_died
x.enemy_reached_goal_callback = damage_goal
x.enemy_spawned.connect(increase_enemy_count)
@ -143,6 +127,9 @@ func spawn_players() -> void:
for peer_id: int in player_array:
var player: Hero = player_scene.instantiate() as Hero
player.name = str(peer_id)
player.game_manager = self
player.edit_tool.level = level
player.hud.map_anchor = level
player.player_name_tag.text = connected_player_profiles[peer_id].display_name
player.position = level.player_spawns[p_i].global_position
player.profile = connected_player_profiles[peer_id]
@ -264,7 +251,7 @@ func end_wave() -> void:
#level.a_star_graph_3d.enable_non_path_tower_frames()
level.enable_non_path_tower_frames()
if is_multiplayer_authority():
if randf_in_range(23 * wave, 0.0, 1.0) <= shop_chance:
if NoiseRandom.randf_in_range(23 * wave, 0.0, 1.0) <= shop_chance:
networked_spawn_shop.rpc()
shop_chance = 0.0
else:
@ -305,6 +292,12 @@ func setup() -> void:
game_setup.emit()
@rpc("reliable", "call_local")
func set_seed(value: int) -> void:
NoiseRandom.set_seed(value)
rng_seeded.emit()
func start() -> void:
if is_multiplayer_authority():
set_seed.rpc(gamemode.rng_seed)
@ -329,7 +322,7 @@ func start() -> void:
#Start game
game_active = true
chatbox.append_message("SERVER", Color.TOMATO, "Started with seed: " + str(rng.seed))
chatbox.append_message("SERVER", Color.TOMATO, "Started with seed: " + str(NoiseRandom.noise.seed))
game_started.emit()
#print("started game with seed: " + str(gamemode.rng_seed))
@ -341,6 +334,7 @@ func end(outcome: bool) -> void:
Data.save_data.add_game_outcome(outcome)
Data.save_data.save_to_disc()
var menu: GameEndScreen = game_end_scene.instantiate() as GameEndScreen
menu.game_manager = self
match outcome:
false:
menu.set_outcome_message("You lost...")

View File

@ -7,6 +7,7 @@ var keybind_boxes: Array[KeybindEntry] = []
var key_event: InputEvent
var selected_entry: KeybindEntry
var listening_for_key: bool = false
var ui_layer: CanvasLayer
func _ready() -> void:
@ -44,7 +45,7 @@ func load_keybind_labels() -> void:
func _on_keybind_button_pressed(button: Button, keybind_entry: KeybindEntry) -> void:
var popup: KeybindPopup = keybind_popup.instantiate()
popup.event_detected.connect(keybind_entry.set_button_bind.bind(button))
Game.UILayer.add_child(popup)
ui_layer.add_child(popup)
func save() -> void:

View File

@ -16,6 +16,7 @@ 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 game_manager: GameManager
func _ready() -> void:
@ -56,8 +57,8 @@ func set_wall(point: FlowNode, caller_id: int) -> void:
func remove_wall(point: FlowNode) -> void:
var wall: TowerBase = walls[point]
Game.connected_players_nodes[wall.owner_id].currency += Data.wall_cost
Game.connected_players_nodes[wall.owner_id].unready_self()
game_manager.connected_players_nodes[wall.owner_id].currency += Data.wall_cost
game_manager.connected_players_nodes[wall.owner_id].unready_self()
walls.erase(point)
wall.queue_free()
point.traversable = true
@ -68,6 +69,7 @@ func remove_wall(point: FlowNode) -> void:
func spawn_wall(point: FlowNode, 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.name = "Wall" + str(name_id)
base.owner_id = caller_id
@ -79,7 +81,7 @@ func spawn_wall(point: FlowNode, name_id: int, caller_id: int) -> void:
func generate_obstacles() -> void:
#print(str(multiplayer.get_unique_id()) + " spawning obstacles with seed: " + str(Game.rng.seed))
var obstacle_count: int = Game.randi_in_range(1, 0, 5)
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)

View File

@ -6,6 +6,7 @@ class_name Lobby extends Control
#@export var ready_button: Button
@export var audio_player: AudioStreamPlayer
var game_manager: GameManager
var gamemode: GameMode = null
var loadout_editor: CharacterSelect = null
var connected_players_profiles: Dictionary = {}
@ -16,16 +17,17 @@ func setup_the_ui() -> void:
#scoreboard.set_visible(true)
loadout_editor.set_visible(true)
chatbox.set_visible(true)
chatbox.game_manager = game_manager
#ready_button.set_visible(true)
func start_game() -> void:
Game.setup()
game_manager.setup()
#scoreboard.set_visible(false)
loadout_editor.queue_free()
#ready_button.set_visible(false)
Game.connected_player_profiles = connected_players_profiles
Game.start()
game_manager.connected_player_profiles = connected_players_profiles
game_manager.start()
func _on_button_mouse_entered() -> void:

View File

@ -53,9 +53,9 @@ func create_server() -> void:
func setup_game(peer_id: int) -> void:
loadout_editor = character_select_screen.instantiate() as CharacterSelect
add_child(loadout_editor)
player_disconnected.connect(Game.remove_player)
scoreboard.all_players_ready.connect(start_game)
Game.chatbox = chatbox
player_disconnected.connect(game_manager.remove_player)
#scoreboard.all_players_ready.connect(start_game)
game_manager.chatbox = chatbox
chatbox.username = Data.player_profile.display_name
Data.player_profile.display_name_changed.connect(chatbox.change_username)
loadout_editor.hero_selected.connect(Data.player_profile.set_preferred_class)
@ -72,7 +72,7 @@ func connect_to_server() -> void:
func ready_player() -> void:
var peer_id: int = multiplayer.get_unique_id()
networked_ready_player.rpc(peer_id)
#networked_ready_player.rpc(peer_id)
func start_game() -> void:
@ -102,6 +102,6 @@ func add_player(new_player_profile_dict: Dictionary) -> void:
player_connected.emit(new_player_peer_id, new_player_profile)
@rpc("any_peer", "reliable", "call_local")
func networked_ready_player(peer_id: int) -> void:
scoreboard.set_player_ready_state(peer_id, true)
#@rpc("any_peer", "reliable", "call_local")
#func networked_ready_player(peer_id: int) -> void:
#scoreboard.set_player_ready_state(peer_id, true)

21
Scripts/noise_random.gd Normal file
View File

@ -0,0 +1,21 @@
class_name NoiseRandom
extends Object
static var noise: FastNoiseLite
static func set_seed(value: int) -> void:
noise = FastNoiseLite.new()
noise.noise_type = FastNoiseLite.TYPE_VALUE
noise.frequency = 30
noise.fractal_octaves = 2
noise.fractal_gain = 0.1
noise.seed = value
static func randi_in_range(sample: float, output_start: int, output_end: int) -> int:
return floori(remap(noise.get_noise_1d(sample), -1.0, 1.0, float(output_start), float(output_end + 1)))
static func randf_in_range(sample: float, output_start: float, output_end: float) -> float:
return remap(noise.get_noise_1d(sample), -1.0, 1.0, output_start, output_end)

View File

@ -0,0 +1 @@
uid://cbpbqh6mocg73

View File

@ -3,6 +3,11 @@ class_name OptionsMenu extends Control
@export var gameplay: GameplayOptionsMenu
@export var graphics: GraphicsOptionsMenu
@export var keybinds: KeybindsOptionsMenu
var game_manager: GameManager
func _ready() -> void:
keybinds.ui_layer = game_manager.UILayer
func _on_cancel_pressed() -> void:

View File

@ -12,6 +12,7 @@ signal host_button_pressed
@export var players_field: HBoxContainer
@export var start_button: Button
var game_manager: GameManager
var menu: int = 0
var hosting: bool = false
@ -40,7 +41,7 @@ func _on_button_mouse_entered() -> void:
func _on_button_pressed() -> void:
if menu == 0:
Game.scene_switch_main_menu()
game_manager.scene_switch_main_menu()
else:
menu -= 1
host_button.visible = true

View File

@ -5,14 +5,13 @@ func _ready() -> void:
enet_peer.create_server(Data.DEFAULT_SERVER_PORT, 1)
multiplayer.multiplayer_peer = enet_peer
enet_peer.refuse_new_connections = true
setup_game()
func setup_game() -> void:
loadout_editor = character_select_screen.instantiate() as CharacterSelect
loadout_editor.hero_confirmed.connect(start_game)
add_child(loadout_editor)
Game.chatbox = chatbox
game_manager.chatbox = chatbox
chatbox.username = Data.player_profile.display_name
Data.player_profile.display_name_changed.connect(chatbox.change_username)
loadout_editor.hero_selected.connect(Data.player_profile.set_preferred_class)

View File

@ -12,7 +12,7 @@ class_name WaveManager extends Object
## Takes in wave number and number of players and returns a spawn power value
## intended for passing into the generate_wave method
static func calculate_spawn_power(wave_number: int, number_of_players: int) -> int:
return (40 * number_of_players) + (6 * wave_number)
return (30 * number_of_players) + (6 * wave_number)
## Takes in wave number and number of players and returns the amount of coins

View File

@ -11,6 +11,7 @@ signal died(enemy: Enemy)
#@export var sprite: Sprite3D
@export var corpse_scene: PackedScene
var corpse_root: Node
var movement_speed: float
var movement_speed_penalty: float = 1.0
var alive: bool = true
@ -41,9 +42,9 @@ func goal_entered() -> void:
func die() -> void:
if alive:
alive = false
died.emit(stats)
var corpse: RigidBody3D = corpse_scene.instantiate()
corpse.set_sprite(stats.death_sprite)
corpse.position = global_position
Game.level.corpses.add_child(corpse)
corpse_root.add_child(corpse)
died.emit(stats)
queue_free()

View File

@ -5,7 +5,6 @@ signal animation_finished()
var time: float = 0.0
var x: int = 0
var y: int = 0
var loops: int = 0
var signalled: bool = false
@export var color_rect: ColorRect
@ -26,8 +25,7 @@ func _process(delta: float) -> void:
if y == 8 and x == 4:
y = 7
x = 5
loops += 1
if !signalled and loops >= 3:
if !signalled:
signalled = true
animation_finished.emit()
texture.region = Rect2(256.0 * x, 256.0 * y, 256.0, 256.0)

28
main.gd
View File

@ -1,30 +1,47 @@
class_name Main
extends Node
signal loaded_scene
@export var scene: Node
@export var movies: Node
var game_manager: GameManager
var loaded: bool = false
var main_menu_scene_path: String = "res://Scenes/Menus/MainMenu/main_menu.tscn"
var multiplayer_lobby_scene_path: String = "res://Scenes/Menus/multiplayer_lobby.tscn"
var singleplayer_lobby_scene_path: String = "res://Scenes/Menus/singleplayer_lobby.tscn"
func _ready() -> void:
Game.switch_to_main_menu.connect(load_main_menu)
Game.switch_to_single_player.connect(load_singleplayer)
Game.switch_to_multi_player.connect(load_multiplayer)
func load_main_menu() -> void:
load_scene(main_menu_scene_path)
await loaded_scene
if game_manager:
game_manager.queue_free()
game_manager = GameManager.new()
add_child(game_manager)
game_manager.switch_to_main_menu.connect(load_main_menu)
game_manager.switch_to_single_player.connect(load_singleplayer)
game_manager.switch_to_multi_player.connect(load_multiplayer)
var main_menu: MainMenu = scene.get_child(0) as MainMenu
main_menu.multiplayer_game_requested.connect(load_multiplayer)
main_menu.singleplayer_game_requested.connect(load_singleplayer)
main_menu.game = game_manager
func load_singleplayer() -> void:
load_scene(singleplayer_lobby_scene_path)
await loaded_scene
var single_player_lobby: SinglePlayerLobby = scene.get_child(0) as SinglePlayerLobby
single_player_lobby.game_manager = game_manager
single_player_lobby.setup_game()
func load_multiplayer() -> void:
load_scene(multiplayer_lobby_scene_path)
await loaded_scene
var multi_player_lobby: MultiplayerLobby = scene.get_child(0) as MultiplayerLobby
multi_player_lobby.game_manager = game_manager
func load_scene(scene_path: String) -> void:
@ -42,3 +59,4 @@ func load_scene(scene_path: String) -> void:
movies = null
$CanvasLayer.visible = true
scene.add_child(new_scene.instantiate())
loaded_scene.emit()

View File

@ -20,7 +20,6 @@ config/icon="res://Assets/Textures/icon.svg"
[autoload]
Data="*res://Scripts/data.gd"
Game="*res://Scripts/game.gd"
[debug]

View File

@ -11,15 +11,15 @@ uniform int dither_size: hint_range(1, 8) = 1;
float dithering_pattern(ivec2 fragcoord) {
const float pattern[] = {
0.00, 0.50, 0.10, 0.65,
0.75, 0.25, 0.90, 0.35,
0.20, 0.70, 0.05, 0.50,
0.00, 0.50, 0.10, 0.65,
0.75, 0.25, 0.90, 0.35,
0.20, 0.70, 0.05, 0.50,
0.95, 0.40, 0.80, 0.30
};
int x = fragcoord.x % 4;
int y = fragcoord.y % 4;
return pattern[y * 4 + x];
}
@ -38,7 +38,7 @@ float reduce_color(float raw, float dither, int depth) {
if (raw * float(depth) - float(i) <= dither * 0.999)
{
val = div * float(i);
}
}
else
{
val = div * float(i + 1);
@ -61,7 +61,7 @@ void fragment() {
{
dithering_value = dithering_pattern(uv);
}
COLOR.r = reduce_color(raw.r, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);
COLOR.g = reduce_color(raw.g, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);
COLOR.b = reduce_color(raw.b, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);