Attempt to bring in other branch
This commit is contained in:
@@ -28,8 +28,6 @@ namespace GameJamDungeon
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[Node] public ISubViewport GameWindow { get; set; } = default!;
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[Node] public IAnimationPlayer AnimationPlayer { get; set; } = default!;
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public void Initialize()
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{
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Instantiator = new Instantiator(GetTree());
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@@ -38,17 +36,10 @@ namespace GameJamDungeon
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AppLogic.Set(AppRepo);
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Menu.NewGame += OnNewGame;
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Menu.Quit += OnQuit;
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AppRepo.ShowLoadingScreen += AppRepo_ShowLoadingScreen;
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AnimationPlayer.AnimationFinished += AnimationPlayer_AnimationFinished;
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Input.MouseMode = Input.MouseModeEnum.Captured;
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this.Provide();
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}
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private void AppRepo_ShowLoadingScreen()
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{
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AnimationPlayer.Play("wait_and_load");
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}
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public void OnReady()
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{
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AppBinding = AppLogic.Bind();
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@@ -57,7 +48,6 @@ namespace GameJamDungeon
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.Handle((in AppLogic.Output.ShowLoadingScreen _) =>
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{
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Menu.Hide();
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AnimationPlayer.Play("load");
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})
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.Handle((in AppLogic.Output.SetupGameScene _) =>
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{
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@@ -76,12 +66,6 @@ namespace GameJamDungeon
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AppLogic.Start();
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}
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private void AnimationPlayer_AnimationFinished(StringName animName)
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{
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Instantiator.SceneTree.Paused = false;
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//AppLogic.Input(new AppLogic.Input.LoadGameFinished());
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}
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public void OnNewGame() => AppLogic.Input(new AppLogic.Input.NewGame());
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public void OnQuit() => AppLogic.Input(new AppLogic.Input.QuitGame());
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140
src/app/App.gdshader
Normal file
140
src/app/App.gdshader
Normal file
@@ -0,0 +1,140 @@
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shader_type canvas_item;
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// Handles the resolution changes, color depth, and dithering
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group_uniforms resolution_and_colors;
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uniform bool change_color_depth = false;
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uniform int target_color_depth : hint_range(1, 8) = 5;
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uniform bool dithering = false;
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uniform bool scale_resolution = false;
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uniform int target_resolution_scale = 3;
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// Handles the LUTish recoloring
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group_uniforms gradient_recoloring;
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uniform bool enable_recolor = false;
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uniform sampler2D to_gradient: hint_default_black;
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int dithering_pattern(ivec2 fragcoord) {
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const int pattern[] = {
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-4, +0, -3, +1,
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+2, -2, +3, -1,
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-3, +1, -4, +0,
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+3, -1, +2, -2
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};
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int x = fragcoord.x % 4;
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int y = fragcoord.y % 4;
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return pattern[y * 4 + x];
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}
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vec3 rgb2hsv(vec3 rgb) { //Converts RGB values to HSV
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float r = rgb.r;
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float g = rgb.g;
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float b = rgb.b;
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float cmax = max(r,max(g,b));
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float cmin = min(r,min(g,b));
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float delta = cmax - cmin;
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float h = 0.f; //hue
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if (delta > 0.f){
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if (cmax == r){
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h = (g-b)/delta;
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h = mod(h,6.f);
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} else if (cmax == g){
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h = ((b - r) / delta) + 2.f;
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} else {
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h = ((r-g)/delta) + 4.f;
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}
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h = h * 60.f;
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}
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float s = 0.f; //saturation
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if (cmax > 0.f){
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s = delta / cmax;
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}
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return vec3(h,s,cmax); // Keep original alpha value
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}
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vec3 hsv2rgb(vec3 hsv) { //Converts HSV values to RGB
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float h = hsv.r;
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float s = hsv.g;
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float v = hsv.b;
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float c = v * s;
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//X = C × (1 - |(H / 60°) mod 2 - 1|)
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float x = h / 60.f;
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x = mod(x,2.f);
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x = abs(x - 1.f);
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x = c * (1.f - x);
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float m = v - c;
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vec3 rgb = vec3(0.f,0.f,0.f);
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if (h < 60.f) {
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rgb = vec3(c,x,0.f);
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} else if (h < 120.f){
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rgb = vec3(x,c,0.f);
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} else if (h < 180.f){
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rgb = vec3(0.f,c,x);
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} else if (h < 240.f){
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rgb = vec3(0.f,x,c);
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} else if (h < 300.f){
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rgb = vec3(x,0.f,c);
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} else if (h < 360.f){
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rgb = vec3(c,0.f,x);
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}
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rgb[0] = rgb[0] + m;
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rgb[1] = rgb[1] + m;
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rgb[2] = rgb[2] + m;
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return rgb;
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}
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void fragment() {
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ivec2 uv;
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vec3 color;
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if(scale_resolution){
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uv = ivec2(FRAGCOORD.xy / float(target_resolution_scale));
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color = texelFetch(TEXTURE, uv * target_resolution_scale, 0).rgb;
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} else {
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uv = ivec2(FRAGCOORD.xy);
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color = texelFetch(TEXTURE, uv, 0).rgb;
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}
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if(enable_recolor){
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vec3 hsv = rgb2hsv(color);
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float color_pos = (hsv.x / 360.0);
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vec3 new_color = texture(to_gradient, vec2((color_pos), 0.5)).rgb;
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vec3 new_hsv = rgb2hsv(new_color);
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hsv.x = new_hsv.x;
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vec3 final_rgb = hsv2rgb(hsv);
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color.rgb = final_rgb;
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}
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// Convert from [0.0, 1.0] range to [0, 255] range
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ivec3 c = ivec3(round(color * 255.0));
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// Apply the dithering pattern
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if (dithering) {
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c += ivec3(dithering_pattern(uv));
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}
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vec3 final_color;
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if(change_color_depth){
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// Truncate from 8 bits to color_depth bits
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c >>= (8 - target_color_depth);
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final_color = vec3(c) / float(1 << target_color_depth);
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} else {
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final_color = vec3(c) / float(1 << 8);
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}
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// Convert back to [0.0, 1.0] range
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COLOR.rgb = final_color;
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}
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101
src/app/App.tscn
101
src/app/App.tscn
@@ -1,86 +1,8 @@
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[gd_scene load_steps=7 format=3 uid="uid://cagfc5ridmteu"]
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[gd_scene load_steps=3 format=3 uid="uid://cagfc5ridmteu"]
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[ext_resource type="Script" path="res://src/app/App.cs" id="1_rt73h"]
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[ext_resource type="PackedScene" uid="uid://rfvnddfqufho" path="res://src/menu/Menu.tscn" id="2_kvwo1"]
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[sub_resource type="Animation" id="Animation_mbxap"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("LoadScreen:modulate")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Color(1, 1, 1, 0)]
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("SubViewportContainer:visible")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [true]
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}
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[sub_resource type="Animation" id="Animation_fa8xf"]
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resource_name = "load"
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length = 5.0
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("LoadScreen:modulate")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 1.93333, 4.03333, 5),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"update": 0,
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"values": [Color(0, 0, 0, 0), Color(0, 0, 0, 1), Color(0, 0, 0, 1), Color(0, 0, 0, 0)]
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("SubViewportContainer:visible")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0, 4.03333),
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"transitions": PackedFloat32Array(1, 1),
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"update": 1,
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"values": [false, true]
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}
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[sub_resource type="Animation" id="Animation_bvk81"]
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resource_name = "wait_and_load"
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length = 5.0
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("LoadScreen:modulate")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(1.03333, 1.93333, 4.03333, 5),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"update": 0,
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"values": [Color(0, 0, 0, 0), Color(0, 0, 0, 1), Color(0, 0, 0, 1), Color(0, 0, 0, 0)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_vkd35"]
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_data = {
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"RESET": SubResource("Animation_mbxap"),
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"load": SubResource("Animation_fa8xf"),
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"wait_and_load": SubResource("Animation_bvk81")
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}
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[node name="App" type="CanvasLayer"]
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process_mode = 3
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script = ExtResource("1_rt73h")
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@@ -91,30 +13,15 @@ anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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stretch = true
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[node name="GameWindow" type="SubViewport" parent="SubViewportContainer"]
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unique_name_in_owner = true
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transparent_bg = true
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handle_input_locally = false
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audio_listener_enable_2d = true
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audio_listener_enable_3d = true
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size = Vector2i(1920, 1080)
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render_target_update_mode = 0
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size = Vector2i(1280, 960)
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render_target_update_mode = 4
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[node name="Menu" parent="." instance=ExtResource("2_kvwo1")]
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unique_name_in_owner = true
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[node name="LoadScreen" type="ColorRect" parent="."]
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modulate = Color(1, 1, 1, 0)
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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color = Color(0.235294, 0.235294, 0.784314, 1)
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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unique_name_in_owner = true
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libraries = {
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"": SubResource("AnimationLibrary_vkd35")
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}
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@@ -1,25 +1,25 @@
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@startuml AppLogic
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state "AppLogic State" as GameJam2024Practice_AppLogic_State {
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state "InGame" as GameJam2024Practice_AppLogic_State_InGame
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state "MainMenu" as GameJam2024Practice_AppLogic_State_MainMenu
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state "SplashScreen" as GameJam2024Practice_AppLogic_State_SplashScreen
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state "LeavingMenu" as GameJam2024Practice_AppLogic_State_LeavingMenu
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state "AppLogic State" as GameJamDungeon_AppLogic_State {
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state "SetupGameScene" as GameJamDungeon_AppLogic_State_SetupGameScene
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state "InGame" as GameJamDungeon_AppLogic_State_InGame
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state "LoadingScreen" as GameJamDungeon_AppLogic_State_LoadingScreen
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state "MainMenu" as GameJamDungeon_AppLogic_State_MainMenu
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}
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GameJam2024Practice_AppLogic_State_InGame --> GameJam2024Practice_AppLogic_State_MainMenu : GameOver
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GameJam2024Practice_AppLogic_State_LeavingMenu --> GameJam2024Practice_AppLogic_State_InGame : FadeOutFinished
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GameJam2024Practice_AppLogic_State_MainMenu --> GameJam2024Practice_AppLogic_State_LeavingMenu : NewGame
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GameJam2024Practice_AppLogic_State_MainMenu --> GameJam2024Practice_AppLogic_State_MainMenu : QuitGame
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GameJam2024Practice_AppLogic_State_SplashScreen --> GameJam2024Practice_AppLogic_State_MainMenu : FadeOutFinished
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GameJamDungeon_AppLogic_State_InGame --> GameJamDungeon_AppLogic_State_MainMenu : GameOver
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GameJamDungeon_AppLogic_State_LoadingScreen --> GameJamDungeon_AppLogic_State_InGame : LoadGameFinished
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GameJamDungeon_AppLogic_State_MainMenu --> GameJamDungeon_AppLogic_State_LoadingScreen : NewGame
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GameJamDungeon_AppLogic_State_MainMenu --> GameJamDungeon_AppLogic_State_MainMenu : QuitGame
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GameJamDungeon_AppLogic_State_SetupGameScene --> GameJamDungeon_AppLogic_State_InGame : LoadGameFinished
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GameJam2024Practice_AppLogic_State_InGame : OnEnter → ShowGame
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GameJam2024Practice_AppLogic_State_InGame : OnExit → HideGame
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GameJam2024Practice_AppLogic_State_InGame : OnGameOver → RemoveExistingGame
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GameJam2024Practice_AppLogic_State_LeavingMenu : OnEnter → FadeToBlack
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GameJam2024Practice_AppLogic_State_MainMenu : OnEnter → SetupGameScene, ShowMainMenu
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GameJam2024Practice_AppLogic_State_MainMenu : OnQuitGame → ExitGame
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GameJam2024Practice_AppLogic_State_SplashScreen : OnEnter → ShowSplashScreen
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GameJam2024Practice_AppLogic_State_SplashScreen : OnSplashScreenSkipped() → HideSplashScreen
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GameJamDungeon_AppLogic_State_InGame : OnEnter → ShowGame
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GameJamDungeon_AppLogic_State_InGame : OnExit → HideGame
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GameJamDungeon_AppLogic_State_InGame : OnGameOver → RemoveExistingGame
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GameJamDungeon_AppLogic_State_LoadingScreen : OnEnter → ShowLoadingScreen
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GameJamDungeon_AppLogic_State_MainMenu : OnEnter → ShowMainMenu
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GameJamDungeon_AppLogic_State_MainMenu : OnNewGame → SetupGameScene
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GameJamDungeon_AppLogic_State_MainMenu : OnQuitGame → ExitGame
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GameJamDungeon_AppLogic_State_SetupGameScene : OnEnter → SetupGameScene, ShowGame
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[*] --> GameJam2024Practice_AppLogic_State_SplashScreen
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[*] --> GameJamDungeon_AppLogic_State_SetupGameScene
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@enduml
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Reference in New Issue
Block a user