Re-scaled environment models imported and implemented.

This commit is contained in:
Pal
2026-01-12 19:39:34 -08:00
parent 04543fcfac
commit f13afc9fdc
354 changed files with 7041 additions and 17250 deletions

View File

@@ -1,4 +1,4 @@
<Project Sdk="Godot.NET.Sdk/4.4.0">
<Project Sdk="Godot.NET.Sdk/4.4.1">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>

View File

@@ -1,4 +1,4 @@
<Project Sdk="Godot.NET.Sdk/4.4.1">
<Project Sdk="Godot.NET.Sdk/4.4.0">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>

View File

@@ -54,10 +54,10 @@ public partial class DataViewer : Control, IDataViewer
public void OnReady()
{
BackButton.Pressed += BackButton_Pressed;
_enemies = [.. ModelPivot.GetChildren().Cast<EnemyModelView>()];
_currentModel = _enemies.First();
DisplayEnemy();
BackButton.Pressed += BackButton_Pressed;
_enemies = [.. ModelPivot.GetChildren().Cast<EnemyModelView>()];
_currentModel = _enemies.First();
DisplayEnemy();
}
public void OnEnterTree() => GetTree().Paused = false;
@@ -68,97 +68,97 @@ public partial class DataViewer : Control, IDataViewer
public override void _Input(InputEvent @event)
{
if (BackButton.HasFocus() && @event.IsActionPressed(GameInputs.Interact))
{
GetTree().Paused = false;
BackButton.ReleaseFocus();
return;
}
if (BackButton.HasFocus() && @event.IsActionPressed(GameInputs.Interact))
{
GetTree().Paused = false;
BackButton.ReleaseFocus();
return;
}
if (_currentModel == null || BackButton.HasFocus())
return;
if (_currentModel == null || BackButton.HasFocus())
return;
if (@event.IsActionPressed(GameInputs.Attack))
_currentModel.PlayPrimaryAttackAnimation();
if (@event.IsActionPressed(GameInputs.InventorySort))
_currentModel.PlaySecondaryAttackAnimation();
if (Input.IsActionJustPressed(GameInputs.Inventory))
_currentModel.PlayActivateAnimation();
if (@event.IsActionPressed(GameInputs.EnemyViewerWalk))
_currentModel.PlayWalkAnimation();
if (@event.IsActionReleased(GameInputs.EnemyViewerWalk))
_currentModel.PlayIdleAnimation();
if (@event.IsActionPressed(GameInputs.Attack))
_currentModel.PlayPrimaryAttackAnimation();
if (@event.IsActionPressed(GameInputs.InventorySort))
_currentModel.PlaySecondaryAttackAnimation();
if (Input.IsActionJustPressed(GameInputs.Inventory))
_currentModel.PlayActivateAnimation();
if (@event.IsActionPressed(GameInputs.EnemyViewerWalk))
_currentModel.PlayWalkAnimation();
if (@event.IsActionReleased(GameInputs.EnemyViewerWalk))
_currentModel.PlayIdleAnimation();
if (@event.IsActionPressed(GameInputs.Interact))
{
GetTree().Paused = true;
BackButton.GrabFocus();
}
if (@event.IsActionPressed(GameInputs.Interact))
{
GetTree().Paused = true;
BackButton.GrabFocus();
}
if (@event.IsActionPressed(GameInputs.StrafeRight))
{
// Load next model
_enemies[_currentIndex].Hide();
if (_currentIndex == _enemies.Count - 1)
_currentIndex = 0;
else
_currentIndex++;
DisplayEnemy();
}
if (@event.IsActionPressed(GameInputs.StrafeLeft))
{
_enemies[_currentIndex].Hide();
// Load previous model
if (_currentIndex == 0)
_currentIndex = _enemies.Count - 1;
else
_currentIndex--;
DisplayEnemy();
}
if (@event.IsActionPressed(GameInputs.StrafeRight))
{
// Load next model
_enemies[_currentIndex].Hide();
if (_currentIndex == _enemies.Count - 1)
_currentIndex = 0;
else
_currentIndex++;
DisplayEnemy();
}
if (@event.IsActionPressed(GameInputs.StrafeLeft))
{
_enemies[_currentIndex].Hide();
// Load previous model
if (_currentIndex == 0)
_currentIndex = _enemies.Count - 1;
else
_currentIndex--;
DisplayEnemy();
}
}
public override void _Process(double delta)
{
if (_currentModel == null || BackButton.HasFocus())
return;
if (_currentModel == null || BackButton.HasFocus())
return;
var forwardStrength = Input.GetActionStrength(GameInputs.CameraForward);
Camera3D.Position = Camera3D.Position.MoveToward(CameraPivot.Position, _cameraSpeed * forwardStrength * (_cameraStartingPoint / 10));
var backStrength = Input.GetActionStrength(GameInputs.CameraBack);
Camera3D.Position = Camera3D.Position.MoveToward(CameraPivot.Position, -_cameraSpeed * backStrength * (_cameraStartingPoint / 10));
var leftStrength = Input.GetActionStrength(GameInputs.MoveLeft);
CameraPivot.RotateY(_cameraSpeed * leftStrength);
var rightStrength = Input.GetActionStrength(GameInputs.MoveRight);
CameraPivot.RotateY(-_cameraSpeed * rightStrength);
var forwardStrength = Input.GetActionStrength(GameInputs.CameraForward);
Camera3D.Position = Camera3D.Position.MoveToward(CameraPivot.Position, _cameraSpeed * forwardStrength * (_cameraStartingPoint / 10));
var backStrength = Input.GetActionStrength(GameInputs.CameraBack);
Camera3D.Position = Camera3D.Position.MoveToward(CameraPivot.Position, -_cameraSpeed * backStrength * (_cameraStartingPoint / 10));
var leftStrength = Input.GetActionStrength(GameInputs.MoveLeft);
CameraPivot.RotateY(_cameraSpeed * leftStrength);
var rightStrength = Input.GetActionStrength(GameInputs.MoveRight);
CameraPivot.RotateY(-_cameraSpeed * rightStrength);
Camera3D.Position = Camera3D.Position.Clamp(new Vector3(0, 0, _cameraStartingPoint / 2), new Vector3(0, 0, _cameraStartingPoint));
ModelPivot.Rotation = ModelPivot.Rotation.Clamp(Mathf.DegToRad(-60), Mathf.DegToRad(60));
Camera3D.Position = Camera3D.Position.Clamp(new Vector3(0, 0, _cameraStartingPoint / 2), new Vector3(0, 0, _cameraStartingPoint));
ModelPivot.Rotation = ModelPivot.Rotation.Clamp(Mathf.DegToRad(-60), Mathf.DegToRad(60));
if (_currentModel is EnemyModelView2D enemyModelView2D)
enemyModelView2D.SetCurrentDirection(_currentModel.GlobalBasis, -CameraPivot.Basis.Z);
if (_currentModel is EnemyModelView2D enemyModelView2D)
enemyModelView2D.SetCurrentDirection(_currentModel.GlobalBasis, -CameraPivot.Basis.Z);
}
private void DisplayEnemy()
{
_currentModel = _enemies[_currentIndex];
_currentModel = _enemies[_currentIndex];
var size = _currentModel.GetSize();
if (_currentModel is EnemyModelView2D)
_cameraStartingPoint = size.X / 50;
else
_cameraStartingPoint = size.X * 2;
var size = _currentModel.GetSize();
if (_currentModel is EnemyModelView2D)
_cameraStartingPoint = size.X / 50;
else
_cameraStartingPoint = size.X * 2;
Camera3D.Position = new Vector3(Camera3D.Position.X, Camera3D.Position.Y, _cameraStartingPoint);
EnemyName.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Name : "Placeholder Text";
Description.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Description : "Placeholder Text";
HPValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.MaximumHP : "Placeholder Text";
ATKValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.ATK : "Placeholder Text";
DEFValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.DEF : "Placeholder Text";
Drop1Value.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Drop1 : "Placeholder Text";
Drop2Value.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Drop2 : "Placeholder Text";
AffinityValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Affinity : "Placeholder Text";
WeaknessValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Weakness : "Placeholder Text";
Camera3D.Position = new Vector3(Camera3D.Position.X, Camera3D.Position.Y, _cameraStartingPoint);
EnemyName.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Name : "Placeholder Text";
Description.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Description : "Placeholder Text";
HPValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.MaximumHP : "Placeholder Text";
ATKValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.ATK : "Placeholder Text";
DEFValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.DEF : "Placeholder Text";
Drop1Value.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Drop1 : "Placeholder Text";
Drop2Value.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Drop2 : "Placeholder Text";
AffinityValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Affinity : "Placeholder Text";
WeaknessValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Weakness : "Placeholder Text";
_enemies[_currentIndex].Show();
_enemies[_currentIndex].Show();
}
}

View File

@@ -30,14 +30,14 @@ public partial class EnemyModelView2D : EnemyModelView, IEnemyModelView
public new void OnReady()
{
Hitbox.AreaEntered += Hitbox_AreaEntered;
base.OnReady();
Hitbox.AreaEntered += Hitbox_AreaEntered;
base.OnReady();
}
public override Vector2 GetSize()
{
return Sprite3D.GetItemRect().Size;
return Sprite3D.GetItemRect().Size;
}
private void Hitbox_AreaEntered(Area3D area) => OnPlayerHit(new AttackEventArgs(AttackData));
@@ -46,102 +46,102 @@ public partial class EnemyModelView2D : EnemyModelView, IEnemyModelView
public override void PlayHitAnimation()
{
LoadShader("res://src/vfx/shaders/DamageHit.gdshader");
var tweener = GetTree().CreateTween();
tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 1.0f);
LoadShader("res://src/vfx/shaders/DamageHit.gdshader");
var tweener = GetTree().CreateTween();
tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 1.0f);
}
public override void PlayDeathAnimation()
{
LoadShader("res://src/vfx/shaders/PixelMelt.gdshader");
var tweener = GetTree().CreateTween();
tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 0.8f);
LoadShader("res://src/vfx/shaders/PixelMelt.gdshader");
var tweener = GetTree().CreateTween();
tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 0.8f);
}
private EnemyDirection GetEnemyDirection(
Basis enemyBasis,
Vector3 cameraDirection,
float rotateUpperThreshold,
float rotateLowerThreshold)
Basis enemyBasis,
Vector3 cameraDirection,
float rotateUpperThreshold,
float rotateLowerThreshold)
{
var enemyForwardDirection = enemyBasis.Z;
var enemyLeftDirection = enemyBasis.X;
var enemyForwardDirection = enemyBasis.Z;
var enemyLeftDirection = enemyBasis.X;
var leftDotProduct = enemyLeftDirection.Dot(cameraDirection);
var forwardDotProduct = enemyForwardDirection.Dot(cameraDirection);
var leftDotProduct = enemyLeftDirection.Dot(cameraDirection);
var forwardDotProduct = enemyForwardDirection.Dot(cameraDirection);
// Check if forward facing. If the dot product is -1, the enemy is facing the camera.
if (forwardDotProduct < _lowerThreshold)
{
SetForward();
return EnemyDirection.Forward;
}
// Check if forward facing. If the dot product is -1, the enemy is facing the camera.
if (forwardDotProduct < _lowerThreshold)
{
SetForward();
return EnemyDirection.Forward;
}
// Check if backward facing. If the dot product is 1, the enemy is facing the same direction as the camera.
else if (forwardDotProduct > rotateUpperThreshold)
{
SetBack();
return EnemyDirection.Backward;
}
else
{
// If the dot product of the perpendicular direction is positive (up to 1), the enemy is facing to the left (since it's mirrored).
if (leftDotProduct < _lowerThreshold)
{
SetRight();
return EnemyDirection.Left;
}
// Check if backward facing. If the dot product is 1, the enemy is facing the same direction as the camera.
else if (forwardDotProduct > rotateUpperThreshold)
{
SetBack();
return EnemyDirection.Backward;
}
else
{
// If the dot product of the perpendicular direction is positive (up to 1), the enemy is facing to the left (since it's mirrored).
if (leftDotProduct < _lowerThreshold)
{
SetRight();
return EnemyDirection.Left;
}
// Check if side facing. If the dot product is close to zero in the positive or negative direction, its close to the threshold for turning.
if (leftDotProduct > rotateUpperThreshold)
{
SetLeft();
return EnemyDirection.Right;
}
}
// Check if side facing. If the dot product is close to zero in the positive or negative direction, its close to the threshold for turning.
if (leftDotProduct > rotateUpperThreshold)
{
SetLeft();
return EnemyDirection.Right;
}
}
return _enemyDirection;
return _enemyDirection;
}
private void LoadShader(string shaderPath)
{
var shader = GD.Load<Shader>(shaderPath);
var sprites = FindChildren("*", "AnimatedSprite2D", true).Cast<AnimatedSprite2D>();
foreach (var sprite in sprites)
{
sprite.Material = new ShaderMaterial();
var shaderMaterial = (ShaderMaterial)sprite.Material;
shaderMaterial.Shader = shader;
}
var shader = GD.Load<Shader>(shaderPath);
var sprites = FindChildren("*", "AnimatedSprite2D", true).Cast<AnimatedSprite2D>();
foreach (var sprite in sprites)
{
sprite.Material = new ShaderMaterial();
var shaderMaterial = (ShaderMaterial)sprite.Material;
shaderMaterial.Shader = shader;
}
}
private void SetShaderValue(float shaderValue)
{
var sprites = FindChildren("*", "AnimatedSprite2D", true).Cast<AnimatedSprite2D>();
foreach (var sprite in sprites)
{
var shaderMaterial = (ShaderMaterial)sprite.Material;
shaderMaterial.SetShaderParameter("progress", shaderValue);
}
var sprites = FindChildren("*", "AnimatedSprite2D", true).Cast<AnimatedSprite2D>();
foreach (var sprite in sprites)
{
var shaderMaterial = (ShaderMaterial)sprite.Material;
shaderMaterial.SetShaderParameter("progress", shaderValue);
}
}
private void SetForward()
{
_enemyDirection = EnemyDirection.Forward;
_enemyDirection = EnemyDirection.Forward;
}
private void SetLeft()
{
_enemyDirection = EnemyDirection.Left;
_enemyDirection = EnemyDirection.Left;
}
private void SetRight()
{
_enemyDirection = EnemyDirection.Right;
_enemyDirection = EnemyDirection.Right;
}
private void SetBack()
{
_enemyDirection = EnemyDirection.Backward;
_enemyDirection = EnemyDirection.Backward;
}
}

View File

@@ -14,8 +14,8 @@ public partial class ChariotModelView : EnemyModelView2D, IEnemyModelView
public override void PlayActivateAnimation()
{
_stateMachine.Travel(_activateName);
var scrollStateMachine = (AnimationNodeStateMachinePlayback)ScrollAnimationTree.Get(_parametersPlayback);
scrollStateMachine.Travel(_activateName);
_stateMachine.Travel(_activateName);
var scrollStateMachine = (AnimationNodeStateMachinePlayback)ScrollAnimationTree.Get(_parametersPlayback);
scrollStateMachine.Travel(_activateName);
}
}

View File

@@ -33,13 +33,13 @@ public partial class Altar : Node3D, IDungeonFloor
Show();
Exit.AreaEntered += Exit_AreaEntered;
NoExitArea.AreaEntered += NoExitArea_AreaEntered;
_player.PointUpFinished += _player_PointUpFinished;
FloorIsLoaded = true;
_player.PointUpFinished += _player_PointUpFinished;
FloorIsLoaded = true;
}
private void _player_PointUpFinished()
{
_player.Activate();
_player.Activate();
}
private void NoExitArea_AreaEntered(Area3D area)
@@ -49,8 +49,8 @@ public partial class Altar : Node3D, IDungeonFloor
private void Exit_AreaEntered(Area3D area)
{
if (area.GetOwner() is IPlayer)
ExitReached();
if (area.GetOwner() is IPlayer)
ExitReached();
}
public void ExitReached() => Game.FloorExitReached();

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