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3 Commits

Author SHA1 Message Date
Pal
908202d855 Boss Room 1 an 2 visual changes, Altar new skybox addittion. 2025-09-10 04:07:44 -07:00
Pal
65bcd4b5b7 Boss Floor 1 Update
-Updated Model (Ver. 3)
-Cloud Setup
-Skybox Setup
-Lighting/Environment
2025-09-09 06:10:14 -07:00
Pal
09abd588c2 -World Environment Mess Arounds
-Player Height Change
-Altar Sky Video Import Test
-Manually Changed Shading On for a few materials on Altar that weren't switched over
2025-09-09 03:33:10 -07:00
98 changed files with 2899 additions and 888 deletions

View File

@@ -10,10 +10,10 @@ public partial class Main : Node
{
public override void _Ready()
{
// If we don't need to run tests, we can just switch to the game scene.
CallDeferred("RunScene");
// If we don't need to run tests, we can just switch to the game scene.
CallDeferred("RunScene");
}
private void RunScene()
=> GetTree().ChangeSceneToFile("res://src/app/App.tscn");
=> GetTree().ChangeSceneToFile("res://src/app/App.tscn");
}

View File

@@ -41,77 +41,77 @@ public partial class Map : Node3D, IMap
public void OnResolved()
{
MapChunk = new SaveChunk<MapData>(
onSave: (chunk) => new MapData()
{
FloorScenes = FloorScenes,
},
onLoad: (chunk, data) =>
{
FloorScenes = data.FloorScenes;
}
);
MapChunk = new SaveChunk<MapData>(
onSave: (chunk) => new MapData()
{
FloorScenes = FloorScenes,
},
onLoad: (chunk, data) =>
{
FloorScenes = data.FloorScenes;
}
);
GameChunk.AddChunk(MapChunk);
GameChunk.AddChunk(MapChunk);
this.Provide();
this.Provide();
InitializeMapData();
InitializeMapData();
}
public void InitializeMapData()
{
ClearMap();
FloorScenes = [];
foreach (var floor in _floors)
FloorScenes.Add(floor.ResourcePath);
CurrentFloorNumber.OnNext(0);
ClearMap();
FloorScenes = [];
foreach (var floor in _floors)
FloorScenes.Add(floor.ResourcePath);
CurrentFloorNumber.OnNext(0);
}
public void LoadMap()
{
LoadFloor();
CurrentFloor.InitializeDungeon();
var transform = GetPlayerSpawnPosition();
Player.TeleportPlayer(transform);
CurrentFloor.FloorIsLoaded = true;
LoadFloor();
CurrentFloor.InitializeDungeon();
var transform = GetPlayerSpawnPosition();
Player.TeleportPlayer(transform);
CurrentFloor.FloorIsLoaded = true;
}
private void ClearMap()
{
CurrentFloor?.CallDeferred(MethodName.QueueFree, []);
CurrentFloor?.CallDeferred(MethodName.QueueFree, []);
}
public void SpawnNextFloor()
{
ClearMap();
LoadFloor();
CurrentFloor.InitializeDungeon();
var transform = GetPlayerSpawnPosition();
Player.TeleportPlayer(transform);
CurrentFloor.FloorIsLoaded = true;
CurrentFloorNumber.OnNext(CurrentFloorNumber.Value + 1);
ClearMap();
LoadFloor();
CurrentFloor.InitializeDungeon();
var transform = GetPlayerSpawnPosition();
Player.TeleportPlayer(transform);
CurrentFloor.FloorIsLoaded = true;
CurrentFloorNumber.OnNext(CurrentFloorNumber.Value + 1);
}
public IDungeonRoom GetPlayersCurrentRoom()
{
var rooms = CurrentFloor.Rooms;
var playersRoom = rooms.SingleOrDefault(x => x.IsPlayerInRoom);
return playersRoom;
var rooms = CurrentFloor.Rooms;
var playersRoom = rooms.SingleOrDefault(x => x.IsPlayerInRoom);
return playersRoom;
}
public Transform3D GetPlayerSpawnPosition() => CurrentFloor.GetPlayerSpawnPoint();
public void LoadFloor()
{
ClearMap();
var currentFloorScene = FloorScenes.First();
var instantiator = new Instantiator(GetTree());
var loadedScene = instantiator.LoadAndInstantiate<Node3D>(currentFloorScene);
AddChild(loadedScene);
CurrentFloor = (IDungeonFloor)loadedScene;
FloorScenes.Remove(currentFloorScene);
var transform = GetPlayerSpawnPosition();
Player.TeleportPlayer(transform);
ClearMap();
var currentFloorScene = FloorScenes.First();
var instantiator = new Instantiator(GetTree());
var loadedScene = instantiator.LoadAndInstantiate<Node3D>(currentFloorScene);
AddChild(loadedScene);
CurrentFloor = (IDungeonFloor)loadedScene;
FloorScenes.Remove(currentFloorScene);
var transform = GetPlayerSpawnPosition();
Player.TeleportPlayer(transform);
}
}

View File

@@ -2,7 +2,7 @@
[ext_resource type="Script" uid="uid://14e8mu48ed4" path="res://src/map/Map.cs" id="1_bw70o"]
[ext_resource type="PackedScene" uid="uid://bh8wgd536f317" path="res://src/map/dungeon/debug_floors/DebugFloor03.tscn" id="2_0qcd2"]
[ext_resource type="PackedScene" uid="uid://bep0gljnsdmwl" path="res://src/map/dungeon/debug_floors/DebugFloor01.tscn" id="2_00xd7"]
[ext_resource type="PackedScene" uid="uid://dl6h1djc27ddl" path="res://src/map/dungeon/floors/Floor00.tscn" id="2_ne2vg"]
[ext_resource type="PackedScene" uid="uid://8oiglrv8q818" path="res://src/map/dungeon/debug_floors/DebugFloor02.tscn" id="3_v14r0"]
[ext_resource type="PackedScene" uid="uid://bpqm38kxonb35" path="res://src/map/dungeon/debug_floors/DebugFloor04.tscn" id="5_ne2vg"]
[ext_resource type="PackedScene" uid="uid://5ja3qxn8h7iw" path="res://src/map/dungeon/rooms/Set A/15. Boss Floor A.tscn" id="6_abpbr"]
@@ -13,6 +13,6 @@
[node name="Map" type="Node3D"]
script = ExtResource("1_bw70o")
_floors = Array[PackedScene]([ExtResource("2_00xd7"), ExtResource("3_v14r0"), ExtResource("2_0qcd2"), ExtResource("5_ne2vg"), ExtResource("6_abpbr"), ExtResource("7_caf7v"), ExtResource("8_y74f3"), ExtResource("9_dbqu2"), ExtResource("10_xcm54")])
_floors = Array[PackedScene]([ExtResource("2_ne2vg"), ExtResource("3_v14r0"), ExtResource("2_0qcd2"), ExtResource("5_ne2vg"), ExtResource("6_abpbr"), ExtResource("7_caf7v"), ExtResource("8_y74f3"), ExtResource("9_dbqu2"), ExtResource("10_xcm54")])
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]

View File

@@ -33,44 +33,44 @@ public partial class BossRoomA : Node3D, IBossRoom, IDungeonFloor
public void Setup()
{
ActivateTrap.BodyEntered += ActivateTrap_BodyEntered;
OxFace.CurrentHP.Sync += BossStatusUpdate;
HorseFace.CurrentHP.Sync += BossStatusUpdate;
_exit.AreaEntered += Exit_AreaEntered;
ActivateTrap.BodyEntered += ActivateTrap_BodyEntered;
OxFace.CurrentHP.Sync += BossStatusUpdate;
HorseFace.CurrentHP.Sync += BossStatusUpdate;
_exit.AreaEntered += Exit_AreaEntered;
}
private void ActivateTrap_BodyEntered(Node3D body)
{
ActivateTrap.BodyEntered -= ActivateTrap_BodyEntered;
StartBossFight();
ActivateTrap.BodyEntered -= ActivateTrap_BodyEntered;
StartBossFight();
}
public void StartBossFight()
{
OxFaceStatue.Hide();
HorseHeadStatue.Hide();
OxFace.StartFight();
HorseFace.StartFight();
OxFaceStatue.Hide();
HorseHeadStatue.Hide();
OxFace.StartFight();
HorseFace.StartFight();
}
public void OnBossFightEnded()
{
GateCollision.CallDeferred(MethodName.QueueFree);
GateCollision.CallDeferred(MethodName.QueueFree);
}
private void BossStatusUpdate(double hp)
{
if (OxFace.CurrentHP.Value <= 0 && HorseFace.CurrentHP.Value <= 0)
OnBossFightEnded();
if (OxFace.CurrentHP.Value <= 0 && HorseFace.CurrentHP.Value <= 0)
OnBossFightEnded();
}
public void ExitReached()
=> Game.FloorExitReached();
=> Game.FloorExitReached();
private void Exit_AreaEntered(Area3D area)
{
if (area.GetOwner() is IPlayer)
ExitReached();
if (area.GetOwner() is IPlayer)
ExitReached();
}
public void InitializeDungeon()

View File

@@ -24,40 +24,40 @@ public partial class DungeonFloor : Node3D, IDungeonFloor
public void InitializeDungeon()
{
Rooms = [];
Rooms = FindAllDungeonRooms([.. GetChildren()], Rooms);
_playerSpawnPoint = RandomizePlayerSpawnPoint();
var monsterRooms = Rooms.OfType<MonsterRoom>();
foreach (var room in monsterRooms)
room.SpawnEnemies(EnemyDatabase);
DungeonGenerator.EmitSignal("done_generating");
Rooms = [];
Rooms = FindAllDungeonRooms([.. GetChildren()], Rooms);
_playerSpawnPoint = RandomizePlayerSpawnPoint();
var monsterRooms = Rooms.OfType<MonsterRoom>();
foreach (var room in monsterRooms)
room.SpawnEnemies(EnemyDatabase);
DungeonGenerator.EmitSignal("done_generating");
}
public Transform3D GetPlayerSpawnPoint() => new Transform3D(_playerSpawnPoint.Basis, new Vector3(_playerSpawnPoint.Origin.X, -1.75f, _playerSpawnPoint.Origin.Z));
private Transform3D RandomizePlayerSpawnPoint()
{
var randomSpawnLocations = Rooms
.OfType<MonsterRoom>()
.Select(x => x.PlayerSpawn);
var godotCollection = new Godot.Collections.Array<Marker3D>(randomSpawnLocations);
var result = godotCollection.PickRandom();
return result.GlobalTransform;
var randomSpawnLocations = Rooms
.OfType<MonsterRoom>()
.Select(x => x.PlayerSpawn);
var godotCollection = new Godot.Collections.Array<Marker3D>(randomSpawnLocations);
var result = godotCollection.PickRandom();
return result.GlobalTransform;
}
private static ImmutableList<IDungeonRoom> FindAllDungeonRooms(List<Node> nodesToSearch, ImmutableList<IDungeonRoom> roomsFound)
{
if (nodesToSearch.Count == 0)
return roomsFound;
if (nodesToSearch.Count == 0)
return roomsFound;
foreach (var node in nodesToSearch)
{
if (node is IDungeonRoom dungeonRoom)
roomsFound = roomsFound.Add(dungeonRoom);
if (node.HasSignal("dungeon_done_generating"))
node.EmitSignal("dungeon_done_generating");
}
foreach (var node in nodesToSearch)
{
if (node is IDungeonRoom dungeonRoom)
roomsFound = roomsFound.Add(dungeonRoom);
if (node.HasSignal("dungeon_done_generating"))
node.EmitSignal("dungeon_done_generating");
}
return FindAllDungeonRooms(nodesToSearch.SelectMany(x => x.GetChildren()).ToList(), roomsFound);
return FindAllDungeonRooms(nodesToSearch.SelectMany(x => x.GetChildren()).ToList(), roomsFound);
}
}

View File

@@ -23,15 +23,15 @@ public partial class Floor0 : Node3D, IDungeonFloor
public override void _Ready()
{
Show();
Exit.AreaEntered += Exit_AreaEntered;
FloorIsLoaded = true;
Show();
Exit.AreaEntered += Exit_AreaEntered;
FloorIsLoaded = true;
}
private void Exit_AreaEntered(Area3D area)
{
if (area.GetOwner() is IPlayer)
ExitReached();
if (area.GetOwner() is IPlayer)
ExitReached();
}
public void ExitReached() => Game.FloorExitReached();

View File

@@ -1,4 +1,4 @@
using Chickensoft.AutoInject;
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using System.Collections.Immutable;
@@ -22,21 +22,21 @@ public partial class Overworld : Node3D, IDungeonFloor
public void InitializeDungeon()
{
Show();
Exit.AreaEntered += Exit_AreaEntered;
FloorIsLoaded = true;
Show();
Exit.AreaEntered += Exit_AreaEntered;
FloorIsLoaded = true;
}
private void Exit_AreaEntered(Area3D area)
{
if (area.GetOwner() is IPlayer)
ExitReached();
if (area.GetOwner() is IPlayer)
ExitReached();
}
public void ExitReached() => Game.FloorExitReached();
public Transform3D GetPlayerSpawnPoint()
{
return PlayerSpawnPoint.GlobalTransform;
return PlayerSpawnPoint.GlobalTransform;
}
}

View File

@@ -0,0 +1,25 @@
[gd_resource type="VisualShader" load_steps=3 format=3 uid="uid://bl4n1pe2c1l07"]
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_2ykon"]
input_name = "time"
[sub_resource type="VisualShaderNodeTexture3D" id="VisualShaderNodeTexture3D_iqpgl"]
[resource]
code = "shader_type sky;
void sky() {
}
"
graph_offset = Vector2(-173.47, -138.662)
mode = 3
flags/use_half_res_pass = false
flags/use_quarter_res_pass = false
flags/disable_fog = false
flags/use_debanding = false
nodes/sky/2/node = SubResource("VisualShaderNodeInput_2ykon")
nodes/sky/2/position = Vector2(320, 40)
nodes/sky/3/node = SubResource("VisualShaderNodeTexture3D_iqpgl")
nodes/sky/3/position = Vector2(20, 40)

View File

@@ -0,0 +1,290 @@
shader_type sky;
render_mode use_quarter_res_pass;
// Originaly based on https://godotshaders.com/shader/stylized-sky-shader-with-clouds/ but there's not much left
group_uniforms sky;
uniform vec3 day_top_color : source_color = vec3( 0.1, 0.6, 1.0 );
uniform vec3 day_bottom_color : source_color = vec3( 0.4, 0.8, 1.0 );
uniform vec3 sunset_top_color : source_color = vec3( 0.7, 0.75, 1.0 );
uniform vec3 sunset_bottom_color : source_color = vec3( 1.0, 0.5, 0.7 );
uniform vec3 night_top_color : source_color = vec3( 0.02, 0.0, 0.04 );
uniform vec3 night_bottom_color : source_color = vec3( 0.1, 0.0, 0.2 );
group_uniforms horizon;
uniform vec3 horizon_color : source_color = vec3( 0.0, 0.7, 0.8 );
uniform float horizon_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.05;
group_uniforms sun; // First DirectionalLight3D will be the sun
uniform vec3 sun_color : source_color = vec3( 10.0, 8.0, 1.0 );
uniform vec3 sun_sunset_color : source_color = vec3( 10.0, 0.0, 0.0 );
uniform float sun_size : hint_range( 0.01, 1.0 ) = 0.2;
uniform float sun_blur : hint_range( 0.01, 20.0 ) = 10.0;
group_uniforms moon; // Second DirectionalLight3D will be the moon
uniform vec3 moon_color : source_color = vec3( 1.0, 0.95, 0.7 );
uniform float moon_size : hint_range( 0.01, 1.0 ) = 0.06;
uniform float moon_blur : hint_range( 0.01, 10.0 ) = 0.1;
group_uniforms clouds;
// Replaced by noise functions, unncomment if you want to use graphical textures
// uniform sampler2D clouds_top_texture : filter_linear_mipmap, hint_default_black;
// uniform sampler2D clouds_middle_texture : filter_linear_mipmap, hint_default_black;
// uniform sampler2D clouds_bottom_texture : filter_linear_mipmap, hint_default_black;
uniform vec3 clouds_edge_color : source_color = vec3( 0.8, 0.8, 0.98 );
uniform vec3 clouds_top_color : source_color = vec3( 1.0, 1.0, 1.00 );
uniform vec3 clouds_middle_color : source_color = vec3( 0.92, 0.92, 0.98 );
uniform vec3 clouds_bottom_color : source_color = vec3( 0.83, 0.83, 0.94 );
uniform float clouds_speed : hint_range( 0.0, 20.0, 0.01 ) = 2.0;
uniform float clouds_direction : hint_range( -0.5, 0.5, 0.0 ) = 0.2;
uniform float clouds_scale : hint_range( 0.0, 4.0, 0.01 ) = 1.0;
uniform float clouds_cutoff : hint_range( 0.0, 1.0, 0.01 ) = 0.3;
uniform float clouds_fuzziness : hint_range( 0.0, 2.0, 0.01 ) = 0.5;
// More weight is simply a darker color, usefull for rain/storm
uniform float clouds_weight : hint_range( 0.0, 1.0, 0.01 ) = 0.0;
uniform float clouds_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.25;
group_uniforms stars;
// Stars should be at black background
uniform sampler2D stars_texture : filter_linear_mipmap, hint_default_black;
uniform float stars_speed : hint_range( 0.0, 20.0, 0.01 ) = 1.0;
group_uniforms settings;
uniform float overwritten_time = 0.0;
////////////////////////////////////////////////////////////////////////////////////////////////////
// Function for clouds noises. You can replace using "gen_fractal_ping_pong" with a simple texture reading.
// I was frustrated with the repeating texture that's why I included the algorithm in the code.
// Source: https://github.com/Auburn/FastNoiseLite/tree/master
const int PRIME_X = 501125321;
const int PRIME_Y = 1136930381;
float lerp( float a, float b, float t )
{
return a + t * ( b - a );
}
float cubic_lerp( float a, float b, float c, float d, float t )
{
float p = d - c - ( a - b );
return t * t * t * p + t * t * ( a - b - p ) + t * ( c - a ) + b;
}
float ping_pong( float t )
{
t -= trunc( t * 0.5 ) * 2.0;
return t < 1.0 ? t : 2.0 - t;
}
int hash( int seed, int x_primed, int y_primed )
{
return ( seed ^ x_primed ^ y_primed ) * 0x27d4eb2d;
}
float val_coord( int seed, int x_primed, int y_primed )
{
int hash = hash( seed, x_primed, y_primed );
hash *= hash;
hash ^= hash << 19;
return float( hash ) * ( 1.0 / 2147483648.0 );
}
float single_value_cubic( int seed, float x, float y )
{
int x1 = int( floor( x ));
int y1 = int( floor( y ));
float xs = x - float( x1 );
float ys = y - float( y1 );
x1 *= PRIME_X;
y1 *= PRIME_Y;
int x0 = x1 - PRIME_X;
int y0 = y1 - PRIME_Y;
int x2 = x1 + PRIME_X;
int y2 = y1 + PRIME_Y;
int x3 = x1 + ( PRIME_X << 1 );
int y3 = y1 + ( PRIME_Y << 1 );
return cubic_lerp(
cubic_lerp( val_coord( seed, x0, y0 ), val_coord( seed, x1, y0 ), val_coord( seed, x2, y0 ), val_coord( seed, x3, y0 ), xs ),
cubic_lerp( val_coord( seed, x0, y1 ), val_coord( seed, x1, y1 ), val_coord( seed, x2, y1 ), val_coord( seed, x3, y1 ), xs ),
cubic_lerp( val_coord( seed, x0, y2 ), val_coord( seed, x1, y2 ), val_coord( seed, x2, y2 ), val_coord( seed, x3, y2 ), xs ),
cubic_lerp( val_coord( seed, x0, y3 ), val_coord( seed, x1, y3 ), val_coord( seed, x2, y3 ), val_coord( seed, x3, y3 ), xs ),
ys ) * ( 1.0 / ( 1.5 * 1.5 ));
}
// Params can be change in the same way as in noise settings in Godot
const float FRACTAL_BOUNDING = 1.0 / 1.75;
const int OCTAVES = 5;
const float PING_PONG_STRENGTH = 2.0;
const float WEIGHTED_STRENGTH = 0.0;
const float GAIN = 0.5;
const float LACUNARITY = 2.0;
float gen_fractal_ping_pong( vec2 pos, int seed, float frequency )
{
float x = pos.x * frequency;
float y = pos.y * frequency;
float sum = 0.0;
float amp = FRACTAL_BOUNDING;
for( int i = 0; i < OCTAVES; i++ )
{
float noise = ping_pong(( single_value_cubic( seed++, x, y ) + 1.0 ) * PING_PONG_STRENGTH );
sum += ( noise - 0.5 ) * 2.0 * amp;
amp *= lerp( 1.0, noise, WEIGHTED_STRENGTH );
x *= LACUNARITY;
y *= LACUNARITY;
amp *= GAIN;
}
return sum * 0.5 + 0.5;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Function needed to calculate the phase of the moon
// Source: https://kelvinvanhoorn.com/2022/03/17/skybox-tutorial-part-1/
float sphere_intersect( vec3 view_dir, vec3 sphere_pos, float radius )
{
float b = dot( -sphere_pos, view_dir );
float c = dot( -sphere_pos, -sphere_pos ) - pow( radius, 2 );
float h = pow( b, 2 ) - c;
return h < 0.0 ? -1.0 : -b - sqrt( h );
}
void sky()
{
float time = overwritten_time != 0.0 ? overwritten_time : TIME;
//////////////////// SKY ///////////////////////////////////////////////////////////////////////
float _eyedir_y = abs( sin( EYEDIR.y * PI * 0.5 ));
// The day color will be our base color
vec3 _sky_color = mix( day_bottom_color, day_top_color, _eyedir_y );
_sky_color = mix( _sky_color, vec3( 0.0 ), clamp(( 0.7 - clouds_cutoff ) * clouds_weight, 0.0, 1.0 ));
float _sunset_amount = clamp( 0.5 - abs( LIGHT0_DIRECTION.y ), 0.0, 0.5 ) * 2.0;
// The sky should be more red around the west, on the opposite side you don't see it as much
float _sunset_distance = clamp( 1.0 - pow( distance( EYEDIR, LIGHT0_DIRECTION ), 2 ), 0.0, 1.0 );
vec3 _sky_sunset_color = mix( sunset_bottom_color, sunset_top_color, _eyedir_y + 0.5 );
_sky_sunset_color = mix( _sky_sunset_color, sunset_bottom_color, _sunset_amount * _sunset_distance );
_sky_color = mix( _sky_color, _sky_sunset_color, _sunset_amount );
float _night_amount = clamp( -LIGHT0_DIRECTION.y + 0.7, 0.0, 1.0 );
vec3 _sky_night_color = mix( night_bottom_color, night_top_color, _eyedir_y );
_sky_color = mix( _sky_color, _sky_night_color, _night_amount );
// Final sky color
COLOR = _sky_color;
//////////////////// HORIZON ///////////////////////////////////////////////////////////////////
float _horizon_amount = 0.0;
if( EYEDIR.y < 0.0 )
{
_horizon_amount = clamp( abs( EYEDIR.y ) / horizon_blur, 0.0, 1.0 );
// Mixing with the color of the night sky to make the horizon darker
vec3 _horizon_color = mix( horizon_color, _sky_color, _night_amount * 0.9 );
// And if ther are many dark clouds, we also make the horizon darker
_horizon_color = mix( _horizon_color, vec3( 0.0 ), ( 1.0 - clouds_cutoff ) * clouds_weight * 0.7 );
COLOR = mix( COLOR, _horizon_color, _horizon_amount );
}
//////////////////// MOON //////////////////////////////////////////////////////////////////////
float _moon_amount = 0.0;
if( LIGHT1_ENABLED )
{
// Bigger moon near the horizon
float _moon_size = moon_size + cos( LIGHT1_DIRECTION.y * PI ) * moon_size * 0.25;
float _moon_distance = distance( EYEDIR, LIGHT1_DIRECTION ) / _moon_size;
// Finding moon disc and edge blur
_moon_amount = clamp(( 1.0 - _moon_distance ) / moon_blur, 0.0, 1.0 );
if( _moon_amount > 0.0 )
{
// Moon illumination depending on the position of the sun
float _moon_intersect = sphere_intersect( EYEDIR, LIGHT1_DIRECTION, _moon_size );
vec3 _moon_normal = normalize( LIGHT1_DIRECTION - EYEDIR * _moon_intersect );
// Power on the result gives a better effect
float _moon_n_dot_l = pow( clamp( dot( _moon_normal, -LIGHT0_DIRECTION ), 0.05, 1.0 ), 2 );
// Hiding the moon behind the horizon
_moon_amount *= 1.0 - _horizon_amount;
COLOR = mix( COLOR, moon_color, _moon_n_dot_l * _moon_amount );
}
}
//////////////////// SUN ///////////////////////////////////////////////////////////////////////
float _sun_distance = 0.0;
if( LIGHT0_ENABLED )
{
_sun_distance = distance( EYEDIR, LIGHT0_DIRECTION );
// Bigger sun near the horizon
float _sun_size = sun_size + cos( LIGHT0_DIRECTION.y * PI ) * sun_size * 0.25;
// Finding sun disc and edge blur
float _sun_amount = clamp(( 1.0 - _sun_distance / _sun_size ) / sun_blur, 0.0, 1.0 );
if( _sun_amount > 0.0 )
{
// Changing color of the sun during sunset
float _sunset_amount = 1.0;
if( LIGHT0_DIRECTION.y > 0.0 )
_sunset_amount = clamp( cos( LIGHT0_DIRECTION.y * PI ), 0.0, 1.0 );
vec3 _sun_color = mix( sun_color, sun_sunset_color, _sunset_amount );
// Hiding the sun behind the moon
_sun_amount = clamp( _sun_amount * ( 1.0 - _moon_amount ), 0.0, 1.0 );
// Hiding the sun behind the horizon
_sun_amount *= 1.0 - _horizon_amount;
// Leveling the "glow" in color
if( _sun_color.r > 1.0 || _sun_color.g > 1.0 || _sun_color.b > 1.0 )
_sun_color *= _sun_amount;
COLOR = mix( COLOR, _sun_color, _sun_amount );
}
}
//////////////////// STARS /////////////////////////////////////////////////////////////////
vec2 _sky_uv = EYEDIR.xz / sqrt( EYEDIR.y );
if( EYEDIR.y > -0.01 && LIGHT0_DIRECTION.y < 0.0 )
{
// Stars UV rotation
float _stars_speed_cos = cos( stars_speed * time * 0.005 );
float _stars_speed_sin = sin( stars_speed * time * 0.005 );
vec2 _stars_uv = vec2(
_sky_uv.x * _stars_speed_cos - _sky_uv.y * _stars_speed_sin,
_sky_uv.x * _stars_speed_sin + _sky_uv.y * _stars_speed_cos
);
// Stars texture
vec3 _stars_color = texture( stars_texture, _stars_uv ).rgb * -LIGHT0_DIRECTION.y;
// Hiding stars behind the moon
_stars_color *= 1.0 - _moon_amount;
COLOR += _stars_color;
}
//////////////////// CLOUDS ////////////////////////////////////////////////////////////////
if( EYEDIR.y > 0.0 )
{
// Clouds UV movement direction
float _clouds_speed = time * clouds_speed * 0.01;
float _sin_x = sin( clouds_direction * PI * 2.0 );
float _cos_y = cos( clouds_direction * PI * 2.0 );
// I using 3 levels of clouds. Top is the lightes and botom the darkest.
// The speed of movement (and direction a little) is different for the illusion of the changing shape of the clouds.
vec2 _clouds_movement = vec2( _sin_x, _cos_y ) * _clouds_speed;
// float _noise_top = texture( clouds_top_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
float _noise_top = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 0, 0.5 );
_clouds_movement = vec2( _sin_x * 0.97, _cos_y * 1.07 ) * _clouds_speed * 2.89;
// float _noise_middle = texture( clouds_middle_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
float _noise_middle = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 1, 0.75 );
_clouds_movement = vec2( _sin_x * 1.01, _cos_y * 0.89 ) * _clouds_speed * 0.79;
// float _noise_bottom = texture( clouds_bottom_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
float _noise_bottom = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 2, 1.0 );
// Smoothstep with the addition of a noise value from a lower level gives a nice, deep result
_noise_bottom = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_bottom );
_noise_middle = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_middle + _noise_bottom * 0.2 ) * 1.1;
_noise_top = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_top + _noise_middle * 0.4 ) * 1.2;
float _clouds_amount = clamp( _noise_top + _noise_middle + _noise_bottom, 0.0, 1.0 );
// Fading clouds near the horizon
_clouds_amount *= clamp( abs( EYEDIR.y ) / clouds_blur, 0.0, 1.0 );
vec3 _clouds_color = mix( vec3( 0.0 ), clouds_top_color, _noise_top );
_clouds_color = mix( _clouds_color, clouds_middle_color, _noise_middle );
_clouds_color = mix( _clouds_color, clouds_bottom_color, _noise_bottom );
// The edge color gives a nice smooth edge, you can try turning this off if you need sharper edges
_clouds_color = mix( clouds_edge_color, _clouds_color, _noise_top );
// The sun passing through the clouds effect
_clouds_color = mix( _clouds_color, clamp( sun_color, 0.0, 1.0 ), pow( 1.0 - clamp( _sun_distance, 0.0, 1.0 ), 5 ));
// Color combined with sunset condition
_clouds_color = mix( _clouds_color, sunset_bottom_color, _sunset_amount * 0.75 );
// Color depending on the "progress" of the night.
_clouds_color = mix( _clouds_color, _sky_color, clamp( _night_amount, 0.0, 0.98 ));
_clouds_color = mix( _clouds_color, vec3( 0.0 ), clouds_weight * 0.9 );
COLOR = mix( COLOR, _clouds_color, _clouds_amount );
}
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shader_type spatial;
render_mode depth_draw_opaque;
uniform float height_scale = 0.3;
uniform float wave_speed = 0.2;
uniform float upper_transparency = 0.99;
uniform float global_transparency = 0.9;
uniform vec2 time_factor = vec2(2.0, 3.0);
uniform sampler2D texture_albedo : source_color;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec4 color1 : source_color = vec4(0.88, 0.91, 0.93, 1.0);
uniform vec4 color2 : source_color = vec4(0.88, 0.99, 0.95, 1.0);
varying flat vec3 out_color;
varying flat vec3 soft_color;
vec3 lerpColor(vec4 a, vec4 b, float t){
float rr = a.r + (b.r - a.r) * t;
float gg = a.g + (b.g - a.g) * t;
float bb = a.b + (b.b - a.b) * t;
return vec3(rr, gg, bb);
}
float hash(vec2 p) {
return fract(sin(dot(p * 17.17, vec2(14.91, 67.31))) * 4791.9511);
}
float noise(vec2 x) {
vec2 p = floor(x);
vec2 f = fract(x);
f = f * f * (3.0 - 2.0 * f);
vec2 a = vec2(1.0, 0.0);
return mix(mix(hash(p + a.yy), hash(p + a.xy), f.x),
mix(hash(p + a.yx), hash(p + a.xx), f.x), f.y);
}
float fbm(vec2 x, float time) {
float height = 0.1;
float amplitude = 0.5;
float frequency = 9.5;
for (int i = 0; i < 6; i++){
height += noise(x * frequency + time * time_factor * wave_speed) * amplitude;
amplitude *= 0.5;
frequency *= 2.0;
}
return height;
}
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
out_color = vec3(color1.r, color1.g, color1.b);
soft_color = vec3(color1.r, color1.g, color1.b);
float height = fbm(VERTEX.xz * 4.0, TIME);
VERTEX.y += height * height_scale;
COLOR.xyz = vec3(height);
if (VERTEX.y > 0.3){
out_color = lerpColor(color1, color2, clamp((VERTEX.y) / 3.0, 0.5, 1.0));
soft_color = vec3(color2.r, color2.g, color2.b);
}
}
void fragment(){
ALBEDO = COLOR.xyz;
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
ALPHA = global_transparency;
ALBEDO = out_color * albedo_tex.rgb * COLOR.xyz;
if (soft_color.r==color2.r && soft_color.g==color2.g && color2.b==color2.b) {
ALPHA = upper_transparency;
}
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shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, unshaded;
// Uniformy dla zmiennych konfigurowalnych
uniform vec4 cloud_color = vec4(1.0, 1.0, 1.0, 1.0); // Kolor chmur (w tym przezroczystość)
uniform float cloud_opacity : hint_range(0.0, 1.0) = 0.01; // Przezroczystość chmur
// Funkcja do interpolacji (fade) używana w szumie Perlin'a
float fade(float t) {
return t * t * t * (t * (t * 6.0 - 90.0) + 10.0);
}
// Funkcja do generowania gradientu
float grad(int hash, float x, float y) {
int h = hash & 7; // maska hash
float u = h < 4 ? x : y;
float v = h < 4 ? y : x;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
// Funkcja do generowania prostego szumu Perlin'a
float perlin_noise(vec2 coord) {
vec2 p = floor(coord);
vec2 f = fract(coord);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 90.0;
float res = mix(
mix(grad(int(n + 0.0), f.x, f.y),
grad(int(n + 1.0), f.x - 1.0, f.y), fade(f.x)),
mix(grad(int(n + 57.0), f.x, f.y - 1.0),
grad(int(n + 58.0), f.x - 1.0, f.y - 1.0), fade(f.x)),
fade(f.y));
return res;
}
// Funkcja do generowania warstwowego szumu dla bardziej chmurowego efektu
float layered_perlin_noise(vec2 coord, float scale, float amplitude) {
float noise = 0.002;
float persistence = 0.02; // Ustawienie wpływu kolejnych warstw szumu
// Dodajemy kilka warstw szumu, aby uzyskać bardziej złożony efekt
for (int i = 0; i < 5; i++) {
noise += perlin_noise(coord * scale) * amplitude;
scale *= 9.0;
amplitude *= persistence;
}
return noise;
}
void fragment() {
// Pobranie współrzędnych UV
vec2 uv = UV;
// Dodanie animacji do współrzędnych UV
float speed = 0.0001; // Prędkość przesuwania chmur
vec2 animated_uv = uv + vec2(TIME * speed, TIME * speed);
// Parametry dla różnych chmur
int num_clouds = 9; // Więcej chmur
float cloud_size = 0.02; // Bardzo mały rozmiar chmury
float scale = 9000.0; // Zmniejszona skala szumu
// Inicjalizacja zmiennej do przechowywania wyniku końcowego
float final_noise = 0.0;
for (int i = 0; i < num_clouds; i++) {
// Losowe przesunięcie dla każdej chmury
float random_offset = float(i) * 0.01;
vec2 cloud_center = vec2(fract(sin(float(i) * 0.1) * 43758.5453), fract(cos(float(i) * 0.1) * 43758.5453));
// Modyfikacja współrzędnych UV dla efektu szumu
vec2 cloud_uv = (animated_uv - cloud_center) * (scale * cloud_size);
float noise = layered_perlin_noise(cloud_uv, 1.0, 1.0);
// Wygładzanie i ograniczenie wartości szumu
noise = smoothstep(0.3, 0.7, noise);
final_noise = max(final_noise, noise);
}
// Ustawienie koloru chmur na podstawie uniformu
vec4 color = vec4(cloud_color.rgb, cloud_color.a * final_noise * cloud_opacity);
ALBEDO = color.rgb;
ALPHA = color.a;
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shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, unshaded;
// Uniformy dla zmiennych konfigurowalnych
uniform vec4 cloud_color = vec4(1.0, 1.0, 1.0, 1.0); // Kolor chmur (w tym przezroczystość)
uniform float cloud_opacity : hint_range(0.0, 1.0) = 0.1; // Przezroczystość chmur
// Funkcja do interpolacji (fade) używana w szumie Perlin'a
float fade(float t) {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
// Funkcja do generowania gradientu
float grad(int hash, float x, float y) {
int h = hash & 7; // maska hash
float u = h < 4 ? x : y;
float v = h < 4 ? y : x;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
// Funkcja do generowania prostego szumu Perlin'a
float perlin_noise(vec2 coord) {
vec2 p = floor(coord);
vec2 f = fract(coord);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0;
float res = mix(
mix(grad(int(n + 0.0), f.x, f.y),
grad(int(n + 1.0), f.x - 1.0, f.y), fade(f.x)),
mix(grad(int(n + 57.0), f.x, f.y - 1.0),
grad(int(n + 58.0), f.x - 1.0, f.y - 1.0), fade(f.x)),
fade(f.y));
return res;
}
// Funkcja do generowania warstwowego szumu dla bardziej chmurowego efektu
float layered_perlin_noise(vec2 coord, float scale, float amplitude) {
float noise = 0.0;
float persistence = 0.5; // Ustawienie wpływu kolejnych warstw szumu
// Dodajemy kilka warstw szumu, aby uzyskać bardziej złożony efekt
for (int i = 0; i < 5; i++) {
noise += perlin_noise(coord * scale) * amplitude;
scale *= 2.0;
amplitude *= persistence;
}
return noise;
}
void fragment() {
// Pobranie współrzędnych UV
vec2 uv = UV;
// Dodanie animacji do współrzędnych UV
float speed = 0.01; // Prędkość przesuwania chmur
vec2 animated_uv = uv + vec2(TIME * speed, TIME * speed);
// Parametry dla różnych chmur
int num_clouds = 23; // Więcej chmur
float cloud_size = 0.001; // Bardzo mały rozmiar chmury
float scale = 9000.0; // Zmniejszona skala szumu
// Inicjalizacja zmiennej do przechowywania wyniku końcowego
float final_noise = 0.0;
for (int i = 0; i < num_clouds; i++) {
// Losowe przesunięcie dla każdej chmury
float random_offset = float(i) * 0.01;
vec2 cloud_center = vec2(fract(sin(float(i) * 0.1) * 43758.5453), fract(cos(float(i) * 0.1) * 43758.5453));
// Modyfikacja współrzędnych UV dla efektu szumu
vec2 cloud_uv = (animated_uv - cloud_center) * (scale * cloud_size);
float noise = layered_perlin_noise(cloud_uv, 1.0, 1.0);
// Wygładzanie i ograniczenie wartości szumu
noise = smoothstep(0.3, 0.7, noise);
final_noise = max(final_noise, noise);
}
// Ustawienie koloru chmur na podstawie uniformu
vec4 color = vec4(cloud_color.rgb, cloud_color.a * final_noise * cloud_opacity);
ALBEDO = color.rgb;
ALPHA = color.a;
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shader_type sky;
render_mode use_quarter_res_pass;
// Originaly based on https://godotshaders.com/shader/stylized-sky-shader-with-clouds/ but there's not much left
group_uniforms sky;
uniform vec3 day_top_color : source_color = vec3( 0.1, 0.6, 1.0 );
uniform vec3 day_bottom_color : source_color = vec3( 0.4, 0.8, 1.0 );
uniform vec3 sunset_top_color : source_color = vec3( 0.7, 0.75, 1.0 );
uniform vec3 sunset_bottom_color : source_color = vec3( 1.0, 0.5, 0.7 );
uniform vec3 night_top_color : source_color = vec3( 0.02, 0.0, 0.04 );
uniform vec3 night_bottom_color : source_color = vec3( 0.1, 0.0, 0.2 );
group_uniforms horizon;
uniform vec3 horizon_color : source_color = vec3( 0.0, 0.7, 0.8 );
uniform float horizon_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.05;
group_uniforms sun; // First DirectionalLight3D will be the sun
uniform vec3 sun_color : source_color = vec3( 10.0, 8.0, 1.0 );
uniform vec3 sun_sunset_color : source_color = vec3( 10.0, 0.0, 0.0 );
uniform float sun_size : hint_range( 0.01, 1.0 ) = 0.2;
uniform float sun_blur : hint_range( 0.01, 20.0 ) = 10.0;
group_uniforms moon; // Second DirectionalLight3D will be the moon
uniform vec3 moon_color : source_color = vec3( 1.0, 0.95, 0.7 );
uniform float moon_size : hint_range( 0.01, 1.0 ) = 0.06;
uniform float moon_blur : hint_range( 0.01, 10.0 ) = 0.1;
group_uniforms clouds;
// Replaced by noise functions, unncomment if you want to use graphical textures
// uniform sampler2D clouds_top_texture : filter_linear_mipmap, hint_default_black;
// uniform sampler2D clouds_middle_texture : filter_linear_mipmap, hint_default_black;
// uniform sampler2D clouds_bottom_texture : filter_linear_mipmap, hint_default_black;
uniform vec3 clouds_edge_color : source_color = vec3( 0.8, 0.8, 0.98 );
uniform vec3 clouds_top_color : source_color = vec3( 1.0, 1.0, 1.00 );
uniform vec3 clouds_middle_color : source_color = vec3( 0.92, 0.92, 0.98 );
uniform vec3 clouds_bottom_color : source_color = vec3( 0.83, 0.83, 0.94 );
uniform float clouds_speed : hint_range( 0.0, 20.0, 0.01 ) = 2.0;
uniform float clouds_direction : hint_range( -0.5, 0.5, 0.0 ) = 0.2;
uniform float clouds_scale : hint_range( 0.0, 4.0, 0.01 ) = 1.0;
uniform float clouds_cutoff : hint_range( 0.0, 1.0, 0.01 ) = 0.3;
uniform float clouds_fuzziness : hint_range( 0.0, 2.0, 0.01 ) = 0.5;
// More weight is simply a darker color, usefull for rain/storm
uniform float clouds_weight : hint_range( 0.0, 1.0, 0.01 ) = 0.0;
uniform float clouds_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.25;
group_uniforms stars;
// Stars should be at black background
uniform sampler2D stars_texture : filter_linear_mipmap, hint_default_black;
uniform float stars_speed : hint_range( 0.0, 20.0, 0.01 ) = 1.0;
group_uniforms settings;
uniform float overwritten_time = 0.0;
////////////////////////////////////////////////////////////////////////////////////////////////////
// Function for clouds noises. You can replace using "gen_fractal_ping_pong" with a simple texture reading.
// I was frustrated with the repeating texture that's why I included the algorithm in the code.
// Source: https://github.com/Auburn/FastNoiseLite/tree/master
const int PRIME_X = 501125321;
const int PRIME_Y = 1136930381;
float lerp( float a, float b, float t )
{
return a + t * ( b - a );
}
float cubic_lerp( float a, float b, float c, float d, float t )
{
float p = d - c - ( a - b );
return t * t * t * p + t * t * ( a - b - p ) + t * ( c - a ) + b;
}
float ping_pong( float t )
{
t -= trunc( t * 0.5 ) * 2.0;
return t < 1.0 ? t : 2.0 - t;
}
int hash( int seed, int x_primed, int y_primed )
{
return ( seed ^ x_primed ^ y_primed ) * 0x27d4eb2d;
}
float val_coord( int seed, int x_primed, int y_primed )
{
int hash = hash( seed, x_primed, y_primed );
hash *= hash;
hash ^= hash << 19;
return float( hash ) * ( 1.0 / 2147483648.0 );
}
float single_value_cubic( int seed, float x, float y )
{
int x1 = int( floor( x ));
int y1 = int( floor( y ));
float xs = x - float( x1 );
float ys = y - float( y1 );
x1 *= PRIME_X;
y1 *= PRIME_Y;
int x0 = x1 - PRIME_X;
int y0 = y1 - PRIME_Y;
int x2 = x1 + PRIME_X;
int y2 = y1 + PRIME_Y;
int x3 = x1 + ( PRIME_X << 1 );
int y3 = y1 + ( PRIME_Y << 1 );
return cubic_lerp(
cubic_lerp( val_coord( seed, x0, y0 ), val_coord( seed, x1, y0 ), val_coord( seed, x2, y0 ), val_coord( seed, x3, y0 ), xs ),
cubic_lerp( val_coord( seed, x0, y1 ), val_coord( seed, x1, y1 ), val_coord( seed, x2, y1 ), val_coord( seed, x3, y1 ), xs ),
cubic_lerp( val_coord( seed, x0, y2 ), val_coord( seed, x1, y2 ), val_coord( seed, x2, y2 ), val_coord( seed, x3, y2 ), xs ),
cubic_lerp( val_coord( seed, x0, y3 ), val_coord( seed, x1, y3 ), val_coord( seed, x2, y3 ), val_coord( seed, x3, y3 ), xs ),
ys ) * ( 1.0 / ( 1.5 * 1.5 ));
}
// Params can be change in the same way as in noise settings in Godot
const float FRACTAL_BOUNDING = 1.0 / 1.75;
const int OCTAVES = 5;
const float PING_PONG_STRENGTH = 2.0;
const float WEIGHTED_STRENGTH = 0.0;
const float GAIN = 0.5;
const float LACUNARITY = 2.0;
float gen_fractal_ping_pong( vec2 pos, int seed, float frequency )
{
float x = pos.x * frequency;
float y = pos.y * frequency;
float sum = 0.0;
float amp = FRACTAL_BOUNDING;
for( int i = 0; i < OCTAVES; i++ )
{
float noise = ping_pong(( single_value_cubic( seed++, x, y ) + 1.0 ) * PING_PONG_STRENGTH );
sum += ( noise - 0.5 ) * 2.0 * amp;
amp *= lerp( 1.0, noise, WEIGHTED_STRENGTH );
x *= LACUNARITY;
y *= LACUNARITY;
amp *= GAIN;
}
return sum * 0.5 + 0.5;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Function needed to calculate the phase of the moon
// Source: https://kelvinvanhoorn.com/2022/03/17/skybox-tutorial-part-1/
float sphere_intersect( vec3 view_dir, vec3 sphere_pos, float radius )
{
float b = dot( -sphere_pos, view_dir );
float c = dot( -sphere_pos, -sphere_pos ) - pow( radius, 2 );
float h = pow( b, 2 ) - c;
return h < 0.0 ? -1.0 : -b - sqrt( h );
}
void sky()
{
float time = overwritten_time != 0.0 ? overwritten_time : TIME;
//////////////////// SKY ///////////////////////////////////////////////////////////////////////
float _eyedir_y = abs( sin( EYEDIR.y * PI * 0.5 ));
// The day color will be our base color
vec3 _sky_color = mix( day_bottom_color, day_top_color, _eyedir_y );
_sky_color = mix( _sky_color, vec3( 0.0 ), clamp(( 0.7 - clouds_cutoff ) * clouds_weight, 0.0, 1.0 ));
float _sunset_amount = clamp( 0.5 - abs( LIGHT0_DIRECTION.y ), 0.0, 0.5 ) * 2.0;
// The sky should be more red around the west, on the opposite side you don't see it as much
float _sunset_distance = clamp( 1.0 - pow( distance( EYEDIR, LIGHT0_DIRECTION ), 2 ), 0.0, 1.0 );
vec3 _sky_sunset_color = mix( sunset_bottom_color, sunset_top_color, _eyedir_y + 0.5 );
_sky_sunset_color = mix( _sky_sunset_color, sunset_bottom_color, _sunset_amount * _sunset_distance );
_sky_color = mix( _sky_color, _sky_sunset_color, _sunset_amount );
float _night_amount = clamp( -LIGHT0_DIRECTION.y + 0.7, 0.0, 1.0 );
vec3 _sky_night_color = mix( night_bottom_color, night_top_color, _eyedir_y );
_sky_color = mix( _sky_color, _sky_night_color, _night_amount );
// Final sky color
COLOR = _sky_color;
//////////////////// HORIZON ///////////////////////////////////////////////////////////////////
float _horizon_amount = 0.0;
if( EYEDIR.y < 0.0 )
{
_horizon_amount = clamp( abs( EYEDIR.y ) / horizon_blur, 0.0, 1.0 );
// Mixing with the color of the night sky to make the horizon darker
vec3 _horizon_color = mix( horizon_color, _sky_color, _night_amount * 0.9 );
// And if ther are many dark clouds, we also make the horizon darker
_horizon_color = mix( _horizon_color, vec3( 0.0 ), ( 1.0 - clouds_cutoff ) * clouds_weight * 0.7 );
COLOR = mix( COLOR, _horizon_color, _horizon_amount );
}
//////////////////// MOON //////////////////////////////////////////////////////////////////////
float _moon_amount = 0.0;
if( LIGHT1_ENABLED )
{
// Bigger moon near the horizon
float _moon_size = moon_size + cos( LIGHT1_DIRECTION.y * PI ) * moon_size * 0.25;
float _moon_distance = distance( EYEDIR, LIGHT1_DIRECTION ) / _moon_size;
// Finding moon disc and edge blur
_moon_amount = clamp(( 1.0 - _moon_distance ) / moon_blur, 0.0, 1.0 );
if( _moon_amount > 0.0 )
{
// Moon illumination depending on the position of the sun
float _moon_intersect = sphere_intersect( EYEDIR, LIGHT1_DIRECTION, _moon_size );
vec3 _moon_normal = normalize( LIGHT1_DIRECTION - EYEDIR * _moon_intersect );
// Power on the result gives a better effect
float _moon_n_dot_l = pow( clamp( dot( _moon_normal, -LIGHT0_DIRECTION ), 0.05, 1.0 ), 2 );
// Hiding the moon behind the horizon
_moon_amount *= 1.0 - _horizon_amount;
COLOR = mix( COLOR, moon_color, _moon_n_dot_l * _moon_amount );
}
}
//////////////////// SUN ///////////////////////////////////////////////////////////////////////
float _sun_distance = 0.0;
if( LIGHT0_ENABLED )
{
_sun_distance = distance( EYEDIR, LIGHT0_DIRECTION );
// Bigger sun near the horizon
float _sun_size = sun_size + cos( LIGHT0_DIRECTION.y * PI ) * sun_size * 0.25;
// Finding sun disc and edge blur
float _sun_amount = clamp(( 1.0 - _sun_distance / _sun_size ) / sun_blur, 0.0, 1.0 );
if( _sun_amount > 0.0 )
{
// Changing color of the sun during sunset
float _sunset_amount = 1.0;
if( LIGHT0_DIRECTION.y > 0.0 )
_sunset_amount = clamp( cos( LIGHT0_DIRECTION.y * PI ), 0.0, 1.0 );
vec3 _sun_color = mix( sun_color, sun_sunset_color, _sunset_amount );
// Hiding the sun behind the moon
_sun_amount = clamp( _sun_amount * ( 1.0 - _moon_amount ), 0.0, 1.0 );
// Hiding the sun behind the horizon
_sun_amount *= 1.0 - _horizon_amount;
// Leveling the "glow" in color
if( _sun_color.r > 1.0 || _sun_color.g > 1.0 || _sun_color.b > 1.0 )
_sun_color *= _sun_amount;
COLOR = mix( COLOR, _sun_color, _sun_amount );
}
}
//////////////////// STARS /////////////////////////////////////////////////////////////////
vec2 _sky_uv = EYEDIR.xz / sqrt( EYEDIR.y );
if( EYEDIR.y > -0.01 && LIGHT0_DIRECTION.y < 0.0 )
{
// Stars UV rotation
float _stars_speed_cos = cos( stars_speed * time * 0.005 );
float _stars_speed_sin = sin( stars_speed * time * 0.005 );
vec2 _stars_uv = vec2(
_sky_uv.x * _stars_speed_cos - _sky_uv.y * _stars_speed_sin,
_sky_uv.x * _stars_speed_sin + _sky_uv.y * _stars_speed_cos
);
// Stars texture
vec3 _stars_color = texture( stars_texture, _stars_uv ).rgb * -LIGHT0_DIRECTION.y;
// Hiding stars behind the moon
_stars_color *= 1.0 - _moon_amount;
COLOR += _stars_color;
}
//////////////////// CLOUDS ////////////////////////////////////////////////////////////////
if( EYEDIR.y > 0.0 )
{
// Clouds UV movement direction
float _clouds_speed = time * clouds_speed * 0.01;
float _sin_x = sin( clouds_direction * PI * 2.0 );
float _cos_y = cos( clouds_direction * PI * 2.0 );
// I using 3 levels of clouds. Top is the lightes and botom the darkest.
// The speed of movement (and direction a little) is different for the illusion of the changing shape of the clouds.
vec2 _clouds_movement = vec2( _sin_x, _cos_y ) * _clouds_speed;
// float _noise_top = texture( clouds_top_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
float _noise_top = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 0, 0.5 );
_clouds_movement = vec2( _sin_x * 0.97, _cos_y * 1.07 ) * _clouds_speed * 0.89;
// float _noise_middle = texture( clouds_middle_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
float _noise_middle = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 1, 0.75 );
_clouds_movement = vec2( _sin_x * 1.01, _cos_y * 0.89 ) * _clouds_speed * 0.79;
// float _noise_bottom = texture( clouds_bottom_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
float _noise_bottom = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 2, 1.0 );
// Smoothstep with the addition of a noise value from a lower level gives a nice, deep result
_noise_bottom = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_bottom );
_noise_middle = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_middle + _noise_bottom * 0.2 ) * 1.1;
_noise_top = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_top + _noise_middle * 0.4 ) * 1.2;
float _clouds_amount = clamp( _noise_top + _noise_middle + _noise_bottom, 0.0, 1.0 );
// Fading clouds near the horizon
_clouds_amount *= clamp( abs( EYEDIR.y ) / clouds_blur, 0.0, 1.0 );
vec3 _clouds_color = mix( vec3( 0.0 ), clouds_top_color, _noise_top );
_clouds_color = mix( _clouds_color, clouds_middle_color, _noise_middle );
_clouds_color = mix( _clouds_color, clouds_bottom_color, _noise_bottom );
// The edge color gives a nice smooth edge, you can try turning this off if you need sharper edges
_clouds_color = mix( clouds_edge_color, _clouds_color, _noise_top );
// The sun passing through the clouds effect
_clouds_color = mix( _clouds_color, clamp( sun_color, 0.0, 1.0 ), pow( 1.0 - clamp( _sun_distance, 0.0, 1.0 ), 5 ));
// Color combined with sunset condition
_clouds_color = mix( _clouds_color, sunset_bottom_color, _sunset_amount * 0.75 );
// Color depending on the "progress" of the night.
_clouds_color = mix( _clouds_color, _sky_color, clamp( _night_amount, 0.0, 0.98 ));
_clouds_color = mix( _clouds_color, vec3( 0.0 ), clouds_weight * 0.9 );
COLOR = mix( COLOR, _clouds_color, _clouds_amount );
}
}

View File

@@ -0,0 +1 @@
uid://crbilces53hat

View File

@@ -96,557 +96,557 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<ISaveChunk<Play
#region Initialization
public void InitializePlayerState()
{
Inventory = new Inventory();
Stats = InitializePlayerStats();
SetProcessInput(false);
SetPhysicsProcess(false);
Inventory = new Inventory();
Stats = InitializePlayerStats();
SetProcessInput(false);
SetPhysicsProcess(false);
EquippedWeapon.Changed += EquippedWeapon_Sync;
EquippedArmor.Changed += EquippedArmor_Sync;
EquippedAccessory.Changed += EquippedAccessory_Sync;
Stats.CurrentHP.Changed += CurrentHP_Sync;
Stats.CurrentExp.Changed += CurrentEXP_Sync;
HealthTimer.WaitTime = _healthTimerWaitTime;
HealthTimer.Timeout += OnHealthTimerTimeout;
EquippedWeapon.Changed += EquippedWeapon_Sync;
EquippedArmor.Changed += EquippedArmor_Sync;
EquippedAccessory.Changed += EquippedAccessory_Sync;
Stats.CurrentHP.Changed += CurrentHP_Sync;
Stats.CurrentExp.Changed += CurrentEXP_Sync;
HealthTimer.WaitTime = _healthTimerWaitTime;
HealthTimer.Timeout += OnHealthTimerTimeout;
}
public void Setup()
{
var container = new SimpleInjector.Container();
container.Register<IPlayerLogic, PlayerLogic>(Lifestyle.Singleton);
//container.Verify();
var container = new SimpleInjector.Container();
container.Register<IPlayerLogic, PlayerLogic>(Lifestyle.Singleton);
//container.Verify();
PlayerLogic = container.GetInstance<IPlayerLogic>();
PlayerLogic.Set(this as IPlayer);
PlayerLogic.Set(Settings);
PlayerLogic.Set(Stats);
PlayerLogic.Set(_gameRepo);
PlayerLogic = container.GetInstance<IPlayerLogic>();
PlayerLogic.Set(this as IPlayer);
PlayerLogic.Set(Settings);
PlayerLogic.Set(Stats);
PlayerLogic.Set(_gameRepo);
_expToNextLevel = new Dictionary<int, int>
{
{ 2, 12 },
{ 3, 39 },
{ 4, 87 },
{ 5, 162 },
{ 6, 270 },
{ 7, 417 },
{ 8, 609 }
};
_damageCalculator = new DamageCalculator();
_expToNextLevel = new Dictionary<int, int>
{
{ 2, 12 },
{ 3, 39 },
{ 4, 87 },
{ 5, 162 },
{ 6, 270 },
{ 7, 417 },
{ 8, 609 }
};
_damageCalculator = new DamageCalculator();
Hitbox.AreaEntered += Hitbox_AreaEntered;
CollisionDetector.AreaEntered += CollisionDetector_AreaEntered;
AnimationPlayer.AnimationFinished += OnAnimationFinished;
Hitbox.AreaEntered += Hitbox_AreaEntered;
CollisionDetector.AreaEntered += CollisionDetector_AreaEntered;
AnimationPlayer.AnimationFinished += OnAnimationFinished;
}
public void OnResolved()
{
Settings = new PlayerLogic.Settings() { RotationSpeed = _playerStatResource.RotationSpeed, MoveSpeed = _playerStatResource.MoveSpeed, Acceleration = _playerStatResource.Acceleration };
Settings = new PlayerLogic.Settings() { RotationSpeed = _playerStatResource.RotationSpeed, MoveSpeed = _playerStatResource.MoveSpeed, Acceleration = _playerStatResource.Acceleration };
PlayerChunk = new SaveChunk<PlayerData>(
onSave: (chunk) => new PlayerData()
{
PlayerStats = Stats,
Inventory = Inventory
},
onLoad: (chunk, data) =>
{
Stats = new PlayerStats(
data.PlayerStats.CurrentHP,
data.PlayerStats.MaximumHP,
data.PlayerStats.CurrentVT,
data.PlayerStats.MaximumVT,
data.PlayerStats.CurrentAttack,
data.PlayerStats.BonusAttack,
data.PlayerStats.MaxAttack,
data.PlayerStats.CurrentDefense,
data.PlayerStats.BonusDefense,
data.PlayerStats.MaxDefense,
data.PlayerStats.CurrentExp,
data.PlayerStats.CurrentLevel,
data.PlayerStats.ExpToNextLevel,
data.PlayerStats.Luck);
Inventory = data.Inventory;
}
);
PlayerChunk = new SaveChunk<PlayerData>(
onSave: (chunk) => new PlayerData()
{
PlayerStats = Stats,
Inventory = Inventory
},
onLoad: (chunk, data) =>
{
Stats = new PlayerStats(
data.PlayerStats.CurrentHP,
data.PlayerStats.MaximumHP,
data.PlayerStats.CurrentVT,
data.PlayerStats.MaximumVT,
data.PlayerStats.CurrentAttack,
data.PlayerStats.BonusAttack,
data.PlayerStats.MaxAttack,
data.PlayerStats.CurrentDefense,
data.PlayerStats.BonusDefense,
data.PlayerStats.MaxDefense,
data.PlayerStats.CurrentExp,
data.PlayerStats.CurrentLevel,
data.PlayerStats.ExpToNextLevel,
data.PlayerStats.Luck);
Inventory = data.Inventory;
}
);
PlayerBinding = PlayerLogic.Bind();
PlayerBinding = PlayerLogic.Bind();
PlayerBinding
.Handle((in PlayerLogic.Output.Animations.Attack output) =>
{
if (PlayerIsHittingGeometry())
{
AnimationPlayer.Play("hit_wall");
_gameRepo.OnPlayerAttackedWall();
}
else
{
PlayAttackAnimation();
}
})
.Handle((in PlayerLogic.Output.ThrowItem output) =>
{
})
.Handle((in PlayerLogic.Output.Move output) =>
{
Move(output.delta);
});
PlayerBinding
.Handle((in PlayerLogic.Output.Animations.Attack output) =>
{
if (PlayerIsHittingGeometry())
{
AnimationPlayer.Play("hit_wall");
_gameRepo.OnPlayerAttackedWall();
}
else
{
PlayAttackAnimation();
}
})
.Handle((in PlayerLogic.Output.ThrowItem output) =>
{
})
.Handle((in PlayerLogic.Output.Move output) =>
{
Move(output.delta);
});
GameChunk.AddChunk(PlayerChunk);
GameChunk.AddChunk(PlayerChunk);
PlayerLogic.Start();
this.Provide();
PlayerLogic.Start();
this.Provide();
SetProcessInput(false);
SetPhysicsProcess(false);
SetProcessInput(false);
SetPhysicsProcess(false);
}
public void OnReady()
{
SwordSlashAnimation.Position = GetViewport().GetVisibleRect().Size / 2;
SwordSlashAnimation.Position = GetViewport().GetVisibleRect().Size / 2;
}
#endregion
public void Activate()
{
SetProcessInput(true);
SetPhysicsProcess(true);
HealthTimer.Start();
SetProcessInput(true);
SetPhysicsProcess(true);
HealthTimer.Start();
}
public void Deactivate()
{
SetProcessInput(false);
SetPhysicsProcess(false);
HealthTimer.Stop();
SetProcessInput(false);
SetPhysicsProcess(false);
HealthTimer.Stop();
}
public void Attack()
{
PlayerLogic.Input(new PlayerLogic.Input.Attack());
PlayerLogic.Input(new PlayerLogic.Input.Attack());
}
public void RaiseHP(int amountToRaise)
{
Stats.SetMaximumHP(Stats.MaximumHP.Value + amountToRaise);
Stats.SetCurrentHP(Stats.MaximumHP.Value);
_gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXHP Up.");
Stats.SetMaximumHP(Stats.MaximumHP.Value + amountToRaise);
Stats.SetCurrentHP(Stats.MaximumHP.Value);
_gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXHP Up.");
}
public void HealHP(int amountToRestore)
{
Stats.SetCurrentHP(Stats.CurrentHP.Value + amountToRestore);
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
_gameRepo.AnnounceMessageInInventory($"{raiseString}HP Restored.");
Stats.SetCurrentHP(Stats.CurrentHP.Value + amountToRestore);
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
_gameRepo.AnnounceMessageInInventory($"{raiseString}HP Restored.");
}
public void RaiseVT(int amountToRaise)
{
if (Stats.CurrentVT == Stats.MaximumVT)
{
Stats.SetMaximumVT(Stats.MaximumVT.Value + amountToRaise);
Stats.SetCurrentVT(Stats.MaximumVT.Value);
_gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXVT Up.");
}
if (Stats.CurrentVT == Stats.MaximumVT)
{
Stats.SetMaximumVT(Stats.MaximumVT.Value + amountToRaise);
Stats.SetCurrentVT(Stats.MaximumVT.Value);
_gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXVT Up.");
}
}
public void HealVT(int amountToRestore)
{
Stats.SetCurrentVT(Stats.CurrentVT.Value + amountToRestore);
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
_gameRepo.AnnounceMessageInInventory($"{raiseString}VT Restored.");
Stats.SetCurrentVT(Stats.CurrentVT.Value + amountToRestore);
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
_gameRepo.AnnounceMessageInInventory($"{raiseString}VT Restored.");
}
public void ModifyBonusAttack(int amount)
{
Stats.SetBonusAttack(Stats.BonusAttack.Value + amount);
Stats.SetBonusAttack(Stats.BonusAttack.Value + amount);
}
public void ModifyBonusDefense(int amount)
{
Stats.SetBonusDefense(Stats.BonusDefense.Value + amount);
Stats.SetBonusDefense(Stats.BonusDefense.Value + amount);
}
public void ModifyMaximumHP(int amount)
{
Stats.SetMaximumHP(Stats.MaximumHP.Value + amount);
Stats.SetMaximumHP(Stats.MaximumHP.Value + amount);
}
public void ModifyMaximumVT(int amount)
{
Stats.SetMaximumVT(Stats.MaximumVT.Value + amount);
Stats.SetMaximumVT(Stats.MaximumVT.Value + amount);
}
public void ModifyBonusLuck(double amount)
{
Stats.SetLuck(Stats.Luck.Value + amount);
Stats.SetLuck(Stats.Luck.Value + amount);
}
public void Move(float delta)
{
var rawInput = GlobalInputVector;
var strafeLeftInput = LeftStrafeInputVector;
var strafeRightInput = RightStrafeInputVector;
var rawInput = GlobalInputVector;
var strafeLeftInput = LeftStrafeInputVector;
var strafeRightInput = RightStrafeInputVector;
var transform = Transform;
transform.Basis = new Basis(Vector3.Up, Settings.RotationSpeed * -rawInput.X * delta) * transform.Basis;
var moveDirection = new Vector3(strafeRightInput - strafeLeftInput, 0, rawInput.Z).Normalized();
var velocity = Basis * moveDirection * Settings.MoveSpeed * Settings.Acceleration;
_knockbackStrength *= 0.9f;
Transform = Transform with { Basis = transform.Basis };
Velocity = velocity + (_knockbackDirection * _knockbackStrength);
MoveAndSlide();
var transform = Transform;
transform.Basis = new Basis(Vector3.Up, Settings.RotationSpeed * -rawInput.X * delta) * transform.Basis;
var moveDirection = new Vector3(strafeRightInput - strafeLeftInput, 0, rawInput.Z).Normalized();
var velocity = Basis * moveDirection * Settings.MoveSpeed * Settings.Acceleration;
_knockbackStrength *= 0.9f;
Transform = Transform with { Basis = transform.Basis };
Velocity = velocity + (_knockbackDirection * _knockbackStrength);
MoveAndSlide();
}
public void TeleportPlayer(Transform3D newTransform)
{
Transform = newTransform;
Transform = newTransform;
}
public void TakeDamage(double damage, ElementType elementType, bool isCriticalHit = false)
{
if (Stats.CurrentHP.Value > 0)
{
_damageCalculator.CalculateDamage(damage, elementType, Stats.CurrentDefense.Value + Stats.BonusDefense.Value, ((Armor)_equippedArmor.Value).Stats.ElementalResistanceSet);
Stats.SetCurrentHP(Stats.CurrentHP.Value - (int)damage);
}
if (Stats.CurrentHP.Value > 0)
{
_damageCalculator.CalculateDamage(damage, elementType, Stats.CurrentDefense.Value + Stats.BonusDefense.Value, ((Armor)_equippedArmor.Value).Stats.ElementalResistanceSet);
Stats.SetCurrentHP(Stats.CurrentHP.Value - (int)damage);
}
}
public void Knockback(float impulse)
{
_knockbackStrength = impulse;
_knockbackDirection = GlobalBasis.Z.Normalized();
_knockbackStrength = impulse;
_knockbackDirection = GlobalBasis.Z.Normalized();
}
public void GainExp(double expGained)
{
Stats.SetCurrentExp(Stats.CurrentExp.Value + expGained);
Stats.SetCurrentExp(Stats.CurrentExp.Value + expGained);
}
public void LevelUp()
{
var rng = new RandomNumberGenerator();
rng.Randomize();
var hpIncrease = rng.RandiRange(3, 6);
Stats.SetMaximumHP(Stats.MaximumHP.Value + hpIncrease);
var nextLevel = Stats.CurrentLevel.Value + 1;
var expToNextLevel = _expToNextLevel[nextLevel];
var newCurrentExp = Mathf.Max(Stats.CurrentExp.Value - Stats.ExpToNextLevel.Value, 0);
Stats.SetCurrentLevel(nextLevel);
Stats.SetExpToNextLevel(expToNextLevel);
Stats.SetCurrentExp(newCurrentExp);
var rng = new RandomNumberGenerator();
rng.Randomize();
var hpIncrease = rng.RandiRange(3, 6);
Stats.SetMaximumHP(Stats.MaximumHP.Value + hpIncrease);
var nextLevel = Stats.CurrentLevel.Value + 1;
var expToNextLevel = _expToNextLevel[nextLevel];
var newCurrentExp = Mathf.Max(Stats.CurrentExp.Value - Stats.ExpToNextLevel.Value, 0);
Stats.SetCurrentLevel(nextLevel);
Stats.SetExpToNextLevel(expToNextLevel);
Stats.SetCurrentExp(newCurrentExp);
}
public void Die()
{
EquippedWeapon.Sync -= EquippedWeapon_Sync;
EquippedArmor.Sync -= EquippedArmor_Sync;
EquippedAccessory.Sync -= EquippedAccessory_Sync;
Stats.CurrentHP.Sync -= CurrentHP_Sync;
Stats.CurrentExp.Sync -= CurrentEXP_Sync;
EquippedWeapon.Sync -= EquippedWeapon_Sync;
EquippedArmor.Sync -= EquippedArmor_Sync;
EquippedAccessory.Sync -= EquippedAccessory_Sync;
Stats.CurrentHP.Sync -= CurrentHP_Sync;
Stats.CurrentExp.Sync -= CurrentEXP_Sync;
HealthTimer.WaitTime = _healthTimerWaitTime;
HealthTimer.Timeout -= OnHealthTimerTimeout;
SwordSlashAnimation.Stop();
SetProcessInput(false);
SetPhysicsProcess(false);
//Hitbox.AreaEntered -= Hitbox_AreaEntered;
//CollisionDetector.AreaEntered -= CollisionDetector_AreaEntered;
//AnimationPlayer.AnimationFinished -= OnAnimationFinished;
HealthTimer.WaitTime = _healthTimerWaitTime;
HealthTimer.Timeout -= OnHealthTimerTimeout;
SwordSlashAnimation.Stop();
SetProcessInput(false);
SetPhysicsProcess(false);
//Hitbox.AreaEntered -= Hitbox_AreaEntered;
//CollisionDetector.AreaEntered -= CollisionDetector_AreaEntered;
//AnimationPlayer.AnimationFinished -= OnAnimationFinished;
Game.GameOver();
Game.GameOver();
}
public override void _Input(InputEvent @event)
{
if (@event.IsActionPressed(GameInputs.Attack))
Attack();
if (@event.IsActionPressed(GameInputs.Sprint))
Settings.MoveSpeed *= 2;
if (@event.IsActionReleased(GameInputs.Sprint))
Settings.MoveSpeed /= 2;
if (@event.IsActionPressed(GameInputs.Attack))
Attack();
if (@event.IsActionPressed(GameInputs.Sprint))
Settings.MoveSpeed *= 2;
if (@event.IsActionReleased(GameInputs.Sprint))
Settings.MoveSpeed /= 2;
}
public void OnPhysicsProcess(double delta)
{
PlayerLogic.Input(new PlayerLogic.Input.PhysicsTick(delta));
PlayerLogic.Input(new PlayerLogic.Input.Moved(GlobalPosition, GlobalTransform));
PlayerLogic.Input(new PlayerLogic.Input.PhysicsTick(delta));
PlayerLogic.Input(new PlayerLogic.Input.Moved(GlobalPosition, GlobalTransform));
}
public void Equip(EquipableItem equipable)
{
if (equipable.ItemTag == ItemTag.MysteryItem)
{
var rerolledItem = Game.RerollItem(equipable) as EquipableItem;
Equip(rerolledItem);
return;
}
if (equipable.ItemTag == ItemTag.MysteryItem)
{
var rerolledItem = Game.RerollItem(equipable) as EquipableItem;
Equip(rerolledItem);
return;
}
if (equipable is Weapon weapon)
{
Unequip(_equippedWeapon.Value);
weapon.IsEquipped = true;
_equippedWeapon.OnNext(weapon);
}
else if (equipable is Armor armor)
{
Unequip(_equippedArmor.Value);
armor.IsEquipped = true;
_equippedArmor.OnNext(armor);
}
else if (equipable is Accessory accessory)
{
Unequip(_equippedAccessory.Value);
accessory.IsEquipped = true;
_equippedAccessory.OnNext(accessory);
}
else
throw new NotImplementedException("Item type is not supported.");
if (equipable is Weapon weapon)
{
Unequip(_equippedWeapon.Value);
weapon.IsEquipped = true;
_equippedWeapon.OnNext(weapon);
}
else if (equipable is Armor armor)
{
Unequip(_equippedArmor.Value);
armor.IsEquipped = true;
_equippedArmor.OnNext(armor);
}
else if (equipable is Accessory accessory)
{
Unequip(_equippedAccessory.Value);
accessory.IsEquipped = true;
_equippedAccessory.OnNext(accessory);
}
else
throw new NotImplementedException("Item type is not supported.");
}
public void Unequip(EquipableItem equipable)
{
if (equipable is Weapon weapon)
{
weapon.IsEquipped = false;
ModifyBonusAttack(-weapon.Damage);
_equippedWeapon.OnNext(new Weapon());
}
else if (equipable is Armor armor)
{
armor.IsEquipped = false;
ModifyBonusDefense(-armor.Defense);
_equippedArmor.OnNext(new Armor());
}
else if (equipable is Accessory accessory)
{
accessory.IsEquipped = false;
ModifyMaximumHP(-accessory.MaxHPUp);
ModifyMaximumVT(-accessory.MaxVTUp);
ModifyBonusAttack(-accessory.ATKUp);
ModifyBonusDefense(-accessory.DEFUp);
ModifyBonusLuck(-accessory.LuckUp);
_equippedAccessory.OnNext(new Accessory());
}
else
throw new NotImplementedException("Item type is not supported.");
if (equipable is Weapon weapon)
{
weapon.IsEquipped = false;
ModifyBonusAttack(-weapon.Damage);
_equippedWeapon.OnNext(new Weapon());
}
else if (equipable is Armor armor)
{
armor.IsEquipped = false;
ModifyBonusDefense(-armor.Defense);
_equippedArmor.OnNext(new Armor());
}
else if (equipable is Accessory accessory)
{
accessory.IsEquipped = false;
ModifyMaximumHP(-accessory.MaxHPUp);
ModifyMaximumVT(-accessory.MaxVTUp);
ModifyBonusAttack(-accessory.ATKUp);
ModifyBonusDefense(-accessory.DEFUp);
ModifyBonusLuck(-accessory.LuckUp);
_equippedAccessory.OnNext(new Accessory());
}
else
throw new NotImplementedException("Item type is not supported.");
}
private static Vector3 GlobalInputVector
{
get
{
var rawInput = Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown);
var input = new Vector3
{
X = rawInput.X,
Z = rawInput.Y
};
return input with { Y = 0f };
}
get
{
var rawInput = Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown);
var input = new Vector3
{
X = rawInput.X,
Z = rawInput.Y
};
return input with { Y = 0f };
}
}
private static float LeftStrafeInputVector
{
get
{
return Input.GetActionStrength(GameInputs.StrafeLeft);
}
get
{
return Input.GetActionStrength(GameInputs.StrafeLeft);
}
}
private static float RightStrafeInputVector
{
get
{
return Input.GetActionStrength(GameInputs.StrafeRight);
}
get
{
return Input.GetActionStrength(GameInputs.StrafeRight);
}
}
private void ThrowItem()
{
var itemScene = GD.Load<PackedScene>("res://src/items/throwable/ThrowableItem.tscn");
var throwItem = itemScene.Instantiate<ThrowableItem>();
GetTree().Root.AddChildEx(throwItem);
throwItem.GlobalPosition = CurrentPosition + new Vector3(0, 3.5f, 0);
throwItem.GlobalRotation = GlobalRotation;
var itemScene = GD.Load<PackedScene>("res://src/items/throwable/ThrowableItem.tscn");
var throwItem = itemScene.Instantiate<ThrowableItem>();
GetTree().Root.AddChildEx(throwItem);
throwItem.GlobalPosition = CurrentPosition + new Vector3(0, 3.5f, 0);
throwItem.GlobalRotation = GlobalRotation;
}
private void PlayAttackAnimation()
{
var attackSpeed = ((Weapon)EquippedWeapon.Value).AttackSpeed;
AnimationPlayer.SetSpeedScale((float)attackSpeed);
if (EquippedWeapon.Value.ItemName == "Atonement")
AnimationPlayer.Play("atonement_attack");
else
AnimationPlayer.Play("attack");
_gameRepo.OnPlayerAttack();
var attackSpeed = ((Weapon)EquippedWeapon.Value).AttackSpeed;
AnimationPlayer.SetSpeedScale((float)attackSpeed);
if (EquippedWeapon.Value.ItemName == "Atonement")
AnimationPlayer.Play("atonement_attack");
else
AnimationPlayer.Play("attack");
_gameRepo.OnPlayerAttack();
}
private void OnAnimationFinished(StringName animation)
{
PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
}
private void OnExitTree()
{
PlayerLogic.Stop();
PlayerBinding.Dispose();
AnimationPlayer.AnimationFinished -= OnAnimationFinished;
PlayerLogic.Stop();
PlayerBinding.Dispose();
AnimationPlayer.AnimationFinished -= OnAnimationFinished;
}
private void OnPlayerPositionUpdated(Vector3 globalPosition) => GlobalPosition = globalPosition;
private void OnHealthTimerTimeout()
{
if (Stats.CurrentHP.Value <= 0)
return;
if (Stats.CurrentHP.Value <= 0)
return;
if (Stats.CurrentVT.Value > 0)
{
if (((Accessory)EquippedAccessory.Value).AccessoryTag == AccessoryTag.HalfVTConsumption)
{
reduceOnTick = !reduceOnTick;
}
Stats.SetCurrentHP(Stats.CurrentHP.Value + 1);
if (reduceOnTick)
Stats.SetCurrentVT(Stats.CurrentVT.Value - 1);
}
else
Stats.SetCurrentHP(Stats.CurrentHP.Value - 1);
if (Stats.CurrentVT.Value > 0)
{
if (((Accessory)EquippedAccessory.Value).AccessoryTag == AccessoryTag.HalfVTConsumption)
{
reduceOnTick = !reduceOnTick;
}
Stats.SetCurrentHP(Stats.CurrentHP.Value + 1);
if (reduceOnTick)
Stats.SetCurrentVT(Stats.CurrentVT.Value - 1);
}
else
Stats.SetCurrentHP(Stats.CurrentHP.Value - 1);
}
private void EquippedWeapon_Sync(EquipableItem obj)
{
ModifyBonusAttack(((Weapon)obj).Damage);
ModifyBonusAttack(((Weapon)obj).Damage);
}
private void EquippedArmor_Sync(EquipableItem obj)
{
ModifyBonusDefense(((Armor)obj).Defense);
ModifyBonusDefense(((Armor)obj).Defense);
}
private void EquippedAccessory_Sync(EquipableItem accessory)
{
ModifyMaximumHP(((Accessory)accessory).MaxHPUp);
ModifyMaximumVT(((Accessory)accessory).MaxVTUp);
ModifyBonusAttack(((Accessory)accessory).ATKUp);
ModifyBonusDefense(((Accessory)accessory).DEFUp);
ModifyBonusLuck(((Accessory)accessory).LuckUp);
ModifyMaximumHP(((Accessory)accessory).MaxHPUp);
ModifyMaximumVT(((Accessory)accessory).MaxVTUp);
ModifyBonusAttack(((Accessory)accessory).ATKUp);
ModifyBonusDefense(((Accessory)accessory).DEFUp);
ModifyBonusLuck(((Accessory)accessory).LuckUp);
}
private void CurrentHP_Sync(int newHealth)
{
if (newHealth <= 0)
Die();
if (newHealth <= 0)
Die();
}
private void CurrentEXP_Sync(double newExp)
{
if (Stats.CurrentExp.Value >= Stats.ExpToNextLevel.Value)
LevelUp();
if (Stats.CurrentExp.Value >= Stats.ExpToNextLevel.Value)
LevelUp();
}
private void Hitbox_AreaEntered(Area3D area)
{
var target = area.GetOwner();
if (target is IEnemy enemy)
HitEnemy(enemy);
var target = area.GetOwner();
if (target is IEnemy enemy)
HitEnemy(enemy);
}
private void HitEnemy(IEnemy enemy)
{
var attackValue = Stats.CurrentAttack.Value + Stats.BonusAttack.Value;
var ignoreElementalResistance = ((Weapon)EquippedWeapon.Value).WeaponTag == WeaponTag.IgnoreAffinity;
var isCriticalHit = BattleExtensions.IsCriticalHit(Stats.Luck.Value);
var element = ((Weapon)EquippedWeapon.Value).WeaponElement;
var attackValue = Stats.CurrentAttack.Value + Stats.BonusAttack.Value;
var ignoreElementalResistance = ((Weapon)EquippedWeapon.Value).WeaponTag == WeaponTag.IgnoreAffinity;
var isCriticalHit = BattleExtensions.IsCriticalHit(Stats.Luck.Value);
var element = ((Weapon)EquippedWeapon.Value).WeaponElement;
enemy.TakeDamage(
attackValue * ((Weapon)EquippedWeapon.Value).ElementalDamageBonus,
element,
isCriticalHit,
false,
ignoreElementalResistance);
enemy.TakeDamage(
attackValue * ((Weapon)EquippedWeapon.Value).ElementalDamageBonus,
element,
isCriticalHit,
false,
ignoreElementalResistance);
if (((Weapon)EquippedWeapon.Value).WeaponTag == WeaponTag.Knockback)
enemy.Knockback(0.3f, -CurrentBasis.Z.Normalized());
if (((Weapon)EquippedWeapon.Value).WeaponTag == WeaponTag.Knockback)
enemy.Knockback(0.3f, -CurrentBasis.Z.Normalized());
_gameRepo.OnPlayerAttackedEnemy();
_gameRepo.OnPlayerAttackedEnemy();
}
private void CollisionDetector_AreaEntered(Area3D area)
{
if (area.GetParent() is InventoryItem inventoryItem)
{
var isAdded = Inventory.TryAdd(inventoryItem);
if (isAdded)
{
_gameRepo.AnnounceMessageOnMainScreen($"{inventoryItem.ItemName} picked up.");
inventoryItem.QueueFree();
}
else
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {inventoryItem.ItemName}.");
}
if (area.GetParent() is DroppedItem droppedItem)
{
var isAdded = Inventory.TryAdd(droppedItem.Item);
if (isAdded)
{
_gameRepo.AnnounceMessageOnMainScreen($"{droppedItem.Item.ItemName} picked up.");
droppedItem.QueueFree();
}
else
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {droppedItem.Item.ItemName}.");
}
if (area.GetParent() is ThrownItem thrownItem)
{
var isAdded = Inventory.TryAdd(thrownItem.ItemThatIsThrown);
if (isAdded)
{
_gameRepo.AnnounceMessageOnMainScreen($"{thrownItem.ItemThatIsThrown.ItemName} picked up.");
thrownItem.QueueFree();
}
else
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {thrownItem.ItemThatIsThrown.ItemName}.");
}
if (area.GetParent() is Restorative restorative)
{
_gameRepo.OnRestorativePickedUp(restorative);
restorative.QueueFree();
}
if (area.GetParent() is InventoryItem inventoryItem)
{
var isAdded = Inventory.TryAdd(inventoryItem);
if (isAdded)
{
_gameRepo.AnnounceMessageOnMainScreen($"{inventoryItem.ItemName} picked up.");
inventoryItem.QueueFree();
}
else
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {inventoryItem.ItemName}.");
}
if (area.GetParent() is DroppedItem droppedItem)
{
var isAdded = Inventory.TryAdd(droppedItem.Item);
if (isAdded)
{
_gameRepo.AnnounceMessageOnMainScreen($"{droppedItem.Item.ItemName} picked up.");
droppedItem.QueueFree();
}
else
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {droppedItem.Item.ItemName}.");
}
if (area.GetParent() is ThrownItem thrownItem)
{
var isAdded = Inventory.TryAdd(thrownItem.ItemThatIsThrown);
if (isAdded)
{
_gameRepo.AnnounceMessageOnMainScreen($"{thrownItem.ItemThatIsThrown.ItemName} picked up.");
thrownItem.QueueFree();
}
else
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {thrownItem.ItemThatIsThrown.ItemName}.");
}
if (area.GetParent() is Restorative restorative)
{
_gameRepo.OnRestorativePickedUp(restorative);
restorative.QueueFree();
}
}
private PlayerStats InitializePlayerStats()
{
var playerStats = new PlayerStats(
currentHP: new AutoProp<int>(_playerStatResource.CurrentHP),
maximumHP: new AutoProp<int>(_playerStatResource.MaximumHP),
currentVT: new AutoProp<int>(_playerStatResource.CurrentVT),
maximumVT: new AutoProp<int>(_playerStatResource.MaximumVT),
currentAttack: new AutoProp<int>(_playerStatResource.CurrentAttack),
currentDefense: new AutoProp<int>(_playerStatResource.CurrentDefense),
maxAttack: new AutoProp<int>(_playerStatResource.MaxAttack),
maxDefense: new AutoProp<int>(_playerStatResource.MaxDefense),
bonusAttack: new AutoProp<int>(_playerStatResource.BonusAttack),
bonusDefense: new AutoProp<int>(_playerStatResource.BonusDefense),
currentExp: new AutoProp<double>(_playerStatResource.CurrentExp),
expToNextLevel: new AutoProp<int>(_playerStatResource.ExpToNextLevel),
currentLevel: new AutoProp<int>(_playerStatResource.CurrentLevel),
luck: new AutoProp<double>(_playerStatResource.Luck));
var playerStats = new PlayerStats(
currentHP: new AutoProp<int>(_playerStatResource.CurrentHP),
maximumHP: new AutoProp<int>(_playerStatResource.MaximumHP),
currentVT: new AutoProp<int>(_playerStatResource.CurrentVT),
maximumVT: new AutoProp<int>(_playerStatResource.MaximumVT),
currentAttack: new AutoProp<int>(_playerStatResource.CurrentAttack),
currentDefense: new AutoProp<int>(_playerStatResource.CurrentDefense),
maxAttack: new AutoProp<int>(_playerStatResource.MaxAttack),
maxDefense: new AutoProp<int>(_playerStatResource.MaxDefense),
bonusAttack: new AutoProp<int>(_playerStatResource.BonusAttack),
bonusDefense: new AutoProp<int>(_playerStatResource.BonusDefense),
currentExp: new AutoProp<double>(_playerStatResource.CurrentExp),
expToNextLevel: new AutoProp<int>(_playerStatResource.ExpToNextLevel),
currentLevel: new AutoProp<int>(_playerStatResource.CurrentLevel),
luck: new AutoProp<double>(_playerStatResource.Luck));
return playerStats;
return playerStats;
}
private bool PlayerIsHittingGeometry()
{
var collisions = WallCheck.GetCollidingBodies();
return collisions.Count > 0;
var collisions = WallCheck.GetCollidingBodies();
return collisions.Count > 0;
}
private void WallCheck_BodyEntered(Node body)
{
PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
GD.Print("Hit wall");
AnimationPlayer.Stop();
PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
GD.Print("Hit wall");
AnimationPlayer.Stop();
}
}

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