Merge branch 'stage/molecular' of ssh://git.djairo.dev:2222/djairoh/notSpore into stage/molecular
This commit is contained in:
commit
5811658c64
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@ -0,0 +1,23 @@
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||||||
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extends Node
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||||||
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||||||
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var screen_size = Vector2(1920.0, 1080.0) # Default screen size (this is a float for some reason)
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||||||
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var viewport_size
|
||||||
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|
||||||
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func _ready() -> void:
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||||||
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viewport_size = get_viewport().get_visible_rect().size
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||||||
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||||||
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# TODO: This needs to be called from a script inheriting a CharacterBody2D (e.g. the player)
|
||||||
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# Alternative would be to pass the player reference to this script (which might be better?)
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||||||
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func init_screen_size(x:float, y:float) -> void:
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||||||
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screen_size.x = x
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||||||
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screen_size.y = y
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||||||
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||||||
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# This can take a vector of any size (but should be 2d, other components are unused)
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||||||
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func get_boundaried_position(position):
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||||||
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## clamp
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||||||
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#return position.clamp(Vector2.ZERO, screen_size)
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||||||
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||||||
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## periodic
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||||||
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position.x = wrapf(position.x, 0, screen_size.x)
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||||||
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position.y = wrapf(position.y, 0, screen_size.y)
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||||||
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return position
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||||||
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@ -0,0 +1 @@
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||||||
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uid://vsbibc5fanou
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||||||
|
Before Width: | Height: | Size: 72 KiB After Width: | Height: | Size: 72 KiB |
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@ -3,15 +3,15 @@
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||||||
importer="texture"
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importer="texture"
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||||||
type="CompressedTexture2D"
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type="CompressedTexture2D"
|
||||||
uid="uid://dnlrq8gxiix6"
|
uid="uid://dnlrq8gxiix6"
|
||||||
path="res://.godot/imported/bg-far-placeholder.jpg-f6a73992ff3dd38240865e4558592bbf.ctex"
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path="res://.godot/imported/bg-far-placeholder.jpg-01304d9c071eca65de57b4adc0479e81.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"vram_texture": false
|
"vram_texture": false
|
||||||
}
|
}
|
||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://molecular/assets/bg-far-placeholder.jpg"
|
source_file="res://molecular/assets/background/bg-far-placeholder.jpg"
|
||||||
dest_files=["res://.godot/imported/bg-far-placeholder.jpg-f6a73992ff3dd38240865e4558592bbf.ctex"]
|
dest_files=["res://.godot/imported/bg-far-placeholder.jpg-01304d9c071eca65de57b4adc0479e81.ctex"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
Binary file not shown.
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After Width: | Height: | Size: 450 B |
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@ -0,0 +1,40 @@
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||||||
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[remap]
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||||||
|
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||||||
|
importer="texture"
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||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://c3cuhrmulyy1s"
|
||||||
|
path="res://.godot/imported/bg-near.png-00577ad303726b65cb5579d462bbdf09.ctex"
|
||||||
|
metadata={
|
||||||
|
"vram_texture": false
|
||||||
|
}
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://molecular/assets/background/bg-near.png"
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||||||
|
dest_files=["res://.godot/imported/bg-near.png-00577ad303726b65cb5579d462bbdf09.ctex"]
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
compress/mode=0
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||||||
|
compress/high_quality=false
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||||||
|
compress/lossy_quality=0.7
|
||||||
|
compress/uastc_level=0
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||||||
|
compress/rdo_quality_loss=0.0
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||||||
|
compress/hdr_compression=1
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||||||
|
compress/normal_map=0
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||||||
|
compress/channel_pack=0
|
||||||
|
mipmaps/generate=false
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||||||
|
mipmaps/limit=-1
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||||||
|
roughness/mode=0
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||||||
|
roughness/src_normal=""
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||||||
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process/channel_remap/red=0
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||||||
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process/channel_remap/green=1
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||||||
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process/channel_remap/blue=2
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||||||
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process/channel_remap/alpha=3
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||||||
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process/fix_alpha_border=true
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||||||
|
process/premult_alpha=false
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||||||
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process/normal_map_invert_y=false
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||||||
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process/hdr_as_srgb=false
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||||||
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process/hdr_clamp_exposure=false
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||||||
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process/size_limit=0
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||||||
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detect_3d/compress_to=1
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||||||
Binary file not shown.
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After Width: | Height: | Size: 960 B |
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@ -0,0 +1,40 @@
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||||||
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[remap]
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||||||
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||||||
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importer="texture"
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||||||
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type="CompressedTexture2D"
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||||||
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uid="uid://bto1pnycvianp"
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||||||
|
path="res://.godot/imported/bg.png-84a173f3a1de937d0ba2884af46d549b.ctex"
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||||||
|
metadata={
|
||||||
|
"vram_texture": false
|
||||||
|
}
|
||||||
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||||||
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[deps]
|
||||||
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|
||||||
|
source_file="res://molecular/assets/background/bg.png"
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||||||
|
dest_files=["res://.godot/imported/bg.png-84a173f3a1de937d0ba2884af46d549b.ctex"]
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||||||
|
|
||||||
|
[params]
|
||||||
|
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||||||
|
compress/mode=0
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||||||
|
compress/high_quality=false
|
||||||
|
compress/lossy_quality=0.7
|
||||||
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compress/uastc_level=0
|
||||||
|
compress/rdo_quality_loss=0.0
|
||||||
|
compress/hdr_compression=1
|
||||||
|
compress/normal_map=0
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||||||
|
compress/channel_pack=0
|
||||||
|
mipmaps/generate=false
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||||||
|
mipmaps/limit=-1
|
||||||
|
roughness/mode=0
|
||||||
|
roughness/src_normal=""
|
||||||
|
process/channel_remap/red=0
|
||||||
|
process/channel_remap/green=1
|
||||||
|
process/channel_remap/blue=2
|
||||||
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process/channel_remap/alpha=3
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||||||
|
process/fix_alpha_border=true
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||||||
|
process/premult_alpha=false
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||||||
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process/normal_map_invert_y=false
|
||||||
|
process/hdr_as_srgb=false
|
||||||
|
process/hdr_clamp_exposure=false
|
||||||
|
process/size_limit=0
|
||||||
|
detect_3d/compress_to=1
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||||||
|
Before Width: | Height: | Size: 20 KiB After Width: | Height: | Size: 20 KiB |
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|
@ -3,15 +3,15 @@
|
||||||
importer="texture"
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importer="texture"
|
||||||
type="CompressedTexture2D"
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type="CompressedTexture2D"
|
||||||
uid="uid://bfjf6dxvbq5cj"
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uid="uid://bfjf6dxvbq5cj"
|
||||||
path="res://.godot/imported/dirt-specs.png-ba680203b0a1b1c73166838cd341279d.ctex"
|
path="res://.godot/imported/dirt-specs.png-ef6f8fd578fedf9d185ca3625a87c7c3.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"vram_texture": false
|
"vram_texture": false
|
||||||
}
|
}
|
||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://dirt-specs.png"
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source_file="res://molecular/assets/background/dirt-specs.png"
|
||||||
dest_files=["res://.godot/imported/dirt-specs.png-ba680203b0a1b1c73166838cd341279d.ctex"]
|
dest_files=["res://.godot/imported/dirt-specs.png-ef6f8fd578fedf9d185ca3625a87c7c3.ctex"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
|
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@ -1,11 +1,11 @@
|
||||||
extends CharacterBody2D
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extends CharacterBody2D
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||||||
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|
||||||
@export var speed = 200
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@export var speed = 200
|
||||||
var screen_size
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|
||||||
var damage = 1
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var damage = 1
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||||||
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|
||||||
func _ready():
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func _ready() -> void:
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||||||
screen_size = get_viewport_rect().size
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var screen_size = get_viewport_rect().size
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||||||
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GameManager.init_screen_size(screen_size.x, screen_size.y)
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||||||
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|
||||||
func _process(delta):
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func _process(delta):
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||||||
velocity = Vector2.ZERO
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velocity = Vector2.ZERO
|
||||||
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@ -20,4 +20,5 @@ func _process(delta):
|
||||||
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|
||||||
move_and_collide(speed * velocity * delta)
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move_and_collide(speed * velocity * delta)
|
||||||
#position += speed * velocity * delta
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#position += speed * velocity * delta
|
||||||
position = position.clamp(Vector2.ZERO, screen_size)
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position = GameManager.get_boundaried_position(position)
|
||||||
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|
||||||
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|
||||||
File diff suppressed because one or more lines are too long
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@ -2,21 +2,39 @@ extends AbstractPrey2D
|
||||||
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|
||||||
@onready var sprite = get_node("AnimatedSprite2D")
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@onready var sprite = get_node("AnimatedSprite2D")
|
||||||
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|
||||||
|
# Mirroed sprites for periodic boundary
|
||||||
|
var mirrorSprite1: Node2D
|
||||||
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var mirrorSprite2: Node2D
|
||||||
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var mirrorSprite3: Node2D
|
||||||
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|
||||||
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|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
$AnimatedSprite2D.animation = "Healthy"
|
$AnimatedSprite2D.animation = "Healthy"
|
||||||
$AnimatedSprite2D.play()
|
$AnimatedSprite2D.play()
|
||||||
|
|
||||||
|
mirrorSprite1 = sprite.duplicate()
|
||||||
|
mirrorSprite2 = sprite.duplicate()
|
||||||
|
mirrorSprite3 = sprite.duplicate()
|
||||||
|
|
||||||
|
add_child(mirrorSprite1)
|
||||||
|
add_child(mirrorSprite2)
|
||||||
|
add_child(mirrorSprite3)
|
||||||
|
|
||||||
|
|
||||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||||
func _process(delta: float) -> void:
|
func _process(delta: float) -> void:
|
||||||
return
|
# Boundary mirroring
|
||||||
|
_handle_wrapping()
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
|
self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
|
||||||
|
|
||||||
func move(destination: Vector3) -> void:
|
func move(motion: Vector3) -> void:
|
||||||
move_and_collide(Vector2(destination.x, destination.y))
|
move_and_collide(Vector2(motion.x, motion.y)) # Moves along the given vector
|
||||||
|
|
||||||
|
# Apply boundary to new position
|
||||||
|
position = GameManager.get_boundaried_position(position)
|
||||||
|
|
||||||
func die() -> void:
|
func die() -> void:
|
||||||
sprite.play("Dying")
|
sprite.play("Dying")
|
||||||
|
|
@ -38,3 +56,94 @@ func handle_collision_player(player):
|
||||||
self.die()
|
self.die()
|
||||||
else:
|
else:
|
||||||
sprite.play("Injured")
|
sprite.play("Injured")
|
||||||
|
|
||||||
|
# FIXME: Doesn't work with injured sprite
|
||||||
|
# Mirroring table:
|
||||||
|
# |---|---|---|---|
|
||||||
|
# | 4 | 3 | 4 | 3 |
|
||||||
|
# |---|===|===|---|
|
||||||
|
# | 1 ǁ 2 | 1 ǁ 2 |
|
||||||
|
# |---ǁ---|---ǁ---|
|
||||||
|
# | 4 ǁ 3 | 4 ǁ 3 |
|
||||||
|
# |---|===|===|---|
|
||||||
|
# | 1 | 2 | 1 | 2 |
|
||||||
|
# |---|---|---|---|
|
||||||
|
# If less than viewport size away from an edge, mirror over that edge (for seamless boundary)
|
||||||
|
# NOTE: For this to look correctly the camera size should be smaller than half the screen port (in
|
||||||
|
# any one dimension. Ideally, the difference between camera size and half the screen port is
|
||||||
|
# at least the size of the prey sprite)
|
||||||
|
func _handle_wrapping():
|
||||||
|
mirrorSprite1.visible = false
|
||||||
|
mirrorSprite2.visible = false
|
||||||
|
mirrorSprite3.visible = false
|
||||||
|
|
||||||
|
# TODO: Assume viewport size << screen size and only draw according to GameManager.viewport_size
|
||||||
|
# Find corresponding section of the screen
|
||||||
|
if position.x < GameManager.screen_size.x/2 and position.y < GameManager.screen_size.y/2:
|
||||||
|
# 2
|
||||||
|
mirrorSprite1.visible = true
|
||||||
|
mirrorSprite2.visible = true
|
||||||
|
mirrorSprite3.visible = true
|
||||||
|
|
||||||
|
# Right
|
||||||
|
#mirrorSprite1.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y)
|
||||||
|
mirrorSprite1.position = Vector2(GameManager.screen_size.x, 0)
|
||||||
|
# Diag
|
||||||
|
#mirrorSprite2.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y + GameManager.screen_size.y)
|
||||||
|
mirrorSprite3.position = Vector2(GameManager.screen_size.x, GameManager.screen_size.y)
|
||||||
|
# Bottom
|
||||||
|
#mirrorSprite3.position = Vector2(sprite.position.x, sprite.position.y + GameManager.screen_size.y)
|
||||||
|
mirrorSprite2.position = Vector2(0, GameManager.screen_size.y)
|
||||||
|
|
||||||
|
|
||||||
|
elif position.x < GameManager.screen_size.x/2:
|
||||||
|
# 3
|
||||||
|
mirrorSprite1.visible = true
|
||||||
|
mirrorSprite2.visible = true
|
||||||
|
mirrorSprite3.visible = true
|
||||||
|
|
||||||
|
# Top
|
||||||
|
#mirrorSprite1.position = Vector2(sprite.position.x, sprite.position.y - GameManager.screen_size.y)
|
||||||
|
mirrorSprite1.position = Vector2(0, - GameManager.screen_size.y)
|
||||||
|
# Diag
|
||||||
|
#mirrorSprite2.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y - GameManager.screen_size.y)
|
||||||
|
mirrorSprite2.position = Vector2(GameManager.screen_size.x, - GameManager.screen_size.y)
|
||||||
|
# Right
|
||||||
|
#mirrorSprite3.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y)
|
||||||
|
mirrorSprite3.position = Vector2(GameManager.screen_size.x, 0)
|
||||||
|
|
||||||
|
|
||||||
|
elif position.y < GameManager.screen_size.y/2:
|
||||||
|
# 1
|
||||||
|
mirrorSprite1.visible = true
|
||||||
|
mirrorSprite2.visible = true
|
||||||
|
mirrorSprite3.visible = true
|
||||||
|
|
||||||
|
# Left
|
||||||
|
#mirrorSprite1.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y)
|
||||||
|
mirrorSprite1.position = Vector2(- GameManager.screen_size.x, 0)
|
||||||
|
# Bottom
|
||||||
|
#mirrorSprite2.position = Vector2(sprite.position.x, sprite.position.y + GameManager.screen_size.y)
|
||||||
|
mirrorSprite2.position = Vector2(0, GameManager.screen_size.y)
|
||||||
|
# Diag
|
||||||
|
#mirrorSprite3.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y + GameManager.screen_size.y)
|
||||||
|
mirrorSprite3.position = Vector2(- GameManager.screen_size.x, GameManager.screen_size.y)
|
||||||
|
|
||||||
|
|
||||||
|
else:
|
||||||
|
# 4
|
||||||
|
mirrorSprite1.visible = true
|
||||||
|
mirrorSprite2.visible = true
|
||||||
|
mirrorSprite3.visible = true
|
||||||
|
|
||||||
|
# Left
|
||||||
|
#mirrorSprite1.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y)
|
||||||
|
mirrorSprite1.position = Vector2(- GameManager.screen_size.x, 0)
|
||||||
|
# Diag
|
||||||
|
#mirrorSprite2.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y - GameManager.screen_size.y)
|
||||||
|
mirrorSprite2.position = Vector2(- GameManager.screen_size.x, - GameManager.screen_size.y)
|
||||||
|
# Top
|
||||||
|
#mirrorSprite3.position = Vector2(sprite.position.x, sprite.position.y - GameManager.screen_size.y)
|
||||||
|
mirrorSprite3.position = Vector2(0, - GameManager.screen_size.y)
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,28 @@
|
||||||
|
extends Node
|
||||||
|
|
||||||
|
var preyScene = preload("res://molecular/nucleotide_prey.tscn")
|
||||||
|
#var predatorScene = preload("res://Predator.tscn")
|
||||||
|
var score
|
||||||
|
|
||||||
|
# Called when the node enters the scene tree for the first time.
|
||||||
|
func _ready() -> void:
|
||||||
|
for i in range(0, 100, 10):
|
||||||
|
spawn_creature(preyScene, Vector2(i, i))
|
||||||
|
spawn_random()
|
||||||
|
spawn_random()
|
||||||
|
spawn_random()
|
||||||
|
spawn_random()
|
||||||
|
|
||||||
|
|
||||||
|
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||||
|
func _process(delta: float) -> void:
|
||||||
|
pass
|
||||||
|
|
||||||
|
func spawn_random() -> void:
|
||||||
|
spawn_creature(preyScene, Vector2(randfn(100, 100), randfn(100, 100)))
|
||||||
|
|
||||||
|
func spawn_creature(scene, position: Vector2) -> void:
|
||||||
|
var instance = scene.instantiate()
|
||||||
|
instance.position = position
|
||||||
|
add_child(instance)
|
||||||
|
|
||||||
|
|
@ -15,6 +15,10 @@ run/main_scene="uid://drgv154ei1vrl"
|
||||||
config/features=PackedStringArray("4.5", "Forward Plus")
|
config/features=PackedStringArray("4.5", "Forward Plus")
|
||||||
config/icon="res://icon.svg"
|
config/icon="res://icon.svg"
|
||||||
|
|
||||||
|
[autoload]
|
||||||
|
|
||||||
|
GameManager="*res://game_manager.gd"
|
||||||
|
|
||||||
[global_group]
|
[global_group]
|
||||||
|
|
||||||
player="All scenes that constitute players should be added here."
|
player="All scenes that constitute players should be added here."
|
||||||
|
|
@ -46,3 +50,7 @@ move_down={
|
||||||
|
|
||||||
2d_render/layer_1="Player"
|
2d_render/layer_1="Player"
|
||||||
2d_render/layer_2="Prey"
|
2d_render/layer_2="Prey"
|
||||||
|
|
||||||
|
[rendering]
|
||||||
|
|
||||||
|
textures/canvas_textures/default_texture_filter=0
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue