Minor improvements
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parent
0d37e456cb
commit
21b694d4b6
1
.gitignore
vendored
1
.gitignore
vendored
@ -3,3 +3,4 @@
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/android/
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addons/
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*.tmp
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export/
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@ -1,13 +1,11 @@
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[gd_scene load_steps=6 format=3 uid="uid://d3srnfkpx01we"]
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[gd_scene load_steps=5 format=3 uid="uid://d3srnfkpx01we"]
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[ext_resource type="PackedScene" uid="uid://d3hul8b7hlmj7" path="res://scenes/Map.tscn" id="1_nnb57"]
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[ext_resource type="Script" path="res://scripts/game.gd" id="1_ult6o"]
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[ext_resource type="PackedScene" uid="uid://dha8pa1les53a" path="res://scenes/Gui.tscn" id="2_d5c8m"]
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[ext_resource type="Script" path="res://scripts/camera.gd" id="3_7olyu"]
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[ext_resource type="PackedScene" uid="uid://qpdlnll5pihe" path="res://objects/Planter.tscn" id="3_qx0o7"]
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[node name="Game" type="Node2D"]
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script = ExtResource("1_ult6o")
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[node name="Map" parent="." instance=ExtResource("1_nnb57")]
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64
export_presets.cfg
Normal file
64
export_presets.cfg
Normal file
@ -0,0 +1,64 @@
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[preset.0]
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name="Minijam 166"
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platform="Windows Desktop"
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runnable=true
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advanced_options=false
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dedicated_server=false
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custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path="export/windows/MiniJam166.exe"
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encryption_include_filters=""
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encryption_exclude_filters=""
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encrypt_pck=false
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encrypt_directory=false
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script_export_mode=2
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[preset.0.options]
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custom_template/debug=""
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custom_template/release=""
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debug/export_console_wrapper=1
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binary_format/embed_pck=false
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texture_format/s3tc_bptc=true
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texture_format/etc2_astc=false
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binary_format/architecture="x86_64"
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codesign/enable=false
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codesign/timestamp=true
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codesign/timestamp_server_url=""
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codesign/digest_algorithm=1
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codesign/description=""
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codesign/custom_options=PackedStringArray()
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application/modify_resources=true
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application/icon=""
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application/console_wrapper_icon=""
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application/icon_interpolation=4
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application/file_version=""
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application/product_version=""
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application/company_name=""
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application/product_name=""
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application/file_description=""
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application/copyright=""
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application/trademarks=""
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application/export_angle=0
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application/export_d3d12=0
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application/d3d12_agility_sdk_multiarch=true
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ssh_remote_deploy/enabled=false
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ssh_remote_deploy/host="user@host_ip"
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ssh_remote_deploy/port="22"
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ssh_remote_deploy/extra_args_ssh=""
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ssh_remote_deploy/extra_args_scp=""
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ssh_remote_deploy/run_script="Expand-Archive -LiteralPath '{temp_dir}\\{archive_name}' -DestinationPath '{temp_dir}'
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$action = New-ScheduledTaskAction -Execute '{temp_dir}\\{exe_name}' -Argument '{cmd_args}'
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$trigger = New-ScheduledTaskTrigger -Once -At 00:00
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$settings = New-ScheduledTaskSettingsSet
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$task = New-ScheduledTask -Action $action -Trigger $trigger -Settings $settings
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Register-ScheduledTask godot_remote_debug -InputObject $task -Force:$true
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Start-ScheduledTask -TaskName godot_remote_debug
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while (Get-ScheduledTask -TaskName godot_remote_debug | ? State -eq running) { Start-Sleep -Milliseconds 100 }
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Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue"
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ssh_remote_deploy/cleanup_script="Stop-ScheduledTask -TaskName godot_remote_debug -ErrorAction:SilentlyContinue
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Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue
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Remove-Item -Recurse -Force '{temp_dir}'"
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@ -3,7 +3,7 @@
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[ext_resource type="Script" path="res://scripts/map.gd" id="1_3np0o"]
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[ext_resource type="PackedScene" uid="uid://6ferubyu2uy1" path="res://scenes/Scanners.tscn" id="1_6mlj0"]
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[ext_resource type="Texture2D" uid="uid://dtvde6oxrfuk1" path="res://assets/texture/ground.jpg" id="3_20ci8"]
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[ext_resource type="PackedScene" uid="uid://cj457q2fx5mim" path="res://objects/Animal.tscn" id="4_pkphc"]
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[ext_resource type="PackedScene" path="res://objects/Animal.tscn" id="4_pkphc"]
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[node name="Map" type="Node2D"]
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script = ExtResource("1_3np0o")
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@ -1,12 +1 @@
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extends Node2D
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@onready var gui: Gui = $Interface/Gui
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@onready var planter: Planter = $Planter
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func _ready() -> void:
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pass # Replace with function body.
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func _on_planter_seed_list_updated() -> void:
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pass # Replace with function body.
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@ -15,11 +15,11 @@ func set_area(need : Array):
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zone_grad.set_color(0, Color.BLACK)
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zone_grad.set_color(1, Color.BLACK)
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var min = (float(need[0]) + GameTerrain.LEVELS_NUMBER/2)/GameTerrain.LEVELS_NUMBER
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var max = (float(need[1]) + GameTerrain.LEVELS_NUMBER/2)/GameTerrain.LEVELS_NUMBER
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var min_value = (float(need[0]) + float(GameTerrain.LEVELS_NUMBER)/2)/GameTerrain.LEVELS_NUMBER
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var max_value = (float(need[1]) + float(GameTerrain.LEVELS_NUMBER)/2)/GameTerrain.LEVELS_NUMBER
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zone_grad.add_point(min, Color(0,0,0,0))
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zone_grad.add_point(max, Color.BLACK)
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zone_grad.add_point(min_value, Color(0,0,0,0))
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zone_grad.add_point(max_value, Color.BLACK)
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var texture := GradientTexture1D.new()
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@ -44,7 +44,7 @@ func check_terrain_viability() -> bool:
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return false
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var presence := GameTerrain.get_stat(position, GameTerrain.Stats.PRESENCE)
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presence += GameTerrain.LEVELS_NUMBER / 2
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presence += float(GameTerrain.LEVELS_NUMBER) / 2
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if presence < parameter.presence_need[0] or presence > parameter.presence_need[1]:
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return false
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@ -27,7 +27,7 @@ func _ready() -> void:
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seed_queue.push_front(randi_range(0, plants.size() - 1))
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seed_list_updated.emit()
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func _process(delta: float) -> void:
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func _process(_delta: float) -> void:
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var space := get_world_2d().direct_space_state
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var parameters = PhysicsPointQueryParameters2D.new()
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parameters.position = camera.get_global_mouse_position()
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@ -16,26 +16,24 @@ const MAP_RATIO = 8;
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var sum := 0.0
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signal terrain_updated
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func _ready():
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setup_texture(Vector3i(0, 0, -5))
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func map_to_pixel(
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position : Vector2
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pos : Vector2
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) -> Vector2i :
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return Vector2i(
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int(position.x / MAP_RATIO),
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int(position.y / MAP_RATIO)
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int(pos.x / MAP_RATIO),
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int(pos.y / MAP_RATIO)
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)
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func is_on_map(position: Vector2) -> bool:
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return position.x >= 0 and position.x <= TERRAIN_SIZE.x * MAP_RATIO and position.y >= 0 and position.y <= TERRAIN_SIZE.y * MAP_RATIO
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func is_on_map(pos: Vector2) -> bool:
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return pos.x >= 0 and pos.x <= TERRAIN_SIZE.x * MAP_RATIO and pos.y >= 0 and pos.y <= TERRAIN_SIZE.y * MAP_RATIO
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func color_value_to_level(
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color_value : float
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) -> int:
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return roundi(color_value*LEVELS_NUMBER) - LEVELS_NUMBER/2
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return roundi(color_value*LEVELS_NUMBER) - float(LEVELS_NUMBER)/2
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func color_to_levels(
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color: Color
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@ -52,11 +50,11 @@ func level_to_color_value(
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var limited_level = max(
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min(
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level,
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LEVELS_NUMBER/2
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float(LEVELS_NUMBER)/2
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),
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-LEVELS_NUMBER/2
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-float(LEVELS_NUMBER)/2
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)
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return float(limited_level+LEVELS_NUMBER/2)/LEVELS_NUMBER
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return float(limited_level+float(LEVELS_NUMBER)/2)/LEVELS_NUMBER
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func levels_to_color(
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levels: Vector3i
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@ -159,7 +157,6 @@ func setup_texture(
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update_texture()
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func update_texture():
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emit_signal("terrain_updated")
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texture.update(image)
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func get_texture():
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