working with new sprites

This commit is contained in:
Altaezio
2026-02-18 18:25:43 +01:00
parent 78072c7886
commit 53107b5f71
100 changed files with 1244 additions and 951 deletions

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@@ -13,6 +13,8 @@ func generate_plants():
var plant_data: PlantData = PlantData.new(plant_position)
plant_data.day = plant_data.get_growing_time()
plant_data.mutations.append(plant_data.archetype.available_mutations.pick_random())
plant_data.mutations.append(plant_data.archetype.available_mutations.pick_random())
plant_data.mutations.append(plant_data.archetype.available_mutations.pick_random())
var plant: Plant = Plant.new(plant_data)
add_child(plant)
plant.global_position = plant_position

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@@ -0,0 +1,7 @@
extends Resource
class_name PlantAttach
enum AttachType {ORANGE_ATTACH, BLUE_ATTACH, PINK_ATTACH}
@export var position: Vector2
@export var attach_types: Array[AttachType]

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@@ -0,0 +1 @@
uid://co46ywm8bgnfh

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@@ -0,0 +1,10 @@
extends Node2D
class_name PlantAttachBuilder
@export var attach_types: Array[PlantAttach.AttachType]
static func to_plant_attach(builder: PlantAttachBuilder) -> PlantAttach:
var plant_attach := PlantAttach.new()
plant_attach.position = builder.position
plant_attach.attach_types = builder.attach_types
return plant_attach

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@@ -0,0 +1 @@
uid://d01kj3twwcrmu

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@@ -4,23 +4,12 @@ class_name PlantPart
enum PartType {BASE_PART, BRANCH_PART, LEAF_PART, FLOWER_PART}
@export var texture: Texture
@export var root: Vector2
@export var attaches: Array[Vector2]
@export var bottom_attaches: Array[Vector2]
@export var type: PartType
@export var root: PlantAttach
@export var attaches: Array[PlantAttach] # array of vec2
@export var is_back: bool
@export var base_attachable: bool
@export var bottom_attachable: bool
@export var branch_attachable: bool
func init(textute_arg: Texture, root_arg: Vector2, attaches_arg: Array[Vector2], bottom_attaches_arg: Array[Vector2], type_arg: PartType, is_back_arg: bool, base_attachable_arg: bool, bottom_attachable_arg: bool, branch_attachable_arg: bool) -> void:
func init(textute_arg: Texture, type_arg: PartType, root_arg: PlantAttach, attaches_arg: Array[PlantAttach]) -> void:
texture = textute_arg
type = type_arg
root = root_arg
attaches = attaches_arg
bottom_attaches = bottom_attaches_arg
type = type_arg
is_back = is_back_arg
base_attachable = base_attachable_arg
bottom_attachable = bottom_attachable_arg
branch_attachable = branch_attachable_arg

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@@ -1,82 +1,55 @@
@tool
extends Sprite2D
class_name PlantPartScene
class_name PlantPartBuilder
@export var part_name: String
@export_tool_button("Load resource") var load_resource_button = load_resource
@export var root: Node2D
@export var attaches: Node
@export var bottom_attaches: Node
@export var type: PlantPart.PartType
@export var is_back: bool
@export var base_attachable: bool
@export var bottom_attachable: bool
@export var branch_attachable: bool
@export var root: PlantAttachBuilder
@export var attaches: Node
@export_tool_button("Save as resource") var save_as_resource_button = save_as_resource
func load_resource():
var destination := "res://entities/plants/resources/plant_parts/" + part_name + ".tres"
print("Loading: ", part_name, " at: ", destination)
var plant_part = ResourceLoader.load(destination)
if plant_part is PlantPart:
root.position = plant_part.root
var plant_part: PlantPart = ResourceLoader.load(destination) as PlantPart
if plant_part:
texture = plant_part.texture
type = plant_part.type
root.position = plant_part.root.position
root.attach_types = plant_part.root.attach_types
var attaches_children := attaches.get_children()
for i in maxi(attaches_children.size(), plant_part.attaches.size()):
if i < attaches_children.size() && i < plant_part.attaches.size():
attaches_children[i].position = plant_part.attaches[i]
attaches_children[i].position = plant_part.attaches[i].position
elif i >= attaches_children.size():
var new_child = Node2D.new()
var new_child = PlantAttachBuilder.new()
new_child.name = "attach" + str(i)
new_child.position = plant_part.attaches[i]
new_child.position = plant_part.attaches[i].position
new_child.attach_types = plant_part.attaches[i].attach_types
attaches.add_child(new_child)
new_child.set_owner(self )
elif i >= plant_part.attaches.size():
attaches_children[i].free()
else:
printerr("Invalid code path")
var bottom_attaches_children := bottom_attaches.get_children()
for i in maxi(bottom_attaches_children.size(), plant_part.bottom_attaches.size()):
if i < bottom_attaches_children.size() && i < plant_part.bottom_attaches.size():
bottom_attaches_children[i].position = plant_part.bottom_attaches[i]
elif i >= bottom_attaches_children.size():
var new_child = Node2D.new()
new_child.name = "bottom_attach" + str(i)
new_child.position = plant_part.bottom_attaches[i]
bottom_attaches.add_child(new_child)
new_child.set_owner(self )
elif i >= plant_part.bottom_attaches.size():
bottom_attaches_children[i].free()
else:
printerr("Invalid code path")
type = plant_part.type
is_back = plant_part.is_back
base_attachable = plant_part.base_attachable
bottom_attachable = plant_part.bottom_attachable
branch_attachable = plant_part.branch_attachable
else:
printerr("Error loading ", part_name)
func save_as_resource():
var destination := "res://entities/plants/resources/plant_parts/" + part_name + ".tres"
print("Saving: ", part_name, " at: ", destination)
var attaches_vec2: Array[Vector2]
var attaches_vec2: Array[PlantAttach]
for attach in attaches.get_children():
attaches_vec2.append(attach.position)
var bottom_attaches_vec2: Array[Vector2]
for bottom_attach in bottom_attaches.get_children():
bottom_attaches_vec2.append(bottom_attach.position)
attaches_vec2.append(PlantAttachBuilder.to_plant_attach(attach))
var plant_part = PlantPart.new()
plant_part.init(texture, root.position, attaches_vec2, bottom_attaches_vec2, type, is_back, base_attachable, bottom_attachable, branch_attachable)
var err := ResourceSaver.save(plant_part, destination)
plant_part.init(texture, type, PlantAttachBuilder.to_plant_attach(root), attaches_vec2)
plant_part.resource_name = part_name
var err := ResourceSaver.save(plant_part, destination, ResourceSaver.FLAG_REPLACE_SUBRESOURCE_PATHS)
if err != OK:
printerr("Error saving resource: ", error_string(err))
else:

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@@ -16,6 +16,20 @@ const PLACEHOLDER_GROWING_TEXTURE: Texture = preload("res://entities/plants/asse
var rng := RandomNumberGenerator.new()
func random_ind(array: Array) -> int:
return rng.randi_range(0, array.size() - 1)
func pick_random(array: Array) -> Variant:
return array[random_ind(array)]
func shuffle(array: Array):
var available_ind := 0
for i in range(array.size()):
var temp = array[available_ind]
var picked_ind := rng.randi_range(available_ind, array.size() - 1)
array[available_ind] = array[picked_ind]
array[picked_ind] = temp
func build_seed_texture(_random_seed: int) -> Texture:
return PLACEHOLDER_SEED_TEXTURE
@@ -25,13 +39,10 @@ func build_plant_texture(plant_data: PlantData) -> Texture:
var mature_texture: Texture = PLACEHOLDER_MATURE_TEXTURE
var mature_image: Image = Image.create_empty(IMAGE_WIDTH, IMAGE_HEIGHT, false, Image.FORMAT_RGBA8)
var mature_image_center: Vector2i = 0.5 * mature_image.get_size()
var branch_parts: Array[PlantPart]
var base_part: PlantPart
var available_base_attaches: Array[Vector2]
var available_base_bottom_attach: Array[Vector2]
var branch_attaches: Array[Vector2]
var branch_root: Array[Vector2]
var branch_parent_attach: Array[Vector2]
var base_image_coord: Vector2i
var available_attaches: Array[PlantAttach]
var parent_image_coords: Array[Vector2]
var parts_to_place: Array[PlantPart]
match plant_data.get_state():
@@ -46,13 +57,14 @@ func build_plant_texture(plant_data: PlantData) -> Texture:
var base_image = base_part.texture.get_image()
var base_image_center: Vector2i = 0.5 * base_image.get_size()
mature_image.blend_rect(base_image, Rect2i(Vector2i.ZERO, base_image.get_size()), mature_image_center - base_image_center - Vector2i(base_part.root))
base_image_coord = mature_image_center - Vector2i(base_part.root.position)
mature_image.blend_rect(base_image, Rect2i(Vector2i.ZERO, base_image.get_size()), base_image_coord - base_image_center)
if branches.size() == 0:
printerr("No branches in archetype")
# var branch_parts: Array[PlantPart] = parts_archetype_associations[plant_archetype].branches
for i in n_branches:
branch_parts.append(pick_random(branches))
parts_to_place.append(pick_random(branches))
for m in plant_data.mutations:
print("mutations: ", m.id)
@@ -73,7 +85,8 @@ func build_plant_texture(plant_data: PlantData) -> Texture:
var base_image = base_part.texture.get_image()
var base_image_center: Vector2i = 0.5 * base_image.get_size()
mature_image.blend_rect(base_image, Rect2i(Vector2i.ZERO, base_image.get_size()), mature_image_center - base_image_center - Vector2i(base_part.root))
base_image_coord = mature_image_center - Vector2i(base_part.root.position)
mature_image.blend_rect(base_image, Rect2i(Vector2i.ZERO, base_image.get_size()), base_image_coord - base_image_center)
for m in plant_data.mutations:
print("mutations: ", m.id)
@@ -85,74 +98,34 @@ func build_plant_texture(plant_data: PlantData) -> Texture:
print("Not handled state")
return null
available_base_attaches = base_part.attaches.duplicate()
available_base_bottom_attach = base_part.bottom_attaches.duplicate()
assert(branch_parts.size() <= base_part.attaches.size(),
str("More branches (", branch_parts.size(), ") than base attaches (", base_part.attaches.size(), ")"))
for branch in branch_parts:
if available_base_attaches.size() == 0:
break
var ind: int = rng.randi_range(0, available_base_attaches.size() - 1)
var attach: Vector2 = available_base_attaches.pop_at(ind)
var branch_image: Image = branch.texture.get_image()
var branch_image_center: Vector2i = 0.5 * branch_image.get_size()
mature_image.blend_rect(branch_image, Rect2i(Vector2i.ZERO, branch.texture.get_size()), mature_image_center - branch_image_center + Vector2i(attach - branch.root - base_part.root))
for branch_attach in branch.attaches:
branch_attaches.append(branch_attach)
branch_root.append(branch.root)
branch_parent_attach.append(attach)
if parts_to_place.size() > branch_attaches.size() + base_part.attaches.size() - branch_parts.size():
printerr("ERROR generating : Parts to place : ", parts_to_place.size(),
"; Branch Attaches : ", branch_attaches.size(),
"; Base attaches : ", base_part.attaches.size(),
"; Branch parts : ", branch_parts.size())
available_attaches = base_part.attaches.duplicate()
parent_image_coords.resize(available_attaches.size())
parent_image_coords.fill(base_image_coord)
for part: PlantPart in parts_to_place:
print("create part")
var attach: Vector2
var parent_root: Vector2
var chosen_attach_type: int = 0
var attachables: Array[int]
if part.base_attachable && available_base_attaches.size() > 0:
attachables.append(1)
if part.bottom_attachable && available_base_bottom_attach.size() > 0:
attachables.append(2)
if part.branch_attachable && branch_attaches.size() > 0:
attachables.append(3)
# assert(attachables.size() > 0)
if attachables.size() == 0:
print("No attach available")
print("Add part : ", part.resource_name)
var ind := find_random_matching_attach_ind(part.root, available_attaches)
if ind == -1:
printerr("No attach found")
continue
chosen_attach_type = pick_random(attachables)
if chosen_attach_type == 1: # base attach
var ind := rng.randi_range(0, available_base_attaches.size() - 1)
attach = available_base_attaches.pop_at(ind)
parent_root = base_part.root
elif chosen_attach_type == 2: # bottom
var ind := rng.randi_range(0, available_base_bottom_attach.size() - 1)
attach = available_base_bottom_attach.pop_at(ind)
parent_root = base_part.root
elif chosen_attach_type == 3: # branch
var ind := rng.randi_range(0, branch_attaches.size() - 1)
attach = branch_attaches.pop_at(ind) - branch_root.pop_at(ind) + branch_parent_attach.pop_at(ind)
parent_root = base_part.root
var attach: PlantAttach = available_attaches.pop_at(ind)
var parent_image_coord: Vector2i = parent_image_coords.pop_at(ind)
var part_image: Image = part.texture.get_image()
var part_image_center: Vector2i = 0.5 * part_image.get_size()
var relative_root_centered_pos: Vector2 = Vector2(mature_image_center - part_image_center) - part.root
mature_image.blend_rect(part_image, Rect2i(Vector2i.ZERO, part.texture.get_size()), relative_root_centered_pos + attach - parent_root)
var part_image_coord: Vector2i = parent_image_coord + Vector2i(attach.position - part.root.position)
mature_image.blend_rect(part_image, Rect2i(Vector2i.ZERO, part.texture.get_size()), part_image_coord - part_image_center)
for sub_attach in part.attaches:
available_attaches.append(sub_attach)
parent_image_coords.append(part_image_coord)
if rng.randi() % 2 == 0:
mature_image.flip_x()
mature_texture = ImageTexture.create_from_image(mature_image)
return mature_texture
func pick_random(array: Array):
return array[rng.randi_range(0, array.size() - 1)]
## returns -1 if not found
func find_random_matching_attach_ind(attach_to_match: PlantAttach, array: Array[PlantAttach]) -> int:
var indices: Array = range(array.size())
shuffle(indices)
return indices.find_custom(func(i): return array[i].attach_types.any(func(type): return attach_to_match.attach_types.has(type)))