ajout d'un terrain infini et la possibilité de planter n'importe où

This commit is contained in:
Zacharie Guet 2025-11-30 16:53:07 +01:00
parent 72ffa0b222
commit 8917a02a7b
63 changed files with 2847 additions and 1190 deletions

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@ -95,6 +95,8 @@ SHOVEL,Shovel,Pelle
SHOVEL_DESC_TEXT,"Use it to [b]dig up seeds[/b] and [b]harvest mature plants[/b].","Utilise-la pour [b]déterrer les graines[/b] et pour [b]récolter les plantes mature[/b]."
TROWEL,Trowel,Truelle
TROWEL_DESC_TEXT,"Use it to [b]harvest mature plants[/b]. Can grant a [b]bonus seed[/b].","Utilise-la pour [b]récolter les plantes mature[/b]. Peut donner une [b]graine supplémentaire[/b]."
PICKAXE,Pickaxe,Pioche
PICKAXE_DESC_TEXT,Can dig rock and precious materials,Peut creuser la roche et des matériaux précieux
DIG,Dig,Creuser
OPEN,Open,Ouvrir
%s_SEED,%s Seed,Graine de %s

1 keys en fr
95 TAKE_A_SEED TAKE_THE_SHOVEL Take a seed Take the shovel Prend une graine Prend la pelle
96 PLANT_THE_SEED_IN_DECONTAMINED_ZONE DIG_UNDERGROUND_LOOT Plant the seed in the decontamined zone Dig up the buried resources Plante la graine dans la zone décontaminée Déterre les graines enterrées
97 RECHARGE_TO_PASS_DAYS TAKE_A_SEED Recharge to pass the day Take a seed Recharge-toi pour passer la journée Prend une graine
98 PLANT_THE_SEED_IN_DECONTAMINED_ZONE Plant the seed in the decontamined zone Plante la graine dans la zone décontaminée
99 RECHARGE_TO_PASS_DAYS Recharge to pass the day Recharge-toi pour passer la journée
100 HARVEST_MATURE_PLANTS_WITH_SHOVEL Harvest mature plants with the shovel Récolte les plantes matures avec la pelle
101 SCORE_%d Score : %d Score : %d
102 SOLAR_PANNEL Solar panel Panneau solaire

1
common/icons/pick.svg Normal file
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@ -0,0 +1 @@
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After

Width:  |  Height:  |  Size: 514 B

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@ -2,22 +2,24 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://bu26h0iqutnky"
path="res://.godot/imported/underground_loot.svg-94513f7cc11df7cda1992e530bcff786.ctex"
uid="uid://ds4m14vl7he6v"
path="res://.godot/imported/pick.svg-b8cbf14d632089bea5ad3faa09f4cc83.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://entities/underground_loot/assets/sprites/underground_loot.svg"
dest_files=["res://.godot/imported/underground_loot.svg-94513f7cc11df7cda1992e530bcff786.ctex"]
source_file="res://common/icons/pick.svg"
dest_files=["res://.godot/imported/pick.svg-b8cbf14d632089bea5ad3faa09f4cc83.ctex"]
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compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
@ -32,6 +38,6 @@ process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
svg/scale=2.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

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@ -0,0 +1,69 @@
class_name Math
static func get_chunk_from_pos(coord) -> Vector2i:
return Vector2i(
floori(coord.x / (Planet.CHUNK_TILE_SIZE * Planet.TILE_SIZE)),
floori(coord.y / (Planet.CHUNK_TILE_SIZE * Planet.TILE_SIZE))
)
static func get_tile_from_pos(coord) -> Vector2i:
return Vector2i(
floori(coord.x / (Planet.TILE_SIZE)),
floori(coord.y / (Planet.TILE_SIZE)),
)
static func get_tiles_in_circle(center: Vector2, radius : float) -> Array[Vector2i]:
var tiles : Array[Vector2i] = []
for x in range(
floori((center.x - radius/2.) / Planet.TILE_SIZE),
ceili((center.x + radius/2.) / Planet.TILE_SIZE),
):
for y in range(
floori((center.y - radius/2.) / Planet.TILE_SIZE),
ceili((center.y + radius/2.) / Planet.TILE_SIZE),
):
if is_tile_on_circle(Vector2i(x,y), center, radius):
tiles.append(Vector2i(x,y))
return tiles
static func is_tile_on_circle(tile_coord : Vector2i, circle_center: Vector2, circle_radius : float) -> bool:
var absolute_tile_pos : Vector2 = tile_coord * Planet.TILE_SIZE
# Loop over tile corners to know if the area collide
var corners : Array[Vector2] = []
for x in [0,1]:
for y in [0,1]:
corners.append(
absolute_tile_pos
+ Vector2.RIGHT * x * Planet.TILE_SIZE
+ Vector2.DOWN * y * Planet.TILE_SIZE
)
# Check if segment touch area
for i in range(4):
var a = corners[i%4]
var b = corners[(i+1)%4]
if segment_intersect_circle(a,b,circle_center,circle_radius):
return true
return false
# Stolen here https://stackoverflow.com/questions/1073336/circle-line-segment-collision-detection-algorithm
static func segment_intersect_circle(
a : Vector2,
b : Vector2,
c : Vector2,
radius: float
) -> bool:
var a_circle = c - a
var b_a = b - a
var proj_point = proj(a_circle,b_a) + a
return proj_point.distance_to(c) < radius
static func proj(a : Vector2,b : Vector2) -> Vector2:
var k = a.dot(b) / b.dot(b)
return Vector2(k * b.x, k * b.y)

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@ -0,0 +1 @@
uid://b8i5lkk4md657

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@ -0,0 +1,29 @@
shader_type canvas_item;
uniform sampler2D red_overlay_tex: repeat_enable, filter_nearest;
uniform sampler2D green_overlay_tex: repeat_enable, filter_nearest;
uniform sampler2D blue_overlay_tex: repeat_enable, filter_nearest;
uniform float scale = 0.006944444; // calculated by 1/texture size e.g. 1/144
varying vec2 world_position;
void vertex(){
// calculate the world position for use in the fragment shader
world_position = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
}
void fragment() {
float mix_amount = floor(COLOR.r);
// sample the overlay_tex using worldPos
vec4 red_overlay_color = texture(red_overlay_tex, world_position * scale);
vec4 green_overlay_color = texture(green_overlay_tex, world_position * scale);
vec4 blue_overlay_color = texture(blue_overlay_tex, world_position * scale);
float origin_alpha = COLOR.a;
// combine original color and overlay color together
COLOR = mix(COLOR, red_overlay_color, floor(COLOR.r));
COLOR = mix(COLOR, green_overlay_color, floor(COLOR.g));
COLOR = mix(COLOR, blue_overlay_color, floor(COLOR.b));
COLOR.a = origin_alpha;
}

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@ -1,21 +0,0 @@
shader_type canvas_item;
uniform sampler2D overlay_tex: repeat_enable, filter_nearest;
uniform float scale = 0.006944444; // calculated by 1/texture size e.g. 1/144
varying vec2 world_position;
void vertex(){
// calculate the world position for use in the fragment shader
world_position = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
}
void fragment() {
// only apply overlay_tex on the fully red parts of the original tiles
float mix_amount = floor(COLOR.r);
// sample the overlay_tex using worldPos
vec4 overlay_color = texture(overlay_tex, world_position * scale);
// combine original color and overlay color together
COLOR = mix(COLOR, overlay_color, mix_amount);
}

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@ -2,7 +2,7 @@ extends PlantEffect
class_name DecontaminateTerrainEffect
func get_decontamination_radius():
return 50 + 50 * level
return (1 + level)
func get_effect_name() -> String:
return tr("DECONTAMINATE")
@ -12,9 +12,9 @@ func get_effect_description() -> String:
return ret
func effect(plant):
var radius = get_decontamination_radius()
plant.planet.garden.impact_contamination(
var tiles := Math.get_tiles_in_circle(
plant.global_position,
radius
get_decontamination_radius() * Planet.TILE_SIZE + Planet.TILE_SIZE/2.
)
plant.planet.decontamination_layer.place_decontaminations(tiles, true)

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@ -0,0 +1,41 @@
extends Item
class_name Pickaxe
const USE_INTERVAL = 0.15
func get_item_name() -> String:
return tr("PICKAXE")
func get_description() -> String:
return tr("PICKAXE_DESC_TEXT")
func get_icon() -> Texture2D:
return preload("res://common/icons/pick.svg")
func get_energy_used() -> int:
return 1
func get_usage_zone_radius() -> int:
return 50
func use_text() -> String:
return tr("DIG")
func can_use(_player : Player, zone : Player.ActionZone) -> bool:
if zone and zone.area:
var bodies = zone.area.get_overlapping_bodies()
for body in bodies :
if body is RockLayer:
return true
return false
func use(_player : Player, zone : Player.ActionZone) -> bool:
var bodies = zone.area.get_overlapping_bodies()
var rock_layer_id = bodies.find_custom(func (b) : return b is RockLayer)
if rock_layer_id != -1:
var rock_layer : RockLayer = bodies[rock_layer_id]
return rock_layer.dig_rocks(zone.get_tiles())
return false

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@ -0,0 +1 @@
uid://ctucfh72pxut8

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@ -44,7 +44,6 @@ func is_one_time_use():
func can_use(player : Player, zone : Player.ActionZone) -> bool:
if (
player.planet == null
or not player.planet.garden.is_in_garden(zone.get_global_position())
):
return false
@ -54,8 +53,8 @@ func can_use(player : Player, zone : Player.ActionZone) -> bool:
is_there_a_plant_here = true
var is_there_contamination_in_zone = false
for point in zone.get_points_in_zone():
if player.planet.garden.is_there_contamination(point):
for tile in zone.get_tiles():
if not player.planet.decontamination_layer.is_decontamined(tile):
is_there_contamination_in_zone = true
return not is_there_a_plant_here and not is_there_contamination_in_zone

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@ -16,15 +16,19 @@ func get_usage_zone_radius() -> int:
return SHOVEL_ZONE_RADIUS
func get_usage_object_affected(i : InspectableEntity) -> bool:
return i is Plant or i is UndergroundLoot
return i is Plant
func use_text() -> String:
return tr("DIG")
func can_use(_player : Player, zone : Player.ActionZone) -> bool:
var areas = zone.get_affected_areas()
var bodies = zone.area.get_overlapping_bodies()
for body in bodies :
if body is RockLayer:
return true
for area in areas :
if area is Plant or area is UndergroundLoot:
if area is Plant:
return true
return false
@ -33,12 +37,12 @@ func use(player : Player, zone : Player.ActionZone) -> bool:
if area and area is Plant:
harvest(area, player)
await player.get_tree().create_timer(USE_INTERVAL).timeout
if area and area is UndergroundLoot:
dig(area, player)
await player.get_tree().create_timer(USE_INTERVAL).timeout
var bodies = zone.area.get_overlapping_bodies()
var rock_layer_id = bodies.find_custom(func (b) : return b is RockLayer)
if rock_layer_id != -1:
var rock_layer : RockLayer = bodies[rock_layer_id]
rock_layer.dig_rocks(zone.get_tiles())
return true
func dig(u: UndergroundLoot, player: Player):
AudioManager.play_sfx("Dig")
u.dig()

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@ -23,14 +23,15 @@ var controlling_player : bool = true :
var instruction : Instruction = null
@onready var preview_zone : ActionZone = setup_action_zone(Vector2.ZERO, null)
@onready var action_zone : ActionZone = setup_action_zone(Vector2.ZERO, null)
@onready var preview_zone : ActionZone = await setup_action_zone(Vector2.ZERO, null)
@onready var action_zone : ActionZone = await setup_action_zone(Vector2.ZERO, null)
func _ready():
data = GameInfo.game_data.player_data
data.inventory.updated.connect(_on_inventory_updated)
player_updated.emit(self)
Pointer.player = self
setup_preview_zone(data.inventory.get_item())
func _input(_event) -> void:
if Input.is_action_pressed("change_item_left"):
@ -91,7 +92,13 @@ func calculate_direction():
if input_direction.length() != 0:
instruction = null
if instruction and instruction.position.distance_to(global_position) > (MAX_REACH - 1.):
if (
instruction
and (
instruction.position.distance_to(global_position) > (MAX_REACH - 1.)
or instruction is MoveInstruction
)
):
input_direction = self.global_position.direction_to(instruction.position)
velocity = input_direction * speed
@ -144,7 +151,7 @@ func delete_item(item: Item):
data.inventory.remove_item(item)
func try_use_item(item : Item, use_position : Vector2):
setup_action_zone(use_position, item)
await setup_action_zone(use_position, item)
instruction = ItemActionInstruction.new(
use_position,
item
@ -182,7 +189,7 @@ func upgrade_max_energy(amount = 1):
player_updated.emit(self)
func upgrade_inventory_size(amount = 1):
data.inventory.size += 1
data.inventory.size += amount
upgraded.emit()
player_updated.emit(self)
@ -196,28 +203,27 @@ func full_recharge():
func generate_action_zone(item : Item) -> ActionZone:
var zone = ActionZone.new(item)
if zone.area:
if not get_parent().is_node_ready():
await get_parent().ready
get_parent().add_child(zone.area)
return zone
func setup_preview_zone(item : Item) -> ActionZone:
func setup_preview_zone(item : Item):
if preview_zone and preview_zone.item == item:
return preview_zone
elif preview_zone:
preview_zone.destroy()
if item:
preview_zone = generate_action_zone(item)
preview_zone = await generate_action_zone(item)
else:
preview_zone = null
return preview_zone
func setup_action_zone(zone_position : Vector2, item: Item) -> ActionZone:
if action_zone:
action_zone.destroy()
action_zone = generate_action_zone(item)
action_zone = await generate_action_zone(item)
action_zone.move_to_position(zone_position)
last_action_area_movement_timer = 0.
return action_zone
@ -240,7 +246,9 @@ class Instruction:
pass
class MoveInstruction extends Instruction:
pass
func can_be_done(player : Player):
return player.global_position.distance_to(position) < 10.
class ItemActionInstruction extends Instruction:
var item = Item
@ -318,12 +326,8 @@ class ActionZone:
update_preview_on_affected_area()
area.global_position = pos
func get_points_in_zone(point_factor = 10) -> Array[Vector2]:
var points : Array[Vector2] = []
var radius = item.get_usage_zone_radius()
for x in range(-radius, radius, point_factor):
for y in range(-radius, radius, point_factor):
if Vector2(x, y).length() <= radius:
points.append(area.global_position + Vector2(x, y))
return points
func get_tiles() -> Array[Vector2i]:
return Math.get_tiles_in_circle(
get_global_position(),
item.get_usage_zone_radius()
)

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@ -3,7 +3,7 @@ class_name PlayerData
signal updated(player_data : PlayerData)
const DEFAULT_MAX_ENERGY = 2
const DEFAULT_MAX_ENERGY = 3
const DEFAULT_INVENTORY_SIZE = 3
@export var max_energy : int = DEFAULT_MAX_ENERGY :

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@ -1,40 +0,0 @@
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Before

Width:  |  Height:  |  Size: 1.7 KiB

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@ -1,39 +0,0 @@
extends InspectableEntity
class_name UndergroundLoot
const AREA_WIDTH = 20
const LOOTED_ITEM_RANDOM_RANGE = 50
@export var item_number : int = 1
func pointer_text() -> String:
return tr("BURIED_SEEDS")
func generate_collision_shape() -> CollisionShape2D:
var collision = CollisionShape2D.new()
var shape = CircleShape2D.new()
shape.radius = AREA_WIDTH
collision.shape = shape
add_child(collision)
return collision
func generate_loot() -> Array[Item]:
var seeds : Array[Item] = []
if len(GameInfo.game_data.unlocked_plant_types):
seeds.append(
Seed.new(
GameInfo.game_data.unlocked_plant_types.pick_random()
)
)
return seeds
func dig():
for item in generate_loot():
planet.drop_item(item, global_position, LOOTED_ITEM_RANDOM_RANGE)
queue_free()
func save() -> UndergroundLootData:
return UndergroundLootData.new(self)

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@ -1 +0,0 @@
uid://dfd2hh12155lo

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@ -1,15 +0,0 @@
extends EntityData
class_name UndergroundLootData
const SCENE = preload("res://entities/underground_loot/underground_loot.tscn")
@export var item_number : int
func _init(e : UndergroundLoot):
position = e.global_position
item_number = e.item_number
func load() -> Entity:
var loot : UndergroundLoot = (SCENE.instantiate() as UndergroundLoot)
loot.item_number = item_number
return loot

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@ -1 +0,0 @@
uid://68plwch6h4f7

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@ -1,21 +0,0 @@
[gd_scene load_steps=4 format=3 uid="uid://dxjud7bti0na0"]
[ext_resource type="Script" uid="uid://dfd2hh12155lo" path="res://entities/underground_loot/scripts/underground_loot.gd" id="1_knus5"]
[ext_resource type="Texture2D" uid="uid://bu26h0iqutnky" path="res://entities/underground_loot/assets/sprites/underground_loot.svg" id="2_jfggo"]
[sub_resource type="CircleShape2D" id="CircleShape2D_knus5"]
radius = 20.09975
[node name="UndergroundLootSprites" type="Area2D"]
script = ExtResource("1_knus5")
default_info_title = "BURIED_SEEDS"
default_info_desc = "BURIED_SEEDS_DESC_TEXT"
metadata/_custom_type_script = "uid://d3bk52402ylvl"
[node name="Sprite2D" type="Sprite2D" parent="."]
modulate = Color(0.286275, 0.219608, 0.313726, 1)
scale = Vector2(0.0806452, 0.0806452)
texture = ExtResource("2_jfggo")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_knus5")

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@ -9,7 +9,7 @@ var indicators : Array[InGameIndicator]
@onready var steps : Array[Step] = [
TakeShovelStep.new(),
DigLootStep.new(),
DigSeedStep.new(),
TakeSeedStep.new(),
PlantSeedStep.new(),
RechargeStep.new(),
@ -75,21 +75,28 @@ class TakeShovelStep extends Step:
return true
return false
class DigLootStep extends Step:
class DigSeedStep extends Step:
func generate_indicators(p: Player, planet : Planet) -> Array[InGameIndicator]:
var closest_loot : UndergroundLoot
var closest_distance = 10000000
var closest_seed = null
var limit_distance = 1000
for entity in planet.entity_container.get_children():
if entity is UndergroundLoot:
var distance = entity.global_position.distance_to(p.global_position)
if distance < closest_distance:
closest_distance = distance
closest_loot = entity
var actual_distance = 100
var player_tile = Math.get_tile_from_pos(p.global_position)
if closest_loot:
while closest_seed == null and actual_distance < limit_distance:
print(player_tile)
for x in range(actual_distance):
for y in range(actual_distance):
var coord = Vector2i(x,y) - Vector2i.ONE * floori(actual_distance/2.) + player_tile
if planet.rock_layer.get_tile_type(coord) == RockLayer.TileType.CRISTAL:
if closest_seed == null or player_tile.distance_to(coord) < player_tile.distance_to(closest_seed):
closest_seed = coord
actual_distance += 100
if closest_seed:
var indicator = generate_indicator(tr("DIG_UNDERGROUND_LOOT"))
indicator.follow_entity(closest_loot)
indicator.follow_game_position(closest_seed * Planet.TILE_SIZE + Vector2i.ONE * floori(Planet.TILE_SIZE/2.))
return [indicator]
return []
@ -118,10 +125,30 @@ class TakeSeedStep extends Step:
return false
class PlantSeedStep extends Step:
func generate_indicators(_p: Player, planet : Planet) -> Array[InGameIndicator]:
func generate_indicators(p: Player, planet : Planet) -> Array[InGameIndicator]:
var closest_decontamination = null
var limit_distance = 1000
var actual_distance = 100
var player_tile = Math.get_tile_from_pos(p.global_position)
while closest_decontamination == null and actual_distance < limit_distance:
print(player_tile)
for x in range(actual_distance):
for y in range(actual_distance):
var coord = Vector2i(x,y) - Vector2i.ONE * floori(actual_distance/2.) + player_tile
if planet.decontamination_layer.is_decontamined(coord):
if closest_decontamination == null or player_tile.distance_to(coord) < player_tile.distance_to(closest_decontamination):
closest_decontamination = coord
actual_distance += 100
if closest_decontamination:
var indicator = generate_indicator(tr("PLANT_THE_SEED_IN_DECONTAMINED_ZONE"))
indicator.follow_game_position(Vector2(0,0) + planet.entity_container.global_position)
indicator.follow_game_position(closest_decontamination * Planet.TILE_SIZE + Vector2i.ONE * floori(Planet.TILE_SIZE/2.))
return [indicator]
return []
func is_step_over(_p : Player, planet : Planet) -> bool:
for entity in planet.entity_container.get_children():

View File

@ -27,7 +27,7 @@ metadata/_edit_use_anchors_ = true
visible = false
[node name="Tutorial" parent="CanvasLayer" node_paths=PackedStringArray("player", "planet") instance=ExtResource("5_orelw")]
player = NodePath("../../Entities/Player")
player = NodePath("../../Planet/Entities/Player")
planet = NodePath("../../Planet")
[node name="BaseIndicator" parent="CanvasLayer" node_paths=PackedStringArray("player") instance=ExtResource("5_gisiu")]
@ -36,28 +36,28 @@ offset_bottom = 91.0
size_flags_horizontal = 4
size_flags_vertical = 4
script = ExtResource("6_cnjsq")
player = NodePath("../../Entities/Player")
player = NodePath("../../Planet/Entities/Player")
[node name="Entities" type="Node2D" parent="."]
y_sort_enabled = true
[node name="Player" parent="Entities" instance=ExtResource("4_g33f4")]
position = Vector2(33, -75)
[node name="TruckLadder" parent="Entities" instance=ExtResource("9_gisiu")]
position = Vector2(50, -135)
[node name="TruckRecharge" parent="Entities" instance=ExtResource("10_cnjsq")]
position = Vector2(-46, -152)
[node name="Planet" parent="." node_paths=PackedStringArray("quota_reward", "import_entities_from_node") instance=ExtResource("8_t31p7")]
[node name="Planet" parent="." node_paths=PackedStringArray("quota_reward", "entity_container") instance=ExtResource("8_t31p7")]
loot_item_number = Array[int]([1])
quota_reward = NodePath("../Reward")
import_entities_from_node = NodePath("../Entities")
entity_container = NodePath("Entities")
[node name="Entities" type="Node2D" parent="Planet"]
y_sort_enabled = true
[node name="Player" parent="Planet/Entities" instance=ExtResource("4_g33f4")]
position = Vector2(2, 0)
[node name="TruckLadder" parent="Planet/Entities" instance=ExtResource("9_gisiu")]
position = Vector2(50, -135)
[node name="TruckRecharge" parent="Planet/Entities" instance=ExtResource("10_cnjsq")]
position = Vector2(-46, -152)
[node name="Camera" parent="." node_paths=PackedStringArray("following") instance=ExtResource("16_m18ms")]
position = Vector2(2.22, 0)
following = NodePath("../Entities/Player")
following = NodePath("../Planet/Entities/Player")
[connection signal="day_limit_exceed" from="Planet" to="CanvasLayer/Win" method="_on_planet_day_limit_exceed"]
[connection signal="pass_day_ended" from="Planet" to="RootGui" method="_on_planet_pass_day_ended"]

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[gd_scene load_steps=10 format=3 uid="uid://tsi5j1uxppa4"]
[gd_scene load_steps=2 format=3 uid="uid://tsi5j1uxppa4"]
[ext_resource type="Script" uid="uid://d1mp5sguc0b6u" path="res://stages/terrain/planet/scripts/planet.gd" id="1_y7d8a"]
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frequency = 0.04
offset = Vector3(0, 10, 0)
fractal_weighted_strength = 1.0
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_7jtco"]
width = 50
height = 50
noise = SubResource("FastNoiseLite_3v4ta")
seamless_blend_skirt = 0.0
[sub_resource type="Gradient" id="Gradient_ydx6d"]
colors = PackedColorArray(1, 1, 1, 1, 1, 1, 1, 1)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_6cs2h"]
gradient = SubResource("Gradient_ydx6d")
width = 1
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offsets = PackedFloat32Array(0)
colors = PackedColorArray(0, 0, 0, 1)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_sd6ll"]
gradient = SubResource("Gradient_qxify")
width = 1
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shader = ExtResource("3_6qoee")
shader_parameter/data_texture = SubResource("NoiseTexture2D_7jtco")
shader_parameter/data_texture_size = Vector2(120, 120)
shader_parameter/data_texture_threshold = 0.5
shader_parameter/texture_0 = SubResource("GradientTexture1D_6cs2h")
shader_parameter/texture_1 = SubResource("GradientTexture1D_sd6ll")
shader_parameter/texture_scale = 5.0
[node name="Planet" type="Node2D"]
script = ExtResource("1_y7d8a")
[node name="Polygon2D2" type="Polygon2D" parent="."]
visible = false
material = SubResource("ShaderMaterial_hyapw")
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@ -1,137 +1,164 @@
@tool
extends Node2D
class_name Chunk
const UNIT_PER_PIXEL = 30
var coord : Vector2i
var size : Vector2i
var planet : Planet
var wall_threshold = 0.4
var noise_image : Image
var entity_generated : bool
var planet_seed : int
var wall_threshold = 0.6
var decontamination_threshold = 0.15
var cristal_threshold = 0.08
var rock_noise_image : Noise = null
var decontamination_noise_image : Noise = null
const CHUNK_TEXTURE_SCALE : float = 3.0
const DEFAULT_CHUNK_BACKGROUND_MATERIAL : ShaderMaterial = preload("res://stages/terrain/planet/resources/materials/default_chunk_material.tres")
const NOISE_IMAGE_SIZE := 150
const LOOT_NUMBER : Array[int] = [2,3,4]
const LOOT_ITEM_NUMBER : Array[int] = [1,2]
var chunk_background_material
const ROCK_NOISE_FREQUENCY := 0.01
const DECONTAMINATION_NOISE_FREQUENCY := 0.01
var generation_thread: Thread
@export_tool_button("Update", "Callable") var update_action = func():
planet_seed = randi()
setup()
var data : ChunkData
func _init(
_coord : Vector2i,
_size : Vector2i,
_planet : Planet,
_entity_generated = false
_data : ChunkData,
_planet : Planet = null,
):
coord = _coord
size = _size
planet = _planet
entity_generated = _entity_generated
if planet:
planet_seed = planet.data.planet_seed
data = _data
func _ready():
noise_image = generate_noise()
generate_background_sprite()
global_position = coord * size
generate_walls()
if not entity_generated:
generate_loot()
setup()
func generate_noise() -> Image:
var image_size = Vector2i(
roundi(float(size.x) / UNIT_PER_PIXEL),
roundi(float(size.y) / UNIT_PER_PIXEL)
func setup():
rock_noise_image = generate_noise(planet_seed + 1, ROCK_NOISE_FREQUENCY)
decontamination_noise_image = generate_noise(planet_seed + 2, DECONTAMINATION_NOISE_FREQUENCY)
generation_thread = Thread.new()
generation_thread.start(
func ():
generate_rocks()
generate_ground()
generate_decontamination()
)
global_position = data.chunk_coord * (Planet.CHUNK_TILE_SIZE * Planet.TILE_SIZE)
queue_redraw()
func unload():
for x in range(Planet.CHUNK_TILE_SIZE):
for y in range(Planet.CHUNK_TILE_SIZE):
var global_coord = Vector2i(x, y) + Planet.CHUNK_TILE_SIZE * data.chunk_coord
planet.rock_layer.erase_cell(global_coord)
planet.ground_layer.erase_cell(global_coord)
planet.decontamination_layer.erase_cell(global_coord)
# Debug
# func _draw():
# draw_rect(
# Rect2(Vector2.ZERO, Vector2.ONE * Planet.CHUNK_TILE_SIZE * Planet.TILE_SIZE),
# Color.WHITE,
# false,
# 3
# )
# for x in range(NOISE_IMAGE_SIZE):
# for y in range(NOISE_IMAGE_SIZE):
# var noise_value = rock_noise_image.get_noise_2d(
# x,
# y
# )
# draw_rect(
# Rect2(Vector2i(x,y) * Planet.CHUNK_SIZE / NOISE_IMAGE_SIZE, Vector2i.ONE * Planet.CHUNK_SIZE / NOISE_IMAGE_SIZE),
# Color.WHITE * ((noise_value+1)/2),
# true,
# )
func generate_noise(
noise_seed : int,
frequency := 0.01
) -> Noise:
var noise_image_size := NOISE_IMAGE_SIZE * Vector2i.ONE
var noise: FastNoiseLite = FastNoiseLite.new()
noise.seed = planet.data.planet_seed
noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
noise.frequency = 0.05
noise.seed = noise_seed
noise.noise_type = FastNoiseLite.TYPE_SIMPLEX
noise.frequency = 0.01
noise.fractal_type = FastNoiseLite.FRACTAL_NONE
noise.fractal_weighted_strength = 1.0
noise.offset = Vector3(
image_size.x * coord.x,
image_size.y * coord.y,
noise_image_size.x * data.chunk_coord.x,
noise_image_size.y * data.chunk_coord.y,
1
)
var image = noise.get_image(
image_size.x,
image_size.y,
1.0,
return noise
func get_tile_value_from_noise(tile_position : Vector2i, noise : Noise) -> float:
var val = noise.get_noise_2d(
floori(float(tile_position.x * NOISE_IMAGE_SIZE) / Planet.CHUNK_TILE_SIZE),
floori(float(tile_position.y * NOISE_IMAGE_SIZE) / Planet.CHUNK_TILE_SIZE)
)
return (val + 1)/2
return image
func generate_rocks():
var cristals : Array[Vector2i] = []
var rocks : Array[Vector2i] = []
for x in range(Planet.CHUNK_TILE_SIZE):
for y in range(Planet.CHUNK_TILE_SIZE):
var tile_type := get_generated_rock_type(Vector2i(x, y))
var global_coord = Vector2i(x, y) + Planet.CHUNK_TILE_SIZE * data.chunk_coord
if tile_type == RockLayer.TileType.CRISTAL:
cristals.append(global_coord)
elif tile_type == RockLayer.TileType.ROCK:
rocks.append(global_coord)
func generate_background_sprite() -> Polygon2D:
var sprite :Polygon2D = generate_polygon_sprite()
planet.rock_layer.mutex.lock()
planet.rock_layer.place_rocks(cristals, RockLayer.TileType.CRISTAL)
planet.rock_layer.place_rocks(rocks, RockLayer.TileType.ROCK)
planet.rock_layer.mutex.unlock()
sprite.texture = ImageTexture.create_from_image(noise_image)
func get_generated_rock_type(coord : Vector2i) -> RockLayer.TileType:
var tile_value : float = get_tile_value_from_noise(coord, rock_noise_image)
var saved_diff := data.get_rock_tile_diff(coord)
var background_material = DEFAULT_CHUNK_BACKGROUND_MATERIAL.duplicate_deep()
if (
(saved_diff == ChunkData.TileDiff.PRESENT or tile_value < wall_threshold)
and saved_diff != ChunkData.TileDiff.ABSENT
):
return RockLayer.TileType.CRISTAL if tile_value < cristal_threshold else RockLayer.TileType.ROCK
return RockLayer.TileType.EMPTY
background_material.set_shader_parameter("data_texture", ImageTexture.create_from_image(noise_image))
background_material.set_shader_parameter("data_texture_size", size)
background_material.set_shader_parameter("data_texture_threshold", wall_threshold)
background_material.set_shader_parameter("texture_scale", CHUNK_TEXTURE_SCALE)
func generate_ground():
planet.ground_layer.mutex.lock()
for x in range(Planet.CHUNK_TILE_SIZE):
for y in range(Planet.CHUNK_TILE_SIZE):
planet.ground_layer.place_ground(Vector2i(x,y) + Planet.CHUNK_TILE_SIZE * data.chunk_coord)
planet.ground_layer.mutex.unlock()
sprite.material = background_material
func generate_decontamination():
var decontamination_tiles : Array[Vector2i] = []
for x in range(Planet.CHUNK_TILE_SIZE):
for y in range(Planet.CHUNK_TILE_SIZE):
var coord = Vector2i(x,y)
var tile_value : float = get_tile_value_from_noise(coord, decontamination_noise_image)
var saved_diff := data.get_decontamination_tile_diff(coord)
if (
(saved_diff == ChunkData.TileDiff.PRESENT or tile_value < decontamination_threshold)
and saved_diff != ChunkData.TileDiff.ABSENT
):
decontamination_tiles.append(Vector2i(x,y) + Planet.CHUNK_TILE_SIZE * data.chunk_coord)
return sprite
planet.decontamination_layer.mutex.lock()
planet.decontamination_layer.place_decontaminations(decontamination_tiles)
planet.decontamination_layer.mutex.unlock()
func generate_polygon_sprite() -> Polygon2D:
var sprite = Polygon2D.new()
sprite.polygon = PackedVector2Array([
Vector2(0,0),
Vector2(size.x, 0),
Vector2(size.x, size.y),
Vector2(0, size.y),
])
sprite.z_index = -100
add_child(sprite)
return sprite
func generate_walls():
var static_body = StaticBody2D.new()
add_child(static_body)
var wall_resolution_factor = 25
for x in range(1, size.x, wall_resolution_factor):
for y in range(1, size.y, wall_resolution_factor):
if is_wall(Vector2(x, y)):
var new_collision_shape = CollisionShape2D.new()
new_collision_shape.shape = CircleShape2D.new()
new_collision_shape.shape.radius = wall_resolution_factor / 2.
static_body.add_child(new_collision_shape)
new_collision_shape.global_position = Vector2i(x, y) + coord * size + Vector2i.ONE * 5
func generate_loot(number : int = LOOT_NUMBER.pick_random()):
for i in range(number):
var loot : UndergroundLoot = (UndergroundLootData.SCENE.instantiate() as UndergroundLoot)
loot.item_number = LOOT_ITEM_NUMBER.pick_random()
var max_placement_try = 10
var valid_coord = false
while max_placement_try > 0 and not valid_coord:
var random_position = Vector2(
randf_range(0, size.x),
randf_range(0, size.y)
)
if not is_wall(random_position):
planet.add_entity(loot, random_position + Vector2(coord * size))
valid_coord = true
else :
max_placement_try -= 1
func get_pixel_point(point : Vector2) -> Vector2i:
var vec : Vector2 = Vector2(point) / UNIT_PER_PIXEL - Vector2.ONE
return Vector2i(
roundi(vec.x + 0.5),
roundi(vec.y + 0.5)
)
func is_wall(game_point : Vector2) -> bool:
var pixel_point = get_pixel_point(game_point)
return noise_image.get_pixel(pixel_point.x, pixel_point.y).r < wall_threshold
func _exit_tree():
generation_thread.wait_to_finish()

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@ -0,0 +1,62 @@
extends Resource
class_name ChunkData
enum TileDiff { NO_DIFF,PRESENT,ABSENT }
@export var chunk_coord : Vector2i
@export var rock_tiles_diff : Dictionary[String, TileDiff]
@export var decontamination_tiles_diff : Dictionary[String, TileDiff]
func _init(
_chunk_coord : Vector2i
):
chunk_coord = _chunk_coord
#region ------------------ Generic Tile ------------------
func get_coord_key(coord : Vector2i) -> String:
return "%d:%d" % [coord.x, coord.y]
func get_tile_diff(
coord : Vector2i,
tiles_diff : Dictionary[String, TileDiff]
) -> TileDiff:
if not has_diff(coord, tiles_diff):
return TileDiff.NO_DIFF
return tiles_diff[get_coord_key(coord)]
func update_tile_diff(
coord : Vector2i,
diff : TileDiff,
tiles_diff : Dictionary[String, TileDiff]
):
tiles_diff[get_coord_key(coord)] = diff
func has_diff(
coord : Vector2i,
tiles_diff : Dictionary[String, TileDiff]
):
return tiles_diff.has(get_coord_key(coord))
#region ------------------ Rock ------------------
func get_rock_tile_diff(coord : Vector2i) -> TileDiff:
return get_tile_diff(coord, rock_tiles_diff)
func update_rock_tile_diff(coord : Vector2i, diff : TileDiff):
update_tile_diff(coord, diff, rock_tiles_diff)
func has_rock_tile_diff(coord : Vector2i):
return has_diff(coord, rock_tiles_diff)
#region ------------------ Decontamination ------------------
func get_decontamination_tile_diff(coord : Vector2i) -> TileDiff:
return get_tile_diff(coord, decontamination_tiles_diff)
func update_decontamination_tile_diff(coord : Vector2i, diff : TileDiff):
update_tile_diff(coord, diff, decontamination_tiles_diff)
func has_decontamination_tile_diff(coord : Vector2i):
return has_diff(coord, decontamination_tiles_diff)

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@ -0,0 +1 @@
uid://clqa88okc325t

View File

@ -1,48 +1,18 @@
extends Node2D
class_name Garden
const GARDEN_TEXTURE_SCALE : float = 3.0
var contamination_material : ShaderMaterial = preload("res://stages/terrain/planet/resources/materials/ground_contamination.tres")
var contamination_sprite : Polygon2D
var contamination_texture : Texture2D
var decontamination_surface : float
var plants : Array[Plant]
var planet_data : PlanetData
var size = PlanetData.DEFAULT_GARDEN_SIZE
func _init(_planet_data : PlanetData, _initial_plants : Array[Plant] = []):
planet_data = _planet_data
plants = _initial_plants
# update_garden_score()
func _ready():
contamination_sprite = generate_contamination_terrain_sprite()
decontamination_surface = planet_data.get_decontamination_surface()
for p in plants:
p.harvested.connect(_on_plant_harvested)
p.state_changed.connect(_on_plant_state_changed)
# update_garden_score()
func generate_contamination_terrain_sprite() -> Polygon2D:
if not planet_data.garden_contamination:
planet_data.generate_default_contamination()
var sprite :Polygon2D = generate_polygon_sprite(size, 1)
contamination_texture = ImageTexture.create_from_image(planet_data.garden_contamination.image)
contamination_material.set_shader_parameter("data_texture", contamination_texture)
contamination_material.set_shader_parameter("data_texture_size", size)
contamination_material.set_shader_parameter("texture_scale", GARDEN_TEXTURE_SCALE)
sprite.material = contamination_material
return sprite
func get_score():
var score = 0
@ -88,30 +58,3 @@ func remove_plant(p: Plant):
func update_garden_score():
planet_data.garden_score = get_score()
func impact_contamination(impact_position : Vector2, impact_radius : int, contamination : bool = false):
planet_data.impact_contamination(impact_position, impact_radius, 0. if contamination else 1.)
if contamination_texture:
contamination_texture.update(planet_data.garden_contamination.image)
func generate_polygon_sprite(s : Vector2 = size, order : int = 0) -> Polygon2D:
var sprite = Polygon2D.new()
sprite.polygon = PackedVector2Array([
Vector2(0,0),
Vector2(s.x, 0),
Vector2(s.x, s.y),
Vector2(0, s.y),
])
sprite.z_index = -100 + order
add_child(sprite)
return sprite
func is_in_garden(point : Vector2) -> bool:
return planet_data.is_in_garden(point)
func is_there_contamination(point : Vector2) -> bool:
return planet_data.get_contamination(point) < 0.5

View File

@ -8,7 +8,17 @@ signal pass_day_ended(planet : Planet)
const PASS_DAY_ANIMATION_TIME : float = 1.5
const DEFAULT_DAY_LIMIT : int = 7
const PLANET_TEXTURE_SCALE : float = 5.0
const TILE_SET : TileSet = preload("res://stages/terrain/planet/resources/planet_tileset.tres")
const TILE_SCALE = 1
const TILE_SIZE : int = roundi(TILE_SET.tile_size.x * TILE_SCALE)
const GROUND_TILE_MAP_MATERIAL : Material = preload("res://stages/terrain/planet/resources/materials/ground_planet_tilemap.tres")
const CONTAMINATION_TILE_MAP_MATERIAL : Material = preload("res://stages/terrain/planet/resources/materials/contamination_planet_tilemap.tres")
const ORIGIN_CHUNK_HOLE_RADIUS = 5
const CHUNK_TILE_SIZE : int = 20
const CHUNK_SIZE = CHUNK_TILE_SIZE * TILE_SIZE
const CHUNK_LOAD_DISTANCE : int = 1
const CHUNK_UNLOAD_DISTANCE : int = 2
@export_group("Loot")
@export var first_loot_number : int = 3
@ -19,14 +29,18 @@ var data : PlanetData
var contamination_texture : ImageTexture
var day_limit = DEFAULT_DAY_LIMIT
var rock_layer : RockLayer
var ground_layer : GroundLayer
var decontamination_layer : DecontaminationLayer
var garden : Garden = null
var generated_chunks_objects : Array[Vector2i] = []
var generated_chunks : Dictionary[String,Chunk] = {}
func _ready():
func _init():
data = GameInfo.game_data.current_planet_data
entity_container.position = PlanetData.DEFAULT_GARDEN_SIZE/2
func _ready():
entity_container.position = TILE_SIZE * CHUNK_TILE_SIZE * Vector2.ONE / 2
load_entities(data.entities_saved_data)
var plants : Array[Plant] = []
@ -44,12 +58,20 @@ func _ready():
AudioManager.enter_planet()
ground_layer = GroundLayer.new(self)
add_child(ground_layer)
rock_layer = RockLayer.new(self)
add_child(rock_layer)
decontamination_layer = DecontaminationLayer.new(self)
add_child(decontamination_layer)
if player:
generate_near_chunks(player)
func _process(_d):
if player:
generate_near_chunks(player)
remove_far_chunks(player)
# queue_redraw()
@ -71,36 +93,62 @@ func _process(_d):
func generate_first_entities():
if not (Vector2i.ZERO in data.generated_chunk_entities):
# Generate shovel
drop_item(Shovel.new(), PlanetData.DEFAULT_GARDEN_SIZE/2 + Vector2(0, 100))
drop_item(Shovel.new(), entity_container.global_position + Vector2(0, 100))
# Generate first loots
generate_loot(first_loot_number)
data.generated_chunk_entities.append(Vector2i.ZERO)
func get_chunk_key(coord) -> String:
return "%d:%d" % [coord.x, coord.y]
func generate_near_chunks(p : Player):
var player_chunk_coord = Vector2i(
floor(p.global_position.x / PlanetData.DEFAULT_GARDEN_SIZE.x),
floor(p.global_position.y / PlanetData.DEFAULT_GARDEN_SIZE.y)
)
for x in [-1, 0, 1]:
for y in [-1, 0, 1]:
var coord = Vector2i(x,y) + player_chunk_coord
if coord != Vector2i.ZERO and generated_chunks_objects.find(coord) == -1:
var player_chunk_coord = Math.get_chunk_from_pos(p.global_position)
for x in range(-CHUNK_LOAD_DISTANCE, CHUNK_LOAD_DISTANCE+1):
for y in range(-CHUNK_LOAD_DISTANCE, CHUNK_LOAD_DISTANCE+1):
var coord : Vector2i = Vector2i(x,y) + player_chunk_coord
if not generated_chunks.has(get_chunk_key(coord)):
generate_chunk(coord)
func generate_chunk(coord : Vector2i):
if generated_chunks_objects.find(coord) == -1:
generated_chunks_objects.append(coord)
var new_chunk = Chunk.new(
coord,
PlanetData.DEFAULT_GARDEN_SIZE,
self,
(data.generated_chunk_entities.find(coord) != -1)
func remove_far_chunks(p : Player):
var player_chunk_coord = Vector2i(
floor(p.global_position.x / (CHUNK_TILE_SIZE * TILE_SIZE)),
floor(p.global_position.y / (CHUNK_TILE_SIZE * TILE_SIZE))
)
for chunk in generated_chunks.values():
var chunk_coord = chunk.data.chunk_coord
if player_chunk_coord.distance_to(chunk_coord) > CHUNK_UNLOAD_DISTANCE:
remove_chunk(chunk)
func generate_chunk(coord : Vector2i):
var chunk_data := data.get_or_create_chunk_data(coord)
if coord == Vector2i(0,0):
create_hole_in_chunk(chunk_data, ORIGIN_CHUNK_HOLE_RADIUS)
var chunk_key = get_chunk_key(coord)
if not generated_chunks.has(chunk_key):
var new_chunk = Chunk.new(
chunk_data,
self
)
generated_chunks[chunk_key] = new_chunk
add_child(new_chunk)
data.generated_chunk_entities.append(coord)
func create_hole_in_chunk(chunk_data : ChunkData, hole_radius : int):
var hole_center = Vector2i.ONE * floori(CHUNK_TILE_SIZE/2.)
for x in range(CHUNK_TILE_SIZE):
for y in range(CHUNK_TILE_SIZE):
var coord = Vector2i(x,y)
if coord.distance_to(hole_center) < hole_radius:
chunk_data.update_rock_tile_diff(
coord,
ChunkData.TileDiff.ABSENT
)
func remove_chunk(chunk : Chunk):
generated_chunks.erase(get_chunk_key(chunk.data.chunk_coord))
chunk.unload()
chunk.queue_free()
func save():
data.entities_saved_data = save_entities()
@ -113,11 +161,9 @@ func plant(
plant_position : Vector2,
plant_mutations : Array[PlantMutation] = []
) -> bool:
if garden.is_in_garden(plant_position):
var new_plant = garden.plant(type, plant_mutations)
add_entity(new_plant, plant_position)
return true
return false
func pass_day():
for e : Node2D in entity_container.get_children():
@ -148,21 +194,6 @@ func pass_day():
save()
func generate_loot(number : int):
for i in range(number):
var loot : UndergroundLoot = (UndergroundLootData.SCENE.instantiate() as UndergroundLoot)
loot.item_number = loot_item_number.pick_random()
var loot_random_range = UndergroundLoot.LOOTED_ITEM_RANDOM_RANGE
add_entity(
loot,
Vector2(
randf_range(loot_random_range, garden.size.x),
randf_range(loot_random_range, garden.size.y)
)
)
func reach_quota():
data.quota += 1
quota_reward.trigger_reward()

View File

@ -3,14 +3,13 @@ class_name PlanetData
signal new_quota_started(planet_data : PlanetData)
signal plant_gaining_score(p : Plant, amount : int)
signal contamination_updated(decontamination_surface : float)
signal updated(planet_data : PlanetData)
const MAX_DEFAULT_CONTAMINATION_ZONE_SURFACE = 3000
const DEFAULT_GARDEN_SIZE = Vector2(1500,1500)
@export var garden_size : Vector2 = Vector2(2000,2000)
@export var garden_contamination : TerrainData
@export var planet_seed : int
@export var quota : int = 0 :
set(v):
quota = v
@ -22,7 +21,6 @@ const DEFAULT_GARDEN_SIZE = Vector2(1500,1500)
garden_score = v
updated.emit(self)
@export var day : int = 1
@export var planet_seed : int
@export var quota_days : int = get_quota_duration() :
set(v):
quota_days = v
@ -32,43 +30,33 @@ const DEFAULT_GARDEN_SIZE = Vector2(1500,1500)
@export var generated_chunk_entities : Array[Vector2i]
@export var tutorial_step : int = 0
@export var chunks_data : Dictionary[String, ChunkData]
func _init(_base_size : Vector2 = DEFAULT_GARDEN_SIZE):
planet_seed = randi()
garden_size = _base_size
garden_contamination = TerrainData.new(garden_size)
garden_contamination.draw_random_zone(
MAX_DEFAULT_CONTAMINATION_ZONE_SURFACE,
garden_size/2,
planet_seed
)
contamination_updated.emit(get_decontamination_surface())
#region ------------------ Contamination ------------------
func impact_contamination(position : Vector2, impact_radius : float, to_value : float = 1.):
garden_contamination.draw_circle(
position,
impact_radius,
to_value
)
contamination_updated.emit(get_decontamination_surface())
#region ------------------ Chunks ------------------
func is_in_garden(point):
return (
point.x > 0
and point.y > 0
and point.x < garden_size.x
and point.y < garden_size.y)
func get_coord_id(coord):
return "%d:%d" % [coord.x, coord.y]
func get_contamination(point : Vector2) -> float:
return garden_contamination.get_value(point)
func has_chunk_data(coord : Vector2i) -> bool:
return chunks_data.has(get_coord_id(coord))
func get_decontamination_coverage() -> float:
return garden_contamination.get_value_coverage()
func add_chunk_data(coord : Vector2i, data : ChunkData):
chunks_data[get_coord_id(coord)] = data
func get_decontamination_surface() -> float:
return garden_contamination.get_value_surface()
func get_chunk_data(coord : Vector2i) -> ChunkData:
return chunks_data[get_coord_id(coord)]
#endregion
func get_or_create_chunk_data(coord : Vector2i) -> ChunkData:
if has_chunk_data(coord):
return get_chunk_data(coord)
else:
var new_chunk_data = ChunkData.new(coord)
add_chunk_data(coord, new_chunk_data)
return new_chunk_data
#region ------------------ Quotas ------------------
func get_quota_score(q : int = quota) -> int:

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@ -1,105 +0,0 @@
extends Resource
class_name TerrainData
const UNIT_PER_PIXEL = 30
@export var image : Image
@export var image_size : Vector2i
func _init(terrain_size : Vector2):
image_size = terrain_size / UNIT_PER_PIXEL
image = Image.create(
image_size.x,
image_size.y,
false,
Image.Format.FORMAT_L8
)
func draw_random_zone(
zone_max_surface : float,
zone_position : Vector2i,
random_seed : int,
):
var noise: Noise = FastNoiseLite.new()
noise.seed = random_seed
noise.noise_type = FastNoiseLite.TYPE_CELLULAR
noise.frequency = 0.1
var noise_image_size : Vector2i = Vector2i.ONE * (image_size)
var noise_image_center = noise_image_size / 2
var noise_image = noise.get_image(
noise_image_size.x,
noise_image_size.y,
1.0,
)
ImageTools.flatten(noise_image, 0.5)
ImageTools.draw_circle(
noise_image,
noise_image_center,
int(round(80./float(UNIT_PER_PIXEL))),
Color.WHITE,
)
var random_step = 1
var zone_radius = noise_image_size.x - random_step
while get_value_surface(noise_image) > zone_max_surface:
zone_radius -= random_step
ImageTools.draw_circle(
noise_image,
noise_image_center,
zone_radius,
Color.BLACK,
true
)
image.blit_rect(
noise_image,
Rect2i(
Vector2i.ZERO,
noise_image_size
),
Vector2i(zone_position / UNIT_PER_PIXEL) - noise_image_size/2
)
func draw_circle(position : Vector2, impact_radius : float, to_value : float = 1.):
ImageTools.draw_circle(
image,
position / UNIT_PER_PIXEL,
roundi(impact_radius / UNIT_PER_PIXEL),
Color(1., 1., 1., to_value)
)
func is_in_image(pixel_point : Vector2i):
return (
pixel_point.x > 0
and pixel_point.y > 0
and pixel_point.x < image.get_width()
and pixel_point.y < image.get_height())
func is_in_terrain(point : Vector2):
return is_in_image(get_pixel_point(point))
func get_value(point : Vector2) -> float:
var pixel_point : Vector2i = get_pixel_point(point)
if (is_in_image(pixel_point)):
return image.get_pixel(
pixel_point.x,
pixel_point.y
).r
return 0
func get_value_coverage(i : Image = image) -> float:
return ImageTools.get_color_coverage(i)
func get_value_surface(i : Image = image) -> float:
return float(ImageTools.get_color_pixel_count(i)) * UNIT_PER_PIXEL
func get_pixel_point(point : Vector2) -> Vector2i:
var vec : Vector2 = Vector2(point) / UNIT_PER_PIXEL - Vector2.ONE
return Vector2i(
roundi(vec.x + 0.5),
roundi(vec.y + 0.5)
)

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@ -1 +0,0 @@
uid://we5pyyr1n06v

View File

@ -0,0 +1,33 @@
@tool
extends PlanetLayer
class_name DecontaminationLayer
const MATERIAL : Material = preload("res://stages/terrain/planet/resources/materials/decontamination_planet_tilemap.tres")
const DECONTAMINATION_TILE_TERRAIN_SET : int = 0
const DECONTAMINATION_TILE_TERRAIN : int = 2
func setup():
material = MATERIAL
z_index = -99
func place_decontamination(coord : Vector2i, save = false):
place_decontaminations([coord], save)
func place_decontaminations(coords : Array[Vector2i], save = false):
set_cells_terrain_connect(
coords,
DECONTAMINATION_TILE_TERRAIN_SET,
DECONTAMINATION_TILE_TERRAIN
)
if save:
for coord in coords:
var chunk_coord = Vector2i(
floori(coord.x / float(Planet.CHUNK_TILE_SIZE)),
floori(coord.y / float(Planet.CHUNK_TILE_SIZE)),
)
(planet.data
.get_chunk_data(chunk_coord)
.update_decontamination_tile_diff(coord, ChunkData.TileDiff.PRESENT))
func is_decontamined(coord : Vector2i) -> bool:
return has_cell(coord)

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@ -0,0 +1 @@
uid://2p41t6efxudd

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@ -0,0 +1,18 @@
@tool
extends PlanetLayer
class_name GroundLayer
const MATERIAL : Material = preload("res://stages/terrain/planet/resources/materials/ground_planet_tilemap.tres")
const GROUND_TILE_SOURCE_ID : int = 0
const GROUND_TILE_ATLAS_COORD : Vector2i = Vector2i.ZERO
func setup():
material = MATERIAL
z_index = -100
func place_ground(tile_position : Vector2i):
set_cell(
tile_position,
GROUND_TILE_SOURCE_ID,
GROUND_TILE_ATLAS_COORD,
)

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@ -0,0 +1 @@
uid://cui423qbula4a

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@ -0,0 +1,36 @@
@abstract
extends TileMapLayer
class_name PlanetLayer
var planet : Planet
@onready var mutex : Mutex = Mutex.new()
func _init(
_planet : Planet = null
):
planet = _planet
func _ready():
tile_set = Planet.TILE_SET
scale = Vector2.ONE * Planet.TILE_SCALE
navigation_enabled = false
setup()
func setup():
pass
func get_all_neighbors_cell(coord : Vector2i) -> Array[Vector2i]:
var neighbors : Array[Vector2i] = []
for x in [-1, 0, 1]:
for y in [-1, 0, 1]:
var neighbor = Vector2i(
coord.x + x,
coord.y + y
)
if coord != neighbor:
neighbors.append(neighbor)
return neighbors
func has_cell(tile_position : Vector2i) -> bool:
return get_cell_source_id(tile_position) != -1

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@ -0,0 +1 @@
uid://cyqmcmgeb76cp

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@ -0,0 +1,87 @@
@tool
extends PlanetLayer
class_name RockLayer
const MATERIAL : Material = preload("res://stages/terrain/planet/resources/materials/rock_planet_tilemap.tres")
const ROCK_TILE_TERRAIN_SET : int = 0
const ROCK_TILE_TERRAIN : int = 0
const CRISTAL_TILE_TERRAIN : int = 1
const CRISTAL_LOOT_CHANCE : float = 1
enum TileType { EMPTY,ROCK,CRISTAL }
func setup():
material = MATERIAL
z_index = 2
func place_rock(coord : Vector2i, type := TileType.ROCK):
if type != TileType.EMPTY:
set_cells_terrain_connect(
[coord],
ROCK_TILE_TERRAIN_SET,
ROCK_TILE_TERRAIN if type == TileType.ROCK else CRISTAL_TILE_TERRAIN
)
func place_rocks(coords : Array[Vector2i], type := TileType.ROCK):
if type != TileType.EMPTY:
set_cells_terrain_connect(
coords,
ROCK_TILE_TERRAIN_SET,
ROCK_TILE_TERRAIN if type == TileType.ROCK else CRISTAL_TILE_TERRAIN
)
func remove_rocks(coords : Array[Vector2i], save = false):
set_cells_terrain_connect(
coords,
ROCK_TILE_TERRAIN_SET,
-1
)
if save:
for coord in coords:
var chunk_coord = Vector2i(
floori(coord.x / float(Planet.CHUNK_TILE_SIZE)),
floori(coord.y / float(Planet.CHUNK_TILE_SIZE)),
)
var chunk_tile_coord : Vector2i = coord - chunk_coord * Planet.CHUNK_TILE_SIZE
(planet.data
.get_chunk_data(chunk_coord)
.update_rock_tile_diff(chunk_tile_coord, ChunkData.TileDiff.ABSENT))
func dig_rocks(coords : Array[Vector2i]) -> bool:
var has_rock = false
for coord in coords:
if has_tile(coord):
has_rock = true
loot_rock(coord)
if has_rock:
remove_rocks(coords, true)
return has_rock
func loot_rock(coord : Vector2i):
if get_tile_type(coord) == TileType.CRISTAL and randf() < CRISTAL_LOOT_CHANCE:
if len(GameInfo.game_data.unlocked_plant_types):
var loot = Seed.new(
GameInfo.game_data.unlocked_plant_types.pick_random()
)
planet.drop_item(
loot,
coord * Planet.TILE_SIZE + Vector2i.ONE * floori(Planet.TILE_SIZE/2.),
floor(Planet.TILE_SIZE/2.)
)
func update_cells(coords : Array[Vector2i]):
for coord in coords:
if has_tile(coord):
place_rock(coord)
func has_tile(coord : Vector2i) -> bool:
return has_cell(coord)
func get_tile_type(coord : Vector2i) -> TileType:
if has_tile(coord):
return TileType.CRISTAL if get_cell_tile_data(coord).terrain == CRISTAL_TILE_TERRAIN else TileType.ROCK
return TileType.EMPTY

View File

@ -0,0 +1 @@
uid://cjys51dllryqk

View File

@ -5,9 +5,8 @@ const BORDER_WIDTH = 100
var player : Player
@export var import_entities_from_node : Node2D = null
@export var entity_container : Node2D
@onready var entity_container : Node2D = create_entity_container()
func instantiate_entity(s: PackedScene, entity_position : Vector2):
var entity = s.instantiate() as Node2D
@ -23,15 +22,18 @@ func add_entity(entity : Node2D, entity_global_position : Vector2 = Vector2.ZERO
else:
entity.get_parent().remove_child(entity)
enroll_entity(entity)
container.add_child(entity)
entity.global_position = entity_global_position
func enroll_entity(entity : Node2D):
if "terrain" in entity:
entity.terrain = self
if entity is Player:
player = entity
container.add_child(entity)
entity.global_position = entity_global_position
func save_entities() -> Array[EntityData]:
var saved_entities_data : Array[EntityData] = []
for e in entity_container.get_children():
@ -42,6 +44,9 @@ func save_entities() -> Array[EntityData]:
return saved_entities_data
func load_entities(saved_entities_data : Array[EntityData]):
for static_entity in entity_container.get_children():
enroll_entity(static_entity)
for save_data in saved_entities_data:
var entity = save_data.load()
if entity:
@ -57,14 +62,6 @@ func create_entity_container() -> Node2D:
add_child(container)
if import_entities_from_node:
for child in import_entities_from_node.get_children():
add_entity(
child,
child.global_position + (container.global_position - import_entities_from_node.global_position),
container
)
return container
func drop_item(item: Item, item_position : Vector2, random_displacement_factor = 0) -> ItemObject:

View File

@ -11,16 +11,17 @@
[node name="GameGui" parent="CanvasLayer" instance=ExtResource("2_dw1sv")]
[node name="TruckInterior" parent="." node_paths=PackedStringArray("import_entities_from_node") instance=ExtResource("1_ycq4y")]
[node name="TruckInterior" parent="." node_paths=PackedStringArray("entity_container") instance=ExtResource("1_ycq4y")]
position = Vector2(0, 0)
import_entities_from_node = NodePath("../Entities")
entity_container = NodePath("Entities")
[node name="Entities" type="Node2D" parent="TruckInterior"]
y_sort_enabled = true
[node name="Player" parent="TruckInterior/Entities" instance=ExtResource("5_dw1sv")]
position = Vector2(51, 492)
[node name="Camera" type="Camera2D" parent="."]
position = Vector2(385, 343)
script = ExtResource("2_063c3")
metadata/_custom_type_script = "uid://d1nsr56bh1a1y"
[node name="Entities" type="Node2D" parent="."]
[node name="Player" parent="Entities" instance=ExtResource("5_dw1sv")]
position = Vector2(51, 492)