branches and one texture
This commit is contained in:
@@ -0,0 +1,6 @@
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extends Resource
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class_name PartArchetypeAssociation
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@export var bases: Array[PlantPart]
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@export var branches: Array[PlantPart]
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@export var branches_amount: int = 1
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@@ -0,0 +1 @@
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uid://c8wmu8a3gyg55
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@@ -1,47 +1,18 @@
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extends Node
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@export var n_plants_to_generate: int
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@export var space_between_plants: int
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@export var base_mutations: Array[PlantMutation]
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@export var all_mutations: Array[PlantMutation]
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@export var max_n_mutations := 2
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# @export var base_parts: Array[PackedScene]
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# @export var leaves_parts: Array[PackedScene]
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# @export var branches_parts: Array[PackedScene]
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# @export var flowers_parts: Array[PackedScene]
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@export var space_between_plants: float
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func _ready():
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generate_plants();
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func generate_plants():
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var fail_safe := 0;
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for i in n_plants_to_generate:
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# func populate_part(parent: PlantPart, parent_node: Node2D, depth := 1):
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# if parent.attaches.size() == 0:
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# return
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# if depth >= max_depth:
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# return
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# var n_sub_parts: int = randi() % parent.attaches.size();
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# var available_parent_attaches: Array = range(parent.attaches.size());
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# for i in n_sub_parts:
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# var attach_ind_ind: int = randi() % available_parent_attaches.size();
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# var parent_attach_ind: int = available_parent_attaches[attach_ind_ind];
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# available_parent_attaches.pop_at(attach_ind_ind);
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# var attach := parent.attaches[parent_attach_ind];
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# var next_packed_scene: PackedScene;
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# if parent.type == PlantPart.PartType.BASE_PART:
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# next_packed_scene =
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# elif parent.type == PlantPart.PartType.BRANCH_PART:
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# var selected_root: Vector2 = next_part.roots.pick_random().position;
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# var sprite := Sprite2D.new();
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# sprite.texture = next_part.texture;
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# sprite.position = attach.position - selected_root;
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# parent_node.add_child(sprite);
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# populate_part(next_part, sprite, depth + 1);
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print("Generate plant")
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var plant_position := Vector2(i * space_between_plants, 0)
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var plant_data: PlantData = PlantData.new(plant_position)
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plant_data.day = plant_data.get_growing_time()
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plant_data.mutations.append(plant_data.archetype.available_mutations.pick_random())
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var plant: Plant = Plant.new(plant_data)
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add_child(plant)
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plant.global_position = plant_position
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@@ -0,0 +1,5 @@
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extends Resource
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class_name PartMutationAssociation
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@export var parts: Array[PlantPart]
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@export var part_amount: int = 1
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@@ -0,0 +1 @@
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uid://cfjd8jelpm8dt
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@@ -14,7 +14,7 @@ enum PartType {BASE_PART, BRANCH_PART, LEAF_PART, FLOWER_PART}
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@export var bottom_attachable: bool
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@export var branch_attachable: bool
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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:
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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:
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texture = textute_arg
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root = root_arg
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attaches = attaches_arg
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@@ -0,0 +1,82 @@
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@tool
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extends Sprite2D
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class_name PlantPartScene
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@export var part_name: String
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@export_tool_button("Load resource") var load_resource_button = load_resource
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@export var root: Node2D
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@export var attaches: Node
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@export var bottom_attaches: Node
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@export var type: PlantPart.PartType
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@export var is_back: bool
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@export var base_attachable: bool
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@export var bottom_attachable: bool
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@export var branch_attachable: bool
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@export_tool_button("Save as resource") var save_as_resource_button = save_as_resource
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func load_resource():
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var destination := "res://entities/plants/resources/plant_parts/" + part_name + ".tres"
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print("Loading: ", part_name, " at: ", destination)
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var plant_part = ResourceLoader.load(destination)
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if plant_part is PlantPart:
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root.position = plant_part.root
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texture = plant_part.texture
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var attaches_children := attaches.get_children()
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for i in maxi(attaches_children.size(), plant_part.attaches.size()):
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if i < attaches_children.size() && i < plant_part.attaches.size():
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attaches_children[i].position = plant_part.attaches[i]
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elif i >= attaches_children.size():
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var new_child = Node2D.new()
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new_child.name = "attach" + str(i)
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new_child.position = plant_part.attaches[i]
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attaches.add_child(new_child)
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new_child.set_owner(self )
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elif i >= plant_part.attaches.size():
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attaches_children[i].free()
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else:
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printerr("Invalid code path")
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var bottom_attaches_children := bottom_attaches.get_children()
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for i in maxi(bottom_attaches_children.size(), plant_part.bottom_attaches.size()):
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if i < bottom_attaches_children.size() && i < plant_part.bottom_attaches.size():
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bottom_attaches_children[i].position = plant_part.bottom_attaches[i]
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elif i >= bottom_attaches_children.size():
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var new_child = Node2D.new()
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new_child.name = "bottom_attach" + str(i)
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new_child.position = plant_part.bottom_attaches[i]
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bottom_attaches.add_child(new_child)
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new_child.set_owner(self )
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elif i >= plant_part.bottom_attaches.size():
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bottom_attaches_children[i].free()
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else:
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printerr("Invalid code path")
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type = plant_part.type
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is_back = plant_part.is_back
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base_attachable = plant_part.base_attachable
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bottom_attachable = plant_part.bottom_attachable
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branch_attachable = plant_part.branch_attachable
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else:
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printerr("Error loading ", part_name)
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func save_as_resource():
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var destination := "res://entities/plants/resources/plant_parts/" + part_name + ".tres"
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print("Saving: ", part_name, " at: ", destination)
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var attaches_vec2: Array[Vector2]
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for attach in attaches.get_children():
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attaches_vec2.append(attach.position)
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var bottom_attaches_vec2: Array[Vector2]
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for bottom_attach in bottom_attaches.get_children():
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bottom_attaches_vec2.append(bottom_attach.position)
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var plant_part = PlantPart.new()
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plant_part.init(texture, root.position, attaches_vec2, bottom_attaches_vec2, type, is_back, base_attachable, bottom_attachable, branch_attachable)
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plant_part.take_over_path(destination)
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var err := ResourceSaver.save(plant_part, destination)
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if err != OK:
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printerr("Error saving resource: ", error_string(err))
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@@ -1,30 +0,0 @@
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@tool
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extends Sprite2D
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class_name PlantPartScene
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@export var root: Node2D
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@export var attaches: Array[Node2D]
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@export var bottom_attaches: Array[Node2D]
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@export var type: PlantPart.PartType
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@export var is_back: bool
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@export var base_attachable: bool
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@export var bottom_attachable: bool
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@export var branch_attachable: bool
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@export_tool_button("Save as resource") var save_as_resource_button = save_as_resource
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func save_as_resource():
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var destination := "res://entities/plants/resources/plant_parts/" + name + ".tres"
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print("Saving: ", name, " at: ", destination)
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var attaches_vec2: Array[Vector2]
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for attach in attaches:
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attaches_vec2.append(attach.position)
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var bottom_attaches_vec2: Array[Vector2]
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for bottom_attach in bottom_attaches:
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bottom_attaches_vec2.append(bottom_attach.position)
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var plant_part = PlantPart.new(texture, root.position, attaches_vec2, bottom_attaches_vec2, type, is_back, base_attachable, bottom_attachable, branch_attachable)
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var err := ResourceSaver.save(plant_part, destination)
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if err != OK:
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printerr("Error saving resource: ", error_string(err))
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@@ -1,10 +1,18 @@
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extends Resource
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extends Node
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class_name TextureBuilder
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const IMAGE_WIDTH := 1000
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const IMAGE_HEIGHT := 2000
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const PLACEHOLDER_SEED_TEXTURE: Texture = preload("res://entities/plants/assets/sprites/default/seed.png")
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const PLACEHOLDER_MATURE_TEXTURE: Texture = preload("res://entities/plants/assets/sprites/default/mature.png")
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const PLACEHOLDER_GROWING_TEXTURE: Texture = preload("res://entities/plants/assets/sprites/default/growing.png")
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# @export var parts_archetype_associations: Dictionary[PlantArchetype, PartArchetypeAssociation] TODO:: have the archetypes
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@export var bases: Array[PlantPart]
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@export var branches: Array[PlantPart]
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@export var n_branches: int = 2
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@export var parts_mutation_associations: Dictionary[String, PartMutationAssociation]
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func build_seed_texture(_random_seed: int) -> Texture:
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return PLACEHOLDER_SEED_TEXTURE
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@@ -14,78 +22,105 @@ func build_plant_texture(plant_data: PlantData) -> Texture:
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PlantData.State.MATURE:
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var mature_texture: Texture = PLACEHOLDER_MATURE_TEXTURE
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var mature_image: Image
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# var plant_archetype := plant_data.archetype
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var base_part: PlantPart = plant_data.archetype.bases.pick_random();
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if bases.size() == 0:
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printerr("No base in archetype")
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return mature_texture
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# var base_part: PlantPart = parts_archetype_associations[plant_archetype].bases.pick_random()
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var base_part: PlantPart = bases.pick_random()
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mature_image = base_part.texture.get_image()
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var base_image = base_part.texture.get_image()
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mature_image = Image.create_empty(IMAGE_WIDTH, IMAGE_HEIGHT, false, Image.FORMAT_RGBA8)
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var base_image_center: Vector2i = 0.5 * base_image.get_size()
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var mature_image_center: Vector2i = 0.5 * mature_image.get_size()
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mature_image.blend_rect(base_image, Rect2i(Vector2i.ZERO, base_image.get_size()), mature_image_center - base_image_center - Vector2i(base_part.root))
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var branch_parts: Array[PlantPart] = plant_data.archetype.branches
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if branches.size() == 0:
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printerr("No branches in archetype")
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# var branch_parts: Array[PlantPart] = parts_archetype_associations[plant_archetype].branches
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var branch_parts: Array[PlantPart]
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for i in n_branches:
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branch_parts.append(branches.pick_random())
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var parts_to_place: Array[PlantPart];
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var parts_to_place: Array[PlantPart]
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for m in plant_data.mutations:
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var mutation := m;
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var mutation_possible_parts := mutation.possible_parts;
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for p in mutation.part_amount:
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print("mutations: ", m.id)
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var association: PartMutationAssociation = parts_mutation_associations[m.id]
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var mutation_possible_parts := association.parts
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for p in association.part_amount:
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parts_to_place.append(mutation_possible_parts.pick_random())
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var available_base_attaches: Array[Vector2] = base_part.attaches.duplicate();
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var available_base_attaches: Array[Vector2] = base_part.attaches.duplicate()
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var available_base_bottom_attach: Array[Vector2] = base_part.bottom_attaches.duplicate();
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var available_base_bottom_attach: Array[Vector2] = base_part.bottom_attaches.duplicate()
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var branch_attaches: Array[Vector2];
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var branch_attach_parent: Array[PlantPart];
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var branch_attaches: Array[Vector2]
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var branch_root: Array[Vector2]
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var branch_parent_attach: Array[Vector2]
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assert(branch_parts.size() <= base_part.attaches.size());
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assert(branch_parts.size() <= base_part.attaches.size(),
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str("More branches (", branch_parts.size(), ") than base attaches (", base_part.attaches.size(), ")"))
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for branch in branch_parts:
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if available_base_attaches.size() == 0:
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break
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var ind: int = randi_range(0, available_base_attaches.size() - 1);
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var attach: Vector2 = available_base_attaches.pop_at(ind);
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var ind: int = randi_range(0, available_base_attaches.size() - 1)
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var attach: Vector2 = available_base_attaches.pop_at(ind)
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var branch_image: Image = branch.texture.get_image()
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mature_image.blend_rect(branch_image, Rect2i(Vector2.ZERO, branch.texture.get_size()), attach)
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var branch_image_center: Vector2i = 0.5 * branch_image.get_size()
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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))
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for branch_attach in branch.attaches:
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branch_attaches.append(branch_attach);
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branch_attach_parent.append(branch);
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branch_attaches.append(branch_attach)
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branch_root.append(branch.root)
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branch_parent_attach.append(attach)
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assert(parts_to_place.size() <= branch_attaches.size() + base_part.attaches.size() - branch_parts.size());
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assert(parts_to_place.size() <= branch_attaches.size() + base_part.attaches.size() - branch_parts.size(),
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str("Parts to place : ", parts_to_place.size(),
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"; Branch Attaches : ", branch_attaches.size(),
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"; Base attaches : ", base_part.attaches.size(),
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"; Branch parts : ", branch_parts.size()))
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for part: PlantPart in parts_to_place:
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var attach: Vector2;
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var parent_part: PlantPart;
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var chosen_attach_type: int = 0;
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var attachables: Array[int];
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print("create part")
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var attach: Vector2
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var parent_root: Vector2
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var chosen_attach_type: int = 0
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var attachables: Array[int]
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if part.base_attachable && available_base_attaches.size() > 0:
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attachables.append(1);
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attachables.append(1)
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if part.bottom_attachable && available_base_bottom_attach.size() > 0:
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attachables.append(2);
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attachables.append(2)
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if part.branch_attachable && branch_attaches.size() > 0:
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attachables.append(3);
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# assert(attachables.size() > 0);
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attachables.append(3)
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# assert(attachables.size() > 0)
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if attachables.size() == 0:
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print("No attach available")
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continue
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chosen_attach_type = attachables.pick_random();
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chosen_attach_type = attachables.pick_random()
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if chosen_attach_type == 1: # base attach
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var ind := randi_range(0, available_base_attaches.size() - 1);
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attach = available_base_attaches.pop_at(ind);
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parent_part = base_part;
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var ind := randi_range(0, available_base_attaches.size() - 1)
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attach = available_base_attaches.pop_at(ind)
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parent_root = base_part.root
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elif chosen_attach_type == 2: # bottom
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var ind := randi_range(0, available_base_bottom_attach.size() - 1);
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attach = available_base_bottom_attach.pop_at(ind);
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parent_part = base_part;
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var ind := randi_range(0, available_base_bottom_attach.size() - 1)
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attach = available_base_bottom_attach.pop_at(ind)
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parent_root = base_part.root
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elif chosen_attach_type == 3: # branch
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var ind := randi_range(0, branch_attaches.size() - 1);
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attach = branch_attaches.pop_at(ind);
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parent_part = branch_attach_parent.pop_at(ind);
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var ind := randi_range(0, branch_attaches.size() - 1)
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attach = branch_attaches.pop_at(ind) - branch_root.pop_at(ind) + branch_parent_attach.pop_at(ind)
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parent_root = base_part.root
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var part_image: Image = part.texture.get_image()
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mature_image.blend_rect(part_image, Rect2i(Vector2.ZERO, part.texture.get_size()), attach)
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var part_image: Image = part.texture.get_image()
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var part_image_center: Vector2i = 0.5 * part_image.get_size()
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var relative_root_centered_pos: Vector2 = Vector2(mature_image_center - part_image_center) - part.root
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mature_image.blend_rect(part_image, Rect2i(Vector2i.ZERO, part.texture.get_size()), relative_root_centered_pos + attach - parent_root)
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if plant_data.random_seed % 2 == 0:
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mature_image.flip_x()
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mature_texture = ImageTexture.create_from_image(mature_image)
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@@ -93,6 +128,8 @@ func build_plant_texture(plant_data: PlantData) -> Texture:
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PlantData.State.GROWING:
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print("Build growing texture")
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return PLACEHOLDER_GROWING_TEXTURE
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_:
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return null
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print("Not handled state")
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return null
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Reference in New Issue
Block a user