Merge branch 'main' into game_menu
This commit is contained in:
@@ -86,7 +86,7 @@ const RIVER_NEIGHBOUR_OFFSETS: Dictionary = {
|
||||
##max cells to search around a lamppost chunk
|
||||
@export_range(1, 6, 1) var lamppost_search_radius_cells: int = 3
|
||||
##max allowed distance between lamppost pairs
|
||||
@export var lamppost_max_wire_distance: float = 60.0
|
||||
@export var lamppost_max_wire_distance: float = 35.0
|
||||
##if true wire connections blocked by colliders are discarded
|
||||
@export var lamppost_obstacle_check_enabled: bool = true
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
extends Path3D
|
||||
|
||||
const STEAM_DISTANCE_STAT: String = "stat_distance_km"
|
||||
const DISTANCE_KM_PER_UNIT: float = 0.001
|
||||
const DISTANCE_KM_PER_UNIT: float = 0.01
|
||||
|
||||
@export_group("Train")
|
||||
##train speed
|
||||
@@ -83,17 +83,20 @@ var environment_config: EnvironmentConfig
|
||||
var wagon_instances: Array[Node3D] = []
|
||||
var wagon_progress_offsets: Array[float] = []
|
||||
var _pending_steam_distance_km: float = 0.0
|
||||
var _initial_is_inmotion: bool = true
|
||||
|
||||
func _ready() -> void:
|
||||
randomize()
|
||||
|
||||
_cache_environment_config()
|
||||
_initial_is_inmotion = is_inmotion
|
||||
|
||||
if curve != null and curve.get_baked_length() > 0:
|
||||
build_rails()
|
||||
build_train()
|
||||
_plan_stops()
|
||||
_apply_initial_train_start()
|
||||
_apply_train_start_delay()
|
||||
else:
|
||||
print("WARNING: Draw Path3D for rails!")
|
||||
|
||||
@@ -138,6 +141,23 @@ func _apply_initial_train_start() -> void:
|
||||
|
||||
_snap_train_to_progress()
|
||||
|
||||
func _apply_train_start_delay() -> void:
|
||||
if not _initial_is_inmotion:
|
||||
return
|
||||
|
||||
var start_delay_seconds: float = 0.0
|
||||
if environment_config != null:
|
||||
start_delay_seconds = maxf(environment_config.train_start_delay_seconds, 0.0)
|
||||
if start_delay_seconds <= 0.0:
|
||||
return
|
||||
|
||||
is_inmotion = false
|
||||
await get_tree().create_timer(start_delay_seconds).timeout
|
||||
if not is_inside_tree():
|
||||
return
|
||||
|
||||
is_inmotion = _initial_is_inmotion
|
||||
|
||||
func _set_next_stop_index_from_current(current_stop_index: int) -> void:
|
||||
if stop_offset.is_empty():
|
||||
next_stop_index = 0
|
||||
|
||||
@@ -39,6 +39,7 @@ var weather_controller: WeatherController
|
||||
var day_tween: Tween
|
||||
var day_time: float = 0.0
|
||||
var pending_environment_nodes: Dictionary = {}
|
||||
var weather_shader_no_noise: Material
|
||||
|
||||
func _ready() -> void:
|
||||
|
||||
@@ -80,6 +81,9 @@ func _ready() -> void:
|
||||
weather_controller.name = "WeatherController"
|
||||
add_child(weather_controller)
|
||||
|
||||
if day_night_controller != null:
|
||||
select_day_time(day_night_controller.current_time)
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
_process_pending_environment_nodes()
|
||||
|
||||
@@ -135,10 +139,10 @@ func _apply_dynamic_environment_materials(node: Node) -> void:
|
||||
if node.is_in_group("wind_node"):
|
||||
_apply_wind_noise_to_node(node, NOISE_TEXTURE)
|
||||
|
||||
if node.is_in_group("weather_node"):
|
||||
_apply_weather_overlay_to_node(node, WEATHER_SHADER)
|
||||
if node.is_in_group("weather_node") or node.is_in_group("weather_vegetables_node"):
|
||||
_apply_weather_overlay_to_node(node, _get_weather_overlay_material(node))
|
||||
|
||||
if _should_clear_weather_overlay(node):
|
||||
if _should_ignore_weather_overlay(node):
|
||||
_clear_weather_overlay_from_node(node)
|
||||
|
||||
func ApplyWindNoiseToMaterials():
|
||||
@@ -162,19 +166,30 @@ func _apply_wind_noise_to_node(node: Node, noise_tex: Texture2D) -> void:
|
||||
|
||||
func ApplyWeatherShaderToMaterials():
|
||||
for node in get_tree().get_nodes_in_group("weather_node"):
|
||||
_apply_weather_overlay_to_node(node, WEATHER_SHADER)
|
||||
_apply_weather_overlay_to_node(node, _get_weather_overlay_material(node))
|
||||
|
||||
for node in get_tree().get_nodes_in_group("weather_vegetables_node"):
|
||||
if _should_clear_weather_overlay(node):
|
||||
_clear_weather_overlay_from_node(node)
|
||||
_apply_weather_overlay_to_node(node, _get_weather_overlay_material(node))
|
||||
|
||||
func _get_weather_overlay_material(node: Node) -> Material:
|
||||
if not node.is_in_group("weather_overlay_no_noise"):
|
||||
return WEATHER_SHADER
|
||||
|
||||
if weather_shader_no_noise == null:
|
||||
weather_shader_no_noise = WEATHER_SHADER.duplicate() as Material
|
||||
var shader_material := weather_shader_no_noise as ShaderMaterial
|
||||
if shader_material:
|
||||
shader_material.set_shader_parameter("snow_noise_enabled", false)
|
||||
|
||||
return weather_shader_no_noise
|
||||
|
||||
func _apply_weather_overlay_to_node(node: Node, material: Material) -> void:
|
||||
if _should_clear_weather_overlay(node):
|
||||
if _should_ignore_weather_overlay(node):
|
||||
_clear_weather_overlay_from_node(node)
|
||||
return
|
||||
|
||||
if node is GeometryInstance3D:
|
||||
if _geometry_uses_alpha_texture(node):
|
||||
if _should_clear_weather_overlay(node) or _geometry_uses_alpha_texture(node):
|
||||
node.material_overlay = null
|
||||
else:
|
||||
node.material_overlay = material
|
||||
@@ -214,6 +229,9 @@ func _shader_material_uses_alpha_texture(material: ShaderMaterial) -> bool:
|
||||
|
||||
return material.shader.code.find("alpha_texture") != -1
|
||||
|
||||
func _should_ignore_weather_overlay(node: Node) -> bool:
|
||||
return node.is_in_group("weather_overlay_ignore")
|
||||
|
||||
func _should_clear_weather_overlay(node: Node) -> bool:
|
||||
return node.is_in_group("weather_vegetables_node")
|
||||
|
||||
|
||||
@@ -53,7 +53,7 @@ var is_storm: bool = false
|
||||
var cold_tween: Tween
|
||||
var wind_tween: Tween
|
||||
var is_windy: bool = false
|
||||
var thereare_fireflies: bool = false
|
||||
var thereare_fireflies: bool = true
|
||||
var current_wind_speed: float = 0.0
|
||||
var current_wind_strength: float = 0.0
|
||||
var current_wind_fade: float = 0.0
|
||||
@@ -128,10 +128,8 @@ func _process(delta: float) -> void:
|
||||
|
||||
_follow_camera()
|
||||
|
||||
var is_night = day_time >= 2.5
|
||||
if particles_fireflies:
|
||||
particles_fireflies.emitting = thereare_fireflies and is_night and not is_raining and not is_snowing and not is_storm
|
||||
|
||||
_update_fireflies_visibility()
|
||||
|
||||
var base_tint: Color
|
||||
var base_sky_top: Color
|
||||
var base_sky_horizon: Color
|
||||
@@ -197,11 +195,9 @@ func _process(delta: float) -> void:
|
||||
var final_fog_color = base_fog_color.lerp(base_fog_color * weather_color, clamp(rain_intensity, 0.0, 1.0))
|
||||
var final_fog_density = lerp(base_fog_density, base_fog_density * 4.0, clamp(rain_intensity, 0.0, 1.0))
|
||||
var final_water_color = base_water_color.darkened(clamp(environment_config.water_darkening_rain, 0.0, 1.0) * clamp(rain_intensity, 0.0, 1.0))
|
||||
var rain_weather_amount: float = 0.0
|
||||
if is_raining:
|
||||
rain_weather_amount = clamp(rain_intensity, 0.0, 1.0)
|
||||
var rain_weather_amount: float = clamp(rain_intensity, 0.0, 1.0)
|
||||
var storm_weather_amount: float = 0.0
|
||||
if is_raining and is_storm:
|
||||
if is_storm:
|
||||
if environment_config.storm_rain_intensity_multiplier > 1.0:
|
||||
storm_weather_amount = clamp((rain_intensity - 1.0) / (environment_config.storm_rain_intensity_multiplier - 1.0), 0.0, 1.0)
|
||||
else:
|
||||
@@ -389,9 +385,7 @@ func _follow_camera() -> void:
|
||||
|
||||
func toggle_fireflies(value: bool):
|
||||
thereare_fireflies = value
|
||||
var is_night = day_time >= 2.5
|
||||
if particles_fireflies:
|
||||
particles_fireflies.emitting = thereare_fireflies and is_night and not is_raining
|
||||
_update_fireflies_visibility()
|
||||
|
||||
#disable fireflies and set default values and materials
|
||||
func init_fireflies():
|
||||
@@ -402,7 +396,16 @@ func init_fireflies():
|
||||
var proc_mat = particles_fireflies.process_material as ParticleProcessMaterial
|
||||
if proc_mat:
|
||||
proc_mat.emission_box_extents = Vector3(environment_config.fireflies_spawn_ray, environment_config.fireflies_spawn_height, environment_config.fireflies_spawn_ray)
|
||||
|
||||
_update_fireflies_visibility()
|
||||
|
||||
func _should_show_fireflies() -> bool:
|
||||
var is_night: bool = day_time >= 2.5
|
||||
return thereare_fireflies and is_night and not is_raining and not is_snowing and not is_storm
|
||||
|
||||
func _update_fireflies_visibility() -> void:
|
||||
if particles_fireflies:
|
||||
particles_fireflies.emitting = _should_show_fireflies()
|
||||
|
||||
#endregion
|
||||
|
||||
#region Wind
|
||||
@@ -410,7 +413,7 @@ func init_fireflies():
|
||||
func toggle_wind(value: bool):
|
||||
is_windy = value
|
||||
if particles_wind:
|
||||
particles_wind.emitting = is_windy
|
||||
particles_wind.emitting = true
|
||||
|
||||
_apply_wind_state()
|
||||
_emit_weather_event_label()
|
||||
@@ -420,7 +423,7 @@ func init_wind():
|
||||
_update_wind_amount_from_strength(environment_config.wind_strength)
|
||||
if particles_wind:
|
||||
particles_wind.visible = true
|
||||
particles_wind.emitting = false
|
||||
particles_wind.emitting = true
|
||||
particles_wind.amount = environment_config.wind_amount
|
||||
var proc_mat_wind = particles_wind.process_material as ParticleProcessMaterial
|
||||
if proc_mat_wind:
|
||||
@@ -451,6 +454,11 @@ func _apply_wind_config() -> void:
|
||||
|
||||
_apply_wind_state(true)
|
||||
|
||||
func _get_target_wind_strength() -> float:
|
||||
if is_windy:
|
||||
return environment_config.wind_boost_strength
|
||||
return environment_config.wind_strength
|
||||
|
||||
func _apply_wind_state(immediate: bool = false) -> void:
|
||||
if environment_config == null:
|
||||
return
|
||||
@@ -458,20 +466,23 @@ func _apply_wind_state(immediate: bool = false) -> void:
|
||||
if wind_tween and wind_tween.is_valid():
|
||||
wind_tween.kill()
|
||||
|
||||
var active_wind_speed := environment_config.wind_speed if is_windy else 0.0
|
||||
var active_wind_strength := environment_config.wind_strength if is_windy else 0.0
|
||||
var active_wind_fade := 1.0 if is_windy else 0.0
|
||||
if particles_wind:
|
||||
particles_wind.emitting = true
|
||||
|
||||
var active_wind_speed := environment_config.wind_speed
|
||||
var active_wind_strength := _get_target_wind_strength()
|
||||
var active_wind_fade := 1.0
|
||||
if immediate:
|
||||
_set_current_wind_speed(active_wind_speed)
|
||||
_set_current_wind_strength(active_wind_strength)
|
||||
_set_current_wind_fade(active_wind_fade)
|
||||
return
|
||||
|
||||
_set_current_wind_speed(environment_config.wind_speed)
|
||||
_set_current_wind_strength(environment_config.wind_strength)
|
||||
_set_current_wind_speed(active_wind_speed)
|
||||
_set_current_wind_fade(active_wind_fade)
|
||||
wind_tween = create_tween()
|
||||
wind_tween.tween_method(_set_current_wind_fade, current_wind_fade, active_wind_fade, environment_config.wind_fade_in_out_time)
|
||||
wind_tween.tween_callback(_finish_wind_fade_out)
|
||||
wind_tween.tween_method(_set_current_wind_strength, current_wind_strength, active_wind_strength, environment_config.wind_fade_in_out_time)
|
||||
wind_tween.tween_callback(_finish_wind_transition)
|
||||
|
||||
func _set_current_wind_speed(value: float) -> void:
|
||||
current_wind_speed = value
|
||||
@@ -481,6 +492,7 @@ func _set_current_wind_speed(value: float) -> void:
|
||||
func _set_current_wind_strength(value: float) -> void:
|
||||
current_wind_strength = value
|
||||
RenderingServer.global_shader_parameter_set("global_wind_strength", value)
|
||||
_set_wind_particles_amount_from_strength(value)
|
||||
_sync_wind_event_state()
|
||||
|
||||
func _set_current_wind_fade(value: float) -> void:
|
||||
@@ -494,13 +506,10 @@ func _sync_wind_event_state() -> void:
|
||||
#used to notify wind_decoration when wind change state
|
||||
wind_parameters_changed.emit(current_wind_speed, current_wind_strength, current_wind_fade, environment_config.wind_direction)
|
||||
|
||||
func _finish_wind_fade_out() -> void:
|
||||
if is_windy:
|
||||
return
|
||||
|
||||
_set_current_wind_speed(0.0)
|
||||
_set_current_wind_strength(0.0)
|
||||
_set_current_wind_fade(0.0)
|
||||
func _finish_wind_transition() -> void:
|
||||
_set_current_wind_speed(environment_config.wind_speed)
|
||||
_set_current_wind_strength(_get_target_wind_strength())
|
||||
_set_current_wind_fade(1.0)
|
||||
|
||||
func change_wind_strength(value: float) -> void:
|
||||
if environment_config == null:
|
||||
@@ -508,10 +517,11 @@ func change_wind_strength(value: float) -> void:
|
||||
|
||||
environment_config.wind_strength = value
|
||||
_update_wind_amount_from_strength(value)
|
||||
if is_windy or current_wind_fade > 0.0:
|
||||
if current_wind_fade > 0.0 and not is_windy:
|
||||
_set_current_wind_strength(value)
|
||||
if particles_wind:
|
||||
particles_wind.amount = environment_config.wind_amount
|
||||
_apply_wind_state()
|
||||
|
||||
func _update_wind_amount_from_strength(value: float) -> void:
|
||||
if environment_config == null:
|
||||
@@ -519,12 +529,22 @@ func _update_wind_amount_from_strength(value: float) -> void:
|
||||
if max_wind_amount <= 0:
|
||||
max_wind_amount = max(environment_config.wind_amount, 1)
|
||||
|
||||
environment_config.wind_amount = _get_wind_particles_amount_from_strength(value)
|
||||
|
||||
func _get_wind_particles_amount_from_strength(value: float) -> int:
|
||||
if max_wind_amount <= 0:
|
||||
max_wind_amount = 1
|
||||
|
||||
var normalized_strength: float = clamp(value, 0.0, 1.0)
|
||||
var amount_ratio: float = normalized_strength
|
||||
if normalized_strength > 0.0 and normalized_strength < 0.3:
|
||||
amount_ratio = lerp(0.08, 0.25, normalized_strength / 0.3)
|
||||
|
||||
environment_config.wind_amount = roundi(max_wind_amount * amount_ratio)
|
||||
return roundi(max_wind_amount * amount_ratio)
|
||||
|
||||
func _set_wind_particles_amount_from_strength(value: float) -> void:
|
||||
if particles_wind:
|
||||
particles_wind.amount = _get_wind_particles_amount_from_strength(value)
|
||||
|
||||
func trigger_random_weather_event(duration: float = 0.0) -> void:
|
||||
if random_weather_restore_tween and random_weather_restore_tween.is_valid():
|
||||
|
||||
@@ -17,6 +17,7 @@ global uniform float global_snow_cap_flatness_end = 0.96;
|
||||
global uniform float global_snow_cap_noise_scale = 0.22;
|
||||
global uniform float global_snow_cap_noise_strength = 0.18;
|
||||
const float SNOW_VISUAL_RESPONSE = 0.55;
|
||||
uniform bool snow_noise_enabled = true;
|
||||
uniform float snow_noise_scale : hint_range(0.01, 1.0) = 0.15;
|
||||
uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.2;
|
||||
uniform float snow_roughness_variation : hint_range(0.0, 0.3) = 0.15;
|
||||
@@ -92,6 +93,10 @@ float get_visual_snow_progress(float snow_progress) {
|
||||
}
|
||||
|
||||
float get_snow_noise_mask(vec3 world_pos, float snow_progress) {
|
||||
if (!snow_noise_enabled) {
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
float detail_noise = texture(noise_texture, world_pos.xz * snow_noise_scale).r;
|
||||
float broad_noise = texture(noise_texture, world_pos.xz * snow_noise_scale * 0.35 + vec2(19.1, 7.4)).r;
|
||||
float combined_noise = mix(detail_noise, broad_noise, 0.35);
|
||||
@@ -118,7 +123,7 @@ void vertex() {
|
||||
world_normal.y
|
||||
);
|
||||
float accumulation_growth = smoothstep(0.02, 0.45, snow_progress);
|
||||
float cap_noise = fbm(world_pos.xz * global_snow_cap_noise_scale + vec2(11.3, 4.7));
|
||||
float cap_noise = snow_noise_enabled ? fbm(world_pos.xz * global_snow_cap_noise_scale + vec2(11.3, 4.7)) : 0.5;
|
||||
float cap_variation = mix(1.0 - global_snow_cap_noise_strength, 1.0 + global_snow_cap_noise_strength, cap_noise);
|
||||
|
||||
v_snow_amount = snow_progress;
|
||||
@@ -133,7 +138,7 @@ void fragment() {
|
||||
float facing_up = clamp(world_normal.y, 0.0, 1.0);
|
||||
vec3 geometric_normal = normalize(cross(dFdx(world_pos), dFdy(world_pos)));
|
||||
float snow_facing_up = max(facing_up, abs(geometric_normal.y));
|
||||
float noise_val = texture(noise_texture, world_pos.xz * snow_noise_scale).r;
|
||||
float noise_val = snow_noise_enabled ? texture(noise_texture, world_pos.xz * snow_noise_scale).r : 0.5;
|
||||
|
||||
//Snow
|
||||
float snow_progress = v_snow_amount;
|
||||
|
||||
@@ -158,6 +158,8 @@ extends Resource
|
||||
@export_group("Train Start")
|
||||
@export var train_start_from_random_position: bool = true #When enabled the train starts from a random offset on the rail curve instead of a stop
|
||||
@export_range(0, 64, 1, "or_greater") var train_start_stop_index: int = 1 #Stop index used for the train start when random start is disabled
|
||||
@export var train_start_delay_seconds: float = 3.0 #Seconds the train waits before starting at game launch
|
||||
@export var train_start_acceleration_seconds: float = 4.0 #Seconds used to progressively reach normal train speed after launch
|
||||
|
||||
#Snow settings
|
||||
@export_group("Snow")
|
||||
@@ -185,7 +187,8 @@ extends Resource
|
||||
@export var wind_direction: Vector2 = Vector2(0.5, 0.4) #Global wind direction (XZ)
|
||||
@export var wind_speed: float = 0.2 #Global wind animation speed
|
||||
@export var wind_scale: float = 0.025 #Global wind noise scale
|
||||
@export var wind_strength: float = 0.3 #Global wind displacement strength
|
||||
@export var wind_strength: float = 0.12 #Low ambient wind displacement strength
|
||||
@export var wind_boost_strength: float = 1.0 #Wind displacement strength while wind event is active
|
||||
@export var cloud_scale: float = 0.5 #Cloud noise scale in sky shader
|
||||
@export var cloud_speed: float = 0.05 #Cloud movement speed in sky shader
|
||||
@export_range(0.01, 1.0) var cloud_scale_envshadows_rate: float = 0.01 #Cloud scale multiplier for environment shadows
|
||||
|
||||
@@ -1,21 +1,48 @@
|
||||
extends Control
|
||||
|
||||
const TRAIN_WHISTLE_STREAM: AudioStream = preload("res://tgcc/train/sounds/train_whistle2.mp3")
|
||||
|
||||
@onready var play_button: Button = $%PlayButton
|
||||
@onready var resume_button: Button = $%ResumeButton
|
||||
@onready var settings_button: Button = $%SettingsButton
|
||||
@onready var save_button: Button = $%SaveButton
|
||||
@onready var quit_button: Button = $%QuitButton
|
||||
@export var fade_time: float = 0.5
|
||||
@export var menu_whistle_volume_db: float = -12.0
|
||||
|
||||
var _fallback_whistle_player: AudioStreamPlayer
|
||||
|
||||
func _ready() -> void:
|
||||
_create_fallback_whistle_player()
|
||||
play_button.pressed.connect(_on_play_button_pressed)
|
||||
save_button.pressed.connect(_on_save_button_pressed)
|
||||
quit_button.pressed.connect(_on_quit_button_pressed)
|
||||
resume_button.pressed.connect(func(): UIEvents.resume_game_requested.emit())
|
||||
|
||||
func _on_play_button_pressed() -> void:
|
||||
_play_train_horn()
|
||||
await get_tree().create_timer(fade_time).timeout
|
||||
SceneManager.change_scene(SceneConfig.SceneName.GAME)
|
||||
|
||||
func _create_fallback_whistle_player() -> void:
|
||||
_fallback_whistle_player = AudioStreamPlayer.new()
|
||||
_fallback_whistle_player.name = "FallbackTrainWhistlePlayer"
|
||||
_fallback_whistle_player.bus = &"SFX"
|
||||
_fallback_whistle_player.volume_db = menu_whistle_volume_db
|
||||
_fallback_whistle_player.stream = TRAIN_WHISTLE_STREAM
|
||||
add_child(_fallback_whistle_player)
|
||||
|
||||
func _play_train_horn() -> void:
|
||||
if not UIEvents.toot_toot.get_connections().is_empty():
|
||||
UIEvents.toot_toot.emit(false)
|
||||
return
|
||||
|
||||
if _fallback_whistle_player == null:
|
||||
return
|
||||
|
||||
_fallback_whistle_player.stop()
|
||||
_fallback_whistle_player.play()
|
||||
|
||||
func _on_save_button_pressed() -> void:
|
||||
GameState.save_game()
|
||||
|
||||
|
||||
@@ -35,8 +35,6 @@ func _set_selected_color(index: int, material_index: int) -> void:
|
||||
else:
|
||||
color_pickers[i].deselect()
|
||||
|
||||
AchievementManager.is_unlocked("ACH_CHANGE_TRAIN_COLOR")
|
||||
|
||||
func _on_color_selected(selected_color_picker: TrainColorPicker, material_index: int) -> void:
|
||||
var color_pickers = color_pickers_1 if material_index == 0 else color_pickers_2
|
||||
for i in range(color_pickers.size()):
|
||||
|
||||
@@ -195,8 +195,8 @@ func _on_photo_taken_finished() -> void:
|
||||
StatsManager.store()
|
||||
|
||||
func _on_choo_choo_button_pressed() -> void:
|
||||
#play sfx
|
||||
pass
|
||||
UIEvents.toot_toot.emit(true)
|
||||
AchievementManager.is_unlocked("ACH_CHANGE_TRAIN_COLOR")
|
||||
|
||||
func _set_buttons_mouse_filter(ignore: bool) -> void:
|
||||
var filter = Control.MOUSE_FILTER_IGNORE if ignore else Control.MOUSE_FILTER_STOP
|
||||
|
||||
@@ -3,8 +3,9 @@ extends CanvasLayer
|
||||
@export var config: SceneConfig
|
||||
@onready var color_rect = $ColorRect
|
||||
@onready var loading_screen = $LoadingScreen
|
||||
@export var transition_duration: float = 1
|
||||
@export var transition_duration: float = 3
|
||||
const SHADER_PATH := "res://core/transition.gdshader"
|
||||
var transaction_material: ShaderMaterial
|
||||
|
||||
func _ready() -> void:
|
||||
_build_material()
|
||||
@@ -14,10 +15,10 @@ func _ready() -> void:
|
||||
color_rect.visible = false
|
||||
|
||||
func _build_material() -> void:
|
||||
var mat := ShaderMaterial.new()
|
||||
mat.shader = load(SHADER_PATH)
|
||||
transaction_material = ShaderMaterial.new()
|
||||
transaction_material.shader = load(SHADER_PATH)
|
||||
|
||||
#directional gradient: botto-left-> black; top-right -> white
|
||||
#directional gradient: bottom-left-> black; top-right -> white
|
||||
var g := Gradient.new()
|
||||
g.set_color(0, Color.BLACK)
|
||||
g.set_color(1, Color.WHITE)
|
||||
@@ -41,25 +42,27 @@ func _build_material() -> void:
|
||||
shape_tex.width = 64
|
||||
shape_tex.height = 64
|
||||
|
||||
mat.set_shader_parameter("base_color", Color.BLACK)
|
||||
mat.set_shader_parameter("gradient_texture", grad_tex)
|
||||
mat.set_shader_parameter("gradient_fixed", false)
|
||||
mat.set_shader_parameter("shape_texture", shape_tex)
|
||||
mat.set_shader_parameter("shape_tiling", 16.0)
|
||||
mat.set_shader_parameter("shape_rotation", 0.0)
|
||||
mat.set_shader_parameter("shape_scroll", Vector2.ZERO)
|
||||
mat.set_shader_parameter("shape_feathering", 0.05)
|
||||
mat.set_shader_parameter("shape_treshold", 1.0) # >=1 -> full at the end of the transation
|
||||
mat.set_shader_parameter("width", 0.5)
|
||||
transaction_material.set_shader_parameter("base_color", Color.BLACK)
|
||||
transaction_material.set_shader_parameter("gradient_texture", grad_tex)
|
||||
transaction_material.set_shader_parameter("gradient_fixed", false)
|
||||
transaction_material.set_shader_parameter("shape_texture", shape_tex)
|
||||
transaction_material.set_shader_parameter("shape_tiling", 16.0)
|
||||
transaction_material.set_shader_parameter("shape_rotation", 0.0)
|
||||
transaction_material.set_shader_parameter("shape_scroll", Vector2.ZERO)
|
||||
transaction_material.set_shader_parameter("shape_feathering", 0.05)
|
||||
transaction_material.set_shader_parameter("shape_treshold", 1.0) # >=1 -> full at the end of the transation
|
||||
transaction_material.set_shader_parameter("width", 0.5)
|
||||
|
||||
color_rect.material = mat
|
||||
color_rect.material = transaction_material
|
||||
|
||||
func _update_resolution() -> void:
|
||||
var s := get_viewport().get_visible_rect().size
|
||||
color_rect.material.set_shader_parameter("node_resolution", s)
|
||||
if color_rect.material:
|
||||
color_rect.material.set_shader_parameter("node_resolution", s)
|
||||
|
||||
func _set_factor(v: float) -> void:
|
||||
color_rect.material.set_shader_parameter("factor", v)
|
||||
if color_rect.material:
|
||||
color_rect.material.set_shader_parameter("factor", v)
|
||||
|
||||
func cover(duration := 0.5) -> void:
|
||||
color_rect.visible = true
|
||||
@@ -73,20 +76,44 @@ func reveal(duration := 0.5) -> void:
|
||||
await t.finished
|
||||
color_rect.visible = false
|
||||
|
||||
func change_scene(scene_enum: SceneConfig.SceneName) -> void:
|
||||
func change_scene_with_standard_fade(scene_enum: SceneConfig.SceneName, duration: float = transition_duration, show_loading_label: bool = false) -> void:
|
||||
if not config or not config.scenes.has(scene_enum):
|
||||
return
|
||||
|
||||
color_rect.material = null
|
||||
color_rect.color = Color(0,0,0)
|
||||
var target_scene: PackedScene = config.scenes[scene_enum]
|
||||
|
||||
color_rect.mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
loading_screen.visible = true
|
||||
if show_loading_label:
|
||||
loading_screen.visible = true
|
||||
|
||||
await cover(transition_duration)
|
||||
await cover(duration)
|
||||
get_tree().change_scene_to_packed(target_scene)
|
||||
await reveal(transition_duration)
|
||||
await reveal(duration)
|
||||
|
||||
loading_screen.visible = false
|
||||
if show_loading_label:
|
||||
loading_screen.visible = false
|
||||
color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
|
||||
func change_scene(scene_enum: SceneConfig.SceneName, duration: float = transition_duration, show_loading_label: bool = false) -> void:
|
||||
if not config or not config.scenes.has(scene_enum):
|
||||
return
|
||||
|
||||
color_rect.material = transaction_material
|
||||
color_rect.color = Color(0,0,0,0)
|
||||
var target_scene: PackedScene = config.scenes[scene_enum]
|
||||
|
||||
color_rect.mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
if show_loading_label:
|
||||
loading_screen.visible = true
|
||||
|
||||
await cover(duration)
|
||||
get_tree().change_scene_to_packed(target_scene)
|
||||
await reveal(duration)
|
||||
|
||||
if show_loading_label:
|
||||
loading_screen.visible = false
|
||||
color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
|
||||
func quit_game() -> void:
|
||||
|
||||
@@ -20,6 +20,7 @@ mouse_filter = 2
|
||||
color = Color(0, 0, 0, 0)
|
||||
|
||||
[node name="LoadingScreen" type="Control" parent="." unique_id=1075176512]
|
||||
visible = false
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
|
||||
@@ -1,8 +1,17 @@
|
||||
extends Control
|
||||
|
||||
@export var main_menu_scene: PackedScene
|
||||
@export var display_time: float = 3.0
|
||||
@export var display_time: float = 2.0
|
||||
@export var fade_in_time: float = 0.5
|
||||
@onready var logo: Sprite2D = $ColorRect/JMPLogo
|
||||
|
||||
func _ready() -> void:
|
||||
logo.modulate.a = 0.0
|
||||
await get_tree().create_timer(fade_in_time).timeout
|
||||
|
||||
var tween := create_tween()
|
||||
tween.tween_property(logo, "modulate:a", 1.0, fade_in_time).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
|
||||
|
||||
await get_tree().create_timer(display_time).timeout
|
||||
SceneManager.change_scene(SceneConfig.SceneName.MAIN_MENU)
|
||||
#tween = create_tween()
|
||||
#tween.tween_property(logo, "modulate:a", 0.0, fade_in_time).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
|
||||
SceneManager.change_scene_with_standard_fade(SceneConfig.SceneName.MAIN_MENU, 0.5)
|
||||
|
||||
@@ -12,7 +12,16 @@ grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_elsnp")
|
||||
|
||||
[node name="JMPLogo" type="Sprite2D" parent="." unique_id=1244888940]
|
||||
[node name="ColorRect" type="ColorRect" parent="." unique_id=1599828641]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
color = Color(0, 0, 0, 1)
|
||||
|
||||
[node name="JMPLogo" type="Sprite2D" parent="ColorRect" unique_id=1244888940]
|
||||
position = Vector2(980.99994, 556)
|
||||
scale = Vector2(0.37799045, 0.37799042)
|
||||
texture = ExtResource("1_jkpgl")
|
||||
|
||||
@@ -35,6 +35,8 @@ func _on_global_percentages_ready(_game: int, _result: int) -> void:
|
||||
pass
|
||||
|
||||
func unlock(api_name: String) -> void:
|
||||
if not SteamManager.is_on_steam:
|
||||
return
|
||||
if not KNOWN.has(api_name):
|
||||
push_warning("Achievement unknown: %s" % api_name)
|
||||
return
|
||||
@@ -47,17 +49,25 @@ func unlock(api_name: String) -> void:
|
||||
unlocked.emit(api_name)
|
||||
|
||||
func is_unlocked(api_name: String) -> bool:
|
||||
if not SteamManager.is_on_steam:
|
||||
return false
|
||||
var data: Dictionary = Steam.getAchievement(api_name)
|
||||
return data.get("achieved", false)
|
||||
|
||||
func get_display_name(api_name: String) -> String:
|
||||
if not SteamManager.is_on_steam:
|
||||
return ""
|
||||
return Steam.getAchievementDisplayAttribute(api_name, "name")
|
||||
|
||||
func get_description(api_name: String) -> String:
|
||||
if not SteamManager.is_on_steam:
|
||||
return ""
|
||||
return Steam.getAchievementDisplayAttribute(api_name, "desc")
|
||||
|
||||
#Global percentage of player who have unlocked the achievement
|
||||
func get_global_percent(api_name: String) -> float:
|
||||
if not SteamManager.is_on_steam:
|
||||
return 0.0
|
||||
var data: Dictionary = Steam.getAchievementAchievedPercent(api_name)
|
||||
if not data.get("ret", false):
|
||||
return -1.0 #global percentage not yet available
|
||||
@@ -65,9 +75,10 @@ func get_global_percent(api_name: String) -> float:
|
||||
|
||||
#for development only: reset an achievement
|
||||
func clear(api_name: String) -> void:
|
||||
if not SteamManager.is_on_steam:
|
||||
return
|
||||
Steam.clearAchievement(api_name)
|
||||
Steam.storeStats()
|
||||
|
||||
func _on_achievement_stored(_game: int, _group: bool, api_name: String,
|
||||
current: int, maximum: int) -> void:
|
||||
func _on_achievement_stored(_game: int, _group: bool, api_name: String, current: int, maximum: int) -> void:
|
||||
print("Achievement confirmed by server: %s (%d/%d)" % [api_name, current, maximum])
|
||||
|
||||
@@ -30,15 +30,21 @@ func _ready() -> void:
|
||||
Steam.user_stats_stored.connect(_on_stats_stored)
|
||||
|
||||
func get_int(stat: String) -> int:
|
||||
if not SteamManager.is_on_steam:
|
||||
return 0
|
||||
return Steam.getStatInt(stat)
|
||||
|
||||
func get_float(stat: String) -> float:
|
||||
if not SteamManager.is_on_steam:
|
||||
return 0.0
|
||||
return Steam.getStatFloat(stat)
|
||||
|
||||
func set_int(stat: String, value: int) -> void:
|
||||
if not KNOWN.has(stat):
|
||||
push_warning("Stat not found: %s" % stat)
|
||||
return
|
||||
if not SteamManager.is_on_steam:
|
||||
return
|
||||
|
||||
if not Steam.setStatInt(stat, value):
|
||||
push_error("setStatInt failed (incremental with value less than current value? is published on steam?): %s" % stat)
|
||||
@@ -52,18 +58,26 @@ func set_float(stat: String, value: float) -> void:
|
||||
push_error("setStatFloat failed: %s" % stat)
|
||||
|
||||
func add_int(stat: String, amount: int = 1) -> void:
|
||||
if not SteamManager.is_on_steam:
|
||||
return
|
||||
set_int(stat, get_int(stat) + amount)
|
||||
|
||||
func update_avg_rate(stat: String, count_this_session: float, session_length: float) -> void:
|
||||
if not SteamManager.is_on_steam:
|
||||
return
|
||||
Steam.updateAvgRateStat(stat, count_this_session, session_length)
|
||||
|
||||
#Send all data to server; call it at the end of the game of when exit
|
||||
func store() -> void:
|
||||
if not SteamManager.is_on_steam:
|
||||
return
|
||||
if not Steam.storeStats():
|
||||
push_error("storeStats failed; data saved locally")
|
||||
|
||||
#Development only: reset stats
|
||||
func reset_all(include_achievements: bool = false) -> void:
|
||||
if not SteamManager.is_on_steam:
|
||||
return
|
||||
if !Steam.resetAllStats(include_achievements):
|
||||
push_error("resetAllStats failed")
|
||||
|
||||
|
||||
@@ -46,8 +46,4 @@ signal day_time_option_changed(index: int)
|
||||
|
||||
#train signals
|
||||
@warning_ignore("unused_signal")
|
||||
signal toot_toot()
|
||||
|
||||
#game menu signals
|
||||
@warning_ignore("unused_signal")
|
||||
signal resume_game_requested()
|
||||
signal toot_toot(update_stats: bool)
|
||||
|
||||
Reference in New Issue
Block a user