29 Commits

Author SHA1 Message Date
m.cirafisi
53e4afa367 bug fix 2026-07-09 22:14:29 +02:00
m.cirafisi
f61668c626 update transition from night to "alba" 2026-07-07 22:55:00 +02:00
m.cirafisi
ccb410d5d6 bug fix 2026-07-07 22:24:54 +02:00
m.cirafisi
7dc4d524da add new buttons 2026-07-07 21:53:11 +02:00
m.cirafisi
0e1afcab0c Merge branch 'main' into ui_fixes 2026-07-07 21:38:12 +02:00
5341fdd3f5 polish 10 2026-07-07 19:22:05 +00:00
Matteo Sonaglioni
d58c31ac65 fix path 2026-07-07 21:21:21 +02:00
m.cirafisi
48ba1761e0 Merge branch 'main' into polish10 2026-07-07 21:18:23 +02:00
Matteo Sonaglioni
0ce2cc6b04 fix path 2026-07-07 19:02:41 +02:00
8ff14f3455 show snow on grass 2026-07-07 18:00:12 +02:00
6da7021a58 manage stats and achievements 2026-07-07 10:03:12 +02:00
b87be91521 fix comprenetration train-wagons 2026-07-07 09:42:23 +02:00
Matteo Sonaglioni
9f3acbccf9 Merge branch 'main' into polish10 2026-07-06 22:49:28 +02:00
d06f693088 bug fix 2026-07-06 22:02:51 +02:00
c2b41d31bf add new font for audio player 2026-07-06 21:45:09 +02:00
Cato
be78cf09f7 ui improvements and addictions 2026-07-05 17:22:33 +02:00
4aaf8e3fd3 fix save game 2026-07-03 21:13:10 +02:00
dc76181cc0 set main manu play event 2026-07-03 11:25:17 +02:00
0f7bb6308a start train after horn 2026-07-02 23:33:07 +02:00
a944492dbd fix snow for grass 2026-07-02 23:18:16 +02:00
15f38c096b tooltips and ui 2026-07-02 20:57:06 +00:00
c296531214 fix day nigh cycle 2026-07-01 16:55:01 +00:00
bdca270dca stop only if station is available on chunk 2026-07-01 17:59:50 +02:00
d47bc26583 fix snow for grass 2026-07-01 17:26:59 +02:00
Matteo Sonaglioni
cc7f819628 polish godrays 2026-07-01 14:39:17 +02:00
802a7ef7c1 fix main menu test 2026-06-30 23:57:07 +02:00
3e2739cf02 generate new main menu screen 2026-06-30 23:46:15 +02:00
7be800398d update game_menu 2026-06-30 20:01:13 +00:00
7db1df9ab6 polish9
Co-authored-by: m.sonaglioni <m.sonaglioni@jmpgames.it>
Co-committed-by: m.sonaglioni <m.sonaglioni@jmpgames.it>
2026-06-30 19:58:03 +00:00
226 changed files with 11870 additions and 890 deletions

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shader_type canvas_item;
uniform sampler2D front_texture : source_color, filter_linear_mipmap;
uniform sampler2D back_texture : source_color, filter_linear_mipmap;
uniform sampler2D spine_shadow_gradient : source_color, filter_linear, repeat_disable;
uniform float shadow_intensity : hint_range(0.0, 1.0) = 0.0;
uniform float max_shadow_spread : hint_range(0.0, 1.0) = 0.35;
uniform bool debug_mode = false;
uniform bool is_backward = false;
void fragment() {
vec2 uv_dx = dFdx(UV);
vec2 uv_dy = dFdy(UV);
float face_dir = uv_dx.x * uv_dy.y - uv_dx.y * uv_dy.x;
bool is_front = face_dir > 0.0;
vec4 base_color;
if (is_front) {
if (is_backward) {
// Let's try flipping Y just in case they meant upside down!
// And keep X normal, since UV goes 0 to 1.
base_color = texture(front_texture, UV);
} else {
base_color = texture(front_texture, UV);
}
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}
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@tool
class_name BookAPI
extends RefCounted
## Static utility class for the PageFlip2D system by Newold.
## Provides helper methods to configure the book and facilitate interaction
## from embedded scenes (UI, puzzles, maps).
##
## [b]How to use:[/b][br]
## This class is designed to be used statically. You do not need to instance it.
## Simply call [code]BookAPI.function_name()[/code] from anywhere in your project.
## It automatically tracks the active [PageFlip2D] instance.
## (When a PageFlip scene enters the tree, it registers itself as the current_book.)
# ==============================================================================
# ENUMS (Mirrored for easy access)
# ==============================================================================
enum JumpTarget {
## Jump to the closed state showing the Front Cover.
FRONT_COVER,
## Jump to the closed state showing the Back Cover.
BACK_COVER,
## Jump to a specific content page number.
CONTENT_PAGE
}
# Internal reference to the currently active book.
static var _current_book: PageFlip2D
# ==============================================================================
# SETUP & REFERENCES
# ==============================================================================
## Registers a book instance as the currently active one.
## Automatically called by [PageFlip2D] in its [method Node._ready].
static func set_current_book(book: PageFlip2D) -> void:
_current_book = book
## Returns the currently active book instance, or null if none is registered.
static func get_current_book() -> PageFlip2D:
return _current_book
# ==============================================================================
# NAVIGATION CONTROLS
# ==============================================================================
## Turns the page forward (to the next page/spread).
## Does nothing if the book is animating or at the end.
static func next_page() -> void:
if is_instance_valid(_current_book):
force_release_control(_current_book)
_current_book.next_page()
## Turns the page backward (to the previous page/spread).
## Does nothing if the book is animating or at the beginning.
static func prev_page() -> void:
if is_instance_valid(_current_book):
force_release_control(_current_book)
_current_book.prev_page()
## Forces the active book to close towards a specific cover.
## [param to_front_cover]: If true, closes to the Front Cover (Right to Left). If false, closes to Back Cover.
static func force_close_book(to_front_cover: bool) -> void:
if is_instance_valid(_current_book):
force_release_control(_current_book)
_current_book.force_close_book(to_front_cover)
## Navigates to a specific page number (1-based index).
## Acts as a wrapper for go_to_spread, calculating the correct index automatically.
## [b]ASYNC:[/b] Must be called with 'await' if animated is true.
## [param page_num]: The 1-based page number (1 = first texture in pages_paths).
## [param target]: Specifies if the target is a content page or a cover.
static func go_to_page(page_num: int = 1, target: JumpTarget = JumpTarget.CONTENT_PAGE, animated: bool = true) -> void:
var book = _current_book
if not is_instance_valid(book): return
var target_spread_idx: int = 0
match target:
JumpTarget.FRONT_COVER:
target_spread_idx = -1
JumpTarget.BACK_COVER:
target_spread_idx = book.total_spreads
JumpTarget.CONTENT_PAGE:
# Calculate spread index: 1-2 -> Spread 0, 3-4 -> Spread 1, etc.
var safe_page = max(1, page_num)
target_spread_idx = int(safe_page / 2.0)
target_spread_idx = clampi(target_spread_idx, 0, book.total_spreads - 1)
await go_to_spread(book, target_spread_idx, animated)
## Navigates to a specific spread index directly.
## [b]ASYNC:[/b] Must be called with 'await' if animated is true.
## - Animated: Fast-forwards through pages with dynamic speed.
## - Instant: Snaps to page and manually triggers the scene activation handshake.
static func go_to_spread(book: PageFlip2D, target_spread: int, animated: bool = true) -> void:
if not is_instance_valid(book): return
# Clamp target
var final_target = clampi(target_spread, -1, book.total_spreads)
var diff = final_target - book.current_spread
if diff == 0:
return
force_release_control(book)
if not animated:
# INSTANT TELEPORT
book.current_spread = final_target
book.call("_update_static_visuals_immediate")
book.call("_update_volume_visuals")
# Force check for interactive scenes after teleport
book.call("_check_scene_activation")
else:
# ANIMATED FAST-FORWARD
if book.is_animating: return # Don't interrupt an existing animation
var original_speed = book.anim_player.speed_scale
# --- DYNAMIC SPEED CALCULATION ---
var steps = abs(diff)
# Base speed: 1.5x -> Max speed: 10.0x
var dynamic_speed = remap(float(steps), 0.0, float(book.total_spreads), 1.5, 10.0)
book.anim_player.speed_scale = dynamic_speed
var going_forward = diff > 0
for i in range(steps):
if not is_instance_valid(book): break
if going_forward: book.next_page()
else: book.prev_page()
# Wait for the physical page turn to finish before starting the next one.
if book.anim_player.is_playing():
await book.anim_player.animation_finished
else:
await book.get_tree().process_frame
# RESTORE STATE
if is_instance_valid(book):
book.anim_player.speed_scale = original_speed
# ==============================================================================
# STATE & INTERACTION HELPERS
# ==============================================================================
## Returns true if the book (active or specific) is currently animating.
static func is_busy(book_instance: PageFlip2D = null) -> bool:
var book = book_instance if book_instance else _current_book
if not is_instance_valid(book): return false
return book.is_animating
## Locates the PageFlip2D controller ancestor from any node inside an interactive page.
static func find_book_controller(caller_node: Node) -> PageFlip2D:
var current = caller_node
while current:
if current is PageFlip2D:
return current
current = current.get_parent()
return null
## Safely locks or unlocks the book's ability to turn pages manually.
## WARNING: If locked, the interactive scene MUST be responsible for unlocking it later.
static func set_interaction_lock(book: PageFlip2D, locked: bool) -> void:
if not is_instance_valid(book): return
book.call("_pageflip_set_input_enabled", not locked)
## Forces the book to regain input control immediately.
## Useful as a failsafe if an interactive scene closes unexpectedly.
static func force_release_control(book: PageFlip2D) -> void:
if not is_instance_valid(book): return
book.call("_pageflip_set_input_enabled", true)
# ==============================================================================
# CONFIGURATION HELPERS
# ==============================================================================
## Configures the visual properties of a Book instance via a dictionary.
static func configure_visuals(book: PageFlip2D, data: Dictionary) -> void:
if not is_instance_valid(book): return
if "pages" in data:
book.pages_paths = data["pages"]
book.call("_prepare_book_content")
if "cover_front_out" in data: book.tex_cover_front_out = data["cover_front_out"]
if "cover_front_in" in data: book.tex_cover_front_in = data["cover_front_in"]
if "cover_back_in" in data: book.tex_cover_back_in = data["cover_back_in"]
if "cover_back_out" in data: book.tex_cover_back_out = data["cover_back_out"]
if "spine_col" in data: book.spine_color = data["spine_col"]
if "spine_width" in data:
book.spine_width = data["spine_width"]
book.call("_build_spine")
if "size" in data:
book.target_page_size = data["size"]
book.call("_apply_new_size")
book.call("_update_static_visuals_immediate")
book.call("_update_volume_visuals")
## Configures the physics simulation of the page turning effect.
static func configure_physics(book: PageFlip2D, data: Dictionary) -> void:
if not is_instance_valid(book) or not book.dynamic_poly: return
var rigger = book.dynamic_poly
for key in data.keys():
rigger.set(key, data[key])
if rigger.has_method("rebuild"):
rigger.rebuild(book.target_page_size)

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@tool
class_name DynamicPage
extends Polygon2D
# ==============================================================================
# ENUMS & CONSTANTS
# ==============================================================================
## Defines the material physical properties for the page simulation.
enum PagePreset {
CUSTOM,
DEFAULT,
STANDARD_PAPER,
HEAVY_GRIMOIRE,
LIGHT_MAGAZINE,
OLD_SCROLL,
RIGID_BOARD,
WET_CLOTH,
PLASTIC_SHEET,
METAL_PLATE
}
## Determines the direction of the page turn curve.
enum CurlMode {
STRAIGHT,
TOP_CORNER_FIRST,
BOTTOM_CORNER_FIRST
}
const SKELETON_NAME = "AutoSkeleton"
const SHADOW_NAME = "AutoShadow"
# ==============================================================================
# SIGNALS
# ==============================================================================
signal change_page_requested
signal end_animation
# ==============================================================================
# INTERNAL CACHE
# ==============================================================================
var _custom_cache: Dictionary = {}
# ==============================================================================
# CONFIGURATION
# ==============================================================================
@export_category("Rig Generator")
## Horizontal mesh subdivision. Higher values create smoother bends.
@export_range(1, 20) var subdivision_x: int = 8
## Vertical mesh subdivision. Higher values allow for better corner curling.
@export_range(1, 10) var subdivision_y: int = 5
## Generates the mesh, skeleton, weights and animations.
@export var rebuild_all: bool = false : set = _on_generate_pressed
@export_category("Animation Generator")
@export_group("Quick Presets")
## Select a material style to auto-configure physics.
@export var animation_preset: PagePreset = PagePreset.CUSTOM : set = _on_preset_changed
@export_group("Manual Configuration")
## The AnimationPlayer node to store the generated animations.
@export var anim_player: AnimationPlayer
## Duration of the page turn animation in seconds.
@export var anim_duration: float = 0.75
@export_subgroup("Paper Physics")
## Stiffness of the material. 0.5 = Rubber, 5.0 = Wood.
@export_range(0.5, 5.0, 0.1) var paper_stiffness: float = 2.0
## Bend angle during the lift phase (Negative = Tip drags down).
@export_range(-180.0, 180.0) var lift_bend: float = -10.0
## Bend angle during the landing phase (Negative = Tip floats up).
@export_range(-180.0, 180.0) var land_bend: float = -8.0
@export_subgroup("Curl Effect")
## Which part of the page initiates the movement.
@export var curl_mode: CurlMode = CurlMode.TOP_CORNER_FIRST
## Time delay for the trailing corner (0.0 = None, 1.0 = High lag).
@export_range(0.0, 1.0, 0.05) var curl_lag: float = 0.8
@export_subgroup("Shadow FX")
## Create a dynamic shadow behind the page (Background Shadow).
@export var enable_shadow: bool = false
## The gradient texture used for the back shadow.
@export var shadow_gradient: GradientTexture2D
@export_subgroup("Fine Timing")
## Normalized time (0.0 - 1.0) for the peak lift position.
@export_range(0.05, 0.45, 0.01) var timing_peak_lift: float = 0.15
## Normalized time (0.0 - 1.0) for the landing contact.
@export_range(0.55, 0.95, 0.01) var timing_peak_land: float = 0.85
@export var generate_anims_btn: bool = false : set = _on_anim_pressed
# ==============================================================================
# RUNTIME INITIALIZATION
# ==============================================================================
func _ready():
self.z_index = 10
if animation_preset == PagePreset.CUSTOM:
_save_state_to_cache()
func rebuild(current_page_size: Vector2 = Vector2.ZERO) -> void:
if not anim_player: return
_clean_previous_rig()
_create_rig_logic(current_page_size)
_generate_animations_logic()
# ==============================================================================
# PRESET LOGIC
# ==============================================================================
func _on_preset_changed(val):
if animation_preset == PagePreset.CUSTOM:
_save_state_to_cache()
animation_preset = val
if val == PagePreset.CUSTOM:
if not _custom_cache.is_empty():
_load_state_from_cache()
print("[PageRigger] Restored Custom Settings.")
notify_property_list_changed()
return
# Defaults
curl_mode = CurlMode.BOTTOM_CORNER_FIRST
curl_lag = 0.3
enable_shadow = false
anim_duration = 0.75
match val:
PagePreset.DEFAULT:
paper_stiffness = 2.0; lift_bend = -15.0; land_bend = 5.0
curl_mode = CurlMode.TOP_CORNER_FIRST; curl_lag = 0.5
anim_duration = 0.75; timing_peak_lift = 0.15; timing_peak_land = 0.85
PagePreset.STANDARD_PAPER:
paper_stiffness = 2.5; lift_bend = -12.0; land_bend = 3.0
curl_mode = CurlMode.TOP_CORNER_FIRST; curl_lag = 0.4
anim_duration = 0.65; timing_peak_lift = 0.12; timing_peak_land = 0.88
PagePreset.HEAVY_GRIMOIRE:
paper_stiffness = 4.0; lift_bend = -3.0; land_bend = 1.0
curl_mode = CurlMode.STRAIGHT; curl_lag = 0.1
anim_duration = 1.1; timing_peak_lift = 0.25; timing_peak_land = 0.75
PagePreset.LIGHT_MAGAZINE:
paper_stiffness = 0.8; lift_bend = -16.0; land_bend = 0.0
curl_mode = CurlMode.BOTTOM_CORNER_FIRST; curl_lag = 0.6
anim_duration = 0.8; timing_peak_lift = 0.10; timing_peak_land = 0.92
PagePreset.OLD_SCROLL:
paper_stiffness = 1.8; lift_bend = -20.0; land_bend = 8.0
curl_mode = CurlMode.TOP_CORNER_FIRST; curl_lag = 0.9
anim_duration = 0.9; timing_peak_lift = 0.18; timing_peak_land = 0.82
PagePreset.RIGID_BOARD:
paper_stiffness = 5.0; lift_bend = 0.0; land_bend = 0.0
curl_mode = CurlMode.STRAIGHT; curl_lag = 0.0
anim_duration = 0.8; timing_peak_lift = 0.2; timing_peak_land = 0.8
PagePreset.WET_CLOTH:
paper_stiffness = 0.3; lift_bend = -28.0; land_bend = -0.0
curl_mode = CurlMode.BOTTOM_CORNER_FIRST; curl_lag = 0.6
anim_duration = 1.3; timing_peak_lift = 0.2; timing_peak_land = 0.95
PagePreset.PLASTIC_SHEET:
paper_stiffness = 3.5; lift_bend = -12.0; land_bend = 12.0
curl_mode = CurlMode.TOP_CORNER_FIRST; curl_lag = 0.2
anim_duration = 0.5; timing_peak_lift = 0.08; timing_peak_land = 0.92
PagePreset.METAL_PLATE:
paper_stiffness = 5.0; lift_bend = 0.0; land_bend = 0.0
curl_mode = CurlMode.STRAIGHT; curl_lag = 0.0
anim_duration = 1.4; timing_peak_lift = 0.15; timing_peak_land = 0.98
notify_property_list_changed()
if anim_player and skeleton != NodePath(""):
_generate_animations_logic()
print("[PageRigger] Preset Applied: ", PagePreset.keys()[val])
func _save_state_to_cache():
_custom_cache = {
"stiffness": paper_stiffness, "lift": lift_bend, "land": land_bend,
"curl_m": curl_mode, "curl_l": curl_lag,
"t_lift": timing_peak_lift, "t_land": timing_peak_land,
"dur": anim_duration, "shadow": enable_shadow
}
func _load_state_from_cache():
paper_stiffness = _custom_cache.get("stiffness", 1.5)
lift_bend = _custom_cache.get("lift", -30.0)
land_bend = _custom_cache.get("land", -15.0)
curl_mode = _custom_cache.get("curl_m", CurlMode.BOTTOM_CORNER_FIRST)
curl_lag = _custom_cache.get("curl_l", 0.3)
timing_peak_lift = _custom_cache.get("t_lift", 0.15)
timing_peak_land = _custom_cache.get("t_land", 0.85)
anim_duration = _custom_cache.get("dur", 1.0)
enable_shadow = false # Force disable shadow
# ==============================================================================
# RIGGING LOGIC
# ==============================================================================
func _calculate_polygon_rect() -> Rect2:
if polygon.size() == 0:
return Rect2(0,0,0,0)
var min_v = polygon[0]
var max_v = polygon[0]
for v in polygon:
min_v.x = min(min_v.x, v.x)
min_v.y = min(min_v.y, v.y)
max_v.x = max(max_v.x, v.x)
max_v.y = max(max_v.y, v.y)
return Rect2(min_v, max_v - min_v)
func _create_rig_logic(current_page_size: Vector2 = Vector2.ZERO):
self.z_index = 10
var original_size = Vector2(512, 820)
var tex_size: Vector2 = Vector2.ZERO
if current_page_size != Vector2.ZERO:
tex_size = current_page_size
elif texture:
tex_size = texture.get_size()
if tex_size == Vector2.ZERO:
tex_size = original_size
var step_x = tex_size.x / subdivision_x
var step_y = tex_size.y / subdivision_y
# Prepare Gradient Texture for Background Shadow
var applied_shadow_tex: Texture2D = null
if not shadow_gradient:
shadow_gradient = preload("uid://rm7bporlv3cf")
var dup = shadow_gradient.duplicate()
if dup is GradientTexture2D:
dup.width = int(tex_size.x)
applied_shadow_tex = dup
# --- 0. BACKGROUND SHADOW ---
if enable_shadow:
var shadow = Polygon2D.new()
shadow.name = SHADOW_NAME
shadow.z_index = -1
if applied_shadow_tex:
shadow.texture = applied_shadow_tex
shadow.color = Color.WHITE
else:
shadow.color = Color(0, 0, 0, 0.5)
var margin = 4.0
shadow.polygon = PackedVector2Array([
Vector2(margin, margin), Vector2(tex_size.x - margin, margin),
Vector2(tex_size.x - margin, tex_size.y - margin), Vector2(margin, tex_size.y - margin)
])
shadow.uv = shadow.polygon
add_child(shadow)
# --- 1. MESH & UV ---
var new_uvs = PackedVector2Array()
for y in range(subdivision_y + 1):
for x in range(subdivision_x + 1):
new_uvs.append(Vector2(x * step_x, y * step_y))
self.uv = new_uvs
self.polygon = new_uvs
var new_polygons = []
var rc = subdivision_x + 1
for y in range(subdivision_y):
for x in range(subdivision_x):
var i = y * rc + x
new_polygons.append(PackedInt32Array([i, i + 1, i + rc + 1, i + rc]))
self.polygons = new_polygons
# --- 2. SKELETON ---
var sk = Skeleton2D.new()
sk.name = SKELETON_NAME
add_child(sk)
self.skeleton = NodePath(SKELETON_NAME)
# --- 3. BONES (Structured Hierarchy) ---
for y in range(subdivision_y + 1):
var parent_bone: Bone2D = null
for x in range(subdivision_x + 1):
var b = Bone2D.new()
b.name = "Bone_%d_%d" % [x, y]
b.set_autocalculate_length_and_angle(false)
b.set_length(step_x)
if x == 0:
# Root bone (Spine)
sk.add_child(b)
b.position = Vector2(0, y * step_y)
else:
# Child bone
if parent_bone:
parent_bone.add_child(b)
b.position = Vector2(step_x, 0)
b.set_rest(b.transform)
parent_bone = b
# --- 4. WEIGHTS (Gradient Skinning) ---
_apply_weights_to_polygon(self, sk)
queue_redraw()
notify_property_list_changed()
func _apply_weights_to_polygon(poly: Polygon2D, sk: Skeleton2D):
poly.clear_bones()
var bone_map = {}
for y in range(subdivision_y + 1):
for x in range(subdivision_x + 1):
var bname = "Bone_%d_%d" % [x, y]
var bone_node = sk.find_child(bname, true, false)
if bone_node:
bone_map[bname] = bone_node.get_path()
var vertex_count = poly.polygon.size()
var weights_per_bone = {}
for bpath in bone_map.values():
var w_arr = PackedFloat32Array()
w_arr.resize(vertex_count)
w_arr.fill(0.0)
weights_per_bone[bpath] = w_arr
var vert_idx = 0
for y in range(subdivision_y + 1):
for x in range(subdivision_x + 1):
var primary_name = "Bone_%d_%d" % [x, y]
var prev_name = "Bone_%d_%d" % [x - 1, y]
var next_name = "Bone_%d_%d" % [x + 1, y]
var primary_path = bone_map.get(primary_name)
var prev_path = bone_map.get(prev_name)
var next_path = bone_map.get(next_name)
var w_center = 0.7
var w_neighbor = 0.15
if primary_path: weights_per_bone[primary_path][vert_idx] += w_center
if prev_path: weights_per_bone[prev_path][vert_idx] += w_neighbor
else: weights_per_bone[primary_path][vert_idx] += w_neighbor
if next_path: weights_per_bone[next_path][vert_idx] += w_neighbor
else: weights_per_bone[primary_path][vert_idx] += w_neighbor
vert_idx += 1
for bpath in weights_per_bone:
poly.add_bone(bpath, weights_per_bone[bpath])
# ==============================================================================
# ANIMATION LOGIC
# ==============================================================================
func _generate_animations_logic():
var library: AnimationLibrary
if anim_player.has_animation_library(""): library = anim_player.get_animation_library("")
else: library = AnimationLibrary.new(); anim_player.add_animation_library("", library)
_create_single_anim(library, "turn_flexible_page", false, false)
_create_single_anim(library, "turn_rigid_page", true, false)
_create_single_anim(library, "turn_flexible_page_mirror", false, true)
_create_single_anim(library, "turn_rigid_page_mirror", true, true)
notify_property_list_changed()
func _create_single_anim(library: AnimationLibrary, anim_name: String, is_rigid: bool, is_mirror: bool):
var anim = Animation.new()
anim.length = anim_duration
anim.step = 0.01
if library.has_animation(anim_name): library.remove_animation(anim_name)
library.add_animation(anim_name, anim)
var sk_node = find_child(SKELETON_NAME, true, false)
if not sk_node: return
var my_path = anim_player.get_node(anim_player.root_node).get_path_to(self)
var visible_col = Color(1, 1, 1, 1)
var invisible_col = Color(1, 1, 1, 0)
var faded_col = Color(1, 1, 1, 0.6)
var t_mid = anim_duration * 0.5
var t_end_snap = anim_duration * 0.95
# ==========================================================================
# 1. VISIBILITY & Z-INDEX
# ==========================================================================
var z_track = anim.add_track(Animation.TYPE_VALUE)
anim.track_set_path(z_track, str(my_path) + ":z_index")
anim.track_set_interpolation_type(z_track, Animation.INTERPOLATION_NEAREST)
anim.track_insert_key(z_track, 0.0, 10)
anim.track_insert_key(z_track, anim_duration * 0.15, 25)
anim.track_insert_key(z_track, anim_duration * 0.65, 10)
# ==========================================================================
# 2. BACKGROUND SHADOW
# ==========================================================================
var shadow_node = find_child(SHADOW_NAME, true, false)
if shadow_node and enable_shadow:
var shadow_path = anim_player.get_node(anim_player.root_node).get_path_to(shadow_node)
var t_scale = anim.add_track(Animation.TYPE_VALUE)
anim.track_set_path(t_scale, str(shadow_path) + ":scale")
anim.track_set_interpolation_type(t_scale, Animation.INTERPOLATION_CUBIC)
var t_mod = anim.add_track(Animation.TYPE_VALUE)
anim.track_set_path(t_mod, str(shadow_path) + ":modulate")
var s_start = Vector2(-1.0, 1.0) if is_mirror else Vector2(1.0, 1.0)
var s_end = Vector2(1.0, 1.0) if is_mirror else Vector2(-1.0, 1.0)
anim.track_insert_key(t_scale, 0.0, s_start)
anim.track_insert_key(t_mod, 0.0, invisible_col)
anim.track_insert_key(t_mod, anim_duration * 0.1, visible_col)
anim.track_insert_key(t_scale, t_mid, Vector2(0.01, 1.0))
anim.track_insert_key(t_mod, t_mid, faded_col)
anim.track_insert_key(t_scale, t_end_snap, s_end)
anim.track_insert_key(t_scale, anim_duration, s_end)
anim.track_insert_key(t_mod, t_end_snap, invisible_col)
anim.track_insert_key(t_mod, anim_duration, invisible_col)
# ==========================================================================
# 3. BONE ANIMATION
# ==========================================================================
for y in range(subdivision_y + 1):
var row_factor = 1.0
if not is_rigid and curl_mode != CurlMode.STRAIGHT:
var y_ratio = float(y) / float(max(1, subdivision_y))
if curl_mode == CurlMode.TOP_CORNER_FIRST:
row_factor = lerp(1.0, 1.0 - curl_lag, y_ratio)
elif curl_mode == CurlMode.BOTTOM_CORNER_FIRST:
row_factor = lerp(1.0 - curl_lag, 1.0, y_ratio)
var time_offset = (1.0 - row_factor) * (anim_duration * 0.1)
for x in range(subdivision_x + 1):
var bone_name = "Bone_%d_%d" % [x, y]
var bone = sk_node.find_child(bone_name, true, false)
if not bone: continue
var t_idx = anim.add_track(Animation.TYPE_VALUE)
var path = anim_player.get_node(anim_player.root_node).get_path_to(bone)
anim.track_set_path(t_idx, str(path) + ":rotation_degrees")
anim.track_set_interpolation_type(t_idx, Animation.INTERPOLATION_CUBIC)
var deg_flat_right = 0.0; var deg_flat_left = -179.9; var deg_mid = -90.0
if is_rigid:
if x == 0:
var s = deg_flat_left if is_mirror else deg_flat_right
var e = deg_flat_right if is_mirror else deg_flat_left
anim.track_insert_key(t_idx, 0.0, s)
anim.track_insert_key(t_idx, anim_duration * 0.5, deg_mid)
anim.track_insert_key(t_idx, anim_duration, e)
else:
anim.track_insert_key(t_idx, 0.0, 0.0)
anim.track_insert_key(t_idx, anim_duration, 0.0)
else:
var x_ratio = float(x) / float(subdivision_x)
var influence = pow(x_ratio, paper_stiffness)
var t_lift = clamp((anim_duration * timing_peak_lift) + time_offset, 0.0, (anim_duration * 0.5) - 0.05)
var t_mid_bone = anim_duration * 0.5
var t_land = clamp((anim_duration * timing_peak_land) - time_offset, t_mid_bone + 0.05, anim_duration)
if x == 0:
# ROOT BONE
var s = deg_flat_left if is_mirror else deg_flat_right
var e = deg_flat_right if is_mirror else deg_flat_left
var sl = -15.0 * row_factor
if is_mirror: sl = deg_flat_left - sl
var slt = lerp(-90.0, -180.0, timing_peak_land)
if is_mirror: slt = lerp(-90.0, 0.0, timing_peak_land)
anim.track_insert_key(t_idx, 0.0, s)
anim.track_insert_key(t_idx, t_lift, sl)
anim.track_insert_key(t_idx, t_mid_bone, deg_mid)
anim.track_insert_key(t_idx, t_land, slt)
var t_settle = lerp(t_land, anim_duration, 0.7)
var s_settle = lerp(slt, e, 0.85)
anim.track_insert_key(t_idx, t_settle, s_settle)
anim.track_insert_key(t_idx, anim_duration, e)
else:
# SURFACE BONES (CURVED)
var bm = -1.0 if is_mirror else 1.0
anim.track_insert_key(t_idx, 0.0, 0.0)
anim.track_insert_key(t_idx, t_lift, lift_bend * row_factor * bm * influence)
# REMOVED FORCED 0.0 AT MIDPOINT FOR ORGANIC CURVE
var val_land = land_bend * row_factor * bm * influence
anim.track_insert_key(t_idx, t_land, val_land)
var t_settle = lerp(t_land, anim_duration, 0.75)
anim.track_insert_key(t_idx, t_settle, val_land * 0.15)
anim.track_insert_key(t_idx, anim_duration, 0.0)
# ==========================================================================
# 4. MAIN POLYGON SCALE ("SQUASH & STRETCH")
# ==========================================================================
if not is_rigid:
var t_main_scale = anim.add_track(Animation.TYPE_VALUE)
anim.track_set_path(t_main_scale, str(my_path) + ":scale")
anim.track_set_interpolation_type(t_main_scale, Animation.INTERPOLATION_LINEAR)
var squash_x = 0.88
anim.track_insert_key(t_main_scale, 0.0, Vector2(1, 1))
anim.track_insert_key(t_main_scale, t_mid, Vector2(1, 1))
anim.track_insert_key(t_main_scale, t_mid + (anim_duration * 0.1), Vector2(squash_x, 1))
anim.track_insert_key(t_main_scale, anim_duration * 0.85, Vector2(1, 1))
anim.track_insert_key(t_main_scale, anim_duration, Vector2(1, 1))
var method_track = anim.add_track(Animation.TYPE_METHOD)
anim.track_set_path(method_track, str(my_path))
anim.track_insert_key(method_track, anim_duration * 0.5, {"method": "_trigger_midpoint", "args": []})
anim.track_insert_key(method_track, anim_duration, {"method": "_trigger_end", "args": []})
# ==============================================================================
# HELPER FUNCTIONS
# ==============================================================================
func _trigger_midpoint(): emit_signal("change_page_requested")
func _trigger_end(): emit_signal("end_animation")
func _on_generate_pressed(val):
if val:
rebuild_all=false
_clean_previous_rig()
_create_rig_logic()
_generate_animations_logic()
func _on_anim_pressed(val):
if val:
generate_anims_btn=false
if anim_player and skeleton!=NodePath(""):
_generate_animations_logic()
func _clean_previous_rig():
for c in get_children():
remove_child(c)
c.free()
var old_shadow = find_child(SHADOW_NAME, true, false)
if old_shadow: old_shadow.free()
clear_bones()
skeleton = NodePath("")

View File

@@ -0,0 +1 @@
uid://ce5ib2f4qff24

View File

@@ -87,6 +87,8 @@ const RIVER_NEIGHBOUR_OFFSETS: Dictionary = {
@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 = 35.0
##minimum horizontal distance between generated wires and the railway centerline
@export var lamppost_rail_clearance_distance: float = 4.0
##if true wire connections blocked by colliders are discarded
@export var lamppost_obstacle_check_enabled: bool = true
@@ -1423,6 +1425,25 @@ func _get_wire_sample_point(p1: Vector3, p2: Vector3, t: float) -> Vector3:
point.y -= gravity
return point
func _is_wire_too_close_to_rail(p1: Vector3, p2: Vector3) -> bool:
if rail_path == null or rail_path.curve == null:
return false
if lamppost_rail_clearance_distance <= 0.0:
return false
var clearance_sq: float = lamppost_rail_clearance_distance * lamppost_rail_clearance_distance
var samples: int = 10
for i in range(samples + 1):
var t: float = float(i) / float(samples)
var wire_point: Vector3 = _get_wire_sample_point(p1, p2, t)
var rail_local_point: Vector3 = rail_path.to_local(wire_point)
var closest_rail_point: Vector3 = rail_path.to_global(rail_path.curve.get_closest_point(rail_local_point))
var horizontal_delta := Vector2(wire_point.x - closest_rail_point.x, wire_point.z - closest_rail_point.z)
if horizontal_delta.length_squared() < clearance_sq:
return true
return false
func _collect_wire_excluded_rids(root: Node, excluded_rids: Array[RID]) -> void:
if root == null:
return
@@ -1441,6 +1462,9 @@ func _get_wire_excluded_rids(excluded_roots: Array) -> Array[RID]:
return excluded_rids
func _is_wire_path_blocked(p1: Vector3, p2: Vector3, excluded_roots: Array = []) -> bool:
if _is_wire_too_close_to_rail(p1, p2):
return true
if not lamppost_obstacle_check_enabled:
return false

View File

@@ -1,7 +1,16 @@
extends Path3D
const STEAM_DISTANCE_STAT: String = "stat_distance_km"
const DISTANCE_KM_PER_UNIT: float = 0.01
const STATION_STOP_GROUP: StringName = &"railway_station"
const TRACK_ZERO_SPACING_FIX_DISTANCE: float = 45.0
const TRACK_ZERO_SPACING_BLEND_DISTANCE: float = 18.0
const TRACK_ZERO_SPACING_SEARCH_EXTRA: float = 35.0
const TRACK_ZERO_SPACING_SEARCH_STEP: float = 0.5
const TRACK_ZERO_SPACING_TARGET_RATIO: float = 0.97
const TRACK_ZERO_SPACING_MIN_DISTANCE: float = 1.0
enum TrainStartMode { RANDOM_POSITION, SPECIFIED_STATION, SPECIFIED_POSITION }
enum TrainFacingDirection { KEEP_PATH_DIRECTION, LOCOMOTIVE_LEFT, LOCOMOTIVE_RIGHT }
@export_group("Train")
##train speed
@@ -31,6 +40,15 @@ const DISTANCE_KM_PER_UNIT: float = 0.01
##swing of the train during the ran
@export_range(0.0, 1.0) var basic_swing: float = 0.1
@export_group("Train Start")
@export_enum("random_position", "specified_station", "specified_position") var train_start_mode: int = TrainStartMode.RANDOM_POSITION
@export_range(0, 64, 1, "or_greater") var train_start_stop_index: int = 1
@export var train_start_position: float = 0.0
@export var train_start_delay_seconds: float = 0.0
@export var train_start_after_delay: bool = true
@export var train_start_acceleration_seconds: float = 4.0
@export_enum("keep_path_direction", "locomotive_left", "locomotive_right") var train_facing_direction: int = TrainFacingDirection.KEEP_PATH_DIRECTION
@export_group("Rails Bulding")
##distance between sleepers of the rails
@export var sleepers_distance: float = 1.0
@@ -48,6 +66,10 @@ const DISTANCE_KM_PER_UNIT: float = 0.01
@export_group("Train Stops")
##if true the train stop the ran on stops
@export var enable_stops: bool = true
##if true the train only stops on markers with a generated station nearby
@export var require_station_for_stop: bool = true
##max horizontal distance between a stop marker and a station chunk
@export var station_stop_detection_radius: float = 35.0
##time of stop
@export var stop_time: float = 4.0
##distance when the train start to brake
@@ -79,16 +101,17 @@ var next_stop_index: int = 0
var stop_multiply: float = 1.0
var is_restarting: bool = false
var tween_restart: Tween
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
var _is_photo_mode_active: bool = false
var _train_direction_sign: float = 1.0
func _ready() -> void:
randomize()
GameState.on_enable_photo_mode_request.connect(func(): _is_photo_mode_active = true)
GameState.on_disable_photo_mode_request.connect(func(): _is_photo_mode_active = false)
_cache_environment_config()
_initial_is_inmotion = is_inmotion
if curve != null and curve.get_baked_length() > 0:
@@ -100,24 +123,6 @@ func _ready() -> void:
else:
print("WARNING: Draw Path3D for rails!")
func _cache_environment_config() -> void:
var parent_node: Node = get_parent()
if parent_node != null:
var day_night_node := parent_node.get_node_or_null("DayNight") as EnvironmentManagerRoot
if day_night_node != null:
environment_config = day_night_node.environment_config
return
var current_scene: Node = get_tree().current_scene
if current_scene == null:
return
for child in current_scene.get_children():
var environment_manager := child as EnvironmentManagerRoot
if environment_manager != null:
environment_config = environment_manager.environment_config
return
func _apply_initial_train_start() -> void:
if train_instance == null or curve == null:
return
@@ -126,35 +131,65 @@ func _apply_initial_train_start() -> void:
if total_length <= 0.0:
return
#start from a random position
if environment_config != null and environment_config.train_start_from_random_position:
match train_start_mode:
TrainStartMode.RANDOM_POSITION:
train_progress = randf() * total_length
_update_next_stop_index_from_progress()
elif environment_config != null and not stop_offset.is_empty():
#start from a specific stop
var stop_index: int = clampi(environment_config.train_start_stop_index, 0, stop_offset.size() - 1)
train_progress = stop_offset[stop_index]
_set_next_stop_index_from_current(stop_index)
else:
TrainStartMode.SPECIFIED_STATION:
if stop_offset.is_empty():
train_progress = wrapf(train_progress, 0.0, total_length)
_update_next_stop_index_from_progress()
else:
var stop_index: int = clampi(train_start_stop_index, 0, stop_offset.size() - 1)
train_progress = stop_offset[stop_index]
_set_next_stop_index_from_current(stop_index)
TrainStartMode.SPECIFIED_POSITION:
train_progress = wrapf(train_start_position, 0.0, total_length)
_update_next_stop_index_from_progress()
_apply_train_facing_direction(total_length)
_update_next_stop_index_from_progress()
_snap_train_to_progress()
func _apply_train_facing_direction(total_length: float) -> void:
_train_direction_sign = 1.0
if train_facing_direction == TrainFacingDirection.KEEP_PATH_DIRECTION or curve == null:
return
if total_length <= 0.0:
return
var center_progress: float = wrapf(train_progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(center_progress, true))
var forward_progress: float = wrapf(center_progress + 2.0, 0.0, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(forward_progress, true))
var forward_direction: Vector3 = forward_position - center_position
if forward_direction.length_squared() <= 0.0001 or is_zero_approx(forward_direction.x):
return
var desired_x_sign: float = -1.0 if train_facing_direction == TrainFacingDirection.LOCOMOTIVE_LEFT else 1.0
if forward_direction.x * desired_x_sign < 0.0:
_train_direction_sign = -1.0
if not is_zero_approx(train_speed):
train_speed = absf(train_speed) * _train_direction_sign
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)
var should_start_after_delay: bool = train_start_after_delay
var start_delay_seconds: float = maxf(train_start_delay_seconds, 0.0)
if start_delay_seconds <= 0.0:
if not should_start_after_delay:
is_inmotion = false
return
is_inmotion = false
await get_tree().create_timer(start_delay_seconds).timeout
if not is_inside_tree():
return
if not should_start_after_delay:
return
is_inmotion = _initial_is_inmotion
@@ -199,13 +234,9 @@ func _snap_train_to_progress() -> void:
train_progress = wrapf(train_progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(train_progress, true))
var prog_forward: float = wrapf(train_progress + 2.0, 0.0, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(prog_forward, true))
train_instance.global_position = center_position
if center_position.distance_to(forward_position) > 0.01:
train_instance.look_at(forward_position, Vector3.UP)
train_instance.rotate_y(PI)
_orient_vehicle_to_track(train_instance, train_progress, total_length)
if cameras:
cameras.global_position = center_position
@@ -271,6 +302,9 @@ func build_rails() -> void:
rail_piece.add_child(rail_dx)
func _plan_stops() -> void:
stop_offset.clear()
stops_position.clear()
var current_stops = []
for child in get_children():
if child is Marker3D:
@@ -284,10 +318,63 @@ func _plan_stops() -> void:
stop_offset.append(data["offset"])
stops_position.append(data["position"])
func _advance_next_stop_index(go_forward: bool) -> void:
if stop_offset.is_empty():
next_stop_index = 0
return
if go_forward:
next_stop_index += 1
if next_stop_index >= stop_offset.size():
next_stop_index = 0
else:
next_stop_index -= 1
if next_stop_index < 0:
next_stop_index = stop_offset.size() - 1
func _find_next_valid_stop(go_forward: bool) -> bool:
if stop_offset.is_empty():
return false
for i in range(stop_offset.size()):
if _is_stop_valid(next_stop_index):
return true
_advance_next_stop_index(go_forward)
return false
func _is_stop_valid(stop_index: int) -> bool:
if not require_station_for_stop:
return true
if stop_index < 0 or stop_index >= stops_position.size():
return false
return _has_station_near_position(stops_position[stop_index])
func _has_station_near_position(stop_position: Vector3) -> bool:
var radius_sq := station_stop_detection_radius * station_stop_detection_radius
for station in get_tree().get_nodes_in_group(STATION_STOP_GROUP):
var station_node := station as Node3D
if station_node == null or not is_instance_valid(station_node):
continue
var delta := station_node.global_position - stop_position
var horizontal_dist_sq := delta.x * delta.x + delta.z * delta.z
if horizontal_dist_sq <= radius_sq:
return true
return false
func _input(event: InputEvent) -> void:
if _is_photo_mode_active: return
if EnvironmentManagerRoot.is_keyboard_input_blocked(get_tree()):
return
if event is InputEventKey and event.pressed and not event.echo:
if event.keycode == KEY_T:
_goto_next_stop()
if event.is_action_pressed("train_horn"):
UIEvents.toot_toot.emit(true)
#elif event.keycode == KEY_F:
#_test_manual_fireworks()
@@ -313,6 +400,9 @@ func _test_manual_fireworks() -> void:
func _goto_next_stop() -> void:
if stop_offset.size() == 0 or stop_ongoing or is_restarting:
return
if not _find_next_valid_stop(train_speed >= 0.0):
return
var target_offset = stop_offset[next_stop_index]
train_progress = target_offset
_execute_stop(train_speed >= 0)
@@ -322,12 +412,13 @@ func _physics_process(delta: float) -> void:
train_move(delta)
func input_controls_management(delta: float) -> void:
if not is_inmotion: return
if Input.is_action_pressed("ui_up"):
if EnvironmentManagerRoot.is_keyboard_input_blocked(get_tree()): return
if not is_inmotion or _is_photo_mode_active: return
if Input.is_action_pressed("train_speed_up"):
train_speed += manual_acceleration * delta
elif Input.is_action_pressed("ui_down"):
elif Input.is_action_pressed("train_speed_down"):
train_speed -= manual_acceleration * delta
elif Input.is_action_pressed("ui_text_backspace"):
elif Input.is_action_pressed("train_stop"):
train_speed = 0
train_speed = clamp(train_speed, speed_min, speed_max)
@@ -338,8 +429,11 @@ func train_move(delta: float) -> void:
if not stop_ongoing:
var last_progress = train_progress
var has_valid_stop := false
if enable_stops and stop_offset.size() > 0 and not is_restarting:
has_valid_stop = _find_next_valid_stop(train_speed >= 0.0)
if has_valid_stop:
var target_offset = stop_offset[next_stop_index]
var dist = target_offset - train_progress
dist = wrapf(dist + total_length / 2.0, 0.0, total_length) - total_length / 2.0
@@ -349,12 +443,17 @@ func train_move(delta: float) -> void:
stop_multiply = max(smoothstep(0.0, 1.0, t), 0.05)
else:
stop_multiply = 1.0
else:
stop_multiply = 1.0
var current_speed = train_speed * stop_multiply
train_progress += current_speed * delta
var next_progress: float = train_progress + current_speed * delta
var wrapped_forward: bool = current_speed > 0.0 and next_progress >= total_length
var wrapped_back: bool = current_speed < 0.0 and next_progress < 0.0
train_progress = wrapf(next_progress, 0.0, total_length)
_track_steam_distance(abs(current_speed) * delta)
if enable_stops and stop_offset.size() > 0:
if enable_stops and stop_offset.size() > 0 and has_valid_stop:
var target_offset = stop_offset[next_stop_index]
var exceeded_forward = (current_speed > 0 and last_progress < target_offset and train_progress >= target_offset)
var exceeded_back = (current_speed < 0 and last_progress > target_offset and train_progress <= target_offset)
@@ -363,11 +462,9 @@ func train_move(delta: float) -> void:
train_progress = target_offset
_execute_stop(current_speed > 0)
if train_progress > total_length:
train_progress -= total_length
if wrapped_forward:
if stop_offset.size() > 0: next_stop_index = 0
elif train_progress < 0:
train_progress += total_length
elif wrapped_back:
if stop_offset.size() > 0: next_stop_index = stop_offset.size() - 1
var center_position = to_global(curve.sample_baked(train_progress, true))
@@ -378,8 +475,7 @@ func train_move(delta: float) -> void:
if center_position.distance_to(forward_position) > 0.01:
train_instance.global_position = center_position
train_instance.look_at(forward_position, Vector3.UP)
train_instance.rotate_y(PI)
_orient_vehicle_to_track(train_instance, train_progress, total_length)
if cameras:
cameras.global_position = center_position
@@ -417,43 +513,21 @@ func _track_steam_distance(distance_units: float) -> void:
# Always track the global distance in our save file (for UI and persistency)
GameState.save_data.total_distance_km += distance_units * DISTANCE_KM_PER_UNIT
# Steam specific logic
if not SteamManager.is_on_steam:
return
_pending_steam_distance_km += distance_units * DISTANCE_KM_PER_UNIT
var whole_km: int = int(floor(_pending_steam_distance_km))
if whole_km <= 0:
return
_pending_steam_distance_km -= float(whole_km)
var total_distance_km: int = StatsManager.get_int(STEAM_DISTANCE_STAT) + whole_km
StatsManager.set_int(STEAM_DISTANCE_STAT, total_distance_km)
_check_distance_achievements(total_distance_km)
StatsManager.store()
#Check achievements
func _check_distance_achievements(total_distance_km: int) -> void:
if total_distance_km >= 100:
AchievementManager.unlock("ACH_DISTANCE_100")
if total_distance_km >= 200:
AchievementManager.unlock("ACH_DISTANCE_200")
StatsManager.add_distance_km(distance_units * DISTANCE_KM_PER_UNIT)
func _execute_stop(go_forward: bool = true) -> void:
if not _find_next_valid_stop(go_forward):
stop_multiply = 1.0
return
stop_ongoing = true
stop_multiply = 0.0
var current_stop_index = next_stop_index
StatsManager.add_int("stat_stop_number", 1)
StatsManager.store()
if go_forward:
next_stop_index += 1
if next_stop_index >= stop_offset.size():
next_stop_index = 0
else:
next_stop_index -= 1
if next_stop_index < 0:
next_stop_index = stop_offset.size() - 1
_advance_next_stop_index(go_forward)
if fireworks_scene != null:
var marker_position = stops_position[current_stop_index]
@@ -593,6 +667,10 @@ func _snap_wagons_to_progress(total_length: float = 0.0) -> void:
if total_length <= 0.0:
return
var previous_progress: float = wrapf(train_progress, 0.0, total_length)
var previous_position: Vector3 = to_global(curve.sample_baked(previous_progress, true))
var previous_wagon_offset: float = 0.0
for i in range(wagon_instances.size()):
var wagon: Node3D = wagon_instances[i]
if not is_instance_valid(wagon):
@@ -602,17 +680,101 @@ func _snap_wagons_to_progress(total_length: float = 0.0) -> void:
if i < wagon_progress_offsets.size():
wagon_offset = wagon_progress_offsets[i]
var wagon_progress: float = train_progress - wagon_offset
var wagon_progress: float = train_progress - wagon_offset * _train_direction_sign
var segment_spacing: float = maxf(wagon_offset - previous_wagon_offset, 0.1)
var vehicle_progress: float = wrapf(wagon_progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(vehicle_progress, true))
var prog_forward: float = wrapf(vehicle_progress + 2.0, 0.0, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(prog_forward, true))
var zero_spacing_fix_weight: float = _get_zero_spacing_fix_weight(previous_progress, vehicle_progress, total_length)
if zero_spacing_fix_weight > 0.0:
var target_distance: float = _get_zero_spacing_target_distance(segment_spacing)
var corrected_progress: float = _find_zero_spacing_progress(previous_progress, previous_position, segment_spacing, target_distance, total_length)
vehicle_progress = _lerp_progress_on_track(vehicle_progress, corrected_progress, zero_spacing_fix_weight, total_length)
center_position = to_global(curve.sample_baked(vehicle_progress, true))
wagon.global_position = center_position
if center_position.distance_to(forward_position) > 0.01:
wagon.look_at(forward_position, Vector3.UP)
wagon.rotate_y(PI)
_orient_vehicle_to_track(wagon, vehicle_progress, total_length)
previous_progress = vehicle_progress
previous_position = center_position
previous_wagon_offset = wagon_offset
func _orient_vehicle_to_track(vehicle: Node3D, progress: float, total_length: float) -> void:
if vehicle == null or curve == null or total_length <= 0.0:
return
var center_progress: float = wrapf(progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(center_progress, true))
var forward_progress: float = wrapf(center_progress + 2.0 * _train_direction_sign, 0.0, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(forward_progress, true))
if center_position.distance_to(forward_position) <= 0.01:
return
vehicle.look_at(forward_position, Vector3.UP)
vehicle.rotate_y(PI)
func _get_zero_spacing_fix_weight(previous_progress: float, vehicle_progress: float, total_length: float) -> float:
var distance_to_zero: float = minf(
_get_progress_distance_to_zero(previous_progress, total_length),
_get_progress_distance_to_zero(vehicle_progress, total_length)
)
var full_fix_distance: float = maxf(TRACK_ZERO_SPACING_FIX_DISTANCE - TRACK_ZERO_SPACING_BLEND_DISTANCE, 0.0)
return 1.0 - smoothstep(full_fix_distance, TRACK_ZERO_SPACING_FIX_DISTANCE, distance_to_zero)
func _get_progress_distance_to_zero(progress: float, total_length: float) -> float:
var wrapped_progress: float = wrapf(progress, 0.0, total_length)
return minf(wrapped_progress, total_length - wrapped_progress)
func _get_zero_spacing_target_distance(segment_spacing: float) -> float:
return minf(maxf(segment_spacing * TRACK_ZERO_SPACING_TARGET_RATIO, TRACK_ZERO_SPACING_MIN_DISTANCE), segment_spacing)
func _find_zero_spacing_progress(previous_progress: float, previous_position: Vector3, segment_spacing: float, minimum_distance: float, total_length: float) -> float:
var start_distance: float = minf(minimum_distance, segment_spacing)
var best_progress: float = wrapf(previous_progress - start_distance * _train_direction_sign, 0.0, total_length)
var search_limit: float = minf(maxf(segment_spacing, minimum_distance) + TRACK_ZERO_SPACING_SEARCH_EXTRA, total_length)
var search_distance: float = start_distance
var previous_search_distance: float = start_distance
while search_distance <= search_limit:
var candidate_progress: float = wrapf(previous_progress - search_distance * _train_direction_sign, 0.0, total_length)
var candidate_position: Vector3 = to_global(curve.sample_baked(candidate_progress, true))
best_progress = candidate_progress
if previous_position.distance_to(candidate_position) >= minimum_distance:
if is_equal_approx(search_distance, start_distance):
return candidate_progress
return _refine_zero_spacing_progress(
previous_progress,
previous_position,
previous_search_distance,
search_distance,
minimum_distance,
total_length
)
previous_search_distance = search_distance
search_distance += TRACK_ZERO_SPACING_SEARCH_STEP
return best_progress
func _refine_zero_spacing_progress(previous_progress: float, previous_position: Vector3, min_search_distance: float, max_search_distance: float, minimum_distance: float, total_length: float) -> float:
var low_distance: float = min_search_distance
var high_distance: float = max_search_distance
for i in range(8):
var mid_distance: float = (low_distance + high_distance) * 0.5
var mid_progress: float = wrapf(previous_progress - mid_distance, 0.0, total_length)
var mid_position: Vector3 = to_global(curve.sample_baked(mid_progress, true))
if previous_position.distance_to(mid_position) >= minimum_distance:
high_distance = mid_distance
else:
low_distance = mid_distance
return wrapf(previous_progress - high_distance, 0.0, total_length)
func _lerp_progress_on_track(from_progress: float, to_progress: float, weight: float, total_length: float) -> float:
var wrapped_delta: float = wrapf(to_progress - from_progress + total_length * 0.5, 0.0, total_length) - total_length * 0.5
return wrapf(from_progress + wrapped_delta * clampf(weight, 0.0, 1.0), 0.0, total_length)
func _get_vehicle_length(vehicle: Node3D) -> float:
var bounds: AABB = _get_node_local_bounds(vehicle, vehicle)

View File

@@ -24,8 +24,6 @@ signal camera_changed(camera: Camera3D)
var is_zoomed : bool = false
var zoom_tween : Tween
var is_moving_enabled : bool = true
var is_cinematic_mode : bool = false
var cinematic_timer : float = 0.0
var cinematic_index : int = 0
@@ -34,6 +32,8 @@ var array_camera : Array[Camera3D] = []
var initial_pivot_transformation : Transform3D
func _ready():
UIEvents.change_camera_request.connect(on_change_camera_request)
if pivot:
initial_pivot_transformation = pivot.transform
@@ -46,83 +46,32 @@ func _ready():
if camera_iso:
set_camera(camera_iso)
func sync_zoom(new_size: float, new_fov: float, photo_is_zoomed: bool = false) -> void:
if camera_iso:
if zoom_tween and zoom_tween.is_valid():
zoom_tween.kill()
camera_iso.size = new_size
camera_iso.fov = new_fov
is_zoomed = photo_is_zoomed
var target_size = zoom_size if is_zoomed else normal_size
if not is_equal_approx(camera_iso.size, target_size):
zoom_tween = create_tween()
zoom_tween.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
zoom_tween.tween_property(camera_iso, "size", target_size, zoom_time)
zoom_tween.parallel().tween_property(camera_iso, "fov", target_size, zoom_time)
func set_camera(camera: Camera3D):
camera.make_current()
emit_signal("camera_changed", camera)
func _input(event):
if event is InputEventKey and event.pressed and not event.echo:
func _process(delta: float) -> void:
var current_cam = get_viewport().get_camera_3d()
var is_photo_mode = current_cam != null and not current_cam in array_camera
#R-> Reset isometric camera
if event.keycode == KEY_R and is_moving_enabled and pivot:
pivot.transform = initial_pivot_transformation
print("Isometric camera resetted!")
return
#C-> Toggle cinematic mode
if event.keycode == KEY_C:
is_cinematic_mode = !is_cinematic_mode
if is_cinematic_mode:
cinematic_timer = 0.0
for i in range(array_camera.size()):
if array_camera[i].current:
cinematic_index = i
break
print("Cinematic Mode: enabled")
else:
print("Cinematic Mode: disabled")
return
#Z-> soft zoom
if event.keycode == KEY_Z and camera_iso:
is_zoomed = !is_zoomed
var target_size = zoom_size if is_zoomed else normal_size
if zoom_tween and zoom_tween.is_valid():
zoom_tween.kill()
zoom_tween = create_tween()
zoom_tween.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
zoom_tween.tween_property(camera_iso, "size", target_size, zoom_time)
return
#manual controls (1-5)
var manual_action = false
if event.keycode == KEY_1 and camera_iso:
set_camera(camera_iso)
is_moving_enabled = true
manual_action = true
elif event.keycode == KEY_2 and camera_front:
set_camera(camera_front)
is_moving_enabled = false
manual_action = true
elif event.keycode == KEY_3 and camera_side1:
set_camera(camera_side1)
is_moving_enabled = false
manual_action = true
elif event.keycode == KEY_4 and camera_side2:
set_camera(camera_side2)
is_moving_enabled = false
manual_action = true
elif event.keycode == KEY_5 and camera_top:
set_camera(camera_top)
is_moving_enabled = false
manual_action = true
if manual_action and is_cinematic_mode:
is_cinematic_mode = false
print("Cinematic Mode: Disabled")
if is_moving_enabled and pivot:
if event is InputEventMouseMotion and Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
pivot.rotate_y(deg_to_rad(-event.relative.x * rotation_speed))
func _process(delta):
if not is_photo_mode:
if is_cinematic_mode and array_camera.size() > 0:
cinematic_timer += delta
if cinematic_timer >= change_camera_time:
@@ -130,27 +79,57 @@ func _process(delta):
cinematic_index = (cinematic_index + 1) % array_camera.size()
var next_cam = array_camera[cinematic_index]
set_camera(next_cam)
is_moving_enabled = (next_cam == camera_iso)
if not is_moving_enabled or pivot == null:
if camera_iso == null or current_cam != camera_iso:
return
var input_dir = Vector3.ZERO
if Input.is_key_pressed(KEY_W): input_dir.z -= 1
if Input.is_key_pressed(KEY_S): input_dir.z += 1
if Input.is_key_pressed(KEY_A): input_dir.x -= 1
if Input.is_key_pressed(KEY_D): input_dir.x += 1
if Input.is_action_just_pressed("zoom_in"):
if is_zoomed == false:
return
is_zoomed = false
var target_size = normal_size
if input_dir != Vector3.ZERO:
input_dir = input_dir.normalized()
if zoom_tween and zoom_tween.is_valid():
zoom_tween.kill()
var forward = pivot.transform.basis.z
var right = pivot.transform.basis.x
forward.y = 0
right.y = 0
zoom_tween = create_tween()
zoom_tween.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
zoom_tween.tween_property(camera_iso, "size", target_size, zoom_time)
zoom_tween.parallel().tween_property(camera_iso, "fov", target_size, zoom_time)
forward = forward.normalized()
right = right.normalized()
elif Input.is_action_just_pressed("zoom_out"):
if is_zoomed == true:
return
is_zoomed = true
var target_size = zoom_size
var motion = (forward * input_dir.z + right * input_dir.x)
pivot.position += motion * move_speed * delta
if zoom_tween and zoom_tween.is_valid():
zoom_tween.kill()
zoom_tween = create_tween()
zoom_tween.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
zoom_tween.tween_property(camera_iso, "size", target_size, zoom_time)
zoom_tween.parallel().tween_property(camera_iso, "fov", target_size, zoom_time)
func on_change_camera_request(camera_index: int) -> void:
var next_cam = array_camera[camera_index]
set_camera(next_cam)
#func _unhandled_input(event: InputEvent) -> void:
#var current_cam = get_viewport().get_camera_3d()
#var is_photo_mode = current_cam != null and not current_cam in array_camera
#if is_photo_mode:
#return
#
#if event is InputEventKey and event.pressed and not event.echo:
#match event.keycode:
#KEY_1:
#if array_camera.size() > 0: set_camera(array_camera[0])
#KEY_2:
#if array_camera.size() > 1: set_camera(array_camera[1])
#KEY_3:
#if array_camera.size() > 2: set_camera(array_camera[2])
#KEY_4:
#if array_camera.size() > 3: set_camera(array_camera[3])
#KEY_5:
#if array_camera.size() > 4: set_camera(array_camera[4])

View File

@@ -12,6 +12,10 @@ var environment_config: EnvironmentConfig
@export var time_scale: float = 1.0
@export var paused: bool = false
var _time_tween: Tween
var time_transition_duration: float = 2
signal time_changed(time: float)
var current_time: float = 0.0
@@ -26,6 +30,7 @@ func _ready() -> void:
UIEvents.toggle_pause_daytime.connect(_on_toggle_pause_daytime)
UIEvents.time_option_item_changed.connect(_time_option_changed)
paused = environment_config.start_day_time_paused
current_time = environment_config.start_time
update_time(current_time)
@@ -67,16 +72,49 @@ func get_time_option_index(currtime: float) -> int:
return TIME_OPTION_DAY
return TIME_OPTION_SUNSET
func _time_option_changed(index: int) -> void:
var target_time: float = 0.0
match index:
TIME_OPTION_SUNRISE:
set_time(environment_config.sunrise)
target_time = environment_config.sunrise
TIME_OPTION_DAY:
set_time(environment_config.day)
target_time = environment_config.day
TIME_OPTION_SUNSET:
set_time(environment_config.sunset)
target_time = environment_config.sunset
TIME_OPTION_NIGHT:
set_time(environment_config.night)
target_time = environment_config.night
if _time_tween:
_time_tween.kill()
_time_tween = create_tween()
var start_time = current_time
# Gestione logica lineare: Notte(0.0) - Mattina(0.25) - Giorno(0.45) - Tramonto(0.8) - Notte(1.0)
# Per evitare di attraversare fasi intermedie opposte, forziamo il percorso su questo segmento.
if index == TIME_OPTION_NIGHT:
# Da Mattina a Notte -> andiamo a 0.0. Dal Giorno in poi -> andiamo a 1.0.
if start_time < environment_config.day:
target_time = 0.0
else:
target_time = 1.0
else:
# Se partiamo da Notte (valori vicini a 0.0 o 1.0)
if start_time < 0.1 or start_time > 0.9:
if index == TIME_OPTION_SUNRISE:
# Per andare a Mattina, partiamo dal lato 0.0
if start_time > 0.9:
start_time -= 1.0
else:
# Per andare a Giorno o Tramonto, partiamo dal lato 1.0
if start_time < 0.1:
start_time += 1.0
_time_tween.tween_method(set_time, start_time, target_time, time_transition_duration)
func _on_set_day_time(value: float) -> void:
set_time(value)

View File

@@ -7,6 +7,14 @@ const DYNAMIC_ENVIRONMENT_UPDATES_PER_FRAME: int = 32 #how many update of the en
@export var environment_config: EnvironmentConfig
@export_group("Input")
@export var block_keyboard_input: bool = false:
set(value):
if block_keyboard_input == value:
return
block_keyboard_input = value
_apply_keyboard_input_block()
@export_group("Camera")
@export var camera: Camera3D
@export var camera_pivot: Node3D
@@ -40,8 +48,24 @@ var day_tween: Tween
var day_time: float = 0.0
var pending_environment_nodes: Dictionary = {}
var weather_shader_no_noise: Material
var _blocked_keyboard_events_by_action: Dictionary = {}
static func is_keyboard_input_blocked(tree: SceneTree) -> bool:
if tree == null:
return false
for node in tree.get_nodes_in_group("keyboard_input_blocker"):
var environment_manager := node as EnvironmentManagerRoot
if environment_manager != null and environment_manager.block_keyboard_input:
return true
return false
func _enter_tree() -> void:
add_to_group("keyboard_input_blocker")
func _ready() -> void:
_apply_keyboard_input_block()
#connect shader when new node is added
get_tree().node_added.connect(_on_tree_node_added)
@@ -87,9 +111,51 @@ func _ready() -> void:
func _process(_delta: float) -> void:
_process_pending_environment_nodes()
func _input(event: InputEvent) -> void:
if block_keyboard_input and event is InputEventKey:
get_viewport().set_input_as_handled()
func _exit_tree() -> void:
_restore_keyboard_action_events()
remove_from_group("keyboard_input_blocker")
func flush_pending_environment_nodes() -> void:
_process_pending_environment_nodes(-1)
func _apply_keyboard_input_block() -> void:
if block_keyboard_input:
_remove_keyboard_action_events()
else:
_restore_keyboard_action_events()
func _remove_keyboard_action_events() -> void:
if not _blocked_keyboard_events_by_action.is_empty():
return
for action in InputMap.get_actions():
var keyboard_events: Array[InputEvent] = []
for event in InputMap.action_get_events(action):
if event is InputEventKey:
keyboard_events.append(event)
if keyboard_events.is_empty():
continue
_blocked_keyboard_events_by_action[action] = keyboard_events
Input.action_release(action)
for keyboard_event in keyboard_events:
InputMap.action_erase_event(action, keyboard_event)
func _restore_keyboard_action_events() -> void:
for action in _blocked_keyboard_events_by_action.keys():
if not InputMap.has_action(action):
continue
for keyboard_event in _blocked_keyboard_events_by_action[action]:
InputMap.action_add_event(action, keyboard_event)
_blocked_keyboard_events_by_action.clear()
func _on_tree_node_added(node: Node) -> void:
if node.is_in_group("wind_node") or node.is_in_group("weather_node") or node.is_in_group("weather_vegetables_node"):
_queue_dynamic_environment_node(node)
@@ -250,8 +316,19 @@ func select_day_time(normalized_time: float) -> void:
#24:00 1.0000 3.0
if normalized_time < environment_config.sunrise:
#Sunrise: night → morning
day_time = 3.0 - (normalized_time / environment_config.sunrise) * 2.0 # 3.0 → 1.0
#Sunrise: stay night → night to alba(afternoon) → alba to morning
var part = environment_config.sunrise / 3.0
if normalized_time < part:
# Stay Night
day_time = 3.0
elif normalized_time < part * 2.0:
# Night to Alba (Afternoon)
var t = (normalized_time - part) / part
day_time = 3.0 - (t * 1.0) # 3.0 → 2.0
else:
# Alba (Afternoon) to Morning
var t = (normalized_time - part * 2.0) / part
day_time = 2.0 - (t * 1.0) # 2.0 → 1.0
elif normalized_time < environment_config.day:
#Morning: morning → afternoon
var t: float = (normalized_time - environment_config.sunrise) / (environment_config.day - environment_config.sunrise)
@@ -276,10 +353,17 @@ func _update_clouds_lighting(normalized_time: float) -> void:
return
if normalized_time < environment_config.sunrise:
var part = environment_config.sunrise / 3.0
if normalized_time < part * 2.0:
# NOTTE / PRE-ALBA (Colori scuri, nessun rim light solare)
cloud_material.set_shader_parameter("cloud_color", Color("1a1c2e"))
cloud_material.set_shader_parameter("shadow_color", Color("0d0e17"))
cloud_material.set_shader_parameter("rim_color", Color("000000"))
else:
# ALBA (uguale al tramonto)
cloud_material.set_shader_parameter("cloud_color", Color("fdf3e7"))
cloud_material.set_shader_parameter("shadow_color", Color("5c537a"))
cloud_material.set_shader_parameter("rim_color", Color("ff9e64"))
elif normalized_time < environment_config.day:
# MATTINA / ALBA (Colori che iniziano a scaldarsi)

View File

@@ -13,7 +13,10 @@ global uniform float global_snow_accumulation_speed = 0.005;
global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
global uniform float global_rain_intensity;
const float GRASS_FULL_SNOW_START = 0.58;
const float GRASS_FULL_SNOW_END = 0.86;
// --- PARAMETRI ESTETICI ---
uniform bool billboard_enabled = true;
@@ -133,19 +136,22 @@ void fragment() {
// Applichiamo la variazione al colore finale dell'erba
vec3 varied_grass_color = mix(v_final_color, variance_color.rgb, noise_sample * variance_intensity);
float snow_amount = smoothstep(0.0, 1.0, get_snow_progress());
float snow_amount = pow(get_snow_progress(), 0.55);
float top_mask = 1.0 - shifted_uv.y;
float snow_start = 1.0 - clamp(snow_coverage, 0.05, 1.0);
float snow_mask = smoothstep(snow_start, 1.0, top_mask) * snow_amount * snow_visibility;
snow_mask *= step(0.01, snow_amount);
snow_mask = clamp(snow_mask, 0.0, 1.0);
float full_snow_mask = smoothstep(GRASS_FULL_SNOW_START, GRASS_FULL_SNOW_END, snow_amount) * step(0.01, snow_visibility);
float final_snow_mask = max(snow_mask, full_snow_mask);
vec3 dark_snow = snow_color.rgb * (1.0 - shadow_intensity);
vec3 shaded_snow = mix(dark_snow, snow_color.rgb, v_shade_factor);
vec3 snow_base_color = max(snow_color.rgb, global_snow_color.rgb);
float snow_light = mix(0.82, 1.0, max(v_shade_factor, 0.35));
vec3 shaded_snow = clamp(snow_base_color * snow_light, 0.0, 1.0);
// Mescoliamo il colore variato con la neve
vec3 final_albedo = mix(varied_grass_color, shaded_snow, snow_mask);
vec3 final_albedo = mix(varied_grass_color, shaded_snow, final_snow_mask);
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
final_albedo *= mix(1.0, 1.0 - wetness_darkening, rain_int);
float final_roughness = mix(0.02, 0.005, rain_int);

View File

@@ -13,6 +13,8 @@ global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform vec4 global_snow_color;
global uniform float global_rain_intensity;
const float LEAVES_FULL_SNOW_START = 0.58;
const float LEAVES_FULL_SNOW_END = 0.86;
uniform sampler2D wind_noise : filter_linear_mipmap;
uniform bool billboard_enabled = true;
@@ -110,10 +112,12 @@ void fragment() {
float top_mask = 1.0 - shifted_uv.y;
float snow_mask = smoothstep(1.0 - snow_amount * 1.35, 1.08 - snow_amount * 1.35, top_mask) * snow_visibility;
snow_mask *= step(0.01, snow_amount);
float full_snow_mask = smoothstep(LEAVES_FULL_SNOW_START, LEAVES_FULL_SNOW_END, snow_amount) * clamp(snow_visibility, 0.0, 1.0);
float final_snow_mask = max(snow_mask, full_snow_mask);
vec3 dark_snow = global_snow_color.rgb * (1.0 - shadow_intensity);
vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor);
vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
float snow_light = mix(0.82, 1.0, max(v_shade_factor, 0.35));
vec3 shaded_snow = clamp(global_snow_color.rgb * snow_light, 0.0, 1.0);
vec3 final_albedo = mix(v_final_color, shaded_snow, final_snow_mask);
// Rain wetness: darken and make shinier
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);

View File

@@ -170,7 +170,7 @@ func _process(delta: float) -> void:
base_grad_intensity = lerp(environment_config.grad_intensity_morning, environment_config.grad_intensity_afternoon, t)
base_water_color = environment_config.water_color_morning.lerp(environment_config.water_color_afternoon, t)
base_rotation_sun = environment_config.sun_rotation_morning.lerp(environment_config.sun_rotation_afternoon, t)
else:
elif day_time <= 3.0:
var t = day_time - 2.0
base_tint = environment_config.afternoon_color.lerp(environment_config.night_color, t)
base_sky_top = environment_config.sky_top_afternoon.lerp(environment_config.sky_top_night, t)
@@ -184,6 +184,20 @@ func _process(delta: float) -> void:
base_grad_intensity = lerp(environment_config.grad_intensity_afternoon, environment_config.grad_intensity_night, t)
base_water_color = environment_config.water_color_afternoon.lerp(environment_config.water_color_night, t)
base_rotation_sun = environment_config.sun_rotation_afternoon.lerp(environment_config.sun_rotation_night, t)
else:
var t = day_time - 3.0
base_tint = environment_config.night_color.lerp(environment_config.morning_color, t)
base_sky_top = environment_config.sky_top_night.lerp(environment_config.sky_top_morning, t)
base_sky_horizon = environment_config.sky_horizon_night.lerp(environment_config.sky_horizon_morning, t)
base_fog_color = environment_config.fog_color_night.lerp(environment_config.fog_color_morning, t)
base_fog_density = lerp(environment_config.fog_density_night, environment_config.fog_density_morning, t)
base_bloom = lerp(environment_config.glow_night, environment_config.glow_morning, t)
base_exposure = lerp(environment_config.exposure_night, environment_config.exposure_morning, t)
base_grad_top = environment_config.grad_top_night.lerp(environment_config.grad_top_morning, t)
base_grad_bot = environment_config.grad_bot_night.lerp(environment_config.grad_bot_morning, t)
base_grad_intensity = lerp(environment_config.grad_intensity_night, environment_config.grad_intensity_morning, t)
base_water_color = environment_config.water_color_night.lerp(environment_config.water_color_morning, t)
base_rotation_sun = environment_config.sun_rotation_night.lerp(environment_config.sun_rotation_morning, t)
var weather_color = environment_config.rain_mode_color
if is_storm:
@@ -312,26 +326,30 @@ func create_sound_players():
func _get_rain_day_color() -> Color:
if day_time <= 2.0:
return environment_config.rain_morning_color.lerp(environment_config.rain_afternoon_color, day_time - 1.0)
elif day_time <= 3.0:
return environment_config.rain_afternoon_color.lerp(environment_config.rain_night_color, day_time - 2.0)
return environment_config.rain_night_color.lerp(environment_config.rain_morning_color, day_time - 3.0)
func _get_storm_day_color() -> Color:
if day_time <= 2.0:
return environment_config.storm_morning_color.lerp(environment_config.storm_afternoon_color, day_time - 1.0)
elif day_time <= 3.0:
return environment_config.storm_afternoon_color.lerp(environment_config.storm_night_color, day_time - 2.0)
return environment_config.storm_night_color.lerp(environment_config.storm_morning_color, day_time - 3.0)
func _get_rain_day_exposure() -> float:
if day_time <= 2.0:
return lerp(environment_config.rain_exposure_morning, environment_config.rain_exposure_afternoon, day_time - 1.0)
elif day_time <= 3.0:
return lerp(environment_config.rain_exposure_afternoon, environment_config.rain_exposure_night, day_time - 2.0)
return lerp(environment_config.rain_exposure_night, environment_config.rain_exposure_morning, day_time - 3.0)
func _get_storm_day_exposure() -> float:
if day_time <= 2.0:
return lerp(environment_config.storm_exposure_morning, environment_config.storm_exposure_afternoon, day_time - 1.0)
elif day_time <= 3.0:
return lerp(environment_config.storm_exposure_afternoon, environment_config.storm_exposure_night, day_time - 2.0)
return lerp(environment_config.storm_exposure_night, environment_config.storm_exposure_morning, day_time - 3.0)
#region camera
func _set_camera(curr_camera: Camera3D):

View File

@@ -17,6 +17,8 @@ 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;
const float FULL_SNOW_VISUAL_START = 0.82;
const float FULL_SNOW_VISUAL_END = 0.98;
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;
@@ -156,6 +158,8 @@ void fragment() {
float snow_factor = max(snow_edge * snow_coverage, flat_accumulation);
float snow_opacity = clamp(snow_factor, 0.0, 1.0);
snow_opacity = max(snow_opacity, flat_accumulation * mix(0.45, 0.9, snow_noise_mask));
float full_snow_opacity = snow_edge * smoothstep(FULL_SNOW_VISUAL_START, FULL_SNOW_VISUAL_END, snow_progress);
snow_opacity = max(snow_opacity, full_snow_opacity);
float shade = mix(-snow_color_variation, snow_color_variation, noise_val);
vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);

View File

@@ -4,6 +4,7 @@ extends Resource
@export_group("Day")
@export var start_time: float = 0.0 #start time of the day
@export var day_duration: float = 300.0 #Duration of a full day cycle in seconds
@export var start_day_time_paused: bool = false #Start with day time paused, without advancing the day cycle
@export var sunrise: float = 0.25 #day_time 1.0→2.0 (night colors → morning colors)
@export var day: float = 0.45 #day_time 2.0→2.0 (stays morning/afternoon)
@export var sunset: float = 0.80 #day_time 2.0→3.0 (afternoon colors → night colors)
@@ -154,13 +155,6 @@ extends Resource
@export var godray_spawn_height: float = 5.0 #Y world position where god rays spawn
@export var godray_scale: Vector3 = Vector3(2.0, 6.0, 2.0) #Scale of the god ray mesh
#Train start settings
@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")
@export var snow_amount: float = 0.0 #Initial snow coverage amount (0.0 = none, 1.0 = full)

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roughness/src_normal=""
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dest_files=["res://.godot/imported/play_button_2.png-c01ddb1aeca349285eb93a0bb8d21b97.ctex"]
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mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
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[remap]
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uid="uid://c010wpjb66cmb"
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View File

@@ -2,21 +2,23 @@
[ext_resource type="Script" uid="uid://bnh1y560h55vc" path="res://core/game_menu/audio_option.gd" id="1_orafl"]
[ext_resource type="Texture2D" uid="uid://dirbxw8ii87nv" path="res://core/game_menu/assets/page_3/main_volume_button.png" id="2_vudub"]
[ext_resource type="Texture2D" uid="uid://s33pbfshxhb5" path="res://core/game_menu/assets/page_3/button_-1.png" id="3_vf41c"]
[ext_resource type="Texture2D" uid="uid://c6kgm3fq8521h" path="res://core/game_menu/assets/page_3/barretta.png" id="4_hduhm"]
[ext_resource type="Texture2D" uid="uid://dxms3ts0qh2t5" path="res://core/game_menu/assets/page_3/button_3_texture.png" id="3_f3y2u"]
[ext_resource type="Texture2D" uid="uid://bfy6ju4p5uu2t" path="res://core/game_menu/assets/page_3/button_2_texture.png" id="4_tj25j"]
[ext_resource type="Texture2D" uid="uid://od0hlvkpilqt" path="res://core/game_menu/assets/page_3/button_1_texture.png" id="5_4fmty"]
[ext_resource type="Texture2D" uid="uid://culspkef43qfd" path="res://core/game_menu/assets/page_3/barretta_regular.png" id="6_aax0b"]
[sub_resource type="StyleBoxTexture" id="StyleBoxTexture_f3y2u"]
content_margin_left = 0.0
content_margin_right = 0.0
content_margin_bottom = 0.0
texture = ExtResource("4_hduhm")
texture = ExtResource("6_aax0b")
texture_margin_top = 23.0
[sub_resource type="StyleBoxTexture" id="StyleBoxTexture_tj25j"]
texture = ExtResource("4_hduhm")
texture = ExtResource("6_aax0b")
[sub_resource type="StyleBoxTexture" id="StyleBoxTexture_4fmty"]
texture = ExtResource("4_hduhm")
texture = ExtResource("6_aax0b")
[node name="AudioOption" type="VBoxContainer" unique_id=1509773712]
custom_minimum_size = Vector2(280, 117)
@@ -40,9 +42,9 @@ stretch_mode = 5
[node name="HSlider" type="HSlider" parent="." unique_id=1286896253]
process_mode = 3
layout_mode = 2
theme_override_icons/grabber = ExtResource("3_vf41c")
theme_override_icons/grabber_highlight = ExtResource("3_vf41c")
theme_override_icons/grabber_disabled = ExtResource("3_vf41c")
theme_override_icons/grabber = ExtResource("3_f3y2u")
theme_override_icons/grabber_highlight = ExtResource("4_tj25j")
theme_override_icons/grabber_disabled = ExtResource("5_4fmty")
theme_override_styles/slider = SubResource("StyleBoxTexture_f3y2u")
theme_override_styles/grabber_area = SubResource("StyleBoxTexture_tj25j")
theme_override_styles/grabber_area_highlight = SubResource("StyleBoxTexture_4fmty")

View File

@@ -16,11 +16,32 @@ func _ready():
$%TextureRect.show()
else:
$%TextureRect.hide()
TweenFX.breathe(self, 1)
func _on_pressed() -> void:
if locked:
return
TweenFX.stop_all(self)
scale = Vector2.ONE
rotation = 0.0
modulate.a = 1.0
TweenFX.press_rotate(self)
func _on_mouse_entered() -> void:
if locked:
return
TweenFX.stop_all(self)
scale = Vector2.ONE
rotation = 0.0
modulate.a = 1.0
TweenFX.breathe(self, 1)
func _on_mouse_exited() -> void:
if locked:
return
TweenFX.stop_all(self)
scale = Vector2.ONE
rotation = 0.0
modulate.a = 1.0

View File

@@ -80,4 +80,6 @@ mouse_filter = 2
texture = ExtResource("3_jqji0")
expand_mode = 1
[connection signal="mouse_entered" from="." to="." method="_on_mouse_entered"]
[connection signal="mouse_exited" from="." to="." method="_on_mouse_exited"]
[connection signal="pressed" from="." to="." method="_on_pressed"]

View File

@@ -19,6 +19,8 @@ func setup() -> void:
_add_collectible(collectible)
if unlocked_collectible_ids.has(collectible.id):
_unlock_collectible(collectible.id)
if is_inside_tree():
await get_tree().process_frame
func on_collectible_unlocked(collectible_id: StringName) -> void:
_unlock_collectible(collectible_id)

View File

@@ -1,8 +1,6 @@
extends Control
@onready var tabs: Array[GameMenuTab] = [$%Tab1, $%Tab2, $%Tab3]
@onready var pages: Array[GameMenuPage] = [$%Page1, $%Page2, $%Page3]
var current_index = 0
func _ready() -> void:
for tab: GameMenuTab in tabs:
@@ -10,9 +8,11 @@ func _ready() -> void:
on_tab_pressed(0, true)
func on_tab_pressed(index: int, disable_animation: bool = false) -> void:
for page in pages:
page.hide_page()
if BookAPI.is_busy() and not disable_animation:
return
for tab in tabs:
if tab.index == index:
@@ -26,8 +26,4 @@ func on_tab_pressed(index: int, disable_animation: bool = false) -> void:
else:
tab.deselect()
pages[index].show_page()
current_index = index
func open() -> void:
pages[current_index].show_page()
BookAPI.go_to_page((index + 1) * 2)

File diff suppressed because one or more lines are too long

View File

@@ -3,7 +3,7 @@ extends Control
@onready var photo: Photo = $%Photo
@onready var panel: Panel = $%Panel
var is_closing: bool = false
func _ready() -> void:
GameState.on_photo_highlighted.connect(_on_photo_highlighted)
@@ -15,10 +15,13 @@ func _on_photo_highlighted(texture: Texture) -> void:
TweenFX.fold_in(photo)
photo.setup(texture)
func _input(event: InputEvent) -> void:
if not visible:
return
var is_closing: bool = false
if event is InputEventMouse:
get_viewport().set_input_as_handled()
func _on_panel_gui_input(event: InputEvent) -> void:
if is_closing:
return
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:

View File

@@ -45,6 +45,4 @@ theme_override_constants/margin_top = 30
theme_override_constants/margin_right = 20
theme_override_constants/margin_bottom = 185
[connection signal="gui_input" from="Panel" to="." method="_on_panel_gui_input"]
[editable path="Photo"]

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