Merge branch 'Grid'

This commit is contained in:
Florian 2025-09-16 11:04:54 +02:00
commit 11bd9d46fd
14 changed files with 166 additions and 7 deletions

27
building.gd Normal file
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class_name Building extends Node2D
var location : Vector2i # x is the angle, y is the height in the grid
var dimension : Vector2i = Vector2.ONE # same as above
@onready var grid : Grid = get_parent()
# make sure location is set before adding a building to the scene tree
# also make sure that the buildings are instantiated as children of the grid
func _ready() -> void:
var angle = location.x * TAU / grid.num_collumns; # currently assumes anchor is bottom left
var height = grid.ground_radius + location.y * grid.cell_height;
position = height * Vector2.from_angle(angle)
print(angle, " ", height, " ", position)
func overlaps(other : Building):
# heights don't overlap
if location.y >= other.location.y + other.dimension.y: return false # other is below
if location.y + dimension.y <= other.location.y: return false # other is above
# angles overlap. We can now assume heights overlap
var relative_other_loc = (other.location.x - location.x + grid.num_collumns) % grid.num_collumns
if dimension.x > relative_other_loc: return true
if relative_other_loc + other.dimension > grid.num_collumns: return true
# If we get here, angles do not overlap
return false

1
building.gd.uid Normal file
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uid://b2ji03ekijjnn

39
building.gdshader Normal file
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shader_type canvas_item;
varying flat ivec2 location;
varying flat ivec2 dimension;
uniform float ground_height = 3000.;
uniform float cell_height = 300.;
uniform int num_cells = 60;
varying vec2 world_position;
void vertex()
{
world_position = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
location = ivec2(256. * COLOR.xy);
dimension = ivec2(256. * COLOR.zw);
//location = ivec2(45, 1);
//dimension = ivec2(1, 1);
}
void fragment() {
float radius = sqrt(world_position.x * world_position.x + world_position.y * world_position.y);
float angle = atan(world_position.y, world_position.x);
float sample_y = 1. - ((radius - ground_height) / cell_height - float( location.y)) / float(dimension.y);
float sample_x = mod(fract(angle / TAU + 1.) * float(num_cells) - float(location.x) + float(num_cells), float(num_cells)) / float(dimension.x);
if(sample_y > 1. || sample_y < 0. || sample_x > 1. || sample_x < 0.) {
discard;
}
COLOR = texture(TEXTURE, vec2(sample_x, sample_y));
//COLOR = vec4(ivec4(location, dimension));
}
//void light() {
// // Called for every pixel for every light affecting the CanvasItem.
// // Uncomment to replace the default light processing function with this one.
//}

1
building.gdshader.uid Normal file
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uid://c7gb1nqwvkr37

23
building.tscn Normal file
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[gd_scene load_steps=6 format=3 uid="uid://djawvtdwp423v"]
[ext_resource type="Script" uid="uid://b2ji03ekijjnn" path="res://building.gd" id="1_5j34s"]
[ext_resource type="Texture2D" uid="uid://cy70quh6k3s1j" path="res://icon.svg" id="2_2yopf"]
[ext_resource type="Shader" uid="uid://c7gb1nqwvkr37" path="res://building.gdshader" id="2_f1gjg"]
[ext_resource type="Script" uid="uid://dj7d4d2xs3nci" path="res://building_mesh.gd" id="4_qnfc1"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_qnfc1"]
resource_local_to_scene = true
shader = ExtResource("2_f1gjg")
shader_parameter/ground_height = 3000.0
shader_parameter/cell_height = 300.0
shader_parameter/num_cells = 60
[node name="Building" type="Node2D"]
script = ExtResource("1_5j34s")
[node name="Sprite2D" type="Sprite2D" parent="."]
self_modulate = Color(0.1764706, 0, 0.003921569, 0.003921569)
material = SubResource("ShaderMaterial_qnfc1")
scale = Vector2(7, 7)
texture = ExtResource("2_2yopf")
script = ExtResource("4_qnfc1")

7
building_mesh.gd Normal file
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extends Sprite2D
func _ready() -> void:
var location = Vector2i(get_parent().location)
var dimension = Vector2i(get_parent().dimension)
print(location, dimension)
self_modulate = Color8(location.x, location.y, dimension.x, dimension.y)

1
building_mesh.gd.uid Normal file
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uid://dj7d4d2xs3nci

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@ -1,4 +1,4 @@
extends Sprite2D
extends Node2D
@export var radius : float;
func _draw():

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@ -1,7 +1,7 @@
[gd_scene load_steps=4 format=3 uid="uid://jjoyj1ldafkf"]
[ext_resource type="Texture2D" uid="uid://cy70quh6k3s1j" path="res://icon.svg" id="1_qbwya"]
[ext_resource type="Script" uid="uid://b5fhsy1xlreco" path="res://draw_circle.gd" id="2_2bhor"]
[ext_resource type="Script" uid="uid://m3vyyfk8gnma" path="res://grid.gd" id="3_2bhor"]
[sub_resource type="CircleShape2D" id="CircleShape2D_5i67w"]
radius = 3000.0
@ -13,7 +13,14 @@ radius = 3000.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="Ground"]
shape = SubResource("CircleShape2D_5i67w")
[node name="Sprite2D" type="Sprite2D" parent="Ground"]
texture = ExtResource("1_qbwya")
[node name="GroundVisual" type="Node2D" parent="Ground"]
script = ExtResource("2_2bhor")
radius = 3000.0
[node name="Grid" type="Node2D" parent="."]
script = ExtResource("3_2bhor")
ground_radius = 3000.0
cell_height = 300.0
num_collumns = 60
debug = true
metadata/_custom_type_script = "uid://m3vyyfk8gnma"

46
grid.gd Normal file
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class_name Grid extends Node2D
@export var ground_radius : float
@export var cell_height : float
@export var num_collumns : int
@export var debug : bool
var buildings : Array[Building] = []
func _draw() -> void:
if !debug:
return
for i in range(10):
draw_arc(Vector2.ZERO, ground_radius + i * cell_height, 0, TAU, 250, Color.SKY_BLUE, 1.0, true);
for i in range(num_collumns):
var angle = i * TAU / num_collumns;
draw_line(Vector2.ZERO, 10000 * Vector2.from_angle(angle), Color.SKY_BLUE);
func add_building_to_collumn(building : Building, collumn : int):
# find the height of the top building in the buildings list:
building.location = Vector2(collumn, 0)
var height = 0
# TODO: support other dimensions for buildings
# add the new building one higher than the previous
height += 1
building.location = Vector2i(collumn, height);
# for testing
func _ready() -> void:
var packed : PackedScene = preload("res://building.tscn")
var test_building = packed.instantiate()
test_building.location = Vector2(45, 0)
add_child(test_building)
test_building = packed.instantiate()
test_building.location = Vector2(44, 0)
add_child(test_building)
test_building = packed.instantiate()
test_building.location = Vector2(45, 1)
add_child(test_building)

1
grid.gd.uid Normal file
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uid://m3vyyfk8gnma

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[node name="main" type="Node2D"]
[node name="Earth" parent="." instance=ExtResource("3_lquwl")]
[node name="Player" parent="." instance=ExtResource("2_1bvp3")]
position = Vector2(500, -3100)
scale = Vector2(3, 3)
[node name="Earth" parent="." instance=ExtResource("3_lquwl")]
[node name="Ghost" parent="." instance=ExtResource("3_h2yge")]
position = Vector2(0, -3200)

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@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/player_walk.png-dd7b13f797aca66ef3a8a41ed9897
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false

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@ -12,7 +12,7 @@ config_version=5
config/name="The Dark Side of Earth"
run/main_scene="uid://cxo6bq26huau7"
config/features=PackedStringArray("4.4", "Forward Plus")
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[display]