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2 Commits

Author SHA1 Message Date
veclav talica
c7084f54d7 rescaling of tilemap and game object sprites to grid context's cell size 2023-11-26 01:44:42 +05:00
veclav talica
582489fea7 base Context and Controller classes, generalization of context 2023-11-25 18:27:41 +05:00
18 changed files with 278 additions and 56 deletions

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@ -0,0 +1,3 @@
source_md5="88802550c0ee17f57dfd0bd814e77811"
dest_md5="64a5bb7ee98d59912ece658665687037"

BIN
art/tiles/brickwall.png (Stored with Git LFS) Normal file

Binary file not shown.

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@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/brickwall.png-809cb096e36d6f38bdd0dc9250b08205.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://art/tiles/brickwall.png"
dest_files=[ "res://.import/brickwall.png-809cb096e36d6f38bdd0dc9250b08205.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

22
nodes/4WayController.gd Normal file
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@ -0,0 +1,22 @@
extends TK_Controller
class_name TK_4WayController
## Composable 4-way grid controller.
## Depends on placement below some Node2D below some GridContext.
# todo: Network player aware.
# todo: AI aware.
var _game_object: Node2D
func _enter_tree() -> void:
_game_object = get_parent()
func _input(p_event: InputEvent):
var direction := InputUtils.input_event_to_4way_direction(p_event)
if direction == Vector2.ZERO:
return
var cell = _context.local_position_to_context_position(_game_object.position)
var new_cell = cell + direction
_context.try_moving(_game_object, cell, new_cell)

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@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://nodes/GridController.gd" type="Script" id=1]
[ext_resource path="res://nodes/4WayController.gd" type="Script" id=1]
[node name="GridController" type="Node"]
script = ExtResource( 1 )

18
nodes/Context.gd Normal file
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@ -0,0 +1,18 @@
tool
extends Node2D
class_name TK_Context
# todo: Abstract actions.
# todo: Signal registration of GameObject actions.
func local_position_to_context_position(_p_position: Vector2) -> Vector2:
push_error("Abstract class method is unimplemented")
return Vector2.ZERO
func is_path_traversible(_p_from: Vector2, _p_to: Vector2) -> bool:
push_error("Abstract class method is unimplemented")
return false
func try_moving(_p_game_object: Node2D, _p_from: Vector2, _p_to: Vector2) -> bool:
push_error("Abstract class method is unimplemented")
return false

13
nodes/Controller.gd Normal file
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@ -0,0 +1,13 @@
extends Node
class_name TK_Controller
var _context: Node2D
func _enter_tree() -> void:
_context = _get_context()
func _get_context() -> Node:
var current := self.get_parent().get_parent()
while not current is TK_Context:
current = current.get_parent()
return current

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@ -4,7 +4,17 @@ class_name TK_FittingSprite
## A Sprite that is resized to absolute pixel size, no matter the texture.
export var target_size: Vector2 setget _set_target_size
const NO_SIZE_SENTINEL = Vector2(-1, -1)
export var target_size: Vector2 = NO_SIZE_SENTINEL setget _set_target_size
# todo: Ask context about preferred sizing if there's any.
func _enter_tree() -> void:
# It's okay to fail here for non-grid contexts.
if get_parent().get_parent().connect("cell_size_changed", self, "_update_cell_size"):
_set_target_size(get_parent().get_parent().cell_size)
elif target_size == NO_SIZE_SENTINEL:
_set_target_size(texture.get_size())
func _set_target_size(p_size: Vector2) -> void:
target_size = p_size
@ -12,3 +22,6 @@ func _set_target_size(p_size: Vector2) -> void:
func _update_scale() -> void:
scale = target_size / texture.get_size()
func _update_cell_size(_p_old_cell_size: Vector2, p_new_cell_size: Vector2) -> void:
_set_target_size(p_new_cell_size)

12
nodes/GameObject.gd Normal file
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@ -0,0 +1,12 @@
tool
extends Node2D
class_name TK_GameObject
func _ready() -> void:
# It's okay to fail here for non-grid contexts.
if get_parent().connect("cell_size_changed", self, "_update_cell_size"):
pass
func _update_cell_size(p_old_cell_size: Vector2, p_new_cell_size: Vector2) -> void:
var delta := p_new_cell_size / p_old_cell_size
position *= delta

6
nodes/GameObject.tscn Normal file
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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://nodes/GameObject.gd" type="Script" id=1]
[node name="GameObject" type="Node2D"]
script = ExtResource( 1 )

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@ -1,20 +1,33 @@
extends Node2D
tool
extends TK_Context
class_name TK_GridContext
## todo: Cell visualization.
## todo: Integration of TileMap.
export var cell_size: Vector2 = Vector2(64, 64)
export var cell_size: Vector2 = Vector2(64, 64) setget _set_cell_size
func position_to_cell_position(p_position: Vector2) -> Vector2:
signal cell_size_changed(p_old_cell_size, p_new_cell_size)
func local_position_to_context_position(p_position: Vector2) -> Vector2:
return p_position / cell_size
func is_cell_traversible(p_cell_position: Vector2) -> bool:
func is_path_traversible(p_from: Vector2, p_to: Vector2) -> bool:
# todo:
return true
func try_moving(p_node: Node2D, p_cell_position: Vector2) -> bool:
if not is_cell_traversible(p_cell_position):
func try_moving(p_game_object: Node2D, p_from: Vector2, p_to: Vector2) -> bool:
if not is_path_traversible(p_from, p_to):
return false
p_node.position = cell_size * p_cell_position
p_game_object.position = cell_size * p_to
return true
func _set_cell_size(p_new_cell_size: Vector2) -> void:
if p_new_cell_size.x == 0 or p_new_cell_size.y == 0:
push_error("Cell size cannot be zero")
return
var cell_size_cache = cell_size
cell_size = p_new_cell_size
emit_signal("cell_size_changed", cell_size_cache, p_new_cell_size)

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@ -1,30 +0,0 @@
extends Node
class_name TK_GridController
## Composable 4-way grid controller.
## Depends on placement below some Node2D below some GridContext.
# todo: Turn-based logic context.
signal moved(p_new_cell_position)
var _grid_context_cache: Node2D
func _enter_tree() -> void:
_grid_context_cache = _get_grid_context()
func _input(p_event: InputEvent):
var direction := InputUtils.input_event_to_4way_direction(p_event)
if direction == Vector2.ZERO:
return
var cell = _grid_context_cache.position_to_cell_position(get_parent().position)
var new_cell = cell + direction
if _grid_context_cache.try_moving(get_parent(), new_cell):
emit_signal("moved", new_cell)
func _get_grid_context() -> Node:
var current := self.get_parent().get_parent()
while current.name != "GridContext":
current = current.get_parent()
return current

17
nodes/TileMapObject.gd Normal file
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@ -0,0 +1,17 @@
tool
extends TileMap
## Dictates whether tileset collision information should be exposed to game context.
export var expose_collisions: bool = true
func _enter_tree() -> void:
# It's okay to fail here for non-grid contexts.
if get_parent().connect("cell_size_changed", self, "_update_cell_size"):
_update_cell_size(get_parent().cell_size, get_parent().cell_size)
func _update_cell_size(_p_old_cell_size: Vector2, p_new_cell_size: Vector2) -> void:
# We're assuming that all tile textures are of same dimensions.
# todo: Diagnose mismatch by walking over all textures?
var tileset_texture_size := tile_set.tile_get_texture(0).get_size()
scale = p_new_cell_size / tileset_texture_size
cell_size = p_new_cell_size / scale

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@ -2,7 +2,7 @@ extends Node
class_name TK_Arithmetic
static func float_mod(p_a: float, p_b: float) -> float:
return p_a - (p_b * floor(p_a / p_b))
return p_a - p_b * floor(p_a / p_b)
static func vector2_mod(p_a: Vector2, p_b: Vector2) -> Vector2:
return p_a - (p_b * (p_a / p_b).floor())
return p_a - p_b * (p_a / p_b).floor()

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@ -1,6 +1,6 @@
extends Node
func input_event_to_4way_direction(p_event: InputEvent) -> Vector2:
func input_event_to_8way_direction(p_event: InputEvent) -> Vector2:
var result := Vector2.ZERO
if p_event.is_action_pressed("move_down"):
result.y += 1
@ -11,3 +11,15 @@ func input_event_to_4way_direction(p_event: InputEvent) -> Vector2:
if p_event.is_action_pressed("move_left"):
result.x -= 1
return result
func input_event_to_4way_direction(p_event: InputEvent) -> Vector2:
if p_event.is_action_pressed("move_down") and not p_event.is_action_pressed("move_up"):
return Vector2.DOWN
elif p_event.is_action_pressed("move_up") and not p_event.is_action_pressed("move_down"):
return Vector2.UP
elif p_event.is_action_pressed("move_left") and not p_event.is_action_pressed("move_right"):
return Vector2.LEFT
elif p_event.is_action_pressed("move_right") and not p_event.is_action_pressed("move_left"):
return Vector2.RIGHT
else:
return Vector2.ZERO

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@ -104,25 +104,40 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://addons/Godoxel/Util.gd"
}, {
"base": "TK_Controller",
"class": "TK_4WayController",
"language": "GDScript",
"path": "res://nodes/4WayController.gd"
}, {
"base": "Node",
"class": "TK_Arithmetic",
"language": "GDScript",
"path": "res://nodes/singletons/Arithmetic.gd"
}, {
"base": "Node2D",
"class": "TK_Context",
"language": "GDScript",
"path": "res://nodes/Context.gd"
}, {
"base": "Node",
"class": "TK_Controller",
"language": "GDScript",
"path": "res://nodes/Controller.gd"
}, {
"base": "Sprite",
"class": "TK_FittingSprite",
"language": "GDScript",
"path": "res://nodes/FittingSprite.gd"
}, {
"base": "Node2D",
"class": "TK_GameObject",
"language": "GDScript",
"path": "res://nodes/GameObject.gd"
}, {
"base": "TK_Context",
"class": "TK_GridContext",
"language": "GDScript",
"path": "res://nodes/GridContext.gd"
}, {
"base": "Node",
"class": "TK_GridController",
"language": "GDScript",
"path": "res://nodes/GridController.gd"
} ]
_global_script_class_icons={
"BrushPrefabs": "",
@ -144,10 +159,13 @@ _global_script_class_icons={
"GERainbow": "",
"GERect": "",
"GEUtils": "",
"TK_4WayController": "",
"TK_Arithmetic": "",
"TK_Context": "",
"TK_Controller": "",
"TK_FittingSprite": "",
"TK_GridContext": "",
"TK_GridController": ""
"TK_GameObject": "",
"TK_GridContext": ""
}
[application]
@ -161,6 +179,12 @@ config/icon="res://icon.png"
Arithmetic="*res://nodes/singletons/Arithmetic.gd"
InputUtils="*res://nodes/singletons/InputUtils.gd"
[display]
window/size/height=576
window/stretch/mode="2d"
window/stretch/aspect="keep"
[editor_plugins]
enabled=PoolStringArray( "res://addons/Godoxel/plugin.cfg" )

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@ -1,21 +1,82 @@
[gd_scene load_steps=5 format=2]
[gd_scene load_steps=12 format=2]
[ext_resource path="res://nodes/FittingSprite.gd" type="Script" id=1]
[ext_resource path="res://art/entities/fiend.png" type="Texture" id=2]
[ext_resource path="res://nodes/GridController.gd" type="Script" id=3]
[ext_resource path="res://nodes/4WayController.tscn" type="PackedScene" id=3]
[ext_resource path="res://nodes/GridContext.tscn" type="PackedScene" id=4]
[ext_resource path="res://nodes/GameObject.tscn" type="PackedScene" id=5]
[ext_resource path="res://art/tiles/brickwall.png" type="Texture" id=6]
[ext_resource path="res://nodes/TileMapObject.gd" type="Script" id=7]
[node name="Game" type="Node"]
[sub_resource type="OccluderPolygon2D" id=2]
polygon = PoolVector2Array( 16, 16, 0, 16, 0, 0, 16, 0 )
[sub_resource type="ConvexPolygonShape2D" id=3]
points = PoolVector2Array( 16, 16, 0, 16, 0, 16, 16, 16 )
[sub_resource type="ConvexPolygonShape2D" id=4]
points = PoolVector2Array( 16, 16, 0, 16, 0, 0, 16, 0 )
[sub_resource type="TileSet" id=1]
0/name = "brickwall.png 0"
0/texture = ExtResource( 6 )
0/tex_offset = Vector2( 0, 0 )
0/modulate = Color( 1, 1, 1, 1 )
0/region = Rect2( 0, 0, 16, 16 )
0/tile_mode = 0
0/occluder_offset = Vector2( 0, 0 )
0/occluder = SubResource( 2 )
0/navigation_offset = Vector2( 0, 0 )
0/shape_offset = Vector2( 0, 0 )
0/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
0/shape = SubResource( 3 )
0/shape_one_way = false
0/shape_one_way_margin = 1.0
0/shapes = [ {
"autotile_coord": Vector2( 0, 0 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 3 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 0, 0 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 4 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
} ]
0/z_index = 0
[node name="Gauntlet" type="Node"]
[node name="GridContext" parent="." instance=ExtResource( 4 )]
[node name="Fiend" type="Sprite" parent="GridContext"]
position = Vector2( 128, 128 )
[node name="TileMap" type="TileMap" parent="GridContext"]
scale = Vector2( 4, 4 )
tile_set = SubResource( 1 )
cell_size = Vector2( 16, 16 )
bake_navigation = true
format = 1
tile_data = PoolIntArray( 0, 0, 0, 1, 0, 0, 2, 0, 0, 3, 0, 0, 4, 0, 0, 5, 0, 0, 6, 0, 0, 7, 0, 0, 8, 0, 0, 9, 0, 0, 10, 0, 0, 11, 0, 0, 12, 0, 0, 13, 0, 0, 14, 0, 0, 15, 0, 0, 65536, 0, 0, 65542, 0, 0, 65551, 0, 0, 131072, 0, 0, 131082, 0, 0, 131087, 0, 0, 196608, 0, 0, 196618, 0, 0, 196623, 0, 0, 262144, 0, 0, 262145, 0, 0, 262146, 0, 0, 262147, 0, 0, 262148, 0, 0, 262149, 0, 0, 262150, 0, 0, 262151, 0, 0, 262152, 0, 0, 262153, 0, 0, 262154, 0, 0, 262156, 0, 0, 262157, 0, 0, 262158, 0, 0, 262159, 0, 0, 327680, 0, 0, 327683, 0, 0, 327695, 0, 0, 393216, 0, 0, 393226, 0, 0, 393227, 0, 0, 393229, 0, 0, 393231, 0, 0, 458752, 0, 0, 458761, 0, 0, 458762, 0, 0, 458767, 0, 0, 524288, 0, 0, 524289, 0, 0, 524290, 0, 0, 524291, 0, 0, 524292, 0, 0, 524293, 0, 0, 524294, 0, 0, 524295, 0, 0, 524296, 0, 0, 524297, 0, 0, 524298, 0, 0, 524299, 0, 0, 524300, 0, 0, 524301, 0, 0, 524302, 0, 0, 524303, 0, 0 )
script = ExtResource( 7 )
[node name="GameObject" parent="GridContext" instance=ExtResource( 5 )]
position = Vector2( 384, 128 )
[node name="Visual" type="Sprite" parent="GridContext/GameObject"]
scale = Vector2( 4, 4 )
texture = ExtResource( 2 )
centered = false
script = ExtResource( 1 )
__meta__ = {
"_edit_lock_": true
}
target_size = Vector2( 64, 64 )
[node name="GridController" type="Node" parent="GridContext/Fiend"]
script = ExtResource( 3 )
[node name="4WayController" parent="GridContext/GameObject" instance=ExtResource( 3 )]
[node name="Camera2D" type="Camera2D" parent="GridContext/GameObject"]
position = Vector2( 32, 32 )
__meta__ = {
"_edit_lock_": true
}