Имплементация энергии фонаря, уменьшение энергии со временем, возможности восполнить энергию, а также шейдера для симуляции прозрачности (ослабления света фонаря) с помощью дизеринга

This commit is contained in:
Евгений Титаренко 2023-08-16 20:45:05 +03:00
parent 434493578c
commit fdb4fc40cc
6 changed files with 97 additions and 28 deletions

View file

@ -60,6 +60,11 @@ character_right={
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
flashlight_charge={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
[layer_names]

View file

@ -1,17 +1,25 @@
[gd_scene load_steps=14 format=3 uid="uid://dhn7yt46fyac8"]
[gd_scene load_steps=17 format=3 uid="uid://dhn7yt46fyac8"]
[ext_resource type="PackedScene" uid="uid://bhulqhxesd5gc" path="res://prefabs/player.tscn" id="1_65a7v"]
[ext_resource type="Texture2D" uid="uid://py6qiu3rm7cu" path="res://sprites/brickwall.png" id="2_edqdh"]
[ext_resource type="Texture2D" uid="uid://dlbl6d4yghvht" path="res://sprites/mask.png" id="3_8o315"]
[ext_resource type="Script" path="res://scripts/Flashlight.cs" id="3_cylxo"]
[ext_resource type="Material" uid="uid://xuvxq5hy1dt" path="res://shaders/light_shader_material.tres" id="4_ro05e"]
[ext_resource type="Shader" path="res://shaders/dithering.gdshader" id="5_64d71"]
[ext_resource type="Script" path="res://scripts/GameCamera.cs" id="6_quua3"]
[ext_resource type="Script" path="res://scripts/PointLight2DWorkaround.cs" id="6_slohe"]
[sub_resource type="Curve" id="Curve_o5byr"]
_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.0824742, 0.273684), -10.2105, 0.0, 0, 0, Vector2(0.242268, 0.494737), -5.10526, 0.0, 0, 0, Vector2(0.396907, 0.736842), -7.6579, 0.0, 0, 0, Vector2(0.737113, 1), 0.0, 0.0, 0, 0, Vector2(1, 1), 0.0, 0.0, 0, 0]
point_count = 6
[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_wg1ao"]
light_mode = 2
[sub_resource type="ViewportTexture" id="ViewportTexture_dwy4p"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_m680d"]
shader = ExtResource("5_64d71")
[sub_resource type="ViewportTexture" id="ViewportTexture_0u602"]
viewport_path = NodePath("FlashlightViewport")
[sub_resource type="CircleShape2D" id="CircleShape2D_prnh4"]
@ -31,16 +39,18 @@ y_sort_enabled = true
[node name="Player" parent="." instance=ExtResource("1_65a7v")]
position = Vector2(19, 4)
[node name="Controller" type="Node" parent="." node_paths=PackedStringArray("Player", "Camera", "Circle", "PlayerCircle", "Polygon", "CollisionCircle", "CollisionPlayerCircle", "CollisionPolygon")]
[node name="Controller" type="Node" parent="." node_paths=PackedStringArray("Player", "Camera", "Circle", "PlayerCircle", "Polygon", "CollisionCircle", "CollisionPlayerCircle", "CollisionPolygon", "FlashlightGroup")]
script = ExtResource("3_cylxo")
Player = NodePath("../Player")
Camera = NodePath("../PlayerCamera")
Circle = NodePath("../FlashlightViewport/Circle")
Circle = NodePath("../FlashlightViewport/CanvasGroup/Circle")
PlayerCircle = NodePath("../FlashlightViewport/PlayerCircle")
Polygon = NodePath("../FlashlightViewport/Triangle")
Polygon = NodePath("../FlashlightViewport/CanvasGroup/Triangle")
CollisionCircle = NodePath("../PlayerCamera/Area2D/Circle")
CollisionPlayerCircle = NodePath("../PlayerCamera/Area2D/PlayerCircle")
CollisionPolygon = NodePath("../PlayerCamera/Area2D/CollisionPolygon2D")
FlashlightGroup = NodePath("../FlashlightViewport/CanvasGroup")
BrightnessCurve = SubResource("Curve_o5byr")
[node name="TestWall" type="Sprite2D" parent="."]
light_mask = 2
@ -63,15 +73,18 @@ canvas_item_default_texture_filter = 0
size = Vector2i(256, 192)
render_target_update_mode = 4
[node name="Circle" type="Sprite2D" parent="FlashlightViewport"]
texture = ExtResource("3_8o315")
[node name="PlayerCircle" type="Sprite2D" parent="FlashlightViewport"]
position = Vector2(13.61, 14.405)
scale = Vector2(0.5, 0.5)
texture = ExtResource("3_8o315")
[node name="Triangle" type="Polygon2D" parent="FlashlightViewport"]
[node name="CanvasGroup" type="CanvasGroup" parent="FlashlightViewport"]
material = SubResource("ShaderMaterial_m680d")
[node name="Circle" type="Sprite2D" parent="FlashlightViewport/CanvasGroup"]
texture = ExtResource("3_8o315")
[node name="Triangle" type="Polygon2D" parent="FlashlightViewport/CanvasGroup"]
polygon = PackedVector2Array(-21, -25, 31, 29, -42, 31)
[node name="PlayerCamera" type="Camera2D" parent="." node_paths=PackedStringArray("Player")]
@ -82,7 +95,7 @@ CameraBounds = Vector2(30, 20)
[node name="PointLight2D" type="PointLight2D" parent="PlayerCamera" node_paths=PackedStringArray("LightViewport")]
blend_mode = 2
range_item_cull_mask = 2
texture = SubResource("ViewportTexture_dwy4p")
texture = SubResource("ViewportTexture_0u602")
script = ExtResource("6_slohe")
LightViewport = NodePath("../../FlashlightViewport")

View file

@ -1,12 +1,14 @@
using Godot;
using Godot;
public static class Constants
{
public static readonly Vector2 ScreenSize = new(256, 192);
public static readonly Vector2 HalfScreenSize = ScreenSize / 2;
public static readonly Vector2 ScreenSize = new(256, 192);
public static readonly Vector2 HalfScreenSize = ScreenSize / 2;
public const float MaxFlashlightRadius = 32;
public const float MinFlashlightRadius = 8;
public const float MaxFlashlightDistance = 96;
public const float MinFlashlightDistance = 16;
}
public const float MaxFlashlightRadius = 32;
public const float MinFlashlightRadius = 8;
public const float MaxFlashlightDistance = 96;
public const float MinFlashlightDistance = 16;
public const float MaxFlashlightEnergy = 100;
public const float FlashlightEneregyPerCharge = 5;
}

View file

@ -13,9 +13,14 @@ public partial class Flashlight : Node
[Export] public CollisionShape2D CollisionCircle;
[Export] public CollisionShape2D CollisionPlayerCircle;
[Export] public CollisionPolygon2D CollisionPolygon;
[Export] public CanvasGroup FlashlightGroup;
[Export] public Curve BrightnessCurve;
private float FlashlightRadius = Constants.MaxFlashlightRadius;
private float FlashlightEnergy = Constants.MaxFlashlightEnergy;
private float FlashlightChargeTimeout = 1;
public override void _Ready()
{
base._Ready();
@ -26,7 +31,7 @@ public partial class Flashlight : Node
throw new Exception("Invalid collision shape on the player circle");
}
public override void _Process(double delta)
public override void _PhysicsProcess(double delta)
{
var playerScreenCenterPosition = Player.Position - Camera.Position;
var flashlightScreenCenterPosition = Camera.FlashlightPosition - Camera.Position;
@ -68,5 +73,14 @@ public partial class Flashlight : Node
Polygon.Polygon = polygon;
CollisionPolygon.Polygon = polygon;
}
FlashlightChargeTimeout = Mathf.Clamp(FlashlightChargeTimeout-(float)delta,0,1);
if (Input.IsActionJustPressed("flashlight_charge") && FlashlightChargeTimeout <= 0){
FlashlightChargeTimeout = 1;
FlashlightEnergy+=Constants.FlashlightEneregyPerCharge;
}
FlashlightEnergy = Mathf.Clamp(FlashlightEnergy-(float)delta, 0, Constants.MaxFlashlightEnergy);
FlashlightGroup.Modulate = new Color(BrightnessCurve.Sample(FlashlightEnergy/Constants.MaxFlashlightEnergy), 1, 1, 1);
CollisionCircle.Enabled = CollisionPlayerCircle.Enabled = CollisionPolygon.Enabled = FlashlightEnergy >= 10;
}
}

View file

@ -7,13 +7,13 @@ using System;
[Tool]
public partial class PointLight2DWorkaround : PointLight2D
{
[Export] public Viewport LightViewport;
[Export] public Viewport LightViewport;
public override void _Process(double delta)
{
base._Process(delta);
public override void _Process(double delta)
{
base._Process(delta);
Texture = null;
Texture = LightViewport.GetTexture();
}
Texture = null;
Texture = LightViewport.GetTexture();
}
}

View file

@ -0,0 +1,35 @@
// My custom shader for implementing dithered alpha
shader_type canvas_item;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
// Fancy dithered alpha stuff
vec4 color = texture(screen_texture, SCREEN_UV);
float opacity = color.r;
int x = int(FRAGCOORD.x) % 4;
int y = int(FRAGCOORD.y) % 4;
int index = x + y * 4;
float limit = 0.0;
if (x < 8) {
if (index == 0) limit = 0.0625;
if (index == 1) limit = 0.5625;
if (index == 2) limit = 0.1875;
if (index == 3) limit = 0.6875;
if (index == 4) limit = 0.8125;
if (index == 5) limit = 0.3125;
if (index == 6) limit = 0.9375;
if (index == 7) limit = 0.4375;
if (index == 8) limit = 0.25;
if (index == 9) limit = 0.75;
if (index == 10) limit = 0.125;
if (index == 11) limit = 0.625;
if (index == 12) limit = 1.0;
if (index == 13) limit = 0.5;
if (index == 14) limit = 0.875;
if (index == 15) limit = 0.375;
}
// Is this pixel below the opacity limit? Skip drawing it
COLOR = mix(vec4(0,0,0,0), vec4(1,1,1,color.a), step(limit, opacity));
}