Made building warping possible with multiple buildings
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parent
2274eab9e1
commit
b7ae0e33ac
7 changed files with 30 additions and 14 deletions
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@ -1,7 +1,7 @@
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shader_type canvas_item;
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uniform ivec2 location;
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uniform ivec2 dimension = ivec2(1,1);
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varying flat ivec2 location;
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varying flat ivec2 dimension;
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uniform float ground_height = 3000.;
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uniform float cell_height = 300.;
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@ -12,6 +12,10 @@ varying vec2 world_position;
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void vertex()
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{
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world_position = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
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location = ivec2(256. * COLOR.xy);
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dimension = ivec2(256. * COLOR.zw);
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//location = ivec2(45, 1);
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//dimension = ivec2(1, 1);
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}
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void fragment() {
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@ -25,6 +29,7 @@ void fragment() {
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discard;
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}
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COLOR = texture(TEXTURE, vec2(sample_x, sample_y));
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//COLOR = vec4(ivec4(location, dimension));
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}
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@ -1,14 +1,13 @@
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[gd_scene load_steps=5 format=3 uid="uid://djawvtdwp423v"]
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[gd_scene load_steps=6 format=3 uid="uid://djawvtdwp423v"]
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[ext_resource type="Script" uid="uid://b2ji03ekijjnn" path="res://building.gd" id="1_5j34s"]
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[ext_resource type="Texture2D" uid="uid://cy70quh6k3s1j" path="res://icon.svg" id="2_2yopf"]
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[ext_resource type="Shader" uid="uid://c7gb1nqwvkr37" path="res://building.gdshader" id="2_f1gjg"]
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[ext_resource type="Script" uid="uid://dj7d4d2xs3nci" path="res://building_mesh.gd" id="4_qnfc1"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_qnfc1"]
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resource_local_to_scene = true
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shader = ExtResource("2_f1gjg")
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shader_parameter/location = Vector2i(45, 0)
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shader_parameter/dimension = Vector2i(1, 1)
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shader_parameter/ground_height = 3000.0
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shader_parameter/cell_height = 300.0
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shader_parameter/num_cells = 60
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@ -17,6 +16,8 @@ shader_parameter/num_cells = 60
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script = ExtResource("1_5j34s")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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self_modulate = Color(0.1764706, 0, 0.003921569, 0.003921569)
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material = SubResource("ShaderMaterial_qnfc1")
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scale = Vector2(7, 7)
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texture = ExtResource("2_2yopf")
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script = ExtResource("4_qnfc1")
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7
building_mesh.gd
Normal file
7
building_mesh.gd
Normal file
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@ -0,0 +1,7 @@
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extends Sprite2D
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func _ready() -> void:
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var location = Vector2i(get_parent().location)
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var dimension = Vector2i(get_parent().dimension)
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print(location, dimension)
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self_modulate = Color8(location.x, location.y, dimension.x, dimension.y)
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1
building_mesh.gd.uid
Normal file
1
building_mesh.gd.uid
Normal file
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@ -0,0 +1 @@
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uid://dj7d4d2xs3nci
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@ -1,8 +1,7 @@
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[gd_scene load_steps=5 format=3 uid="uid://33k5v6skcbsm"]
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[gd_scene load_steps=4 format=3 uid="uid://33k5v6skcbsm"]
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[ext_resource type="Script" uid="uid://b5fhsy1xlreco" path="res://draw_circle.gd" id="2_2bhor"]
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[ext_resource type="Script" uid="uid://m3vyyfk8gnma" path="res://grid.gd" id="3_2bhor"]
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[ext_resource type="PackedScene" uid="uid://djawvtdwp423v" path="res://building.tscn" id="3_5i67w"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_5i67w"]
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radius = 3000.0
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@ -28,9 +27,3 @@ cell_height = 300.0
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num_collumns = 60
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debug = true
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metadata/_custom_type_script = "uid://m3vyyfk8gnma"
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[node name="Building" parent="." instance=ExtResource("3_5i67w")]
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position = Vector2(-5212, -1497)
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[node name="Building2" parent="." instance=ExtResource("3_5i67w")]
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position = Vector2(49, 25)
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9
grid.gd
9
grid.gd
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@ -32,6 +32,15 @@ func add_building_to_collumn(building : Building, collumn : int):
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# for testing
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func _ready() -> void:
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var packed : PackedScene = preload("res://building.tscn")
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var test_building = packed.instantiate()
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test_building.location = Vector2(45, 0)
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add_child(test_building)
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test_building = packed.instantiate()
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test_building.location = Vector2(44, 0)
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add_child(test_building)
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test_building = packed.instantiate()
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test_building.location = Vector2(45, 1)
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add_child(test_building)
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@ -12,7 +12,7 @@ config_version=5
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config/name="The Dark Side of Earth"
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run/main_scene="res://earth.tscn"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/features=PackedStringArray("4.5", "Forward Plus")
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config/icon="res://icon.svg"
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[display]
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