Add plating and separate layers

This commit is contained in:
Hamcha 2020-07-07 14:51:30 +02:00
parent 2e8ed847c9
commit dee8e3d29d
12 changed files with 137 additions and 51 deletions

14
Actors/Player/Player.gd Executable file → Normal file
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@ -12,7 +12,7 @@ var stamina = MAX_STAMINA
var speed_boost = 0
export(NodePath) var mapNode
onready var map = get_node(mapNode) as Map
onready var map = get_node(mapNode) as GameMap
export var is_controlled = false setget set_is_controlled
@ -50,13 +50,11 @@ func _physics_process(delta):
velocity = move_and_slide(velocity)
# Check what tile I'm on
var tilemap = map.tilemap as TileMap
var cell = tilemap.get_cellv(tilemap.world_to_map(transform.origin))
match cell:
-1: # I'm in outer space!
grip = 0
_:
grip = 1
grip = 0.0
for tilemap in map.tilemaps:
var cell = tilemap.get_cellv(tilemap.world_to_map(transform.origin))
if cell >= 0:
grip = 1.0
func set_is_controlled(val):
is_controlled = val

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@ -0,0 +1,19 @@
[gd_resource type="TileSet" load_steps=2 format=2]
[ext_resource path="res://Graphics/tgstation/plating.png" type="Texture" id=1]
[resource]
0/name = "Plating"
0/texture = ExtResource( 1 )
0/tex_offset = Vector2( 0, 0 )
0/modulate = Color( 1, 1, 1, 1 )
0/region = Rect2( 0, 0, 32, 32 )
0/tile_mode = 0
0/occluder_offset = Vector2( 0, 0 )
0/navigation_offset = Vector2( 0, 0 )
0/shape_offset = Vector2( 0, 0 )
0/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
0/shape_one_way = false
0/shape_one_way_margin = 0.0
0/shapes = [ ]
0/z_index = 0

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@ -0,0 +1,19 @@
[gd_resource type="TileSet" load_steps=2 format=2]
[ext_resource path="res://Graphics/tgstation/floor.png" type="Texture" id=1]
[resource]
1/name = "Floor"
1/texture = ExtResource( 1 )
1/tex_offset = Vector2( 0, 0 )
1/modulate = Color( 1, 1, 1, 1 )
1/region = Rect2( 0, 0, 32, 32 )
1/tile_mode = 0
1/occluder_offset = Vector2( 0, 0 )
1/navigation_offset = Vector2( 0, 0 )
1/shape_offset = Vector2( 0, 0 )
1/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
1/shape_one_way = false
1/shape_one_way_margin = 0.0
1/shapes = [ ]
1/z_index = 0

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After

Width:  |  Height:  |  Size: 363 B

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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/plating.png-6c02ffa713ad1caa99591c65b875496f.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Graphics/tgstation/plating.png"
dest_files=[ "res://.import/plating.png-6c02ffa713ad1caa99591c65b875496f.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=true
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
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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@ -1,6 +1,5 @@
[gd_resource type="TileSet" load_steps=6 format=2]
[gd_resource type="TileSet" load_steps=5 format=2]
[ext_resource path="res://Graphics/tgstation/floor.png" type="Texture" id=1]
[ext_resource path="res://Graphics/tgstation/wall.png" type="Texture" id=2]
[ext_resource path="res://Graphics/tgstation/window.png" type="Texture" id=3]
@ -11,20 +10,6 @@ points = PoolVector2Array( 32, 32, 0, 32, 0, 0, 32, 0 )
points = PoolVector2Array( 0, 0, 32, 0, 32, 32, 0, 32 )
[resource]
1/name = "Floor"
1/texture = ExtResource( 1 )
1/tex_offset = Vector2( 0, 0 )
1/modulate = Color( 1, 1, 1, 1 )
1/region = Rect2( 0, 0, 32, 32 )
1/tile_mode = 0
1/occluder_offset = Vector2( 0, 0 )
1/navigation_offset = Vector2( 0, 0 )
1/shape_offset = Vector2( 0, 0 )
1/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
1/shape_one_way = false
1/shape_one_way_margin = 0.0
1/shapes = [ ]
1/z_index = 0
2/name = "Wall"
2/texture = ExtResource( 2 )
2/tex_offset = Vector2( 0, 0 )

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@ -1,7 +1,7 @@
tool
extends Node2D
class_name Map
class_name GameMap
var ship_direction = 0
var ship_speed = 1000
@ -13,8 +13,7 @@ const SPEED_EASE = 0.5
const DIRECTION_EASE = 0.5
const EPSILON = 0.01
export(NodePath) var tilemap_path
onready var tilemap = get_node(tilemap_path) as MapTiles
var tilemaps = []
export var unlit = false setget set_unlit
onready var darkness = $darkness

9
Scenes/Maps/odyssey.gd Normal file
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@ -0,0 +1,9 @@
extends GameMap
func _ready():
tilemaps = [
$base,
$cables,
$floor,
$walls
]

File diff suppressed because one or more lines are too long

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@ -5,10 +5,6 @@ class_name MapTiles
export(NodePath) var extended_tilemap_node
export var occluders = ["Wall"]
export var replace_with = {
"Window": "Floor"
}
export var shadow_intensity = 0.2
onready var extended_tilemap = get_node(extended_tilemap_node) as TileMap
@ -28,10 +24,6 @@ func convert_extended():
if extended_id < 0:
# Not found, skip it
continue
# Check if a replacement exists (for flooring)
var replacement = -1
if replace_with.has(name):
replacement = tile_set.find_tile_by_name(replace_with[name])
# Find all uses of this tile
for cell in get_used_cells_by_id(id):
var x = cell.x * 2
@ -40,7 +32,7 @@ func convert_extended():
extended_tilemap.set_cell(x+1, y, extended_id)
extended_tilemap.set_cell(x, y+1, extended_id)
extended_tilemap.set_cell(x+1, y+1, extended_id)
set_cellv(cell, replacement)
set_cellv(cell, -1)
extended_tilemap.update_bitmask_region()
extended_tilemap.update_dirty_quadrants()

5
Scenes/World.gd Executable file → Normal file
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@ -6,7 +6,8 @@ export(NodePath) var player_path
export(NodePath) var map_path
onready var player = get_node(player_path) as Node2D
onready var map = get_node(map_path) as Map
onready var map = get_node(map_path) as GameMap
func _ready():
map.tilemap.set_occluder_origin(player)
for tilemap in map.tilemaps:
tilemap.set_occluder_origin(player)

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@ -19,6 +19,11 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://Scenes/Game.gd"
}, {
"base": "Node2D",
"class": "GameMap",
"language": "GDScript",
"path": "res://Scenes/Map.gd"
}, {
"base": "StaticBody2D",
"class": "GameObjectComputer",
"language": "GDScript",
@ -49,11 +54,6 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://Scenes/World.gd"
}, {
"base": "Node2D",
"class": "Map",
"language": "GDScript",
"path": "res://Scenes/Map.gd"
}, {
"base": "TileMap",
"class": "MapTiles",
"language": "GDScript",
@ -72,13 +72,13 @@ _global_script_classes=[ {
_global_script_class_icons={
"ActivationRange": "",
"GameInstance": "",
"GameMap": "",
"GameObjectComputer": "",
"GameObjectDoor": "",
"GameObjectEngine": "",
"GameObjectLightbulb": "",
"GameUI": "",
"GameWorld": "",
"Map": "",
"MapTiles": "",
"Occluder": "",
"UICommand": ""