des indices d'intéractions à base de shaders et de bulles
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27
caracters/bob/bob.gdshader
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27
caracters/bob/bob.gdshader
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@@ -0,0 +1,27 @@
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shader_type canvas_item;
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uniform vec4 line_color : source_color = vec4(1);
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uniform float line_thickness : hint_range(0, 10) = 1.0;
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const vec2 OFFSETS[8] = {
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vec2(-1, -1), vec2(-1, 0), vec2(-1, 1), vec2(0, -1), vec2(0, 1),
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vec2(1, -1), vec2(1, 0), vec2(1, 1)
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};
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void fragment() {
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vec2 size = TEXTURE_PIXEL_SIZE * line_thickness / 2.0;
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vec4 color = texture(TEXTURE, UV);
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float inline = 1.0;
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float outline = 0.0;
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for (int i = 0; i < OFFSETS.length(); i++) {
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float sample = texture(TEXTURE, UV + size * OFFSETS[i]).a;
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outline += sample;
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inline *= sample;
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}
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outline = min(1.0, outline) - color.a;
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inline = (1.0 - inline) * color.a;
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vec4 outlined_result = mix(color, line_color, outline + inline);
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COLOR = mix(color, outlined_result, outlined_result.a);
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}
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=13 format=3 uid="uid://bleadp4yrdgj"]
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[gd_scene load_steps=17 format=3 uid="uid://bleadp4yrdgj"]
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[ext_resource type="Script" path="res://caracters/human.gd" id="1_x3vfc"]
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[ext_resource type="AnimationNodeStateMachine" uid="uid://ddr1ltkievtku" path="res://animations/human/human_state_machine.tres" id="2_86nrf"]
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@@ -6,7 +6,10 @@
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[ext_resource type="PackedScene" uid="uid://cg4dhp7qe68pt" path="res://animations/human/human.tscn" id="4_25owg"]
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[ext_resource type="Texture2D" uid="uid://c3lal83o1trpd" path="res://assest/persos/bob.png" id="5_e15yd"]
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[ext_resource type="PackedScene" uid="uid://brh7cqaxc13ie" path="res://zindex/ZIndexControler.tscn" id="5_g2w7l"]
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[ext_resource type="Script" path="res://caracters/npc.gd" id="7_xosjn"]
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[ext_resource type="Shader" path="res://caracters/bob/bob.gdshader" id="5_tpu8c"]
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[ext_resource type="PackedScene" uid="uid://07byq4mh8uwv" path="res://caracters/npc_controler.tscn" id="8_uueub"]
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[ext_resource type="PackedScene" uid="uid://x2asns3kiqwg" path="res://interactable/interaction_zone.tscn" id="9_35f01"]
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[ext_resource type="PackedScene" uid="uid://dn10ervwv15oo" path="res://UI/clues/bubble_clue.tscn" id="10_rm4iv"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_a4vmx"]
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radius = 5.0
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@@ -15,7 +18,6 @@ height = 48.0
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[sub_resource type="AnimationNodeTimeScale" id="AnimationNodeTimeScale_85jde"]
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[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_iwsa7"]
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graph_offset = Vector2(0, -4)
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nodes/HumanState/node = ExtResource("2_86nrf")
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nodes/HumanState/position = Vector2(133.333, 120)
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nodes/TimeScale/node = SubResource("AnimationNodeTimeScale_85jde")
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@@ -23,10 +25,15 @@ nodes/TimeScale/position = Vector2(453.333, 53.3333)
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nodes/output/position = Vector2(640, 146.667)
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node_connections = [&"TimeScale", 0, &"HumanState", &"output", 0, &"TimeScale"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_ilky1"]
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shader = ExtResource("5_tpu8c")
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shader_parameter/line_color = Color(1, 1, 1, 1)
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shader_parameter/line_thickness = 0.0
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_1kv0e"]
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size = Vector2(40, 10)
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_6n4r3"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_i362a"]
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radius = 52.0
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height = 108.0
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@@ -52,6 +59,7 @@ parameters/TimeScale/scale = 1.0
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[node name="AnimationPlayer" parent="." instance=ExtResource("3_lb4ws")]
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[node name="Sprite2D" parent="." instance=ExtResource("4_25owg")]
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material = SubResource("ShaderMaterial_ilky1")
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texture = ExtResource("5_e15yd")
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frame = 1
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@@ -63,32 +71,28 @@ position = Vector2(1, -13)
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shape = SubResource("RectangleShape2D_1kv0e")
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target_position = Vector2(0, -48)
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[node name="Area2D" type="Area2D" parent="."]
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[node name="detector" type="Area2D" parent="."]
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collision_layer = 4
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collision_mask = 4
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="detector"]
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position = Vector2(0, 43)
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rotation = 1.5708
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shape = SubResource("CapsuleShape2D_a4vmx")
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[node name="npcControler" type="Node2D" parent="." node_paths=PackedStringArray("controled")]
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script = ExtResource("7_xosjn")
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controled = NodePath("..")
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[node name="npcControler" parent="." instance=ExtResource("8_uueub")]
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[node name="Label" type="Label" parent="npcControler"]
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visible = false
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offset_right = 40.0
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offset_bottom = 23.0
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[node name="interaction zone" parent="." node_paths=PackedStringArray("clue") instance=ExtResource("9_35f01")]
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clue = NodePath("../clue")
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[node name="interactable" type="Area2D" parent="."]
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collision_layer = 8
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collision_mask = 8
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[node name="CollisionShape2D" type="CollisionShape2D" parent="interactable"]
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[node name="CollisionShape2D2" type="CollisionShape2D" parent="interaction zone"]
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position = Vector2(0, 12)
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shape = SubResource("CapsuleShape2D_6n4r3")
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shape = SubResource("CapsuleShape2D_i362a")
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[node name="clue" parent="." instance=ExtResource("10_rm4iv")]
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z_index = 1000
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position = Vector2(44, -38)
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[connection signal="start_intracting" from="." to="npcControler" method="_on_character_body_2d_start_intracting"]
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[connection signal="area_entered" from="Area2D" to="." method="_on_area_2d_area_entered"]
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[connection signal="body_entered" from="Area2D" to="." method="_on_area_2d_body_entered"]
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[connection signal="area_entered" from="detector" to="." method="_on_area_2d_area_entered"]
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[connection signal="body_entered" from="detector" to="." method="_on_area_2d_body_entered"]
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@@ -1,5 +0,0 @@
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extends Area2D
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func start_interaction(askingForInteraction: Human):
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(get_parent() as Human).start_interaction(askingForInteraction)
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@@ -11,6 +11,7 @@ var humanInteractionTarget: Human = null
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@onready var animation_tree := $AnimationTree
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@onready var animation_player := $AnimationPlayer
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@onready var state_machine := animation_tree.get("parameters/HumanState/playback") as AnimationNodeStateMachinePlayback
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@onready var interactionZone : InteractionZone = $"interaction zone"
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signal start_intracting
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@@ -56,9 +57,9 @@ func _physics_process(delta):
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updateFacingDirectionInAnimationTree()
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if wants_to_interact_with and wants_to_interact_with.get_parent().has_method("start_interaction"):
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if wants_to_interact_with and wants_to_interact_with.has_method("start_interaction"):
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if humanInteractionTarget == null:
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humanInteractionTarget = wants_to_interact_with.get_parent() as Human
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humanInteractionTarget = wants_to_interact_with as Human
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humanInteractionTarget.start_interaction(self)
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func _on_area_2d_body_entered(body: Node2D) -> void:
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@@ -66,9 +67,25 @@ func _on_area_2d_body_entered(body: Node2D) -> void:
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func start_interaction(askingForInteraction: Human):
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emit_signal("start_intracting", askingForInteraction)
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disable_interaction_clue()
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func stop_interaction():
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humanInteractionTarget = null
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enable_interaction_clue()
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func get_feet_global_position():
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return global_position + Vector2(0, 43)
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func enable_interaction_clue():
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if interactionZone:
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var mat = $Sprite2D.get("material") as ShaderMaterial
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if mat:
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mat.set_shader_parameter("line_thickness", 1)
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interactionZone.enable_interaction_clue()
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func disable_interaction_clue():
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if interactionZone:
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var mat = $Sprite2D.get("material") as ShaderMaterial
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if mat:
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mat.set_shader_parameter("line_thickness", 0)
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interactionZone.disable_interaction_clue()
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@@ -5,11 +5,11 @@ var toFollow: Array[Vector2i]
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@onready var world: TileMapLayer = get_parent().get_parent();
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@onready var obstacles: TileMapLayer = world.get_children()[2]
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@export var controled:Human
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@onready var controled:Human = get_parent()
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var destination:Node2D
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var HumanLayer = 0
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func _ready() -> void:
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func _ready() -> void:
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astar_grid = AStarGrid2D.new()
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astar_grid.region = world.get_used_rect()
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astar_grid.cell_size = Vector2(48, 48)
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@@ -67,7 +67,6 @@ func _process(delta: float) -> void:
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func _on_character_body_2d_start_intracting(interactingWith: Human) -> void:
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controled.face(interactingWith.global_position)
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print("pouet")
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# ouvre un dialogue
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var resource = load("res://caracters/bob/bob.dialogue")
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DialogueManager.show_dialogue_balloon(resource, "start")
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11
caracters/npc_controler.tscn
Normal file
11
caracters/npc_controler.tscn
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@@ -0,0 +1,11 @@
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[gd_scene load_steps=2 format=3 uid="uid://07byq4mh8uwv"]
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[ext_resource type="Script" path="res://caracters/npc.gd" id="1_x4w66"]
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[node name="npcControler" type="Node2D"]
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script = ExtResource("1_x4w66")
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[node name="Label" type="Label" parent="."]
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visible = false
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offset_right = 40.0
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offset_bottom = 23.0
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@@ -2,23 +2,20 @@ extends Node
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@export var human: Human
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@export var ray : ShapeCast2D
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var interactable : Node2D
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var can_interact_with : Node2D
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var possible_interactables : Array[Node2D]
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func _unhandled_input(event: InputEvent) -> void:
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human.stop_interaction()
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human.velocityVector = Vector2(0, 0)
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human.wants_to_grab = false
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human.wants_to_interact_with = null
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if (
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event.is_action("move_left") or
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event.is_action("move_right") or
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event.is_action("move_up") or
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event.is_action("move_down")
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):
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human.velocityVector = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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human.velocityVector = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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if event.is_action_pressed("grab"):
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if interactable:
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human.wants_to_interact_with = interactable
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if can_interact_with:
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human.wants_to_interact_with = can_interact_with
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else:
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human.wants_to_grab = true
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@@ -38,10 +35,40 @@ func _process(delta) -> void:
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ray.target_position = Vector2(-48, 0)
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(ray.shape as RectangleShape2D).size = Vector2(20, 50)
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interactable = null
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# find all the possible interactables
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possible_interactables = []
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if ray.is_colliding():
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var nbCollisions = ray.get_collision_count()
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for n in range(nbCollisions):
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var colider = ray.get_collider(n) as Node2D
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if colider != null and colider != get_parent():
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interactable = colider
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if (
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colider and colider.get_parent().has_method("start_interaction") and
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colider.get_parent().has_method("enable_interaction_clue") and
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colider.get_parent().has_method("disable_interaction_clue")
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):
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possible_interactables.append(colider.get_parent())
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# find the closest interactable
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var distance_to_closest = Vector2(0, 0)
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var closest: Node2D = null
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for potential_closest in possible_interactables:
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var distance_to_human = abs(potential_closest.global_position - human.global_position)
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if distance_to_closest == Vector2(0, 0):
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distance_to_closest = distance_to_human
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closest = potential_closest
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if distance_to_human < distance_to_closest:
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closest = potential_closest
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distance_to_closest = distance_to_human
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# if the new closest is different from the one we had before, notify the one we had before that it shouldn't keep its bubble visible
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if can_interact_with != null:
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if can_interact_with != closest:
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can_interact_with.get_children()
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can_interact_with.disable_interaction_clue()
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# don't retrigger enabling the clue if it was already enabled
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if can_interact_with != closest:
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can_interact_with = closest
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if can_interact_with:
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can_interact_with.enable_interaction_clue()
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