Un shader de transition entre les scènes

ça fait plus propre braw
This commit is contained in:
Thomas
2025-04-14 17:24:10 +02:00
parent bf2ed6312d
commit 5e32ed4196
13 changed files with 228 additions and 18 deletions

View File

@@ -22,7 +22,6 @@ func _ready() -> void:
cam.limit_bottom = bottom_right_global.y - 24
func _unhandled_input(event: InputEvent) -> void:
print(human.get_feet_global_position())
human.stop_interaction()
human.velocityVector = Vector2(0, 0)
human.wants_to_grab = false
@@ -30,7 +29,6 @@ func _unhandled_input(event: InputEvent) -> void:
human.velocityVector = Input.get_vector("move_left", "move_right", "move_up", "move_down")
if human.velocityVector != Vector2(0, 0):
GameState.isUsingTouch = false
else:
update_game_state()
if event.is_action_pressed("grab"):

View File

@@ -22,6 +22,7 @@ func update_position(p: Vector2):
position_outside = p
"bakery":
position_bakery = p
print (current_scene, " position ", p)
func save():
var ret = {}

View File

@@ -8,6 +8,7 @@ func _ready() -> void:
load_from_game_state()
func load_from_game_state():
print("setting player in bakery at ", GameState.position_bakery)
$Bakery/player.set_feet_global_position(GameState.position_bakery)
emit_signal("loadFromGameState")

View File

@@ -3,6 +3,9 @@ class_name GameControler
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("menu"):
if prev_scene == menu:
start_game()
else:
open_menu()
# list of scenes
@@ -11,41 +14,46 @@ var dest_outside = preload("res://scenes/outside.tscn")
var bakery:Node2D = null
var dest_bakery = preload("res://scenes/bakery_interior.tscn")
var menu = null
var prev_scene = null
func _ready() -> void:
GameState._game = self
menu = get_child(0)
prev_scene = menu
func start_game():
menu = get_child(0)
switch_to(GameState.current_scene)
func switch_to(to: String):
call_deferred("switch_scene", to)
var next_scene = null
var toMenu = false;
var switching_to
func switch_scene(to: String):
var prev = get_child(0)
GameState.current_scene = to
var scene
switching_to= to
print("switching to", switching_to)
toMenu = to == "menu"
match to:
"outside":
if outside == null:
outside = dest_outside.instantiate()
scene = outside
next_scene = outside
"bakery":
if bakery == null:
bakery = dest_bakery.instantiate()
scene = bakery
scene.unload()
call_deferred("add_child", scene)
call_deferred("remove_child", prev)
call_deferred("init_scence", scene)
next_scene = bakery
"menu":
next_scene = menu
$TransitionShader.fade_out()
func init_scence(scene):
scene.load_from_game_state()
$TransitionShader.fade_in()
func open_menu():
remove_child(get_child(0))
add_child(menu)
switch_scene("menu")
func load_game():
var save_file = FileAccess.open("user://savegame.save", FileAccess.READ)
@@ -62,3 +70,19 @@ func save_game():
save_file.store_line(JSON.stringify(GameState.save(), " ", true, true))
print(OS.get_data_dir())
save_file.close()
func _on_transition_shader_fade_in_done() -> void:
if !toMenu:
GameState.current_scene = switching_to
func _on_transition_shader_fade_out_done() -> void:
print("fade out done")
if !toMenu:
next_scene.unload()
call_deferred("add_child", next_scene)
call_deferred("remove_child", prev_scene)
if !toMenu:
call_deferred("init_scence", next_scene)
else:
$TransitionShader.fade_in()
prev_scene = next_scene

View File

@@ -1,13 +1,18 @@
[gd_scene load_steps=3 format=3 uid="uid://c645h6ap7niu1"]
[gd_scene load_steps=4 format=3 uid="uid://c645h6ap7niu1"]
[ext_resource type="PackedScene" uid="uid://44wla7mlivqm" path="res://UI/menu.tscn" id="1_64gp8"]
[ext_resource type="Script" path="res://scenes/game.gd" id="1_b2ju7"]
[ext_resource type="PackedScene" uid="uid://17macg0q4k8l" path="res://shaders/transition_shader.tscn" id="3_2p7jc"]
[node name="Game" type="Node2D"]
script = ExtResource("1_b2ju7")
[node name="Menu" parent="." instance=ExtResource("1_64gp8")]
[node name="TransitionShader" parent="." instance=ExtResource("3_2p7jc")]
[connection signal="load" from="Menu" to="." method="load_game"]
[connection signal="save" from="Menu" to="." method="save_game"]
[connection signal="start" from="Menu" to="." method="start_game"]
[connection signal="fade_in_done" from="TransitionShader" to="." method="_on_transition_shader_fade_in_done"]
[connection signal="fade_out_done" from="TransitionShader" to="." method="_on_transition_shader_fade_out_done"]

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shaders/masks/curtain.png Normal file

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@@ -0,0 +1,36 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://b5mne7k2hxq4m"
path.s3tc="res://.godot/imported/curtain.png-5dbd4676444a95ae3c4ec4f3e7000c6e.s3tc.ctex"
path.etc2="res://.godot/imported/curtain.png-5dbd4676444a95ae3c4ec4f3e7000c6e.etc2.ctex"
metadata={
"imported_formats": ["s3tc_bptc", "etc2_astc"],
"vram_texture": true
}
[deps]
source_file="res://shaders/masks/curtain.png"
dest_files=["res://.godot/imported/curtain.png-5dbd4676444a95ae3c4ec4f3e7000c6e.s3tc.ctex", "res://.godot/imported/curtain.png-5dbd4676444a95ae3c4ec4f3e7000c6e.etc2.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

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@@ -0,0 +1,36 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dwn3g5smhhcb0"
path.s3tc="res://.godot/imported/shards.png-8f1a380663fac4b8c90fd5ea54d3ed72.s3tc.ctex"
path.etc2="res://.godot/imported/shards.png-8f1a380663fac4b8c90fd5ea54d3ed72.etc2.ctex"
metadata={
"imported_formats": ["s3tc_bptc", "etc2_astc"],
"vram_texture": true
}
[deps]
source_file="res://shaders/masks/shards.png"
dest_files=["res://.godot/imported/shards.png-8f1a380663fac4b8c90fd5ea54d3ed72.s3tc.ctex", "res://.godot/imported/shards.png-8f1a380663fac4b8c90fd5ea54d3ed72.etc2.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

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@@ -0,0 +1,20 @@
extends CanvasLayer
signal fade_in_done()
signal fade_out_done()
@onready var player := $TransitionShader/AnimationPlayer as AnimationPlayer
func fade_in():
player.play(&"fade_in")
func fade_out():
visible = true
player.play(&"fade_out")
func _on_animation_player_animation_finished(anim_name: StringName) -> void:
if anim_name == "fade_in":
fade_in_done.emit()
visible = false
elif anim_name == "fade_out":
fade_out_done.emit()

View File

@@ -0,0 +1,16 @@
shader_type canvas_item;
render_mode unshaded;
uniform float cutoff: hint_range(0.0, 1.0);
uniform float smooth_size: hint_range(0.0, 0.1);
uniform sampler2D mask: hint_default_black;
void fragment() {
float value = texture(mask, UV).r;
float alpha = smoothstep(
cutoff,
cutoff + smooth_size,
value * (1.0 - smooth_size) + smooth_size
);
COLOR = vec4(COLOR.rgb, alpha);
}

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@@ -0,0 +1,71 @@
[gd_scene load_steps=8 format=3 uid="uid://17macg0q4k8l"]
[ext_resource type="Script" path="res://shaders/transition_shader.gd" id="1_aj5xt"]
[ext_resource type="Shader" path="res://shaders/transition_shader.gdshader" id="1_kyfmm"]
[ext_resource type="Texture2D" uid="uid://b5mne7k2hxq4m" path="res://shaders/masks/curtain.png" id="2_pg1r4"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_g48os"]
shader = ExtResource("1_kyfmm")
shader_parameter/cutoff = 0.0
shader_parameter/smooth_size = 0.1
shader_parameter/mask = ExtResource("2_pg1r4")
[sub_resource type="Animation" id="Animation_yg4ht"]
resource_name = "fade_in"
length = 0.5
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:material:shader_parameter/cutoff")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0.2, 0.4),
"transitions": PackedFloat32Array(1, 0.450625),
"update": 0,
"values": [0.0, 1.0]
}
[sub_resource type="Animation" id="Animation_mavdc"]
resource_name = "fade_out"
length = 0.25
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:material:shader_parameter/cutoff")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [1.0, 0.0]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_kedvi"]
_data = {
"fade_in": SubResource("Animation_yg4ht"),
"fade_out": SubResource("Animation_mavdc")
}
[node name="CanvasLayer" type="CanvasLayer"]
visible = false
script = ExtResource("1_aj5xt")
[node name="TransitionShader" type="ColorRect" parent="."]
material = SubResource("ShaderMaterial_g48os")
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
size_flags_vertical = 3
color = Color(0, 0, 0, 1)
[node name="AnimationPlayer" type="AnimationPlayer" parent="TransitionShader"]
libraries = {
"": SubResource("AnimationLibrary_kedvi")
}
[connection signal="animation_finished" from="TransitionShader/AnimationPlayer" to="." method="_on_animation_player_animation_finished"]

View File

@@ -563,6 +563,7 @@ debugLabel = NodePath("Label")
texture = ExtResource("4_0kman")
hframes = 12
vframes = 4
frame = 46
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
root_node = NodePath("../..")
@@ -588,6 +589,7 @@ shape = SubResource("CapsuleShape2D_l8rwt")
position = Vector2(1, 2)
rotation = -3.14159
shape = SubResource("CapsuleShape2D_l8rwt")
disabled = true
[node name="Label" type="Label" parent="."]
offset_left = 72.0