extends Control var pal_shader_mat := preload('res://palette_mat.tres') var worldmap_shader_mat := preload('res://worldmap_palette_mat.tres') onready var minimap := $tr_minimap var current_map_id := 0 var map_images := [null, null, null, null, null] var map_textures := [null, null, null, null, null] var map_regional_replacement_amounts := [0, 0, 0, 0, 0] var map_regional_replacement_lists := [[], [], [], [], []] var current_texture: Texture var minimap_mode := 0 var minimap_tween := 0.0 const map_tilesets = [0, 1, 0, 2, 2] const waterfall_scrolls = [true, false, true, false, false] const sea_scrolls = [true, true, true, false, false] func _create_worldmap_texture(id: int) -> void: var tileset = map_tilesets[id] var image = MapLoader.worldmaps[id].make_tile_map() self.map_images[id] = image var tex := SpriteLoader.texture_from_image(image, Texture.FLAG_REPEAT) self.map_textures[id] = tex func _create_worldmap_textures() -> void: for id in 5: self._create_worldmap_texture(id) # for flag_block in MapLoader.worldmaps[id].event_replacements.values(): # for region in flag_block: # self.map_regional_replacement_lists[id].append(region) for flag_and_region in MapLoader.worldmaps[id].event_replacements_ordered: self.map_regional_replacement_lists[id].append(flag_and_region[1]) func _set_map(id: int) -> void: if id < 0 or id >= len(map_images): print_debug('Invalid map ID %d' % id) return self.current_map_id = id var tileset = map_tilesets[id] self.current_texture = self.map_textures[self.current_map_id] self.material.set_shader_param('palette', SpriteLoader.worldmap_palette_textures[tileset]) self.material.set_shader_param('tile_atlas', SpriteLoader.worldmap_tile_atlas_textures[tileset]) self.material.set_shader_param('enable_waterfall_scroll', waterfall_scrolls[id]) self.material.set_shader_param('enable_sea_scroll', sea_scrolls[id]) minimap.texture = self.current_texture minimap.material.set_shader_param('palette', SpriteLoader.worldmap_palette_textures[tileset]) minimap.material.set_shader_param('tile_atlas', SpriteLoader.worldmap_tile_atlas_textures[tileset]) minimap.material.set_shader_param('enable_waterfall_scroll', false) minimap.material.set_shader_param('enable_sea_scroll', false) minimap.material.set_shader_param('enable_tile_globbing', true) func _jump_to_regional_replacement(region) -> void: var y_min = region.start_y var y_max = y_min + len(region.rows) var x_min = region.get_min_x() var x_max = region.get_max_x() self.pos = Vector2((x_max+x_min)/2, (y_max+y_min)/2) print_debug('Jumping to event position ', self.pos.x, self.pos.y) var delay_map_update: float = -1.0 func _perform_regional_replacement(amount: int) -> void: var map = MapLoader.worldmaps[current_map_id] var last_region match amount: 0: map.blockmap = map.blockmap_original self.map_regional_replacement_amounts[current_map_id] = 0 self.delay_map_update = 0.0001 1: if self.map_regional_replacement_amounts[current_map_id] >= len(self.map_regional_replacement_lists[current_map_id]): return last_region = self.map_regional_replacement_lists[current_map_id][self.map_regional_replacement_amounts[current_map_id]] map.apply_event_region_replacement(last_region) self._jump_to_regional_replacement(last_region) self.map_regional_replacement_amounts[current_map_id] += 1 self.delay_map_update = 1.0 -1: if self.map_regional_replacement_amounts[current_map_id] < 1: return self.map_regional_replacement_amounts[current_map_id] -= 1 # Reset and reapply the stack map.blockmap = map.blockmap_original for i in self.map_regional_replacement_amounts[current_map_id]: last_region = self.map_regional_replacement_lists[current_map_id][i] map.apply_event_region_replacement(last_region) # self._jump_to_regional_replacement(last_region) self.delay_map_update = 0.0001 # self._create_worldmap_texture(current_map_id) # self._set_map(current_map_id) # refresh shader etc. # Called when the node enters the scene tree for the first time. func _ready() -> void: # Only create this after MapLoader and SpriteLoader have loaded! _create_worldmap_textures() # _create_palette_and_atlas_texrects() self.material = worldmap_shader_mat.duplicate() minimap.material = worldmap_shader_mat.duplicate() minimap.modulate.a8 = 192 minimap.rect_scale = Vector2.ONE * 0.125 minimap.rect_position = Vector2(8, 168) _set_map(0) func handle_movement_input(delta: float, quantize:=8.0) -> void: delta = round(delta*quantize)/quantize if Input.is_physical_key_pressed(KEY_RIGHT): self.pos.x += delta if Input.is_physical_key_pressed(KEY_LEFT): self.pos.x -= delta if Input.is_physical_key_pressed(KEY_DOWN): self.pos.y += delta if Input.is_physical_key_pressed(KEY_UP): self.pos.y -= delta # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: self.handle_movement_input(delta*16) self.pos = self.pos.posmod(256.0) self.minimap_tween -= sign(minimap_tween - minimap_mode) * delta * 4 self.minimap_tween = clamp(minimap_tween, 0, 1) var l = ease(minimap_tween, -3.75) # l = minimap_tween var minimap_scale = lerp(0.125, 0.5, l) minimap.rect_scale = Vector2.ONE * minimap_scale minimap.rect_position = Vector2(lerp(8, 64, l), lerp(168, -8, l)) minimap.modulate.a8 = lerp(192, 240, l) # minimap.material.set_shader_param('subtile_offset', Vector2.ONE*0/8.0) # minimap.material.set_shader_param('uv_scale', 64 * minimap_scale) minimap.material.set_shader_param('uv_scale', lerp(512, 1<<5, l)) # minimap.material.set_shader_param('uv_scale', 512/16) # Hack to do a presentation of map region replacements with a nice before and after if self.delay_map_update > 0.000: self.delay_map_update -= delta if self.delay_map_update <= 0.000: self._create_worldmap_texture(current_map_id) self._set_map(current_map_id) # refresh shader etc. update() var pos := Vector2(0, 0) const VW := 48 const VH := 30 const UV_W2 := VW/1024.0 const UV_H2 := VH/1024.0 const V_POINTS := PoolVector2Array([Vector2(0, 0), Vector2(384, 0), Vector2(384, 240), Vector2(0, 240)]) const V_COLORS := PoolColorArray() func _draw() -> void: var uvpos := pos/256.0 var v_uvs := PoolVector2Array([uvpos+Vector2(-UV_W2, -UV_H2), uvpos+Vector2(UV_W2, -UV_H2), uvpos+Vector2(UV_W2, UV_H2), uvpos+Vector2(-UV_W2, UV_H2)]) draw_primitive(V_POINTS, V_COLORS, v_uvs, self.current_texture) #draw_texture_rect_region(self.map_textures[0], Rect2(0, 0, 384, 240), Rect2(pos.x, pos.y, pos.x+VW, pos.y+VH), Color.white, false, null, false) func _input(event: InputEvent) -> void: if event is InputEventKey: if event.pressed: match event.physical_scancode: KEY_1: _set_map(0) KEY_2: _set_map(1) KEY_3: _set_map(2) KEY_4: _set_map(3) KEY_5: _set_map(4) KEY_0: self.minimap_mode = 1 - minimap_mode KEY_7: self._perform_regional_replacement(0) KEY_8: self._perform_regional_replacement(-1) KEY_9: self._perform_regional_replacement(1) KEY_H: $lbl_help.visible = !$lbl_help.visible