113 lines
4.1 KiB
GDScript
113 lines
4.1 KiB
GDScript
extends Control
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var pal_shader_mat := preload('res://palette_mat.tres')
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var worldmap_shader_mat := preload('res://worldmap_palette_mat.tres')
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onready var minimap := $tr_minimap
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var current_map_id := 0
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var map_images := []
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var map_textures := []
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var current_texture: Texture
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var minimap_mode := 0
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var minimap_tween := 0.0
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const map_tilesets = [0, 1, 0, 2, 2]
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const waterfall_scrolls = [true, false, true, false, false]
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const sea_scrolls = [true, true, true, false, false]
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func _create_worldmap_textures() -> void:
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for i in 5:
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var tileset = map_tilesets[i]
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var image = MapLoader.worldmaps[i].make_tile_map()
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self.map_images.append(image)
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var tex := SpriteLoader.texture_from_image(image, Texture.FLAG_REPEAT)
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self.map_textures.append(tex)
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func _set_map(id: int) -> void:
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if id < 0 or id >= len(map_images):
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print_debug('Invalid map ID %d' % id)
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return
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self.current_map_id = id
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var tileset = map_tilesets[id]
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self.current_texture = self.map_textures[self.current_map_id]
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self.material.set_shader_param('palette', SpriteLoader.worldmap_palette_textures[tileset])
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self.material.set_shader_param('tile_atlas', SpriteLoader.worldmap_tile_atlas_textures[tileset])
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self.material.set_shader_param('enable_waterfall_scroll', waterfall_scrolls[id])
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self.material.set_shader_param('enable_sea_scroll', sea_scrolls[id])
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minimap.texture = self.current_texture
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minimap.material.set_shader_param('palette', SpriteLoader.worldmap_palette_textures[tileset])
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minimap.material.set_shader_param('tile_atlas', SpriteLoader.worldmap_tile_atlas_textures[tileset])
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minimap.material.set_shader_param('enable_waterfall_scroll', false)
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minimap.material.set_shader_param('enable_sea_scroll', false)
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minimap.material.set_shader_param('enable_tile_globbing', true)
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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# Only create this after MapLoader and SpriteLoader have loaded!
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_create_worldmap_textures()
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# _create_palette_and_atlas_texrects()
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self.material = worldmap_shader_mat.duplicate()
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minimap.material = worldmap_shader_mat.duplicate()
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minimap.modulate.a8 = 192
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minimap.rect_scale = Vector2.ONE * 0.125
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minimap.rect_position = Vector2(8, 168)
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_set_map(0)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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self.pos = self.pos.posmod(256.0)
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self.minimap_tween -= sign(minimap_tween - minimap_mode) * delta * 4
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self.minimap_tween = clamp(minimap_tween, 0, 1)
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var l = ease(minimap_tween, -3.75)
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# l = minimap_tween
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var minimap_scale = lerp(0.125, 0.5, l)
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minimap.rect_scale = Vector2.ONE * minimap_scale
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minimap.rect_position = Vector2(lerp(8, 64, l), lerp(168, -8, l))
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minimap.modulate.a8 = lerp(192, 240, l)
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# minimap.material.set_shader_param('subtile_offset', Vector2.ONE*0/8.0)
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# minimap.material.set_shader_param('uv_scale', 64 * minimap_scale)
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minimap.material.set_shader_param('uv_scale', lerp(512, 1<<5, l))
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# minimap.material.set_shader_param('uv_scale', 512/16)
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update()
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var pos := Vector2(0, 0)
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const VW := 48
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const VH := 30
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const UV_W2 := VW/1024.0
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const UV_H2 := VH/1024.0
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const V_POINTS := PoolVector2Array([Vector2(0, 0), Vector2(384, 0), Vector2(384, 240), Vector2(0, 240)])
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const V_COLORS := PoolColorArray()
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func _draw() -> void:
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var uvpos := pos/256.0
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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)])
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draw_primitive(V_POINTS, V_COLORS, v_uvs, self.current_texture)
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#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)
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func _input(event: InputEvent) -> void:
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if event is InputEventKey:
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if event.pressed:
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match event.physical_scancode:
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KEY_RIGHT:
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pos.x += 1
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KEY_LEFT:
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pos.x -= 1
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KEY_DOWN:
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pos.y += 1
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KEY_UP:
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pos.y -= 1
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KEY_1:
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_set_map(0)
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KEY_2:
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_set_map(1)
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KEY_3:
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_set_map(2)
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KEY_4:
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_set_map(3)
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KEY_5:
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_set_map(4)
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KEY_0:
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self.minimap_mode = 1 - minimap_mode
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KEY_H:
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$lbl_help.visible = !$lbl_help.visible
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