forked from team-sg/hero-mark-2
bloodstain improvements. work during pause for player, vastly more efficient
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parent
686b57f798
commit
6f6c5d06e1
9 changed files with 59 additions and 18 deletions
17
autoloads/stain_layer.gd
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17
autoloads/stain_layer.gd
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@ -0,0 +1,17 @@
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extends Light2D
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onready var viewport: Viewport = $Viewport
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func _process(delta: float) -> void:
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var main_viewport = get_viewport()
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if viewport.canvas_transform != main_viewport.canvas_transform:
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viewport.canvas_transform = main_viewport.canvas_transform
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transform = main_viewport.canvas_transform.inverse()
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viewport.render_target_update_mode = Viewport.UPDATE_ONCE
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func add_stain(stain: Node2D) -> void:
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viewport.add_child(stain)
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viewport.render_target_update_mode = Viewport.UPDATE_ONCE
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21
autoloads/stain_layer.tscn
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21
autoloads/stain_layer.tscn
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@ -0,0 +1,21 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://autoloads/stain_layer.gd" type="Script" id=1]
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[sub_resource type="ViewportTexture" id=1]
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viewport_path = NodePath("Viewport")
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[node name="StainLight" type="Light2D" groups=["viewport_autoload"]]
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texture = SubResource( 1 )
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offset = Vector2( 128, 96 )
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mode = 2
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range_item_cull_mask = 2
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script = ExtResource( 1 )
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[node name="Viewport" type="Viewport" parent="."]
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size = Vector2( 256, 192 )
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transparent_bg = true
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disable_3d = true
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usage = 1
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render_target_v_flip = true
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render_target_update_mode = 1
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@ -10,7 +10,7 @@ export var spray_velocity: float = 80
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func _ready() -> void:
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for i in spray_ammount:
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var spray: RigidBody2D = BloodSpray.instance()
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var spray = BloodSpray.instance()
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spray.global_position = global_position
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spray.linear_velocity = Vector2(spray_velocity, 0.0).rotated(randf() * TAU)
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spray.velocity = Vector2(randf() * spray_velocity, 0.0).rotated(randf() * TAU)
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get_parent().add_child(spray)
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@ -1,4 +1,4 @@
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extends RigidBody2D
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extends Area2D
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const BloodStain := preload("res://objects/environment/blood/blood_stain.tscn")
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@ -7,6 +7,9 @@ const BloodStain := preload("res://objects/environment/blood/blood_stain.tscn")
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export var color: Color = Color(0xf53342ff)
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var velocity := Vector2.ZERO
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onready var sprite: Sprite = $Sprite
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@ -15,15 +18,17 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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sprite.global_rotation = linear_velocity.angle()
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velocity.y += 98.0 * delta
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position += velocity * delta
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sprite.global_rotation = velocity.angle()
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func _on_body_entered(body: Node) -> void:
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if body.is_in_group("can_stain"):
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var stain = BloodStain.instance()
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stain.color = color
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stain.modulate = color
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stain.global_position = global_position
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body.add_child(stain)
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StainLayer.add_stain(stain)
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queue_free()
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elif body is TileMap:
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queue_free()
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@ -4,11 +4,9 @@
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[ext_resource path="res://objects/environment/blood/blood_spray.gd" type="Script" id=3]
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[sub_resource type="CircleShape2D" id=1]
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radius = 1.0
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radius = 0.5
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[node name="BloodSpray" type="RigidBody2D"]
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contacts_reported = 4
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contact_monitor = true
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[node name="BloodSpray" type="Area2D"]
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script = ExtResource( 3 )
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[node name="Sprite" type="Sprite" parent="."]
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@ -1,4 +1,4 @@
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extends Light2D
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extends Sprite
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func _ready() -> void:
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@ -3,10 +3,7 @@
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[ext_resource path="res://graphics/particles/dust.png" type="Texture" id=1]
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[ext_resource path="res://objects/environment/blood/blood_stain.gd" type="Script" id=2]
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[node name="BloodStain" type="Light2D"]
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[node name="BloodStain" type="Sprite"]
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light_mask = 3
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texture = ExtResource( 1 )
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color = Color( 0.960784, 0.2, 0.258824, 1 )
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mode = 2
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range_item_cull_mask = 2
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script = ExtResource( 2 )
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@ -277,9 +277,11 @@ func _on_Dead_state_entered() -> void:
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particles.emitting = true
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get_parent().add_child(particles)
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for i in 16:
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var spray: RigidBody2D = BloodSpray.instance()
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spray.global_position = global_position
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spray.linear_velocity = Vector2(80.0, 0.0).rotated(randf() * TAU)
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var spray = BloodSpray.instance()
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spray.pause_mode = PAUSE_MODE_PROCESS
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Physics2DServer.set_active(true)
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spray.global_position = death_splatter_position.global_position
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spray.velocity = Vector2(randf() * 80.0, 0.0).rotated(randf() * TAU)
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get_parent().add_child(spray)
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else:
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skip_blood = false
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@ -81,6 +81,7 @@ TouchControls="*res://autoloads/touch_controls.tscn"
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SceneManager="*res://autoloads/scene_manager.tscn"
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Console="*res://autoloads/console.tscn"
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Fade="*res://autoloads/fade.tscn"
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StainLayer="*res://autoloads/stain_layer.tscn"
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[debug]
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