palette textures! working with palettes will be a breezegit status!

This commit is contained in:
Haze Weathers 2024-03-08 20:20:09 -05:00
parent 7974ac26c4
commit f1ad9d5825
10 changed files with 65 additions and 8 deletions

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@ -60,7 +60,7 @@ func refresh():
$"%DeathCounter".text = "%04d" % file.get_total_deaths()
$"%TimeCounter".text = "%02d:%02d" % [file.play_time / 3600.0, fmod(file.play_time / 60.0, 60.0)]
$"%Difficulty".text = Game.DIFFICULTY_NAMES[file.difficulty]
var palette = load("res://graphics/player/palettes/%s.png" % file.palette)
var palette = load("res://graphics/player/palettes/%s.tex" % file.palette)
$"%Palette".material.set_shader_param("palette", palette)
else:
file = null

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@ -29,7 +29,7 @@ onready var shards_block: HBoxContainer = $"%ShardsBlock"
onready var shards_needed: Label = $"%ShardsNeeded"
func _ready() -> void:
var palette = load("res://graphics/player/palettes/%s.png" % Game.current_palette)
var palette = load("res://graphics/player/palettes/%s.tex" % Game.current_palette)
player_sprite.material.set_shader_param("palette", palette)
$ShardCount.text = "%02d" % Save.current_file.get_total_shards()
Fade.fade_in(Options.transition_speed_secs)

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@ -2,5 +2,5 @@ extends HBoxContainer
func _ready() -> void:
var palette = load("res://graphics/player/palettes/%s.png" % Game.current_palette)
var palette = load("res://graphics/player/palettes/%s.tex" % Game.current_palette)
$Panel/TextureRect.material.set_shader_param("palette", palette)

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@ -1,5 +1,5 @@
extends TextureRect
func _ready():
var palette = load("res://graphics/player/palettes/%s.png" % Game.current_palette)
var palette = load("res://graphics/player/palettes/%s.tex" % Game.current_palette)
material.set_shader_param("palette", palette)

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@ -70,7 +70,7 @@ onready var hitbox: Area2D = $"%Hitbox"
# OVERRIDES #
func _ready() -> void:
#set palette
var palette = load("res://graphics/player/palettes/%s.png" % Game.current_palette)
var palette = load("res://graphics/player/palettes/%s.tex" % Game.current_palette)
sprite.material.set_shader_param("palette", palette)
$"%CFox".material.set_shader_param("palette", palette)
$"%DissolveParticles".material.set_shader_param("palette", palette)

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@ -1,4 +1,4 @@
[gd_scene load_steps=42 format=2]
[gd_scene load_steps=43 format=2]
[ext_resource path="res://objects/player/player.gd" type="Script" id=1]
[ext_resource path="res://graphics/player/palettes/default.png" type="Texture" id=2]
@ -11,6 +11,7 @@
[ext_resource path="res://addons/godot_state_charts/compound_state.gd" type="Script" id=9]
[ext_resource path="res://addons/godot_state_charts/transition.gd" type="Script" id=10]
[ext_resource path="res://addons/godot_state_charts/atomic_state.gd" type="Script" id=11]
[ext_resource path="res://graphics/player/palettes/default.tex" type="Texture" id=12]
[ext_resource path="res://graphics/player/sg.png" type="Texture" id=14]
[ext_resource path="res://graphics/particles/dust.png" type="Texture" id=18]
[ext_resource path="res://ui/2ndpuberty_outline.tres" type="Material" id=25]
@ -19,7 +20,7 @@
shader = ExtResource( 3 )
shader_param/border_color = Color( 0, 0, 0, 1 )
shader_param/border_corners = true
shader_param/palette = ExtResource( 2 )
shader_param/palette = ExtResource( 12 )
[sub_resource type="Shader" id=26]
code = "// Recolor

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@ -34,6 +34,11 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://menus/main_menu.gd"
}, {
"base": "ImageTexture",
"class": "PaletteTexture",
"language": "GDScript",
"path": "res://scripts/palette_texture.gd"
}, {
"base": "State",
"class": "ParallelState",
"language": "GDScript",
@ -70,6 +75,7 @@ _global_script_class_icons={
"CompoundState": "res://addons/godot_state_charts/compound_state.svg",
"LevelEntry": "",
"MainMenu": "",
"PaletteTexture": "",
"ParallelState": "res://addons/godot_state_charts/parallel_state.svg",
"RadioButtons": "",
"State": "res://addons/godot_state_charts/state.svg",

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@ -0,0 +1,50 @@
tool
class_name PaletteTexture
extends ImageTexture
export (Array, Color) var colors := [] setget _set_colors
export var convert_from: Texture = null setget _convert_from
var _data := PoolByteArray()
func _init() -> void:
colors.resize(16)
colors.fill(Color.white)
_data.resize(16 * 4)
_data.fill(255)
_update_image()
func _set_colors(new_array: Array) -> void:
if new_array.size() == 16:
colors = new_array
_update_image()
func _update_image() -> void:
for i in colors.size():
var c: Color = colors[i]
var j: int = i * 4
_data[j] = c.r8
_data[j + 1] = c.g8
_data[j + 2] = c.b8
_data[j + 3] = c.a8
var image := Image.new()
image.create_from_data(4, 4, false, Image.FORMAT_RGBA8, _data)
create_from_image(image, 0)
func _convert_from(texture: Texture) -> void:
if texture != null and texture.get_size() == Vector2(4.0, 4.0):
var image := texture.get_data()
image.lock()
for x in 4:
for y in 4:
colors[x + (y * 4)] = image.get_pixel(x, y)
print(colors[x + (y * 4)])
image.unlock()
_update_image()

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@ -1,5 +1,5 @@
extends Node2D
func _ready():
var palette = load("res://graphics/player/palettes/%s.png" % Game.current_palette)
var palette = load("res://graphics/player/palettes/%s.tex" % Game.current_palette)
material.set_shader_param("palette", palette)