palette textures! working with palettes will be a breezegit status!
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10 changed files with 65 additions and 8 deletions
BIN
graphics/player/palettes/default.tex
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BIN
graphics/player/palettes/default.tex
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@ -60,7 +60,7 @@ func refresh():
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$"%DeathCounter".text = "%04d" % file.get_total_deaths()
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$"%TimeCounter".text = "%02d:%02d" % [file.play_time / 3600.0, fmod(file.play_time / 60.0, 60.0)]
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$"%Difficulty".text = Game.DIFFICULTY_NAMES[file.difficulty]
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var palette = load("res://graphics/player/palettes/%s.png" % file.palette)
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var palette = load("res://graphics/player/palettes/%s.tex" % file.palette)
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$"%Palette".material.set_shader_param("palette", palette)
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else:
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file = null
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@ -29,7 +29,7 @@ onready var shards_block: HBoxContainer = $"%ShardsBlock"
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onready var shards_needed: Label = $"%ShardsNeeded"
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func _ready() -> void:
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var palette = load("res://graphics/player/palettes/%s.png" % Game.current_palette)
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var palette = load("res://graphics/player/palettes/%s.tex" % Game.current_palette)
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player_sprite.material.set_shader_param("palette", palette)
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$ShardCount.text = "%02d" % Save.current_file.get_total_shards()
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Fade.fade_in(Options.transition_speed_secs)
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@ -2,5 +2,5 @@ extends HBoxContainer
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func _ready() -> void:
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var palette = load("res://graphics/player/palettes/%s.png" % Game.current_palette)
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var palette = load("res://graphics/player/palettes/%s.tex" % Game.current_palette)
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$Panel/TextureRect.material.set_shader_param("palette", palette)
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@ -1,5 +1,5 @@
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extends TextureRect
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func _ready():
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var palette = load("res://graphics/player/palettes/%s.png" % Game.current_palette)
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var palette = load("res://graphics/player/palettes/%s.tex" % Game.current_palette)
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material.set_shader_param("palette", palette)
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@ -70,7 +70,7 @@ onready var hitbox: Area2D = $"%Hitbox"
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# OVERRIDES #
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func _ready() -> void:
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#set palette
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var palette = load("res://graphics/player/palettes/%s.png" % Game.current_palette)
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var palette = load("res://graphics/player/palettes/%s.tex" % Game.current_palette)
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sprite.material.set_shader_param("palette", palette)
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$"%CFox".material.set_shader_param("palette", palette)
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$"%DissolveParticles".material.set_shader_param("palette", palette)
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@ -1,4 +1,4 @@
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[gd_scene load_steps=42 format=2]
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[gd_scene load_steps=43 format=2]
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[ext_resource path="res://objects/player/player.gd" type="Script" id=1]
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[ext_resource path="res://graphics/player/palettes/default.png" type="Texture" id=2]
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@ -11,6 +11,7 @@
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[ext_resource path="res://addons/godot_state_charts/compound_state.gd" type="Script" id=9]
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[ext_resource path="res://addons/godot_state_charts/transition.gd" type="Script" id=10]
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[ext_resource path="res://addons/godot_state_charts/atomic_state.gd" type="Script" id=11]
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[ext_resource path="res://graphics/player/palettes/default.tex" type="Texture" id=12]
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[ext_resource path="res://graphics/player/sg.png" type="Texture" id=14]
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[ext_resource path="res://graphics/particles/dust.png" type="Texture" id=18]
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[ext_resource path="res://ui/2ndpuberty_outline.tres" type="Material" id=25]
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@ -19,7 +20,7 @@
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shader = ExtResource( 3 )
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shader_param/border_color = Color( 0, 0, 0, 1 )
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shader_param/border_corners = true
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shader_param/palette = ExtResource( 2 )
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shader_param/palette = ExtResource( 12 )
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[sub_resource type="Shader" id=26]
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code = "// Recolor
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@ -34,6 +34,11 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://menus/main_menu.gd"
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}, {
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"base": "ImageTexture",
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"class": "PaletteTexture",
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"language": "GDScript",
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"path": "res://scripts/palette_texture.gd"
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}, {
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"base": "State",
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"class": "ParallelState",
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"language": "GDScript",
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@ -70,6 +75,7 @@ _global_script_class_icons={
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"CompoundState": "res://addons/godot_state_charts/compound_state.svg",
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"LevelEntry": "",
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"MainMenu": "",
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"PaletteTexture": "",
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"ParallelState": "res://addons/godot_state_charts/parallel_state.svg",
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"RadioButtons": "",
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"State": "res://addons/godot_state_charts/state.svg",
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50
scripts/palette_texture.gd
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50
scripts/palette_texture.gd
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@ -0,0 +1,50 @@
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tool
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class_name PaletteTexture
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extends ImageTexture
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export (Array, Color) var colors := [] setget _set_colors
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export var convert_from: Texture = null setget _convert_from
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var _data := PoolByteArray()
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func _init() -> void:
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colors.resize(16)
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colors.fill(Color.white)
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_data.resize(16 * 4)
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_data.fill(255)
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_update_image()
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func _set_colors(new_array: Array) -> void:
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if new_array.size() == 16:
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colors = new_array
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_update_image()
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func _update_image() -> void:
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for i in colors.size():
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var c: Color = colors[i]
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var j: int = i * 4
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_data[j] = c.r8
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_data[j + 1] = c.g8
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_data[j + 2] = c.b8
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_data[j + 3] = c.a8
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var image := Image.new()
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image.create_from_data(4, 4, false, Image.FORMAT_RGBA8, _data)
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create_from_image(image, 0)
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func _convert_from(texture: Texture) -> void:
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if texture != null and texture.get_size() == Vector2(4.0, 4.0):
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var image := texture.get_data()
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image.lock()
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for x in 4:
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for y in 4:
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colors[x + (y * 4)] = image.get_pixel(x, y)
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print(colors[x + (y * 4)])
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image.unlock()
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_update_image()
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@ -1,5 +1,5 @@
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extends Node2D
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func _ready():
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var palette = load("res://graphics/player/palettes/%s.png" % Game.current_palette)
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var palette = load("res://graphics/player/palettes/%s.tex" % Game.current_palette)
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material.set_shader_param("palette", palette)
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