initial project setup

This commit is contained in:
Haze Weathers 2025-12-09 14:43:30 -06:00
commit 40ebde624c
13 changed files with 296 additions and 0 deletions

12
globals/background.tscn Normal file
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[gd_scene format=3 uid="uid://cmh8bcjad3433"]
[node name="Background" type="CanvasLayer"]
layer = -2147483648
[node name="ClearColor" type="ColorRect" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0, 0, 0, 1)

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globals/display.gd Normal file
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extends Node
enum ScaleMode {
## Stretches to fit as close as possible while maintaining the game's aspect ratio.
ASPECT,
## Stretches to fit as close as possible while maintaining aspect ratio and an integer scale.
INTEGER,
## Stretches to cover the whole screen, warping the aspect ratio.
STRETCH,
}
## Strategy to use for scaling from game-native resolution to the window/screen size.
@export var scale_mode: ScaleMode = ScaleMode.ASPECT:
set(value):
scale_mode = value
if is_node_ready():
_update_scale()
## Directory to scan screen filters from.
@export_dir var filters_dir: String = "res://"
@export_group("Internal References")
@export var viewport: SubViewport
@export var viewport_container: SubViewportContainer
@export var _native_filters_layer: CanvasLayer
## The native resolution of the game.
var size: Vector2i = Vector2i(
ProjectSettings.get_setting("display/window/size/viewport_width"),
ProjectSettings.get_setting("display/window/size/viewport_height"),
)
## Whether each filter is enabled or disabled.
var filters_enabled: Dictionary[StringName, bool] = {}
var _filter_instances: Dictionary[StringName, ColorRect] = {}
func _enter_tree() -> void:
get_tree().scene_changed.connect(_on_scene_changed)
get_tree().root.size_changed.connect(_update_scale)
# populate screen filters
for file in ResourceLoader.list_directory(filters_dir):
var material = load(filters_dir.path_join(file)) as Material
if material:
var id = StringName(file.get_basename())
if _filter_instances.has(id):
push_error("Screen filter %s exists in two different resource files. Only one will exist" % id)
_filter_instances[id].queue_free()
_filter_instances.erase(id)
var instance = ColorRect.new()
instance.material = material
if material.get_meta(&"filter_native_resolution", false):
_native_filters_layer.add_child(instance)
else:
viewport_container.add_child(instance)
_filter_instances[id] = instance
filters_enabled[id] = true
_update_scale.call_deferred()
var current_scene = get_tree().current_scene
if current_scene and current_scene != self:
if current_scene.get_parent():
current_scene.reparent.call_deferred(viewport)
else:
viewport.add_child.call_deferred(current_scene)
func _on_scene_changed() -> void:
for child in viewport.get_children():
child.queue_free()
get_tree().current_scene.reparent(viewport)
func _update_scale() -> void:
var screen_size = Vector2(get_tree().root.size)
var size_ratio = screen_size / Vector2(size)
DisplayServer.window_set_min_size(size)
viewport.size = size
viewport_container.pivot_offset = Vector2(size) * 0.5
viewport_container.position = screen_size * 0.5 - Vector2(size) * 0.5
match scale_mode:
ScaleMode.ASPECT:
# get the minimum ratio and use for both axes
var min_scale = minf(size_ratio.x, size_ratio.y)
viewport_container.scale = Vector2(min_scale, min_scale)
ScaleMode.INTEGER:
# get the minimum ratio and use for both axes after flooring
var min_scale = floorf(minf(size_ratio.x, size_ratio.y))
viewport_container.scale = Vector2(min_scale, min_scale)
ScaleMode.STRETCH:
# just use the ratio as-is
viewport_container.scale = size_ratio
# update screen filters state
for filter in filters_enabled:
_filter_instances[filter].visible = filters_enabled[filter]
_filter_instances[filter].custom_minimum_size = Vector2(size)

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globals/display.gd.uid Normal file
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uid://kwa8v1dhwlie

35
globals/display.tscn Normal file
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[gd_scene load_steps=2 format=3 uid="uid://bixq77klfo561"]
[ext_resource type="Script" uid="uid://kwa8v1dhwlie" path="res://globals/display.gd" id="1_1seuv"]
[node name="Display" type="Node" node_paths=PackedStringArray("viewport", "viewport_container", "_native_filters_layer")]
script = ExtResource("1_1seuv")
scale_mode = 1
filters_dir = "res://assets/screen_filters"
viewport = NodePath("SubViewportContainer/SubViewport")
viewport_container = NodePath("SubViewportContainer")
_native_filters_layer = NodePath("SubViewportContainer/SubViewport/NativeResolutionFilters")
[node name="SubViewportContainer" type="SubViewportContainer" parent="."]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -128.0
offset_top = -96.0
offset_right = 128.0
offset_bottom = 96.0
grow_horizontal = 2
grow_vertical = 2
pivot_offset = Vector2(128, 96)
[node name="SubViewport" type="SubViewport" parent="SubViewportContainer"]
handle_input_locally = false
snap_2d_transforms_to_pixel = true
canvas_item_default_texture_filter = 0
size = Vector2i(256, 192)
render_target_update_mode = 4
[node name="NativeResolutionFilters" type="CanvasLayer" parent="SubViewportContainer/SubViewport"]
layer = 2147483647

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globals/scene_stack.gd Normal file
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extends Node
## The stack of scenes.
var scenes: Array[Node]
func _enter_tree() -> void:
scenes.push_back(get_tree().current_scene)
## Pushes a new scene onto the stack. It will replace the current scene until it is popped.
func push_scene(scene: Node) -> void:
scenes.push_back(scene)
get_tree().current_scene = scene
get_tree().scene_changed.emit()
## Pops the current scene off the stack, returning to the scene below it. If there are no
## scenes left, the game quits.
func pop_scene() -> void:
scenes.pop_back().queue_free()
if scenes.is_empty():
get_tree().quit()
return
get_tree().current_scene = scenes.back()
get_tree().scene_changed.emit()
## Swaps the current scene with a new scene.
func swap_scene(scene: Node) -> void:
scenes.pop_back().queue_free()
scenes.push_back(scene)
get_tree().current_scene = scene
get_tree().scene_changed.emit()

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uid://daxi080e2jmpi