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# Godot 4+ specific ignores
.godot/
/android/
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```
- project.godot
- scenes/
- Main.tscn
- Lobby.tscn
- Game.tscn
- Player.tscn
- Token.tscn
- Board.tscn
- scripts/
- Main.gd
- Lobby.gd
- Game.gd
- Player.gd
- Token.gd
- Board.gd
- NetworkManager.gd
- assets/
- (3D models, textures, etc.)
```
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# Godot 4+ specific ignores
.godot/
# Godot-specific ignores
.import/
export.cfg
export_presets.cfg
# Dummy HTML5 export presets file for continuous integration
!.github/dist/export_presets.cfg
# Imported translations (automatically generated from CSV files)
*.translation
# Mono-specific ignores
.mono/
data_*/
mono_crash.*.json
# System/tool-specific ignores
.directory
.DS_Store
*~
*.blend1
*.zip
# Jetbrains IDE files
.idea/
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# EnhancedGridMap Plugin for Godot 4.3
## Overview
EnhancedGridMap is a powerful plugin for Godot 4.3 that extends the functionality of the built-in GridMap node. It provides additional features for grid-based game development, including custom cell states, A* pathfinding, and an intuitive editor interface.
## Features
- Custom grid size (columns and rows)
- Auto-generation of grid
- Custom cell states with visual representation
- A* pathfinding with diagonal movement option
- Randomization of grid cells
- Fill grid with specific cell types
- Editor dock for easy manipulation of grid properties
## Installation
1. Copy the `enhanced_gridmap` folder into your Godot project's `addons` directory.
2. Enable the plugin in Project Settings > Plugins.
## EnhancedGridMap Dock
The EnhancedGridMap Dock provides a user-friendly interface to control and manipulate the EnhancedGridMap node. Here's a detailed explanation of all features available in the dock:
### Grid Properties
1. **Columns**: Set the number of columns in the grid.
2. **Rows**: Set the number of rows in the grid.
3. **Auto Generate**: Toggle automatic grid generation when properties change.
### Grid Operations
1. **Generate**: Manually generate the grid based on current properties.
2. **Clear**: Remove all cells from the grid.
3. **Randomize**: Randomly assign cell types based on defined states.
4. **Fill**: Fill the entire grid with a specific cell type.
### Cell States
The dock allows you to define and manage custom cell states:
1. **Default States**:
- Normal
- Hover
- Start
- End
- Non-Walkable
2. **Custom States**:
- Add new states with the "Add Item State" button.
- For each state, you can set:
- Name
- ID (used in scripts to reference the state)
- Include in Randomize (toggle)
- Randomize Percentage (when included in randomization)
3. **State Management**:
- Edit existing states
- Remove custom states
### A* Pathfinding
1. **Start Position**: Set the X and Z coordinates for the pathfinding start point.
2. **End Position**: Set the X and Z coordinates for the pathfinding end point.
3. **Find Path**: Calculate and visualize the path between start and end points.
4. **Diagonal Movement**: Toggle to allow diagonal movement in pathfinding.
### Visual Grid Editor
The dock includes a visual representation of the grid:
1. Each cell displays its coordinates.
2. Drop-down menus in each cell allow you to change the cell's state directly.
## In-Depth Feature Explanation
### Custom Grid Generation
The EnhancedGridMap allows for flexible grid generation:
1. **Auto-generation**: The grid can automatically update when properties change.
2. **Manual generation**: Use the `generate_grid()` method for custom generation logic.
3. **Clear and regenerate**: Useful for level resets or procedural generation.
### Cell States
Cell states are central to the EnhancedGridMap's functionality:
1. **Default states**: Predefined states for common use cases (normal, hover, start, end, non-walkable).
2. **Custom states**: Create states for specific game mechanics (e.g., water, lava, ice).
3. **State properties**:
- ID: Used in scripts to set or check cell states.
- Randomize inclusion: Determine if the state should be included in randomization.
- Randomize percentage: Control the frequency of the state when randomizing.
### A* Pathfinding
The integrated A* pathfinding system offers:
1. **Efficient pathfinding**: Quickly find optimal paths between two points.
2. **Diagonal movement**: Option to allow or disallow diagonal movement.
3. **Custom cost functions**: Override `get_cell_cost()` for complex movement rules.
4. **Path visualization**: Easily visualize calculated paths for debugging.
### Grid Manipulation
Several methods for manipulating the grid:
1. **`set_cell_from_data(x, z, item_index)`**: Set a specific cell's state.
2. **`fill_grid(item_index)`**: Fill the entire grid with a specific state.
3. **`randomize_grid()`**: Randomly assign states based on defined probabilities.
4. **`randomize_grid_custom(randomize_states)`**: Use custom randomization rules.
### Extending Functionality
The EnhancedGridMap is designed to be easily extended:
1. **Custom grid generation**: Override `generate_grid()` for specialized layouts.
2. **Custom pathfinding costs**: Implement `get_cell_cost()` for complex movement rules.
3. **Integration with game mechanics**: Use signals like `grid_updated` to trigger game events.
### Editor Integration
The plugin seamlessly integrates with the Godot editor:
1. **Visual editing**: Manipulate the grid directly in the editor viewport.
2. **Real-time updates**: Changes in the dock immediately reflect in the scene.
3. **Custom inspector**: The EnhancedGridMap node has a custom inspector for easy property editing.
## Plugin Usage
### Basic Setup
1. Add an `EnhancedGridMap` node to your scene.
2. Assign a `MeshLibrary` to the `EnhancedGridMap`.
3. Use the `EnhancedGridMap` dock in the editor to configure grid properties and cell states.
### Scripting
You can also interact with the `EnhancedGridMap` through GDScript. Here's a basic example:
```gdscript
var enhanced_gridmap = $EnhancedGridMap
# Generate a 10x10 grid
enhanced_gridmap.columns = 10
enhanced_gridmap.rows = 10
enhanced_gridmap.generate_grid()
# Find a path from (0,0) to (5,5)
var path = enhanced_gridmap.find_path(Vector2(0, 0), Vector2(5, 5))
```
## Sample Scene and Player Movement
The plugin includes a sample scene that demonstrates how to implement player movement using the EnhancedGridMap. This scene showcases pathfinding and grid-based movement.
### Scene Setup
The sample scene (`main.tscn`) includes:
1. An `EnhancedGridMap` node with a pre-configured grid.
2. A player character `CharacterBody3D` with a custom script for grid-based movement.
3. A top-down camera for easy visualization.
### Player Movement Script
The `player.gd` script provides a flexible implementation of grid-based movement using the EnhancedGridMap. Key features include:
- Click-to-move functionality
- Pathfinding using the EnhancedGridMap's A* algorithm
- Smooth movement along the calculated path
- Customizable cell size and offset
- Option for diagonal movement
### Usage Example
To use the player movement script in your own scene:
1. Add an `EnhancedGridMap` to your scene.
2. Add a `CharacterBody3D` (or other suitable node) for your player.
3. Attach the `player.gd` script to your player node.
4. Set the `enhanced_gridmap_path` and `player_path` in the inspector.
5. Customize other properties like `cell_size` and `use_diagonal_movement` as needed.
Here's a minimal setup example:
```gdscript
extends Node3D
@onready var enhanced_gridmap = $EnhancedGridMap
@onready var player = $Player
func _ready():
player.enhanced_gridmap_path = enhanced_gridmap.get_path()
player.player_path = player.get_path()
player.cell_size = Vector3(2, 2, 2)
player.use_diagonal_movement = true
```
This setup allows for click-to-move functionality on your EnhancedGridMap, with the player finding and following optimal paths while avoiding non-walkable cells.
## API Reference
### Properties
- `columns: int` - Number of columns in the grid
- `rows: int` - Number of rows in the grid
- `auto_generate: bool` - Whether to automatically generate the grid when properties change
- `normal_item: int` - Item index for normal cells
- `hover_item: int` - Item index for hover state cells
- `start_item: int` - Item index for pathfinding start cells
- `end_item: int` - Item index for pathfinding end cells
- `non_walkable_item: int` - Item index for non-walkable cells
- `diagonal_movement: bool` - Whether to allow diagonal movement in pathfinding
### Methods
#### Grid Management
- `generate_grid()` - Generate the grid based on current properties
- `clear_grid()` - Clear all cells in the grid
- `randomize_grid()` - Randomize cell types in the grid
- `randomize_grid_custom(randomize_states: Array)` - Randomize cell types based on custom states
- `fill_grid(item_index: int)` - Fill the entire grid with a specific item type
#### Cell Manipulation
- `set_cell_from_data(x: int, z: int, item_index: int)` - Set a specific cell's item type
- `get_cell_cost(x: int, z: int) -> float` - Get the cost of moving through a specific cell
#### Pathfinding
- `find_path(start: Vector2, end: Vector2) -> Array` - Find a path between two points
- `set_diagonal_movement(enable: bool)` - Enable or disable diagonal movement in pathfinding
- `set_point_solid(x: int, z: int, is_solid: bool)` - Set whether a point is solid (non-walkable) for pathfinding
### Signals
- `mesh_library_changed` - Emitted when the MeshLibrary is changed
- `grid_updated` - Emitted when the grid is updated
### Example Scene : Player Movement API
Here are the main properties and methods of the player movement script:
#### Properties
- `enhanced_gridmap_path: NodePath` - Path to the EnhancedGridMap node
- `player_path: NodePath` - Path to the player node
- `cell_size: Vector3` - Size of each grid cell
- `cell_offset: Vector3` - Offset applied to the player's position
- `center_x: bool` - Center the player horizontally within the cell
- `center_y: bool` - Center the player vertically within the cell
- `center_z: bool` - Center the player depth-wise within the cell
- `use_diagonal_movement: bool` - Allow diagonal movement in pathfinding
#### Methods
- `find_valid_starting_position() -> Vector2i` - Find a valid starting position on the grid
- `move_player_to_clicked_position(grid_position: Vector2i)` - Move the player to a clicked grid position
- `move_player_along_path(path: Array)` - Move the player along a calculated path
- `update_player_position(grid_position: Vector2i)` - Update the player's position based on a grid position
- `grid_to_world(grid_position: Vector2i) -> Vector3` - Convert a grid position to a world position
## Extending the Plugin
### Custom Item States
You can add custom item states to the EnhancedGridMap:
1. In the `EnhancedGridMap` dock, click the "Add Item State" button.
2. Set a name, ID, and randomization properties for the new state.
3. Use the new state's ID when setting cell types in your scripts.
### Custom Pathfinding Costs
Override the `get_cell_cost` method in a script extending EnhancedGridMap to implement custom pathfinding costs:
```gdscript
extends EnhancedGridMap
func get_cell_cost(x: int, z: int) -> float:
var cell_item = get_cell_item(Vector3i(x, 0, z))
match cell_item:
0: return 1.0 # Normal cell
1: return 2.0 # Slow terrain
2: return 0.5 # Fast terrain
_: return INF # Non-walkable
```
### Custom Grid Generation
You can implement custom grid generation by overriding the `generate_grid` method:
```gdscript
extends EnhancedGridMap
func generate_grid():
clear()
for x in range(columns):
for z in range(rows):
var item_index = (x + z) % 2 # Checkerboard pattern
set_cell_item(Vector3i(x, 0, z), item_index)
update_grid_data()
initialize_astar()
update_astar_costs()
```
## Extending the Player Movement
You can extend the player movement functionality by overriding or adding methods to the `player.gd` script. For example:
### Custom Movement Rules
```gdscript
extends "res://addons/enhanced_gridmap/examples/player.gd"
func is_valid_move(from: Vector2i, to: Vector2i) -> bool:
# Add custom logic for valid moves
var distance = from.distance_to(to)
return distance <= 1 and super.is_valid_move(from, to)
```
### Additional Interactions
```gdscript
extends "res://addons/enhanced_gridmap/examples/player.gd"
func _unhandled_input(event):
super._unhandled_input(event)
if event.is_action_pressed("interact"):
interact_with_current_cell()
func interact_with_current_cell():
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(current_position.x, 0, current_position.y))
# Add custom interaction logic based on cell_item
```
These examples demonstrate how you can build upon the provided player movement script to create more complex game mechanics that integrate seamlessly with the EnhancedGridMap plugin.
## Contributing
Contributions to the EnhancedGridMap plugin are welcome! Please submit pull requests or issues on the project's GitHub repository.
## License
This plugin is released under the MIT License. See the LICENSE file for details.
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@tool
class_name EnhancedGridMap
extends GridMap
signal mesh_library_changed
signal grid_updated
@export var columns: int = 10 : set = set_columns
@export var rows: int = 10 : set = set_rows
@export var auto_generate: bool = false : set = set_auto_generate
@export var normal_items: Array[int] = [0]
@export var non_walkable_items: Array[int] = [4]
@export var hover_item: int = 1
@export var start_item: int = 2
@export var end_item: int = 3
var current_mesh_library: MeshLibrary
var grid_data: Array = []
# A* Pathfinding variables
var astar = AStar2D.new()
var path = []
# Item states
enum ItemState {NORMAL, HOVER, START, END, NON_WALKABLE}
# Add this to the class variables
var diagonal_movement: bool = false
func _ready():
mesh_library_changed.connect(_on_mesh_library_changed)
if not Engine.is_editor_hint() and auto_generate:
generate_grid()
# Validate item indices
validate_item_indices()
func validate_item_indices():
if not mesh_library:
print("Warning: No MeshLibrary assigned to GridMap")
return
var item_list = mesh_library.get_item_list()
var max_index = item_list.size() - 1
normal_items = normal_items.filter(func(item): return item >= 0 and item <= max_index)
hover_item = clamp(hover_item, 0, max_index)
start_item = clamp(start_item, 0, max_index)
end_item = clamp(end_item, 0, max_index)
non_walkable_items = non_walkable_items.filter(func(item): return item >= 0 and item <= max_index)
if normal_items.is_empty():
normal_items = [0]
if non_walkable_items.is_empty():
non_walkable_items = [max_index]
func set_columns(value: int):
columns = value
if auto_generate:
generate_grid()
else:
update_grid_data()
func set_rows(value: int):
rows = value
if auto_generate:
generate_grid()
else:
update_grid_data()
func set_auto_generate(value: bool):
auto_generate = value
if auto_generate:
generate_grid()
# Override the existing functions to update A* data
func generate_grid():
clear()
if not mesh_library:
print("Error: No MeshLibrary assigned to GridMap")
return
validate_item_indices()
current_mesh_library = mesh_library
var item_list = mesh_library.get_item_list()
if item_list.size() < 5:
print("Warning: MeshLibrary should have at least 5 items")
for x in range(columns):
for z in range(rows):
set_cell_item(Vector3i(x, 0, z), normal_items[0])
update_grid_data()
initialize_astar()
update_astar_costs()
func clear_grid():
clear()
update_grid_data()
func randomize_grid():
if not mesh_library:
print("Error: No MeshLibrary assigned to GridMap")
return
validate_item_indices()
var rng = RandomNumberGenerator.new()
rng.randomize()
for x in range(columns):
for z in range(rows):
var random_value = rng.randi() % 100 # Generate a random number between 0 and 99
var item_index
if random_value < 80:
item_index = normal_items[rng.randi() % normal_items.size()]
else:
item_index = non_walkable_items[rng.randi() % non_walkable_items.size()]
set_cell_from_data(x, z, item_index)
update_grid_data()
initialize_astar()
update_astar_costs()
emit_signal("grid_updated")
func randomize_grid_custom(randomize_states: Array):
if not mesh_library:
print("Error: No MeshLibrary assigned to GridMap")
return
var rng = RandomNumberGenerator.new()
rng.randomize()
for x in range(columns):
for z in range(rows):
var random_value = rng.randf() * 100 # Generate a random number between 0 and 100
var accumulated_percentage = 0
var selected_state = null
for state in randomize_states:
accumulated_percentage += state.randomize_percentage
if random_value <= accumulated_percentage:
selected_state = state
break
if selected_state:
set_cell_from_data(x, z, selected_state.id)
else:
set_cell_from_data(x, z, randomize_states[0].id) # Default to the first state if no match
update_grid_data()
initialize_astar()
update_astar_costs()
emit_signal("grid_updated")
func fill_grid(item_index: int):
if not mesh_library:
print("No MeshLibrary assigned to GridMap")
return
if item_index < 0 or item_index >= mesh_library.get_item_list().size():
print("Invalid item index")
return
for x in range(columns):
for z in range(rows):
set_cell_item(Vector3i(x, 0, z), item_index)
update_grid_data()
func _on_mesh_library_changed():
validate_item_indices()
if auto_generate:
generate_grid()
func _set(property, value):
if property == "mesh_library":
mesh_library = value
_on_mesh_library_changed()
return true
return false
func update_grid_data():
grid_data.clear()
for z in range(rows):
var row = []
for x in range(columns):
row.append(get_cell_item(Vector3i(x, 0, z)))
grid_data.append(row)
emit_signal("grid_updated")
func set_cell_from_data(x: int, z: int, item_index: int):
if x >= 0 and x < columns and z >= 0 and z < rows:
if not mesh_library:
print("Error: No MeshLibrary assigned to GridMap")
return
var item_list = mesh_library.get_item_list()
var max_index = item_list.size() - 1
var valid_index = clamp(item_index, 0, max_index)
set_cell_item(Vector3i(x, 0, z), valid_index)
grid_data[z][x] = valid_index
var point_id = z * columns + x
var cost = get_cell_cost(x, z)
if cost == INF:
astar.set_point_disabled(point_id, true)
else:
astar.set_point_disabled(point_id, false)
astar.set_point_weight_scale(point_id, cost)
# New A* Pathfinding functions
# Modify the initialize_astar function
func initialize_astar():
astar.clear()
for x in range(columns):
for z in range(rows):
var point_id = z * columns + x
astar.add_point(point_id, Vector2(x, z))
# Connect to neighboring points
if x > 0:
astar.connect_points(point_id, point_id - 1)
if z > 0:
astar.connect_points(point_id, point_id - columns)
# Add diagonal connections if diagonal movement is enabled
if diagonal_movement:
if x > 0 and z > 0:
astar.connect_points(point_id, point_id - columns - 1) # Top-left
if x < columns - 1 and z > 0:
astar.connect_points(point_id, point_id - columns + 1) # Top-right
update_astar_costs()
# Add this function to toggle diagonal movement
func set_diagonal_movement(enable: bool):
diagonal_movement = enable
initialize_astar() # Reinitialize the A* graph with new connections
func set_point_solid(x: int, z: int, is_solid: bool):
var point_id = z * columns + x
astar.set_point_disabled(point_id, is_solid)
func find_path(start: Vector2, end: Vector2) -> Array:
var start_point = start.y * columns + start.x
var end_point = end.y * columns + end.x
path = astar.get_point_path(start_point, end_point)
# Visualize the path
clear_path_visualization()
set_cell_item(Vector3i(start.x, 0, start.y), start_item)
set_cell_item(Vector3i(end.x, 0, end.y), end_item)
for point in path:
if point != start and point != end:
set_cell_item(Vector3i(point.x, 0, point.y), hover_item)
return path
func clear_path_visualization():
for x in range(columns):
for z in range(rows):
var cell_item = get_cell_item(Vector3i(x, 0, z))
if cell_item == hover_item or cell_item == start_item or cell_item == end_item:
set_cell_item(Vector3i(x, 0, z), normal_items[0])
func get_cell_cost(x: int, z: int) -> float:
var cell_item = get_cell_item(Vector3i(x, 0, z))
if cell_item in non_walkable_items:
return INF
elif cell_item == hover_item:
return 0.5
elif cell_item == start_item or cell_item == end_item:
return 0.0
return 1.0
func update_astar_costs():
for x in range(columns):
for z in range(rows):
var point_id = z * columns + x
var cost = get_cell_cost(x, z)
if cost == INF:
astar.set_point_disabled(point_id, true)
else:
astar.set_point_disabled(point_id, false)
astar.set_point_weight_scale(point_id, cost)
func get_cell_rotation(position: Vector3i) -> int:
return get_cell_item_orientation(position)
func set_cell_rotation(position: Vector3i, mode: int):
var item = get_cell_item(position)
if item != INVALID_CELL_ITEM:
var orientation = int(mode)
set_cell_item(position, item, orientation)
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@tool
extends Control
var enhanced_gridmap: EnhancedGridMap
@onready var columns_spin = $VBoxContainer/Columns/SpinBox
@onready var rows_spin = $VBoxContainer/Rows/SpinBox
@onready var auto_generate_check = $VBoxContainer/AutoGenerate
@onready var generate_button = $VBoxContainer/GenerateButton
@onready var clear_button = $VBoxContainer/ClearButton
@onready var randomize_button = $VBoxContainer/RandomizeButton
@onready var fill_options = $VBoxContainer/FillOptions
@onready var fill_button = $VBoxContainer/FillButton
@onready var grid_container = $VBoxContainer/GridScrollContainer/GridContainer
# A* Pathfinding UI elements
@onready var start_x_spin = $VBoxContainer/AStarContainer/StartX/SpinBox
@onready var start_z_spin = $VBoxContainer/AStarContainer/StartZ/SpinBox
@onready var end_x_spin = $VBoxContainer/AStarContainer/EndX/SpinBox
@onready var end_z_spin = $VBoxContainer/AStarContainer/EndZ/SpinBox
@onready var find_path_button = $VBoxContainer/AStarContainer/FindPathButton
@onready var path_result_label = $VBoxContainer/AStarContainer/PathResultLabel
@onready var diagonal_movement_check = $VBoxContainer/AStarContainer/DiagonalMovement
# Item state UI elements
@onready var normal_item_spin = $VBoxContainer/ItemStates/NormalItem/SpinBox
@onready var hover_item_spin = $VBoxContainer/ItemStates/HoverItem/SpinBox
@onready var start_item_spin = $VBoxContainer/ItemStates/StartItem/SpinBox
@onready var end_item_spin = $VBoxContainer/ItemStates/EndItem/SpinBox
@onready var non_walkable_item_spin = $VBoxContainer/ItemStates/NonWalkableItem/SpinBox
# Custom item states UI elements
@onready var item_states_container = $VBoxContainer/ItemStates/ItemStatesContainer
@onready var add_item_state_button = $VBoxContainer/ItemStates/AddItemStateButton
var row_containers: Array = []
var cell_options: Array = []
var custom_item_states: Dictionary = {}
func _ready():
connect_signals()
initialize_custom_item_states()
print("EnhancedGridMapDock ready")
func connect_signals():
columns_spin.value_changed.connect(_on_columns_changed)
rows_spin.value_changed.connect(_on_rows_changed)
auto_generate_check.toggled.connect(_on_auto_generate_toggled)
generate_button.pressed.connect(_on_generate_pressed)
clear_button.pressed.connect(_on_clear_pressed)
randomize_button.pressed.connect(_on_randomize_pressed)
fill_button.pressed.connect(_on_fill_pressed)
find_path_button.pressed.connect(_on_find_path_pressed)
diagonal_movement_check.toggled.connect(_on_diagonal_movement_toggled)
add_item_state_button.pressed.connect(_on_add_item_state_pressed)
normal_item_spin.value_changed.connect(_on_normal_item_changed)
hover_item_spin.value_changed.connect(_on_hover_item_changed)
start_item_spin.value_changed.connect(_on_start_item_changed)
end_item_spin.value_changed.connect(_on_end_item_changed)
non_walkable_item_spin.value_changed.connect(_on_non_walkable_item_changed)
func initialize_custom_item_states():
# Add default item states
add_custom_item_state("Normal", 0)
#add_custom_item_state("Hover", 1)
#add_custom_item_state("Start", 2)
#add_custom_item_state("End", 3)
add_custom_item_state("Non-Walkable", 4)
func add_custom_item_state(name: String, id: int):
var new_state = CustomItemState.new(name, id)
custom_item_states[id] = new_state
add_item_state_ui(new_state)
func add_item_state_ui(item_state: CustomItemState):
var container = HBoxContainer.new()
var name_edit = LineEdit.new()
var id_spin = SpinBox.new()
var randomize_check = CheckBox.new()
var percentage_spin = SpinBox.new()
var remove_button = Button.new()
name_edit.text = item_state.name
name_edit.size_flags_horizontal = Control.SIZE_EXPAND_FILL
name_edit.text_changed.connect(_on_item_state_name_changed.bind(item_state))
id_spin.value = item_state.id
id_spin.min_value = 0
id_spin.max_value = 9999
id_spin.value_changed.connect(_on_item_state_id_changed.bind(item_state))
randomize_check.text = "🎲"
randomize_check.button_pressed = item_state.include_in_randomize # Changed from 'pressed' to 'button_pressed'
randomize_check.toggled.connect(_on_item_state_randomize_toggled.bind(item_state))
percentage_spin.min_value = 0
percentage_spin.max_value = 100
percentage_spin.value = item_state.randomize_percentage
percentage_spin.suffix = "%"
percentage_spin.value_changed.connect(_on_item_state_percentage_changed.bind(item_state))
remove_button.text = "Del"
remove_button.pressed.connect(_on_remove_item_state_pressed.bind(item_state, container))
container.add_child(name_edit)
container.add_child(id_spin)
container.add_child(randomize_check)
container.add_child(percentage_spin)
container.add_child(remove_button)
item_states_container.add_child(container)
func _on_add_item_state_pressed():
var new_id = custom_item_states.size()
add_custom_item_state("New State {0}".format([new_id]), new_id)
func _on_item_state_name_changed(new_name: String, item_state: CustomItemState):
item_state.name = new_name
func _on_item_state_id_changed(new_id: int, item_state: CustomItemState):
custom_item_states.erase(item_state.id)
item_state.id = new_id
custom_item_states[new_id] = item_state
func _on_item_state_randomize_toggled(toggled: bool, item_state: CustomItemState):
item_state.include_in_randomize = toggled
func _on_item_state_percentage_changed(new_percentage: float, item_state: CustomItemState):
item_state.randomize_percentage = new_percentage
func _on_remove_item_state_pressed(item_state: CustomItemState, container: Container):
custom_item_states.erase(item_state.id)
container.queue_free()
class CustomItemState:
var name: String
var id: int
var include_in_randomize: bool = false
var randomize_percentage: float = 0
func _init(_name: String, _id: int):
name = _name
id = _id
func set_enhanced_gridmap(gridmap: EnhancedGridMap):
enhanced_gridmap = gridmap
enhanced_gridmap.grid_updated.connect(_on_grid_updated)
update_ui()
diagonal_movement_check.button_pressed = enhanced_gridmap.diagonal_movement
print("EnhancedGridMap set: ", enhanced_gridmap)
func update_ui():
if enhanced_gridmap:
columns_spin.value = enhanced_gridmap.columns
rows_spin.value = enhanced_gridmap.rows
auto_generate_check.button_pressed = enhanced_gridmap.auto_generate
_update_fill_options()
_update_grid_ui()
_update_astar_ui()
_update_item_state_ui()
print("UI updated. Columns: ", enhanced_gridmap.columns, " Rows: ", enhanced_gridmap.rows)
func _update_fill_options():
fill_options.clear()
if enhanced_gridmap and enhanced_gridmap.mesh_library:
var item_list = enhanced_gridmap.mesh_library.get_item_list()
for i in range(item_list.size()):
fill_options.add_item(enhanced_gridmap.mesh_library.get_item_name(item_list[i]), i)
func _update_grid_ui():
for child in grid_container.get_children():
child.queue_free()
row_containers.clear()
cell_options.clear()
if not enhanced_gridmap or not enhanced_gridmap.mesh_library:
print("No EnhancedGridMap or MeshLibrary")
return
var item_list = enhanced_gridmap.mesh_library.get_item_list()
print("Updating grid UI. Columns: ", enhanced_gridmap.columns, " Rows: ", enhanced_gridmap.rows)
for z in range(enhanced_gridmap.rows):
var row_container = HBoxContainer.new()
row_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
grid_container.add_child(row_container)
row_containers.append(row_container)
for x in range(enhanced_gridmap.columns):
var cell_container = VBoxContainer.new()
cell_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
cell_container.size_flags_vertical = Control.SIZE_EXPAND_FILL
var coord_label = Label.new()
coord_label.text = "(%d,%d)" % [x, z]
coord_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
coord_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
coord_label.size_flags_vertical = Control.SIZE_SHRINK_CENTER
cell_container.add_child(coord_label)
var option = OptionButton.new()
option.set_meta("grid_position", Vector2i(x, z))
for i in range(item_list.size()):
option.add_item(enhanced_gridmap.mesh_library.get_item_name(item_list[i]), i)
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
option.select(cell_item)
option.item_selected.connect(_on_cell_item_selected.bind(option))
option.size_flags_horizontal = Control.SIZE_EXPAND_FILL
option.size_flags_vertical = Control.SIZE_EXPAND_FILL
cell_container.add_child(option)
# Add rotation Option for each cell
var rotation_option = OptionButton.new()
rotation_option.add_item("", 0)
rotation_option.add_item("90°", 10)
rotation_option.add_item("180°", 16)
rotation_option.add_item("270°", 22)
rotation_option.size_flags_horizontal = Control.SIZE_EXPAND_FILL
rotation_option.size_flags_vertical = Control.SIZE_SHRINK_CENTER
rotation_option.set_meta("grid_position", Vector2i(x, z))
# Set the current item based on the cell's rotation
var current_rotation = enhanced_gridmap.get_cell_rotation(Vector3i(x, 0, z))
match current_rotation:
0: rotation_option.select(0)
10: rotation_option.select(1)
16: rotation_option.select(2)
22: rotation_option.select(3)
rotation_option.item_selected.connect(_on_cell_rotation_changed.bind(rotation_option))
cell_container.add_child(rotation_option)
row_container.add_child(cell_container)
cell_options.append(option)
print("Grid UI updated. Total cells: ", cell_options.size())
func _update_astar_ui():
start_x_spin.max_value = enhanced_gridmap.columns - 1
start_z_spin.max_value = enhanced_gridmap.rows - 1
end_x_spin.max_value = enhanced_gridmap.columns - 1
end_z_spin.max_value = enhanced_gridmap.rows - 1
func _update_item_state_ui():
normal_item_spin.value = enhanced_gridmap.normal_item
hover_item_spin.value = enhanced_gridmap.hover_item
start_item_spin.value = enhanced_gridmap.start_item
end_item_spin.value = enhanced_gridmap.end_item
non_walkable_item_spin.value = enhanced_gridmap.non_walkable_item
func _on_columns_changed(value):
if enhanced_gridmap:
enhanced_gridmap.columns = value
print("Columns changed to: ", value)
func _on_rows_changed(value):
if enhanced_gridmap:
enhanced_gridmap.rows = value
print("Rows changed to: ", value)
func _on_auto_generate_toggled(button_pressed):
if enhanced_gridmap:
enhanced_gridmap.auto_generate = button_pressed
func _on_generate_pressed():
if enhanced_gridmap:
enhanced_gridmap.generate_grid()
print("Generate grid pressed")
func _on_clear_pressed():
if enhanced_gridmap:
enhanced_gridmap.clear_grid()
print("Clear grid pressed")
func _on_randomize_pressed():
if enhanced_gridmap:
var randomize_states = []
var total_percentage = 0
for state in custom_item_states.values():
if state.include_in_randomize:
randomize_states.append(state)
total_percentage += state.randomize_percentage
if total_percentage != 100:
print("Warning: Total randomize percentage is not 100%")
enhanced_gridmap.randomize_grid_custom(randomize_states)
func _on_fill_pressed():
if enhanced_gridmap:
var selected_index = fill_options.get_selected_id()
enhanced_gridmap.fill_grid(selected_index)
print("Fill grid pressed with item index: ", selected_index)
func _on_cell_item_selected(index: int, option: OptionButton):
var position = option.get_meta("grid_position")
if enhanced_gridmap:
enhanced_gridmap.set_cell_from_data(position.x, position.y, index)
print("Cell item selected: ", index, " at position: ", position)
func _on_find_path_pressed():
if enhanced_gridmap:
var start = Vector2(start_x_spin.value, start_z_spin.value)
var end = Vector2(end_x_spin.value, end_z_spin.value)
var path = enhanced_gridmap.find_path(start, end)
if path.is_empty():
path_result_label.text = "No path found"
else:
path_result_label.text = "Path found: " + str(path)
print("Find path pressed. Start: ", start, " End: ", end)
func _on_diagonal_movement_toggled(button_pressed):
if enhanced_gridmap:
enhanced_gridmap.set_diagonal_movement(button_pressed)
print("Diagonal movement toggled: ", button_pressed)
func _on_normal_item_changed(value):
if enhanced_gridmap:
enhanced_gridmap.normal_item = value
print("Normal item changed to: ", value)
func _on_hover_item_changed(value):
if enhanced_gridmap:
enhanced_gridmap.hover_item = value
print("Hover item changed to: ", value)
func _on_start_item_changed(value):
if enhanced_gridmap:
enhanced_gridmap.start_item = value
print("Start item changed to: ", value)
func _on_end_item_changed(value):
if enhanced_gridmap:
enhanced_gridmap.end_item = value
print("End item changed to: ", value)
func _on_non_walkable_item_changed(value):
if enhanced_gridmap:
enhanced_gridmap.non_walkable_item = value
print("Non-walkable item changed to: ", value)
func _on_grid_updated():
update_ui()
func _on_cell_rotation_changed(index: int, option: OptionButton):
var position = option.get_meta("grid_position")
var rotation_value = option.get_item_id(index)
if enhanced_gridmap:
enhanced_gridmap.set_cell_rotation(Vector3i(position.x, 0, position.y), rotation_value)
print("Cell rotation changed: ", rotation_value, " at position: ", position)
@@ -0,0 +1,237 @@
[gd_scene load_steps=2 format=3 uid="uid://bnkcae3aoavgh"]
[ext_resource type="Script" path="res://addons/enhanced_gridmap/enhanced_gridmap_dock.gd" id="1_abcde"]
[node name="Enhanced GridMap" type="ScrollContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_abcde")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3
[node name="TitleLabel" type="Label" parent="VBoxContainer"]
layout_mode = 2
text = "☕︎ Enhanced Grid Map"
[node name="HSeparator" type="HSeparator" parent="VBoxContainer"]
layout_mode = 2
[node name="Columns" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/Columns"]
layout_mode = 2
text = "Columns:"
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/Columns"]
layout_mode = 2
min_value = 1.0
value = 10.0
[node name="Rows" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/Rows"]
layout_mode = 2
text = "Rows:"
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/Rows"]
layout_mode = 2
min_value = 1.0
value = 10.0
[node name="AutoGenerate" type="CheckBox" parent="VBoxContainer"]
layout_mode = 2
text = "Auto Generate"
[node name="ClearButton" type="Button" parent="VBoxContainer"]
layout_mode = 2
text = "Clear Grid"
[node name="GenerateButton" type="Button" parent="VBoxContainer"]
layout_mode = 2
text = "Generate Grid"
[node name="QuickFillLabel" type="Label" parent="VBoxContainer"]
layout_mode = 2
text = "Quick Fill"
[node name="HSeparator2" type="HSeparator" parent="VBoxContainer"]
layout_mode = 2
[node name="FillOptions" type="OptionButton" parent="VBoxContainer"]
layout_mode = 2
[node name="FillButton" type="Button" parent="VBoxContainer"]
layout_mode = 2
text = "Fill Grid"
[node name="CellMapLabel" type="Label" parent="VBoxContainer"]
layout_mode = 2
text = "Cell Map"
[node name="HSeparator3" type="HSeparator" parent="VBoxContainer"]
layout_mode = 2
[node name="GridScrollContainer" type="ScrollContainer" parent="VBoxContainer"]
custom_minimum_size = Vector2(0, 300)
layout_mode = 2
size_flags_vertical = 3
[node name="GridContainer" type="VBoxContainer" parent="VBoxContainer/GridScrollContainer"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3
[node name="ItemStates" type="VBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="MeshLibraryLabel" type="Label" parent="VBoxContainer/ItemStates"]
layout_mode = 2
text = "Mesh Library"
[node name="HSeparator4" type="HSeparator" parent="VBoxContainer/ItemStates"]
layout_mode = 2
[node name="ItemStatesContainer" type="VBoxContainer" parent="VBoxContainer/ItemStates"]
layout_mode = 2
[node name="AddItemStateButton" type="Button" parent="VBoxContainer/ItemStates"]
layout_mode = 2
text = "Add New Item State"
[node name="NormalItem" type="HBoxContainer" parent="VBoxContainer/ItemStates"]
visible = false
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/ItemStates/NormalItem"]
layout_mode = 2
text = "Normal Item:"
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/ItemStates/NormalItem"]
layout_mode = 2
[node name="HoverItem" type="HBoxContainer" parent="VBoxContainer/ItemStates"]
visible = false
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/ItemStates/HoverItem"]
layout_mode = 2
text = "Hover Item:"
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/ItemStates/HoverItem"]
layout_mode = 2
value = 1.0
[node name="StartItem" type="HBoxContainer" parent="VBoxContainer/ItemStates"]
visible = false
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/ItemStates/StartItem"]
layout_mode = 2
text = "Start Item:"
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/ItemStates/StartItem"]
layout_mode = 2
value = 2.0
[node name="EndItem" type="HBoxContainer" parent="VBoxContainer/ItemStates"]
visible = false
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/ItemStates/EndItem"]
layout_mode = 2
text = "End Item:"
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/ItemStates/EndItem"]
layout_mode = 2
value = 3.0
[node name="NonWalkableItem" type="HBoxContainer" parent="VBoxContainer/ItemStates"]
visible = false
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/ItemStates/NonWalkableItem"]
layout_mode = 2
text = "Non-Walkable Item:"
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/ItemStates/NonWalkableItem"]
layout_mode = 2
value = 4.0
[node name="RandomizeButton" type="Button" parent="VBoxContainer"]
layout_mode = 2
text = "Randomize Grid"
[node name="AStarContainer" type="VBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="AStarLabel" type="Label" parent="VBoxContainer/AStarContainer"]
layout_mode = 2
text = "A* Pathfinding"
[node name="HSeparator5" type="HSeparator" parent="VBoxContainer/AStarContainer"]
layout_mode = 2
[node name="DiagonalMovement" type="CheckBox" parent="VBoxContainer/AStarContainer"]
layout_mode = 2
text = "Diagonal Movement"
[node name="StartX" type="HBoxContainer" parent="VBoxContainer/AStarContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/AStarContainer/StartX"]
layout_mode = 2
text = "Start X:"
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/AStarContainer/StartX"]
layout_mode = 2
max_value = 9.0
[node name="StartZ" type="HBoxContainer" parent="VBoxContainer/AStarContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/AStarContainer/StartZ"]
layout_mode = 2
text = "Start Z:"
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/AStarContainer/StartZ"]
layout_mode = 2
max_value = 9.0
[node name="EndX" type="HBoxContainer" parent="VBoxContainer/AStarContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/AStarContainer/EndX"]
layout_mode = 2
text = "End X:"
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/AStarContainer/EndX"]
layout_mode = 2
max_value = 9.0
[node name="EndZ" type="HBoxContainer" parent="VBoxContainer/AStarContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/AStarContainer/EndZ"]
layout_mode = 2
text = "End Z:"
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/AStarContainer/EndZ"]
layout_mode = 2
max_value = 9.0
[node name="FindPathButton" type="Button" parent="VBoxContainer/AStarContainer"]
layout_mode = 2
text = "Find Path"
[node name="PathResultLabel" type="Label" parent="VBoxContainer/AStarContainer"]
layout_mode = 2
text = "Path Result:"
autowrap_mode = 2
Binary file not shown.

After

Width:  |  Height:  |  Size: 413 B

+34
View File
@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cak1euopkw681"
path="res://.godot/imported/icon.png-55ce7476be277fe78f056db0afa06b3b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/enhanced_gridmap/icon.png"
dest_files=["res://.godot/imported/icon.png-55ce7476be277fe78f056db0afa06b3b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
@@ -0,0 +1,49 @@
[gd_resource type="MeshLibrary" load_steps=7 format=3 uid="uid://54tpx8cmksfc"]
[ext_resource type="ArrayMesh" uid="uid://dqguomxd16u0i" path="res://assets/models/meshes/start.res" id="1_xdwel"]
[ext_resource type="ArrayMesh" uid="uid://dspusnbkr74hg" path="res://assets/models/meshes/hover.res" id="2_5gp4i"]
[ext_resource type="Material" uid="uid://bsyh0x4cy5qyr" path="res://assets/models/meshes/end.tres" id="3_qi66w"]
[ext_resource type="ArrayMesh" uid="uid://d4himvyb81in8" path="res://assets/models/meshes/non-walkable.res" id="4_h83ju"]
[ext_resource type="ArrayMesh" uid="uid://bgvropltcot0q" path="res://assets/models/meshes/normal.res" id="5_san4u"]
[sub_resource type="PlaneMesh" id="PlaneMesh_ti6kf"]
material = ExtResource("3_qi66w")
size = Vector2(1, 1)
[resource]
item/0/name = "normal"
item/0/mesh = ExtResource("1_xdwel")
item/0/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/0/shapes = []
item/0/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/0/navigation_layers = 1
item/1/name = "hover"
item/1/mesh = ExtResource("2_5gp4i")
item/1/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/1/shapes = []
item/1/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/1/navigation_layers = 1
item/2/name = "start"
item/2/mesh = ExtResource("1_xdwel")
item/2/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/2/shapes = []
item/2/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/2/navigation_layers = 1
item/3/name = "end"
item/3/mesh = SubResource("PlaneMesh_ti6kf")
item/3/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/3/shapes = []
item/3/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/3/navigation_layers = 1
item/4/name = "non-walkable"
item/4/mesh = ExtResource("4_h83ju")
item/4/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/4/shapes = []
item/4/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/4/navigation_layers = 1
item/6/name = "grass"
item/6/mesh = ExtResource("5_san4u")
item/6/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/6/shapes = []
item/6/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/6/navigation_layers = 1
+7
View File
@@ -0,0 +1,7 @@
[plugin]
name="Enchaced Gridmap"
description=""
author="Bengski"
version="1.0"
script="plugin.gd"
+28
View File
@@ -0,0 +1,28 @@
@tool
extends EditorPlugin
var dock
func _enter_tree():
dock = preload("res://addons/enhanced_gridmap/enhanced_gridmap_dock.tscn").instantiate()
add_control_to_dock(DOCK_SLOT_LEFT_UL, dock)
add_custom_type("EnhancedGridMap", "GridMap", preload("res://addons/enhanced_gridmap/enhanced_gridmap.gd"), preload("res://addons/enhanced_gridmap/icon.png"))
func _exit_tree():
remove_control_from_docks(dock)
dock.free()
remove_custom_type("EnhancedGridMap")
func _handles(object):
return object is EnhancedGridMap
func _make_visible(visible):
if dock:
dock.visible = visible
func _get_plugin_name():
return "EnhancedGridMap"
func _edit(object):
if dock and object is EnhancedGridMap:
dock.set_enhanced_gridmap(object)
+31
View File
@@ -0,0 +1,31 @@
[gd_resource type="Environment" load_steps=3 format=3 uid="uid://jbptgqvstei3"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_lg8b7"]
sky_horizon_color = Color(0.67451, 0.682353, 0.698039, 1)
sky_curve = 0.0175
ground_bottom_color = Color(1, 1, 1, 1)
ground_curve = 0.171484
[sub_resource type="Sky" id="Sky_7bk1c"]
sky_material = SubResource("ProceduralSkyMaterial_lg8b7")
[resource]
background_mode = 1
background_color = Color(0.560784, 0.592157, 0.670588, 1)
sky = SubResource("Sky_7bk1c")
ambient_light_source = 2
ambient_light_color = Color(0.662745, 0.694118, 0.772549, 1)
ambient_light_energy = 0.75
tonemap_mode = 2
ssao_enabled = true
ssao_radius = 0.25
ssao_intensity = 0.5
ssao_power = 100.0
ssao_horizon = 0.1
sdfgi_cascades = 1
sdfgi_max_distance = 25.6
sdfgi_energy = 0.5
glow_levels/2 = 0.6
glow_levels/3 = 0.6
glow_levels/5 = 0.0
glow_intensity = 2.0
Binary file not shown.

After

Width:  |  Height:  |  Size: 9.2 KiB

@@ -0,0 +1,35 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://0odt7cvj574e"
path.bptc="res://.godot/imported/colormap.png-8189f3c9e30f86aaa136872b6ce58318.bptc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://assets/models/Textures/colormap.png"
dest_files=["res://.godot/imported/colormap.png-8189f3c9e30f86aaa136872b6ce58318.bptc.ctex"]
[params]
compress/mode=2
compress/high_quality=true
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
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; Engine configuration file.
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config_version=5
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config/name="tekton-local"
run/main_scene="res://scenes/main_scene.tscn"
config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg"
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[ext_resource type="MeshLibrary" uid="uid://54tpx8cmksfc" path="res://addons/enhanced_gridmap/meshlibrary/default.tres" id="1_110wo"]
[ext_resource type="Script" path="res://addons/enhanced_gridmap/enhanced_gridmap.gd" id="2_hbe1v"]
[ext_resource type="Script" path="res://scenes/player.gd" id="3_4ksq5"]
[ext_resource type="PackedScene" uid="uid://faku1hodioqu" path="res://assets/character.glb" id="4_0d1yx"]
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albedo_color = Color(0.85, 0.085, 0.238, 1)
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material = SubResource("StandardMaterial3D_xqgey")
[sub_resource type="SphereShape3D" id="SphereShape3D_3oo5r"]
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[node name="EnhancedGridMap" type="GridMap" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, 0)
script = ExtResource("3_4ksq5")
enhanced_gridmap_path = NodePath("../EnhancedGridMap")
player_path = NodePath(".")
[node name="MeshInstance3D" type="MeshInstance3D" parent="CharacterBody3D"]
visible = false
mesh = SubResource("CapsuleMesh_l8ldl")
[node name="CollisionShape3D" type="CollisionShape3D" parent="CharacterBody3D"]
shape = SubResource("SphereShape3D_3oo5r")
[node name="character2" parent="CharacterBody3D" instance=ExtResource("4_0d1yx")]
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 10, 30, 10)
fov = 55.0
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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extends Node3D # This script is attached to a Node3D (main scene)
var multiplayer_peer = ENetMultiplayerPeer.new() # Create a new ENet multiplayer peer
const PORT = 9999 # Define the port for multiplayer
const ADDRESS = "127.0.0.1" # Define the IP address for multiplayer
var connected_peer_ids = [] # List of connected peer IDs
var local_player_character : CharacterBody3D # Reference to the local player character
var player_scene = preload("res://scenes/player.tscn") # Preload the player scene
var current_turn_index = 0 # Index of the current turn
@export var players = [] # List of player IDs
var game_started = false # Flag to track if the game has started
var max_message_input_char = 51 # Maximum characters allowed in a message
func _on_host_pressed(): # Called when the host button is pressed
$NetworkInfo/NetworkSideDisplay.text = "Server"
$Menu.visible = false
multiplayer_peer.create_server(PORT) # Create a multiplayer server
multiplayer.multiplayer_peer = multiplayer_peer
$NetworkInfo/UniquePeerID.text = str(multiplayer.get_unique_id())
add_player_character(1) # Add host player character
players.append(1) # Add host to players list
if players.size() == 2:
start_game() # Start game if two players are connected
multiplayer_peer.peer_connected.connect(_on_peer_connected) # Connect peer connected signal
func _on_join_pressed(): # Called when the join button is pressed
$NetworkInfo/NetworkSideDisplay.text = "Client"
$Menu.visible = false
multiplayer_peer.create_client(ADDRESS, PORT) # Create a multiplayer client
multiplayer.multiplayer_peer = multiplayer_peer
$NetworkInfo/UniquePeerID.text = str(multiplayer.get_unique_id())
func _on_peer_connected(new_peer_id): # Called when a new peer connects
if multiplayer.is_server():
await get_tree().create_timer(1).timeout
rpc("add_newly_connected_player_character", new_peer_id) # RPC call to add new player
rpc_id(new_peer_id, "add_previously_connected_player_characters", connected_peer_ids) # RPC call to sync existing players
add_player_character(new_peer_id)
players.append(new_peer_id)
if players.size() == 2 and not game_started:
start_game() # Start game if two players are connected
func _on_peer_disconnected(peer_id): # Called when a peer disconnects
if multiplayer.is_server():
connected_peer_ids.erase(peer_id)
players.erase(peer_id)
if players.size() < 2:
game_started = false
func add_player_character(peer_id): # Add a player character to the game
connected_peer_ids.append(peer_id)
var player_character = player_scene.instantiate()
player_character.set_multiplayer_authority(peer_id)
add_child(player_character)
player_character.add_to_group("Players",true)
if peer_id == multiplayer.get_unique_id():
local_player_character = player_character
@rpc
func add_newly_connected_player_character(new_peer_id): # RPC function to add a new player character
add_player_character(new_peer_id)
@rpc
func add_previously_connected_player_characters(peer_ids): # RPC function to add existing player characters
for peer_id in peer_ids:
add_player_character(peer_id)
func _process(_delta): # Called every frame
if multiplayer.is_server() and game_started:
rpc("sync_turn_index", current_turn_index) # RPC call to sync turn index
func start_game(): # Start the game
if multiplayer.is_server():
game_started = true
connected_peer_ids.sort()
rpc("sync_game_start", connected_peer_ids) # RPC call to sync game start
current_turn_index = -1
next_turn()
@rpc
func sync_game_start(peer_ids): # RPC function to sync game start
connected_peer_ids = peer_ids
game_started = true
@rpc("reliable")
func sync_turn_index(index): # RPC function to sync turn index
current_turn_index = index
func next_turn(): # Move to the next turn
if multiplayer.is_server():
current_turn_index += 1
if current_turn_index >= connected_peer_ids.size():
current_turn_index = -1
next_turn()
else:
rpc("set_current_turn", connected_peer_ids[current_turn_index]) # RPC call to set current turn
func request_next_turn(): # Request to move to the next turn
if multiplayer.is_server():
end_current_turn()
else:
rpc_id(1, "server_end_current_turn") # RPC call to end turn on server
@rpc("any_peer")
func server_end_current_turn(): # RPC function to end current turn on server
if multiplayer.is_server():
end_current_turn()
@rpc("any_peer", "call_local")
func set_current_turn(player_id): # RPC function to set the current turn
var players = get_tree().get_nodes_in_group("Players")
for player in players:
player.is_my_turn = (player.name == str(player_id))
if player.is_my_turn:
player.start_turn()
func end_current_turn(): # End the current turns
if multiplayer.is_server():
next_turn()
rpc("sync_turn_index", current_turn_index) # RPC call to sync turn index
func _on_message_input_text_submitted(new_text): # Handle message input
if new_text.length() > max_message_input_char:
new_text = new_text.substr(0, max_message_input_char) + " ... "
local_player_character.rpc("display_message", new_text) # RPC call to display message
$MessageInput.text = ""
$MessageInput.release_focus()
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[ext_resource type="Environment" uid="uid://jbptgqvstei3" path="res://assets/main-environment.tres" id="4_ky38j"]
[node name="Main" type="Node3D"]
script = ExtResource("1_xcpe3")
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mesh_library = ExtResource("1_110wo")
cell_size = Vector3(1, 1, 1)
data = {
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script = ExtResource("2_hbe1v")
non_walkable_items = Array[int]([4, 5])
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 5, 30, 5)
visible = false
environment = ExtResource("4_ky38j")
fov = 35.5
[node name="Camera3D2" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 5, 30, 5)
environment = ExtResource("4_ky38j")
fov = 35.5
[node name="Panel" type="Panel" parent="."]
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -77.0
offset_top = 6.0
offset_right = 77.0
offset_bottom = 59.0
grow_horizontal = 2
[node name="NetworkInfo" type="VBoxContainer" parent="."]
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -58.0
offset_top = 7.0
offset_right = 58.0
offset_bottom = 57.0
grow_horizontal = 2
[node name="NetworkSideDisplay" type="Label" parent="NetworkInfo"]
layout_mode = 2
text = "Network Side"
horizontal_alignment = 1
[node name="UniquePeerID" type="Label" parent="NetworkInfo"]
layout_mode = 2
text = "Unique Peer ID"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Menu" type="VBoxContainer" parent="."]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -85.0
offset_top = -33.0
offset_right = 85.0
offset_bottom = 33.0
grow_horizontal = 2
grow_vertical = 2
[node name="Host" type="Button" parent="Menu"]
layout_mode = 2
text = "Host"
[node name="Join" type="Button" parent="Menu"]
layout_mode = 2
text = "Join"
[node name="MessageInput" type="LineEdit" parent="."]
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -210.0
offset_top = -46.0
offset_right = 210.0
offset_bottom = -15.0
grow_horizontal = 2
grow_vertical = 0
placeholder_text = "Chat"
alignment = 1
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = ExtResource("4_ky38j")
[connection signal="pressed" from="Menu/Host" to="." method="_on_host_pressed"]
[connection signal="pressed" from="Menu/Join" to="." method="_on_join_pressed"]
[connection signal="text_submitted" from="MessageInput" to="." method="_on_message_input_text_submitted"]
+187
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extends Node3D # This script is attached to a Node3D
# Export variables for inspector configuration
@export var enhanced_gridmap_path: NodePath = "/root/Main/EnhancedGridMap" # Path to the EnhancedGridMap node
var enhanced_gridmap: EnhancedGridMap # References to the EnhancedGridMap node
@export var current_position: Vector2i # Current grid position of the player
var is_player_moving: bool = false # Flag to prevent movement while already moving
# Customizable cell size and offset
@export var cell_size: Vector3 = Vector3(2, 2, 2) # Size of each grid cell
@export var cell_offset: Vector3 = Vector3(0, 0, 0) # Offset for the grid
# Center offset flags
@export var center_x: bool = false # Center the player on X axis
@export var center_y: bool = false # Center the player on Y axis
@export var center_z: bool = false # Center the player on Z axis
# Diagonal movement flag
@export var use_diagonal_movement: bool = false: # Allow diagonal movement
set(value):
use_diagonal_movement = value
if enhanced_gridmap:
enhanced_gridmap.set_diagonal_movement(value)
# Turn management variables
@export var is_my_turn: bool = false: # Flag to indicate if it's this player's turn
set(value):
is_my_turn = value
if is_my_turn and is_multiplayer_authority():
rpc("display_message", "It's your turn!") # RPC call to display turn message
@export var has_moved_this_turn = false # Flag to track if player has moved this turn
@onready var main_scene = get_tree().current_scene # Reference to the main scene
func _ready(): # Called when the node enters the scene tree
name = str(get_multiplayer_authority()) # Set the node name to the multiplayer authority ID
$Name.text = str(name) # Set the displayed name
enhanced_gridmap = get_node(enhanced_gridmap_path) # Get the EnhancedGridMap node
if main_scene:
enhanced_gridmap = main_scene.get_node("EnhancedGridMap") # Get EnhancedGridMap from main scene
else:
push_error("Main scene not found") # Error if main scene not found
if not enhanced_gridmap:
push_error("EnhancedGridMap node not found. Please set the correct path in the inspector.")
return
enhanced_gridmap.initialize_astar() # Initialize A* pathfinding
enhanced_gridmap.set_diagonal_movement(use_diagonal_movement) # Set diagonal movement option
current_position = find_valid_starting_position() # Find a valid starting position
update_player_position(current_position) # Update player's position
set_process_unhandled_input(is_multiplayer_authority()) # Only process input for the authority
func find_valid_starting_position() -> Vector2i: # Find a valid starting position
var rng = RandomNumberGenerator.new()
rng.randomize()
var max_attempts = 100
var attempts = 0
while attempts < max_attempts:
current_position = Vector2i(0, rng.randi_range(0, 9)) # Generate random position
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(current_position.x, 0, current_position.y))
if cell_item not in enhanced_gridmap.non_walkable_items:
return current_position # Return valid position
attempts += 1
return Vector2i(0, 0) # Default position if no valid position found
func _physics_process(_delta): # Called every physics frame
if is_multiplayer_authority():
rpc("remote_set_position", global_position) # RPC call to sync position
func _unhandled_input(event): # Handle input events
if not is_multiplayer_authority() or not is_my_turn or is_player_moving:
return
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
var camera = get_viewport().get_camera_3d()
var from = camera.project_ray_origin(event.position)
var to = from + camera.project_ray_normal(event.position) * 1000
var click_position = raycast_to_grid(from, to)
if click_position != Vector2i(-1, -1):
move_player_to_clicked_position(click_position)
func raycast_to_grid(from: Vector3, to: Vector3) -> Vector2i: # Convert 3D raycast to grid position
var plane = Plane(Vector3.UP, cell_offset.y)
var intersection = plane.intersects_ray(from, to - from)
if intersection:
var adjusted_intersection = intersection - cell_offset
var grid_position = Vector2i(
floor(adjusted_intersection.x / cell_size.x),
floor(adjusted_intersection.z / cell_size.z)
)
if grid_position.x >= 0 and grid_position.x < enhanced_gridmap.columns and \
grid_position.y >= 0 and grid_position.y < enhanced_gridmap.rows:
return grid_position
return Vector2i(-1, -1) # Invalid position
func move_player_to_clicked_position(grid_position: Vector2i): # Move player to clicked position
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y))
if cell_item in enhanced_gridmap.non_walkable_items:
print("Cannot move to non-walkable cell")
return
var path = enhanced_gridmap.find_path(Vector2(current_position), Vector2(grid_position))
if path.size() > 1:
path.pop_front()
move_player_along_path(path)
else:
print("No valid path found")
func move_player_along_path(path: Array): # Move player along calculated path
is_player_moving = true
var tween = create_tween()
tween.set_trans(Tween.TRANS_CUBIC)
tween.set_ease(Tween.EASE_IN_OUT)
for point in path:
var target_position = grid_to_world(Vector2i(point.x, point.y))
tween.tween_property(self, "position", target_position, 0.5)
tween.tween_callback(func():
current_position = Vector2i(path[-1].x, path[-1].y)
is_player_moving = false
enhanced_gridmap.clear_path_visualization()
has_moved_this_turn = true
end_turn()
)
func update_player_position(grid_position: Vector2i): # Update player's position
position = grid_to_world(grid_position)
func grid_to_world(grid_position: Vector2i) -> Vector3: # Convert grid position to world position
var world_position = Vector3(
grid_position.x * cell_size.x,
cell_size.y,
grid_position.y * cell_size.z
)
world_position.x += cell_size.x * 0.5
world_position.z += cell_size.z * 0.5
if center_x:
world_position.x += cell_size.x * 0.5
if center_y:
world_position.y += cell_size.y * 0.5
if center_z:
world_position.z += cell_size.z * 0.5
return world_position + cell_offset
func start_turn(): # Start player's turn
has_moved_this_turn = false
is_my_turn = true
if is_multiplayer_authority():
rpc("display_message", "It's your turn!") # RPC call to display turn message
func end_turn(): # End player's turn
is_my_turn = false
has_moved_this_turn = false
if is_multiplayer_authority():
get_node("/root/Main").request_next_turn() # Request next turn from main scene
@rpc("any_peer", "call_local", "unreliable")
func remote_set_position(authority_position): # RPC function to sync position
global_position = authority_position
@rpc("any_peer", "call_local")
func display_message(message): # RPC function to display messages
$Bubble.show()
$Bubble/Message.show()
$Bubble/Message.text = str(message)
await get_tree().create_timer(3).timeout
$Bubble.hide()
$Bubble/Message.hide()
+58
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[gd_scene load_steps=7 format=3 uid="uid://1dbdbg3q5778"]
[ext_resource type="Script" path="res://scenes/player.gd" id="1_qecr4"]
[ext_resource type="Texture2D" uid="uid://b4y41h16q6m34" path="res://assets/textures/bub.png" id="2_5w327"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_xqgey"]
albedo_color = Color(0.85, 0.085, 0.238, 1)
[sub_resource type="CapsuleMesh" id="CapsuleMesh_l8ldl"]
material = SubResource("StandardMaterial3D_xqgey")
[sub_resource type="SphereShape3D" id="SphereShape3D_3oo5r"]
[sub_resource type="FontVariation" id="FontVariation_q2tkp"]
spacing_glyph = 5
[node name="CharacterBody3D" type="CharacterBody3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, 0)
script = ExtResource("1_qecr4")
cell_size = Vector3(1, 1, 1)
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("CapsuleMesh_l8ldl")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("SphereShape3D_3oo5r")
[node name="Name" type="Label3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.47085, 0)
billboard = 1
modulate = Color(0.32, 0.614667, 1, 1)
text = "username"
font = SubResource("FontVariation_q2tkp")
font_size = 48
outline_size = 26
uppercase = true
autowrap_mode = 2
[node name="Bubble" type="Sprite3D" parent="."]
transform = Transform3D(1.4, 0, 0, 0, 1.4, 0, 0, 0, 1.4, 0, 7.5, 0)
visible = false
billboard = 1
texture = ExtResource("2_5w327")
[node name="Message" type="Label3D" parent="Bubble"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.00144005, 0)
billboard = 1
double_sided = false
no_depth_test = true
render_priority = 1
text = ". . ."
font = SubResource("FontVariation_q2tkp")
font_size = 48
outline_size = 26
uppercase = true
autowrap_mode = 3
justification_flags = 171
width = 700.0
Binary file not shown.