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-rw-r--r--game/src/Autoload/Events.gd9
-rw-r--r--game/src/GameSession/MapView.gd111
-rw-r--r--game/src/GameSession/MapView.tscn6
-rw-r--r--game/src/GameSession/TerrainMap.gdshader23
4 files changed, 126 insertions, 23 deletions
diff --git a/game/src/Autoload/Events.gd b/game/src/Autoload/Events.gd
index 25a185f..040cb06 100644
--- a/game/src/Autoload/Events.gd
+++ b/game/src/Autoload/Events.gd
@@ -2,3 +2,12 @@ extends Node
var Options = preload("Events/Options.gd").new()
var Localisation = preload("Events/Localisation.gd").new()
+
+const _province_identifier_file : String = "res://common/map/provinces.json"
+const _province_shape_file : String = "res://common/map/provinces.png"
+
+func _ready():
+ if MapSingleton.load_province_identifier_file(_province_identifier_file) != OK:
+ push_error("Failed to load province identifiers")
+ if MapSingleton.load_province_shape_file(_province_shape_file) != OK:
+ push_error("Failed to load province shapes")
diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd
index 4d06066..982271d 100644
--- a/game/src/GameSession/MapView.gd
+++ b/game/src/GameSession/MapView.gd
@@ -7,6 +7,11 @@ const _action_west : StringName = &"map_west"
const _action_zoomin : StringName = &"map_zoomin"
const _action_zoomout : StringName = &"map_zoomout"
+const _shader_param_provinces : StringName = &"province_tex"
+const _shader_param_mouse_pos : StringName = &"mouse_pos"
+
+@export var _camera : Camera3D
+
@export var _move_speed : float = 1.0
@export var _zoom_target_min : float = 0.2
@@ -18,8 +23,53 @@ const _action_zoomout : StringName = &"map_zoomout"
get: return _zoom_target
set(v): _zoom_target = clamp(v, _zoom_target_min, _zoom_target_max)
-@export var _camera : Camera3D
@export var _map_mesh : MeshInstance3D
+var _map_shader_material : ShaderMaterial
+var _map_aspect_ratio : float = 1.0
+var _map_mesh_corner : Vector2
+var _map_mesh_dims : Vector2
+
+var _mouse_pos : Vector2 = Vector2(0.5, 0.5)
+
+func _ready():
+ if _camera == null:
+ push_error("MapView's _camera variable hasn't been set!")
+ return
+ if _map_mesh == null:
+ push_error("MapView's _map_mesh variable hasn't been set!")
+ return
+ var province_shape_image : Image = MapSingleton.get_province_shape_image()
+ if province_shape_image == null:
+ push_error("Failed to get province shape image!")
+ return
+
+ # Set map mesh size and get bounds
+ _map_aspect_ratio = float(province_shape_image.get_width()) / float(province_shape_image.get_height())
+ if _map_mesh.mesh.get_class() != "PlaneMesh":
+ push_error("Invalid map mesh class: ", _map_mesh.mesh.get_class())
+ else:
+ # Width is doubled so that the map appears to loop horizontally
+ (_map_mesh.mesh as PlaneMesh).size = Vector2(_map_aspect_ratio * 2, 1)
+ var map_mesh_aabb := _map_mesh.get_aabb() * _map_mesh.transform
+ _map_mesh_corner = Vector2(
+ min(map_mesh_aabb.position.x, map_mesh_aabb.end.x),
+ min(map_mesh_aabb.position.z, map_mesh_aabb.end.z)
+ )
+ _map_mesh_dims = abs(Vector2(
+ map_mesh_aabb.position.x - map_mesh_aabb.end.x,
+ map_mesh_aabb.position.z - map_mesh_aabb.end.z
+ ))
+
+ var map_material = _map_mesh.get_active_material(0)
+ if map_material == null:
+ push_error("Map mesh is missing material!")
+ return
+ if map_material.get_class() != "ShaderMaterial":
+ push_error("Invalid map mesh material class: ", map_material.get_class())
+ return
+ _map_shader_material = map_material
+ var texture := ImageTexture.create_from_image(province_shape_image)
+ _map_shader_material.set_shader_parameter(_shader_param_provinces, texture)
func _input(event : InputEvent):
if event.is_action_pressed(_action_zoomin, true):
@@ -27,33 +77,60 @@ func _input(event : InputEvent):
elif event.is_action_pressed(_action_zoomout, true):
_zoom_target += _zoom_target_step
-func _physics_process(delta):
+func _physics_process(delta : float):
# Process movement
- var height : float = _camera.transform.origin.y
+ _move_process(delta)
+ # Keep within map bounds
+ _clamp_over_map()
+ # Process zooming
+ _zoom_process(delta)
+ # Orient based on height
+ _update_orientation()
+ # Calculate where the mouse lies on the map
+ _update_mouse_map_position()
+
+func _move_process(delta : float) -> void:
var move := Vector3(
float(Input.is_action_pressed(_action_east)) - float(Input.is_action_pressed(_action_west)),
- 0.0,
- float(Input.is_action_pressed(_action_south)) - float(Input.is_action_pressed(_action_north)),
+ 0,
+ float(Input.is_action_pressed(_action_south)) - float(Input.is_action_pressed(_action_north))
)
- move *= _move_speed * height * delta
+ # Scale movement speed with height
+ move *= _move_speed * _camera.transform.origin.y * delta
_camera.global_translate(move)
- # Keep within map bounds
- var bounds := _map_mesh.get_aabb() * _map_mesh.transform
- var width := bounds.end.x - bounds.position.x
- var left := bounds.position.x + 0.25 * width
- var longitude := fposmod(_camera.transform.origin.x - left, width * 0.5)
+func _clamp_over_map() -> void:
+ var left := _map_mesh_corner.x + 0.25 * _map_mesh_dims.x
+ var longitude := fposmod(_camera.transform.origin.x - left, _map_mesh_dims.x * 0.5)
_camera.transform.origin.x = left + longitude
- _camera.transform.origin.z = clamp(_camera.transform.origin.z, bounds.position.z, bounds.end.z)
+ _camera.transform.origin.z = clamp(_camera.transform.origin.z, _map_mesh_corner.y, _map_mesh_corner.y + _map_mesh_dims.y)
- # Process zooming
- var zoom : float = _zoom_target - height
+func _zoom_process(delta : float) -> void:
+ var height := _camera.transform.origin.y
+ var zoom := _zoom_target - height
height += zoom * _zoom_speed * delta
- var new_zoom : float = _zoom_target - height
+ var new_zoom := _zoom_target - height
+ # Set to target if height is within _zoom_epsilon of it or has overshot past it
if abs(new_zoom) < _zoom_epsilon or sign(zoom) != sign(new_zoom):
height = _zoom_target
_camera.transform.origin.y = height
- # Orient based on height
- var dir := Vector3(0, -1, -exp(-height * 2.0 + 0.5))
+func _update_orientation() -> void:
+ var dir := Vector3(0, -1, -exp(-_camera.transform.origin.y * 2.0 + 0.5))
_camera.look_at(_camera.transform.origin + dir)
+
+func _update_mouse_map_position() -> void:
+ var mouse_pos_window := get_viewport().get_mouse_position()
+ var ray_origin := _camera.project_ray_origin(mouse_pos_window)
+ var ray_normal := _camera.project_ray_normal(mouse_pos_window)
+ # Plane with normal (0,1,0) facing upwards, at a distance 0 from the origin
+ var intersection = Plane(0, 1, 0, 0).intersects_ray(ray_origin, ray_normal)
+ if typeof(intersection) == TYPE_VECTOR3:
+ var intersection_vec := intersection as Vector3
+ # This loops both horizontally (good) and vertically (bad)
+ _mouse_pos = (Vector2(intersection_vec.x, intersection_vec.z) - _map_mesh_corner) / _map_mesh_dims
+ _map_shader_material.set_shader_parameter(_shader_param_mouse_pos, _mouse_pos)
+ else:
+ # Normals parallel to the xz-plane could cause null intersections,
+ # but the camera's orientation should prevent such normals
+ push_error("Invalid intersection: ", intersection)
diff --git a/game/src/GameSession/MapView.tscn b/game/src/GameSession/MapView.tscn
index 4c34035..97a72a8 100644
--- a/game/src/GameSession/MapView.tscn
+++ b/game/src/GameSession/MapView.tscn
@@ -7,10 +7,10 @@
[sub_resource type="ShaderMaterial" id="ShaderMaterial_tayeg"]
render_priority = 0
shader = ExtResource("1_upocn")
-shader_parameter/tex = ExtResource("3_l8pnf")
+shader_parameter/mouse_pos = Vector2(0.5, 0.5)
+shader_parameter/terrain_tex = ExtResource("3_l8pnf")
[sub_resource type="PlaneMesh" id="PlaneMesh_skc48"]
-size = Vector2(10.8, 2)
[node name="MapView" type="Node3D" node_paths=PackedStringArray("_camera", "_map_mesh")]
script = ExtResource("1_exccw")
@@ -21,6 +21,6 @@ _map_mesh = NodePath("MapMeshInstance")
transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 1, 1)
[node name="MapMeshInstance" type="MeshInstance3D" parent="."]
-transform = Transform3D(5, 0, 0, 0, 5, 0, 0, 0, 5, 0, 0, 0)
+transform = Transform3D(10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0)
material_override = SubResource("ShaderMaterial_tayeg")
mesh = SubResource("PlaneMesh_skc48")
diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader
index 522e0f3..0c5f3e1 100644
--- a/game/src/GameSession/TerrainMap.gdshader
+++ b/game/src/GameSession/TerrainMap.gdshader
@@ -2,9 +2,26 @@ shader_type spatial;
render_mode unshaded;
-uniform sampler2D tex: source_color, repeat_enable;
+// Cosmetic terrain texture
+uniform sampler2D terrain_tex: source_color, repeat_enable;
+// Province shape texture
+uniform sampler2D province_tex: source_color, repeat_enable;
+
+// Mouse position in UV coords over the map mesh
+uniform vec2 mouse_pos;
+
+// Transform map mesh UV coordinates to account for the extra
+// half map on either side. This takes the x-coord from [0 -> 1]
+// to [-0.5 -> 1.5], while leaving the y-coord unchanged.
+vec2 fix_uv(vec2 uv) {
+ return vec2(uv.x * 2.0 - 0.5, uv.y);
+}
void fragment() {
- vec2 new_uv = vec2(UV.x * 2.0 - 0.5, UV.y);
- ALBEDO = texture(tex, new_uv).rgb;
+ vec2 fixed_uv = fix_uv(UV);
+ vec3 prov_colour = texture(province_tex, fixed_uv).rgb;
+ vec3 mouse_colour = texture(province_tex, fix_uv(mouse_pos)).rgb;
+ // Boost prov_colour's contribution if the mouse is over that colour and it isn't (0,0,0)
+ float mix_val = prov_colour == mouse_colour && mouse_colour != vec3(0.0) ? 0.8 : 0.4;
+ ALBEDO = mix(texture(terrain_tex, fixed_uv).rgb, prov_colour, mix_val);
}