grid with gradient #3

This commit is contained in:
Cat Flynn 2022-12-06 01:28:15 +00:00
parent 02e2928d7e
commit 318aa1486f
8 changed files with 162 additions and 0 deletions

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<Project Sdk="Godot.NET.Sdk/3.3.0">
<PropertyGroup>
<TargetFramework>net472</TargetFramework>
<RootNamespace>Halfearth</RootNamespace>
</PropertyGroup>
</Project>

19
half-earth/Half-earth.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Half-earth", "Half-earth.csproj", "{C894A75C-991B-4000-9BD9-9B0B186304C4}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
ExportDebug|Any CPU = ExportDebug|Any CPU
ExportRelease|Any CPU = ExportRelease|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{C894A75C-991B-4000-9BD9-9B0B186304C4}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{C894A75C-991B-4000-9BD9-9B0B186304C4}.Debug|Any CPU.Build.0 = Debug|Any CPU
{C894A75C-991B-4000-9BD9-9B0B186304C4}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
{C894A75C-991B-4000-9BD9-9B0B186304C4}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
{C894A75C-991B-4000-9BD9-9B0B186304C4}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
{C894A75C-991B-4000-9BD9-9B0B186304C4}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
EndGlobalSection
EndGlobal

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[gd_resource type="ShaderMaterial" load_steps=2 format=2]
[ext_resource path="res://shaders/tile_shader.gdshader" type="Shader" id=1]
[resource]
resource_local_to_scene = true
shader = ExtResource( 1 )
shader_param/c = null

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[gd_scene load_steps=3 format=2]
[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
[node name="Root" type="Node2D"]
[node name="Grid" parent="." instance=ExtResource( 1 )]
[node name="Cursor" parent="." instance=ExtResource( 2 )]
Grid = NodePath("../Grid")

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[gd_scene load_steps=3 format=2]
[ext_resource path="res://scripts/WorldGrid.cs" type="Script" id=1]
[ext_resource path="res://nodes/tile.tscn" type="PackedScene" id=2]
[node name="Grid" type="Node2D"]
script = ExtResource( 1 )
TileScene = ExtResource( 2 )
Size = 10
CellSize = 64

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[gd_scene load_steps=3 format=2]
[ext_resource path="res://materials/tile.tres" type="Material" id=1]
[ext_resource path="res://textures/icon.png" type="Texture" id=2]
[node name="Tile" type="Sprite"]
material = ExtResource( 1 )
texture = ExtResource( 2 )

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using Godot;
using System;
public class WorldGrid : Node2D
{
[Export]
private PackedScene TileScene { get; set; }
[Export]
public int Size { get; set; }
[Export]
public int CellSize { get; set; }
private struct Tile
{
public float data;
public ShaderMaterial material;
}
private Tile[,] _tiles;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
GenerateGrid(Size);
}
public override void _Process(float delta)
{
base._Process(delta);
for (int x = 0; x < Size; x++)
{
for (int y = 0; y < Size; y++)
{
var tile = _tiles[x, y];
var material = tile.material;
material.SetShaderParam("c", tile.data);
}
}
}
public void GetGridPos(Vector2 position, out int x, out int y)
{
int GetCoord(float f) =>
Mathf.Clamp(Mathf.FloorToInt(f / CellSize), 0, CellSize -1);
x = GetCoord(position.x);
y = GetCoord(position.y);
}
private void Clear()
{
_tiles = null;
int children = this.GetChildCount();
GD.Print(children);
for (int i = 0; i < children; i++)
{
var child = this.GetChild(i);
child.QueueFree();
}
}
private void GenerateGrid(int size)
{
this.Clear();
_tiles = new Tile[size, size];
for (int x = 0; x < size; x++)
{
for (int y = 0; y < size; y++)
{
var tile = new Tile();
tile.data = (float)(y * size + x) / 100f;
var node = TileScene.Instance<Node2D>();
this.AddChild(node);
var position = new Vector2
{
x = (x + .5f) * CellSize,
y = (y + .5f) * CellSize
};
node.Position = position;
var canvasItem = (CanvasItem)node;
tile.material = (ShaderMaterial)canvasItem.Material;
_tiles[x, y] = tile;
}
}
}
}

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shader_type canvas_item;
uniform float c;
void fragment() {
COLOR = vec4(c, 0.0, 0.0, 1.0);
}