grid #9
|
@ -0,0 +1,6 @@
|
|||
<Project Sdk="Godot.NET.Sdk/3.3.0">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net472</TargetFramework>
|
||||
<RootNamespace>Halfearth</RootNamespace>
|
||||
</PropertyGroup>
|
||||
</Project>
|
|
@ -0,0 +1,19 @@
|
|||
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
|
|
@ -0,0 +1,8 @@
|
|||
[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
|
|
@ -0,0 +1,11 @@
|
|||
[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")
|
|
@ -0,0 +1,10 @@
|
|||
[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
|
|
@ -0,0 +1,8 @@
|
|||
[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 )
|
|
@ -0,0 +1,93 @@
|
|||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
shader_type canvas_item;
|
||||
|
||||
uniform float c;
|
||||
|
||||
void fragment() {
|
||||
COLOR = vec4(c, 0.0, 0.0, 1.0);
|
||||
}
|
Loading…
Reference in New Issue