diff --git a/core/stickernode.gd b/core/stickernode.gd index 34ba61f..583915e 100644 --- a/core/stickernode.gd +++ b/core/stickernode.gd @@ -38,6 +38,8 @@ var detected_solids:Array var detected_zones:Array var Grabbed:bool = false +## Emitted when the sticker overlap a blocking body, preventing to be spawned as an asset in the level. Usually received by the cursor to change his sprite +signal spawn_mode_changed(can_spawn:bool) #region Functions func _get_configuration_warnings(): if (get_parent() == get_tree().get_edited_scene_root()): @@ -75,17 +77,19 @@ func _ready(): area_exited.connect(_on_area_exited) body_entered.connect(_on_body_entered) body_exited.connect(_on_body_exited) + # TODO : Solids and interactive zone detection area should not be the same as the sticker area. # IDEA: Need to export a child Area2D func _on_body_entered(body:Node2D): print("body entered",body) detected_solids.append(body) + spawn_mode_changed.emit(false) func _on_body_exited(body:Node2D): print("body exited",body) detected_solids.erase(body) - if(Sticker_mode and Grabbed and detected_solids.size() == 0): - print("Can be released in object mode") + if(Sticker_mode and Grabbed and detected_solids.size() == 0 ): + spawn_mode_changed.emit(true) func _on_area_entered(area:Area2D): print("area entered",area) #TODO:Filter by type diff --git a/developers/lucas/flip shader gym.tscn b/developers/lucas/flip shader gym.tscn new file mode 100644 index 0000000..be44957 --- /dev/null +++ b/developers/lucas/flip shader gym.tscn @@ -0,0 +1,12 @@ +[gd_scene load_steps=3 format=3 uid="uid://cww6s8uqhlws1"] + +[ext_resource type="Material" uid="uid://583rlv8jgawy" path="res://shaders/shaderMaterial_flip.tres" id="1_k0ogt"] +[ext_resource type="Texture2D" uid="uid://dggavne4ueche" path="res://textures/sprites/Tree_Field_01_SPRT.png" id="2_gtigr"] + +[node name="Node2D" type="Node2D"] + +[node name="Sprite2D" type="Sprite2D" parent="."] +material = ExtResource("1_k0ogt") +position = Vector2(-8261, 513) +scale = Vector2(71.2109, 48.0078) +texture = ExtResource("2_gtigr") diff --git a/shaders/pageflip2.gdshader b/shaders/pageflip2.gdshader new file mode 100644 index 0000000..b3298db --- /dev/null +++ b/shaders/pageflip2.gdshader @@ -0,0 +1,126 @@ +shader_type canvas_item; + +uniform float flip_param : hint_range(0.0, 1.0); // Parameter to control the flipping effect +uniform float dim_color_scale : hint_range(0.0, 1.0) = 0.4; // Control the dim of the back of the flipped texture + +uniform float x_buffer = 2.0;//Increase these if you need your flip to stretch further +uniform float y_buffer = 2.0; + +const vec2 scale = vec2(1, 1); // Scale of the texture +const vec2 start_flip_pos = vec2(1.0, 0.0); // Starting position of the flip +const vec2 end_flip_pos = vec2(0, 1); // Ending position of the flip + +// Function to calculate the vector from a line to a point +vec2 Line2point(vec2 linePoint, vec2 lineDire, vec2 point) { + lineDire = normalize(lineDire); // Normalize the direction of the line + return -linePoint - dot(-linePoint, lineDire) * lineDire - (-point - dot(-point, lineDire) * lineDire); +} + + +void vertex() { + //This increases the size of the uv so the sprite can be drawn 'out of bounds' + VERTEX.x *= x_buffer; + VERTEX.y *= y_buffer; +} + +// Main fragment shader function +void fragment() { + + // Resize the texture coordinates before the buffer + vec2 uv = vec2((UV.x - 0.5) * x_buffer + 0.5, (UV.y - 0.5) * y_buffer + 0.5); + + // Interpolate flip position based on flip_param + vec2 flip_pos = mix(start_flip_pos, end_flip_pos, flip_param); + + // Get the UV coordinates of the fragment + vec4 finalColor = vec4(0.0); // Initialize final color with transparent + float scale_min = scale.x / scale.y; + vec2 uv_max = vec2(scale_min, 1.0); + float trueScale; + + // Adjust UV coordinates based on the scale + if (scale.y < scale.x) { + scale_min = scale.y / scale.x; + uv.y *= scale_min; + uv_max = vec2(1.0, scale_min); + trueScale = scale.x; + } else { + uv.x *= scale_min; + trueScale = scale.y; + } + + // Sample the color from the texture at the given UV coordinates + COLOR = texture(TEXTURE, uv); + + // Calculate the position in texture space + vec2 pPos = uv / trueScale; + + // If the flip position is valid, can't be 0 + if (flip_pos.x > -0.00001) { + vec2 left_bottom = vec2(0.0, uv_max.y / trueScale); + vec2 midpoint = (flip_pos - left_bottom) / 2.5 + left_bottom; + vec2 midDirect = normalize(vec2(-(flip_pos - left_bottom).y, (flip_pos - left_bottom).x)); + + // Calculate sharp point and direction vectors + vec2 sharpPoint = vec2(0.0, midpoint.y - midDirect.y / midDirect.x * midpoint.x); + vec2 flipEdgeDire = normalize(sharpPoint - flip_pos); + + vec2 sharpPointB = vec2(midpoint.x - midDirect.x / midDirect.y * (midpoint - left_bottom).y, left_bottom.y); + vec2 flipEdgeDireB = normalize(sharpPointB - flip_pos); + + float cyOriOff = min(length(flip_pos - left_bottom), 100.0); + float cyR = cyOriOff * 2.05 / PI; + + vec2 midlineToP = Line2point(midpoint, midDirect, pPos); + + vec2 cyOriToP = midlineToP - normalize(flip_pos - left_bottom) * cyOriOff; + vec2 cyEdgeToP = midlineToP - normalize(flip_pos - left_bottom) * (cyOriOff - cyR); + + // Determine the location of the fragment relative to the flip + bool atBG = (cyOriToP.x <= -0.001); + bool atCy = (cyEdgeToP.x >= 0.0) && (cyOriToP.x <= 0.0); + bool atCyPage = false; + vec2 uvCy; + vec2 uvCyB; + + // If the fragment is within the curvature area + if (atCy) { + vec2 cyOri = pPos - cyOriToP; + vec2 trueDis = cyR * asin(length(cyOriToP) / cyR) * normalize(cyOriToP); + vec2 truePos = cyOri + trueDis; + + vec2 sideEdgeToTP = Line2point(flip_pos, flipEdgeDire, truePos); + vec2 BottomEdgeToTP = Line2point(flip_pos, flipEdgeDireB, truePos); + uvCyB = truePos * trueScale; + + if ((BottomEdgeToTP.x < 0.0) && (sideEdgeToTP.y > 0.0)) { + atCyPage = true; + uvCy = vec2(length(sideEdgeToTP), left_bottom.y - length(BottomEdgeToTP)) * trueScale; + } + + if ((uvCyB.x > uv_max.x) || (uvCyB.y > uv_max.y) || (uvCyB.x <= 0.0) || (uvCyB.y <= 0.0)) { + atCy = false; + } + } + + // If the fragment is not within the background or curvature area, sample the color from the texture + if (!atBG && !atCy) { + finalColor = texture(TEXTURE, uv); + } + + // If the fragment is within the curvature area, sample the color with curvature effect + if (atCy) { + finalColor = texture(TEXTURE, uvCyB); + } + + // If the fragment is on the flipped page, adjust the color for the back of the page + if (atCyPage) { + vec4 cyPageColor = texture(TEXTURE, uvCy); + cyPageColor.rgb *= dim_color_scale; // Dim the color slightly + finalColor = mix(finalColor, cyPageColor, cyPageColor.a); + } + + // Set the final color + COLOR = finalColor; + } +} diff --git a/shaders/shaderMaterial_flip.tres b/shaders/shaderMaterial_flip.tres new file mode 100644 index 0000000..1bba997 --- /dev/null +++ b/shaders/shaderMaterial_flip.tres @@ -0,0 +1,10 @@ +[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://583rlv8jgawy"] + +[ext_resource type="Shader" path="res://shaders/pageflip2.gdshader" id="1_1kmqt"] + +[resource] +shader = ExtResource("1_1kmqt") +shader_parameter/flip_param = 1.0 +shader_parameter/dim_color_scale = 0.4 +shader_parameter/x_buffer = 2.0 +shader_parameter/y_buffer = 2.0 diff --git a/shaders/shader_outline.gdshader b/shaders/shader_outline.gdshader deleted file mode 100644 index 5372eca..0000000 --- a/shaders/shader_outline.gdshader +++ /dev/null @@ -1,53 +0,0 @@ -shader_type canvas_item; - -uniform vec4 line_color : source_color = vec4(1); -uniform float line_thickness : hint_range(0, 20) = 0.0; -uniform bool add_margins = true; - -void vertex() { - if (add_margins) { - VERTEX += (UV * 2.0 - 1.0) * line_thickness; - } -} - -void fragment() { - vec2 uv = UV; - - if (add_margins) { - vec2 texture_pixel_size = vec2(1.0) / (vec2(1.0) / TEXTURE_PIXEL_SIZE + vec2(line_thickness * 2.0)); - - uv = (uv - texture_pixel_size * line_thickness) * TEXTURE_PIXEL_SIZE / texture_pixel_size; - - if (uv != clamp(uv, vec2(0.0), vec2(1.0))) { - COLOR.a = 0.0; - } else { - COLOR = texture(TEXTURE, uv); - } - } else { - COLOR = texture(TEXTURE, uv); - } - - vec2 size = TEXTURE_PIXEL_SIZE * line_thickness; - - if (line_thickness < 0.1) { - vec4 color = texture(TEXTURE, uv); - COLOR = color; - } else { - float outline = texture(TEXTURE, uv + vec2(-size.x, 0)).a; - outline += texture(TEXTURE, uv + vec2(0, size.y)).a; - outline += texture(TEXTURE, uv + vec2(size.x, 0)).a; - outline += texture(TEXTURE, uv + vec2(0, -size.y)).a; - outline += texture(TEXTURE, uv + vec2(-size.x * 0.866, size.y * 0.5)).a; - outline += texture(TEXTURE, uv + vec2(-size.x * 0.5, size.y * 0.866)).a; - outline += texture(TEXTURE, uv + vec2(size.x * 0.866, size.y * 0.5)).a; - outline += texture(TEXTURE, uv + vec2(size.x * 0.5, size.y * 0.866)).a; - outline += texture(TEXTURE, uv + vec2(-size.x * 0.866, -size.y * 0.5)).a; - outline += texture(TEXTURE, uv + vec2(-size.x * 0.5, -size.y * 0.866)).a; - outline += texture(TEXTURE, uv + vec2(size.x * 0.866, -size.y * 0.5)).a; - outline += texture(TEXTURE, uv + vec2(size.x * 0.5, -size.y * 0.866)).a; - outline = min(outline, 1.0); - - vec4 color = texture(TEXTURE, uv); - COLOR = mix(color, line_color, outline - color.a); - } -} \ No newline at end of file