2 Commits

Author SHA1 Message Date
894f77e3cd Cleanup
Cleaning up the messy sections of my code and making the debug console output easier to read
2026-03-04 13:11:51 -08:00
bbda9768a2 Fixed projectile rotation
Fixed minor visual glitch where projectiles wouldn't be at the correct rotation after being deflected
2026-03-03 17:04:12 -08:00
19 changed files with 31 additions and 398 deletions

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@@ -1,24 +0,0 @@
shader_type canvas_item;
uniform sampler2D palette_texture : filter_nearest;
uniform int palette_size = 16;
uniform sampler2D screen_texture : hint_screen_texture, filter_nearest;
uniform float pixel_size = 256.0; // This now represents the "Height" resolution
uniform float color_levels : hint_range(2.0, 256.0) = 2.0;
uniform float PXwidth = 640;
uniform float PXheight = 360;
void fragment() {
float aspect_ratio = SCREEN_PIXEL_SIZE.y / SCREEN_PIXEL_SIZE.x;
vec2 uv = SCREEN_UV;
uv.x = round(uv.x * pixel_size * aspect_ratio) / (pixel_size * aspect_ratio);
uv.y = round(uv.y * pixel_size) / pixel_size;
// 3. Sample and Posterize
vec4 rgba = texture(screen_texture, uv);
vec3 crushed_color = floor(rgba.rgb * color_levels) / (color_levels - 1.0);
COLOR = vec4(crushed_color, rgba.a);
}

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@@ -1 +0,0 @@
uid://sek5p4kfxpli

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@@ -1,65 +0,0 @@
shader_type canvas_item;
// This grabs the screen texture automatically in Godot 4
uniform sampler2D screen_texture : hint_screen_texture, filter_nearest;
uniform sampler2D palette_texture : filter_nearest;
uniform int palette_size = 16;
uniform float pixel_size = 256.0; // This now represents the "Height" resolution
uniform float color_levels : hint_range(2.0, 256.0) = 2.0;
uniform float PXwidth = 640;
uniform float PXheight = 360;
void fragment() {
float aspect_ratio = SCREEN_PIXEL_SIZE.y / SCREEN_PIXEL_SIZE.x;
vec2 uv = SCREEN_UV;
uv.x = round(uv.x * pixel_size * aspect_ratio) / (pixel_size * aspect_ratio);
uv.y = round(uv.y * pixel_size) / pixel_size;
// 3. Sample and Posterize
vec4 rgba = texture(screen_texture, uv);
float best_dist = 10.0;
vec3 best_color = rgba.rgb;
///*
// test posteriser instead of the for loop:
float levels = 8.0; // Number of color steps per channel
rgba.rgb = floor(rgba.rgb * levels) / levels;
COLOR = vec4(rgba.rgb, 1.0);
//*/
//*
// Palette snapping logic
for (int i = 0; i < palette_size; i++) {
float x_coord = (float(i) + 0.5) / float(palette_size);
vec3 p_color = texture(palette_texture, vec2(x_coord, 0.5)).rgb;
float dist = distance(rgba.rgb, p_color);
if (dist < best_dist) {
best_dist = dist;
best_color = p_color;
}
}
//*/
COLOR = vec4(best_color, 1.0);
}
void vertex() {
// Called for every vertex the material is visible on.
}
//void light() {
// // Called for every pixel for every light affecting the CanvasItem.
// // Uncomment to replace the default light processing function with this one.
//}
/*
// test posteriser instead of the for loop:
float levels = 8.0; // Number of color steps per channel
rgba.rgb = floor(rgba.rgb * levels) / levels;
COLOR = vec4(rgba.rgb, 1.0);
*/

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@@ -1 +0,0 @@
uid://dyr1qs8xwscgm

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@@ -5,45 +5,22 @@ const speed = 200
var direction = Vector2.RIGHT
#var debug_normal: Vector2 = Vector2.ZERO
func _ready() -> void:
#direction = (player.global_position - global_position).normalized()
#look_at(player.global_position)
# pass
direction = (player.global_position - global_position).normalized()
global_rotation=direction.angle()
#direction= global_position.direction_to(player.global_position)
#direction = Vector2.RIGHT.rotated(rotation+ get_angle_to(playerDirection))
func _draw():
pass
# draw_line(Vector2(1,0) * 1000, debug_normal * 50, Color.RED, 2.0)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
position += direction * speed * delta
#position += playerDirection * speed * delta
look_at(player.global_position)
#look_at(direction)#
func get_facing_direction():
# Get the direction vector based on the node's current rotation
var direction_vector: Vector2 = Vector2.from_angle(rotation)
var direction_vector = Vector2.from_angle(rotation)
return direction_vector
func changeTrajectory(direction_vector: Vector2):
rotation = rad_to_deg(atan2(direction_vector.y, direction_vector.x))
func changeDirection(normal: Vector2):
print("direction:", direction)
# direction = direction.bounce(normal)
direction = normal
#direction = newDirection
#direction = direction.bounce(perp_line)
rotation = rad_to_deg(direction.angle())
print("direction:", direction)
rotation = direction.angle()
func bounce(normal: Vector2):
direction = direction.bounce(normal)
rotation = rad_to_deg(direction.angle())
# Debug function
func _draw():
# draw_line(Vector2(1,0) * 1000, debug_normal * 50, Color.RED, 2.0)
pass

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@@ -1,37 +0,0 @@
[gd_scene format=3 uid="uid://3xfnj6mipd2w"]
[ext_resource type="PackedScene" uid="uid://du7hapc7kscm6" path="res://Scenes/game.tscn" id="1_i0wgn"]
[ext_resource type="Shader" uid="uid://dyr1qs8xwscgm" path="res://Assets/Shaders/ShaderTest.gdshader" id="2_exucn"]
[ext_resource type="Texture2D" uid="uid://djar02rjgqabs" path="res://Assets/GameplayArt/Black.png" id="2_ipaa6"]
[ext_resource type="Texture2D" uid="uid://b4xxaewt8vfbl" path="res://Assets/GameplayArt/PallateV1.png" id="4_vet50"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_exucn"]
shader = ExtResource("2_exucn")
shader_parameter/palette_texture = ExtResource("4_vet50")
shader_parameter/palette_size = 16
shader_parameter/pixel_size = 256.0
shader_parameter/color_levels = 8.0
shader_parameter/PXwidth = 640.0
shader_parameter/PXheight = 360.0
[node name="ShaderTest" type="Node2D" unique_id=1126703629]
[node name="Game" parent="." unique_id=850692785 instance=ExtResource("1_i0wgn")]
[node name="Sprite2D" parent="Game/ArenaGameManager/MapArena/Parallax2D" parent_id_path=PackedInt32Array(850692785, 1024187604, 194007747, 598922861) index="0" unique_id=1318408175]
texture = ExtResource("2_ipaa6")
[node name="CanvasLayer" type="CanvasLayer" parent="." unique_id=298300130]
layer = 10
[node name="ColorRect" type="ColorRect" parent="CanvasLayer" unique_id=570744568]
material = SubResource("ShaderMaterial_exucn")
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[editable path="Game"]
[editable path="Game/ArenaGameManager"]
[editable path="Game/ArenaGameManager/MapArena"]

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@@ -13,7 +13,7 @@ enum States
const max_distance = 750
const SPEED = 300.0
var is_enemy_chase: bool
#
var health = 100
var health_max = 100
var health_min = 0
@@ -24,9 +24,6 @@ var dir: Vector2
var knockback = 200
var current_state = States.IDLE
@onready var player: CharacterBody2D = get_tree().get_first_node_in_group("player")
@export var Projectile: PackedScene
@@ -38,8 +35,6 @@ func _on_timer_timeout() -> void:
newProjectile.global_position=global_position
# newProjectile.global_rotation=global_rotation
get_tree().current_scene.add_child(newProjectile)
func chose(array):
array.shuffle()
@@ -48,10 +43,6 @@ func chose(array):
func wraparound():
var direction = global_position.direction_to(player.global_position)
global_position += direction * max_distance*2
func _process(delta: float) -> void:
look_at(player.global_position)
@@ -61,29 +52,3 @@ func _process(delta: float) -> void:
wraparound()
"""
if (global_position.x-player.global_position.x)>600:#player to the right
global_position.x=player.global_position.x-600#move right
elif(global_position.x-player.global_position.x)<-600:#player to the left
global_position.x=player.global_position.x+600#move left
if (global_position.y-player.global_position.y)>600:#player to the up
global_position.y=player.global_position.y-600#move up
elif(global_position.y-player.global_position.y)<-600:#player to the down
global_position.y=player.global_position.y+600#move down
"""
"""
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
"""

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@@ -17,7 +17,8 @@ func _process(_delta: float) -> void:
move_and_slide()
# look_at(get_global_mouse_position()) # uncompensated mouse control
var angle_to_mouse = get_angle_to(get_global_mouse_position())
rotation += angle_to_mouse# + deg_to_rad(90) #+90 to makes top of image face mouse, not side
look_at(get_global_mouse_position())
#OLD: used when player shield direction aigned 90 deg off from front
# var angle_to_mouse = get_angle_to(get_global_mouse_position())
# rotation += angle_to_mouse# + deg_to_rad(90) #+90 to makes top of image face mouse, not side

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@@ -1,7 +1,7 @@
[gd_scene format=3 uid="uid://cjrgnm28xwju7"]
[ext_resource type="Script" uid="uid://bah031ailk0ha" path="res://Scenes/player.gd" id="1_cvnsp"]
[ext_resource type="Texture2D" uid="uid://dk7eufhisqp25" path="res://Assets/GameplayArt/wizard_1.png" id="2_vgqql"]
[ext_resource type="Texture2D" uid="uid://g0m835iol4mp" path="res://Assets/PlaceHolders/Screenshot 2024-11-24 210808.png" id="1_v0iea"]
[ext_resource type="Texture2D" uid="uid://bcmuqd6p3jhdw" path="res://Assets/PlaceHolders/Elmo.png" id="3_6t5aa"]
[ext_resource type="Script" uid="uid://b7vgyn15fioeu" path="res://Scenes/shield_hitbox.gd" id="4_vgqql"]
@@ -13,9 +13,8 @@
script = ExtResource("1_cvnsp")
[node name="Body" type="Sprite2D" parent="." unique_id=719417979]
rotation = -1.5707964
scale = Vector2(0.114894986, 0.11449075)
texture = ExtResource("2_vgqql")
texture = ExtResource("1_v0iea")
[node name="BodyColision" type="CollisionShape2D" parent="." unique_id=1477808378]
scale = Vector2(4.2653956, 4.2653956)

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@@ -1,45 +1,32 @@
extends Area2D
var debug_normal: Vector2 = Vector2.ZERO
var bounceTrajectory: Vector2
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
area_entered.connect(_on_area_entered)
print("READY!")
func _draw():
# pass
draw_line(bounceTrajectory *1000, debug_normal * 50, Color.RED, 2.0) # normal
# draw_line(Vector2(400,900), debug_normal * 50, Color.RED, 2.0) # normal
# draw_line(Vector2.ZERO, debug_bounce * 50, Color.GREEN, 2.0) # bounce direction
# draw_line(Vector2.ZERO, debug_incoming * 50, Color.BLUE, 2.0) # incoming projectile
func _on_area_entered(area):
if area.is_in_group("Projectiles"):
draw_line(Vector2(400,900), debug_normal * 50, Color.RED, 2.0) # normal
print("projectile has hit player shield")
#gets the proper velocity
var projectile_velocity = area.get_parent().get_facing_direction()
print("projectile speed......................", projectile_velocity)
print("Event: Projectile hit shield")
var shield_normal = global_transform.x.normalized()
#var bounceTrajectory: Vector2 = projectile_velocity.bounce(shield_normal)
bounceTrajectory = projectile_velocity.bounce(shield_normal)
print("Shield Normal: ", shield_normal)
print("Readout: Shield normal: ", Vec2str(shield_normal))
# Gets the direction from the parent Node2D NOT the Area2d component
var projectile_velocity = area.get_parent().get_facing_direction()
print("Readout: Projectile dir: ", Vec2str(projectile_velocity))
var bounceTrajectory = projectile_velocity.bounce(shield_normal)
print("Readout: Bounce dir: ", Vec2str(bounceTrajectory))
if area.get_parent().has_method("changeDirection"):
draw_line(bounceTrajectory, debug_normal * 50, Color.RED, 2.0)
# area.changeDirection(bounceTrajectory)
# area.get_parent().changeTrajectory(bounceTrajectory)
area.get_parent().changeDirection(bounceTrajectory)
#if area.has_method("bounce"):
# area.bounce(bounceTrajectory)
# Debug functions
func _draw():
# draw_line(Vector2(1,0) * 1000, debug_normal * 50, Color.RED, 2.0) # normal
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta: float) -> void:
# pass
# Makes the string a bit easier to read in debug console
func Vec2str(vec: Vector2) -> String:
var x_sign = " " if vec.x >= 0 else ""
var y_sign = " " if vec.y >= 0 else ""
return "(%s%.2f, %s%.2f)" % [x_sign, vec.x, y_sign, vec.y]

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@@ -15,14 +15,6 @@ run/main_scene="uid://du7hapc7kscm6"
config/features=PackedStringArray("4.6", "Forward Plus")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
window/stretch/scale=2.0
[global_group]
player="Making this for an easy reference to the player in the enemies code"