Reworked CollisionSwitcher to the arrays

This commit is contained in:
2026-06-20 17:37:12 +03:00
parent 04cbca0ce1
commit e1e2cb3bd1
9 changed files with 82 additions and 49 deletions
@@ -7,4 +7,4 @@ extends AbstractCultist
func _ready() -> void:
super._ready()
collision_switcher.material = sprite.material
collision_switcher.add_material(sprite.material)
@@ -4,14 +4,14 @@
[ext_resource type="Script" uid="uid://das7ujanefsn0" path="res://game/characters/enemies/abstract_color_cultist.gd" id="2_rd56i"]
[ext_resource type="PackedScene" uid="uid://5qlocc0yu8ug" path="res://game/collision_switcher.tscn" id="3_e5cea"]
[sub_resource type="ViewportTexture" id="ViewportTexture_c7l74"]
[sub_resource type="ViewportTexture" id="ViewportTexture_f5md8"]
viewport_path = NodePath("SubViewport")
[node name="AbstractColorCultist" unique_id=644641841 instance=ExtResource("1_12hr0")]
script = ExtResource("2_rd56i")
[node name="CultistSprite" parent="." index="0" unique_id=797412888]
texture = SubResource("ViewportTexture_c7l74")
[node name="CultistSprite" parent="." index="1" unique_id=797412888]
texture = SubResource("ViewportTexture_f5md8")
[node name="CollisionSwitcher" parent="." index="2" unique_id=991274552 node_paths=PackedStringArray("object") instance=ExtResource("3_e5cea")]
object = NodePath("..")
[node name="CollisionSwitcher" parent="." index="2" unique_id=991274552 node_paths=PackedStringArray("objects") instance=ExtResource("3_e5cea")]
objects = [NodePath("..")]
+15 -11
View File
@@ -29,14 +29,17 @@ var _is_switching_needed := false
@onready var particles : GPUParticles2D = $GPUParticles2D
@onready var collision_switcher : CollisionSwitcher = $CollisionSwitcher
@onready var pickups : Node2D = $Pickups
@onready var switch_buffer_timer : Timer = $SwitchBufferTimer
@onready var jump_buffer_timer : Timer = $JumpBufferTimer
@onready var coyote_time_timer : Timer = $CoyoteTimeTimer
@onready var center_area : Area2D = $CenterArea2D
@onready var state_machine : PlayerStateMachine = $PlayerStateMachine
func _ready() -> void:
collision_switcher.material = sprite.material
collision_switcher.add_material(sprite.material)
state_machine.init()
@@ -77,7 +80,7 @@ func _physics_process(delta: float) -> void:
else:
_slow_down(delta)
if _is_switching_needed:
if _is_switching_needed and not is_dead:
_switch()
move_and_slide()
@@ -85,22 +88,19 @@ func _physics_process(delta: float) -> void:
func _input(event: InputEvent) -> void:
if event.is_action_pressed("switch_color") and can_switch_color and not particles.emitting:
if event.is_action_pressed("switch_color") and can_switch_color and not is_dead:
_is_switching_needed = true
switch_buffer_timer.start()
_switch()
func _switch() -> void:
_is_switching_needed = false
if is_dead:
return
if center_area.get_overlapping_bodies().size() == 0:
if center_area.get_overlapping_bodies().size() == 0 and not particles.emitting:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_switch, global_position)
collision_switcher.switch_color()
switch_buffer_timer.stop()
particles.restart()
else:
_is_switching_needed = true
_is_switching_needed = false
func kill(type := KillingArea.Type.None) -> void:
@@ -141,3 +141,7 @@ func _rearrange_pickups() -> void:
var node := children[i] as Node2D
node.position.x = i * PICKUP_OFFSET - pickup_shift
node.position.y = 0
func _on_switch_buffer_timer_timeout() -> void:
_is_switching_needed = false
+8 -2
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@@ -59,8 +59,8 @@ process_material = SubResource("ParticleProcessMaterial_bfpdl")
position = Vector2(0, 1)
shape = SubResource("CapsuleShape2D_xln5q")
[node name="CollisionSwitcher" parent="." unique_id=601548821 node_paths=PackedStringArray("object") instance=ExtResource("2_j06tb")]
object = NodePath("..")
[node name="CollisionSwitcher" parent="." unique_id=601548821 node_paths=PackedStringArray("objects") instance=ExtResource("2_j06tb")]
objects = [NodePath("..")]
[node name="Camera2D" type="Camera2D" parent="." unique_id=45512317]
process_callback = 0
@@ -76,6 +76,10 @@ drag_bottom_margin = 0.1
[node name="Pickups" type="Node2D" parent="." unique_id=958829860]
position = Vector2(0, -24)
[node name="SwitchBufferTimer" type="Timer" parent="." unique_id=115300327]
wait_time = 0.5
one_shot = true
[node name="JumpBufferTimer" type="Timer" parent="." unique_id=740877224]
wait_time = 0.1
one_shot = true
@@ -240,3 +244,5 @@ jump_right_state = NodePath("../JumpRightState")
fall_state = NodePath("../FallState")
fall_left_state = NodePath("../FallLeftState")
fall_right_state = NodePath("../FallRightState")
[connection signal="timeout" from="SwitchBufferTimer" to="." method="_on_switch_buffer_timer_timeout"]
+38 -22
View File
@@ -37,16 +37,13 @@ const SHADER_SWITCH_COLORS = "shader_parameter/switch_colors"
const SHADER_INTENSITY = "shader_parameter/intensity"
@export var object : CollisionObject2D
@export var objects : Array[CollisionObject2D] = []
@export var initial_state := State.White
var material : Material:
set(value):
material = value
if is_node_ready():
_apply_color()
var _materials : Array[Material]
var _state : State:
set(value):
@@ -56,25 +53,30 @@ var _state : State:
var _intensity_tween : Tween
var _grey_layer := 0
var _color_layer := 0
var _grey_layers : Dictionary[CollisionObject2D, int] = {}
var _color_layers : Dictionary[CollisionObject2D, int] = {}
var _grey_mask := 0
var _color_mask := 0
var _grey_masks : Dictionary[CollisionObject2D, int] = {}
var _color_masks : Dictionary[CollisionObject2D, int] = {}
func _ready() -> void:
_grey_layer = _get_grey_collision(object.collision_layer)
_color_layer = _get_color_collision(object.collision_layer)
_grey_mask = _get_grey_collision(object.collision_mask)
_color_mask = _get_color_collision(object.collision_mask)
for object in objects:
_grey_layers[object] = _get_grey_collision(object.collision_layer)
_color_layers[object] = _get_color_collision(object.collision_layer)
_grey_masks[object] = _get_grey_collision(object.collision_mask)
_color_masks[object] = _get_color_collision(object.collision_mask)
_state = initial_state
_apply_color()
func add_material(material: Material) -> void:
_materials.append(material)
_apply_color_to_material(material)
func switch_color(switch_time := 0.0) -> void:
if _intensity_tween != null and _intensity_tween.is_running(): return #TODO
@@ -99,6 +101,7 @@ func _get_color_collision(collision: int) -> int:
func _set_shader_internsity(value: float) -> void:
for material in _materials:
material.set(SHADER_INTENSITY, value)
@@ -111,23 +114,36 @@ func _update_state() -> void:
func _apply_color() -> void:
for object in objects:
_apply_color_to_object(object)
for material in _materials:
_apply_color_to_material(material)
func _apply_color_to_object(object: CollisionObject2D) -> void:
var layer := 0
var mask := 0
var grey_layer := _grey_layers[object]
var color_layer := _color_layers[object]
var grey_mask := _grey_masks[object]
var color_mask := _color_masks[object]
match _state:
State.Black:
layer = _grey_layer | _color_layer
mask = _grey_mask | _color_mask
layer = grey_layer | color_layer
mask = grey_mask | color_mask
State.White:
layer = _grey_layer | (_color_layer << COLLISION_WHITE_SHIFT)
mask = _grey_mask | (_color_mask << COLLISION_WHITE_SHIFT)
layer = grey_layer | (color_layer << COLLISION_WHITE_SHIFT)
mask = grey_mask | (color_mask << COLLISION_WHITE_SHIFT)
State.TransitionToBlack, State.TransitionToWhite:
layer = _grey_layer | _color_layer | (_color_layer << COLLISION_WHITE_SHIFT)
mask = _grey_mask | _color_mask | (_color_mask << COLLISION_WHITE_SHIFT)
layer = grey_layer | color_layer | (color_layer << COLLISION_WHITE_SHIFT)
mask = grey_mask | color_mask | (color_mask << COLLISION_WHITE_SHIFT)
object.collision_layer = layer
object.collision_mask = mask
if material != null:
func _apply_color_to_material(material: Material) -> void:
var is_black := _state == State.Black or _state == State.TransitionToBlack
material.set(SHADER_SWITCH_COLORS, is_black)
+1 -1
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@@ -17,6 +17,6 @@ enum PlatformColor {
func _ready() -> void:
super._ready()
collision_switcher.material = platform_sprite.material
collision_switcher.add_material(platform_sprite.material)
if initial_color == PlatformColor.Black:
collision_switcher.switch_color()
+2 -2
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@@ -37,5 +37,5 @@ material = SubResource("ShaderMaterial_vbsvi")
[node name="CollisionShape2D" parent="." index="2" unique_id=175449124]
shape = SubResource("RectangleShape2D_pbfpg")
[node name="CollisionSwitcher" parent="." index="3" unique_id=542648449 node_paths=PackedStringArray("object") instance=ExtResource("6_mk014")]
object = NodePath("..")
[node name="CollisionSwitcher" parent="." index="3" unique_id=542648449 node_paths=PackedStringArray("objects") instance=ExtResource("6_mk014")]
objects = [NodePath("..")]
+2
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@@ -4,6 +4,8 @@ extends AbstractColorPlatform
@onready var touch_check_collision: CollisionShape2D = $Area2D/CollisionShape2D
@onready var area_collision_switcher : CollisionSwitcher = $CollisionSwitcher
func rebuild_platform() -> void:
super.rebuild_platform()
+5
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@@ -35,7 +35,12 @@ material = SubResource("ShaderMaterial_wa58h")
[node name="CollisionShape2D" parent="." index="2" unique_id=175449124]
shape = SubResource("RectangleShape2D_vol56")
[node name="CollisionSwitcher" parent="." index="3" unique_id=542648449 node_paths=PackedStringArray("objects")]
objects = [NodePath(".."), NodePath("../Area2D")]
[node name="Area2D" type="Area2D" parent="." index="4" unique_id=1655744842]
collision_layer = 0
collision_mask = 192
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D" index="0" unique_id=1261028767]
position = Vector2(0, -4.5)