108 lines
4.2 KiB
GDScript
108 lines
4.2 KiB
GDScript
extends Node2D
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const SETTLE_TIME := 8.0
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var _texture: Texture2D
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var _fragments: Array[Dictionary] = []
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var _dust: Array[Dictionary] = []
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var _elapsed := 0.0
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var _rng := RandomNumberGenerator.new()
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var _dust_color := Color("b4a99a")
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func configure(sprite: Sprite2D) -> void:
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_texture = sprite.texture
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transform = sprite.global_transform
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var sprite_scale := global_scale
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scale = Vector2.ONE
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_rng.randomize()
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var dimensions := _texture.get_size()
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var grid: Array[Vector2] = []
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for y in 5:
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for x in 5:
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var vertex := Vector2(x, y) * dimensions / 4.0
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if x > 0 and x < 4:
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vertex.x += _rng.randf_range(-0.3, 0.3) * dimensions.x / 4.0
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if y > 0 and y < 4:
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vertex.y += _rng.randf_range(-0.3, 0.3) * dimensions.y / 4.0
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grid.append(vertex)
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# Shared jagged cracks keep neighbouring pieces fitted together.
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var horizontal: Array[PackedVector2Array] = []
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var vertical: Array[PackedVector2Array] = []
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for y in 5:
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for x in 4:
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horizontal.append(_fracture_edge(grid[y * 5 + x], grid[y * 5 + x + 1], y > 0 and y < 4))
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for y in 4:
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for x in 5:
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vertical.append(_fracture_edge(grid[y * 5 + x], grid[(y + 1) * 5 + x], x > 0 and x < 4))
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for y in 4:
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for x in 4:
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var outline := PackedVector2Array()
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outline.append_array(_edge_vertices(horizontal[y * 4 + x], false))
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outline.append_array(_edge_vertices(vertical[y * 5 + x + 1], false))
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outline.append_array(_edge_vertices(horizontal[(y + 1) * 4 + x], true))
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outline.append_array(_edge_vertices(vertical[y * 5 + x], true))
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var center := Vector2.ZERO
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for vertex in outline:
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center += vertex
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center /= outline.size()
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var origin := (center - dimensions * 0.5) * sprite_scale
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var points := PackedVector2Array()
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var uv := PackedVector2Array()
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for vertex in outline:
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points.append((vertex - center) * sprite_scale)
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uv.append(vertex / dimensions)
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var direction := origin.normalized() if origin.length_squared() > 0.1 else Vector2.RIGHT
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_fragments.append({"points": points, "uv": uv, "position": origin,
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"velocity": direction.rotated(_rng.randf_range(-0.35, 0.35)) * _rng.randf_range(40.0, 95.0),
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"angle": 0.0, "spin": _rng.randf_range(-4.0, 4.0)})
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_dust_color = Color("a1c7df") if "ice" in _texture.resource_path else Color("b4a99a")
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for index in 28:
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_dust.append({"direction": Vector2.RIGHT.rotated(_rng.randf_range(0.0, TAU)),
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"speed": _rng.randf_range(45.0, 210.0), "size": _rng.randf_range(1.0, 3.0)})
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z_index = 35
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light_mask = 4
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func _fracture_edge(start: Vector2, end: Vector2, jagged: bool) -> PackedVector2Array:
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var edge := PackedVector2Array([start])
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if jagged:
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var normal := (end - start).orthogonal().normalized()
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var roughness := start.distance_to(end) * 0.13
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var side := 1.0 if _rng.randf() > 0.5 else -1.0
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for index in 3:
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var along := (index + 1.0) / 4.0 + _rng.randf_range(-0.05, 0.05)
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edge.append(start.lerp(end, along) + normal * roughness * side * _rng.randf_range(0.5, 1.0))
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side *= -1.0
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edge.append(end)
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return edge
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func _edge_vertices(edge: PackedVector2Array, backwards: bool) -> PackedVector2Array:
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var vertices := PackedVector2Array()
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# The next edge supplies the end vertex, avoiding duplicate polygon points.
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for index in edge.size() - 1:
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vertices.append(edge[edge.size() - 1 - index] if backwards else edge[index])
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return vertices
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func _process(delta: float) -> void:
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_elapsed += delta
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for fragment in _fragments:
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fragment.position += fragment.velocity * delta
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fragment.velocity *= exp(-1.2 * delta)
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fragment.angle += fragment.spin * delta
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fragment.spin *= exp(-0.7 * delta)
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queue_redraw()
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# Leave the settled debris visible without updating it every frame.
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if _elapsed >= SETTLE_TIME:
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_dust.clear()
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set_process(false)
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func _draw() -> void:
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for fragment in _fragments:
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draw_set_transform(fragment.position, fragment.angle)
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draw_polygon(fragment.points, PackedColorArray([Color.WHITE]), fragment.uv, _texture)
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draw_set_transform(Vector2.ZERO)
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var dust_fade := maxf(0.0, 1.0 - _elapsed / 0.8)
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for mote in _dust:
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var travel: Vector2 = mote.direction * mote.speed * (1.0 - exp(-2.0 * _elapsed)) / 2.0
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draw_circle(travel, mote.size * (1.0 + _elapsed), Color(_dust_color, dust_fade * 0.65))
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if _elapsed < 0.18:
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draw_circle(Vector2.ZERO, 16.0 * (1.0 - _elapsed / 0.18), Color(0.85, 0.9, 1.0, (1.0 - _elapsed / 0.18) * 0.55))
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