game: add shader to indicate low hp

This commit is contained in:
2025-08-21 02:10:09 +02:00
parent 632643a130
commit 8f02850a73
7 changed files with 92 additions and 1 deletions

View File

@@ -0,0 +1,39 @@
shader_type canvas_item;
uniform sampler2D screen_texture : hint_screen_texture;
uniform float damage_amount : hint_range(0.0, 1.0) = 0.0;
uniform float noise_strength : hint_range(0.0, 1.0) = 0.3;
uniform float pulse_strength : hint_range(0.0, 1.0) = 0.2;
uniform float time;
// TODO: uniform vec2 player_uv; // use this to calculate player offset to camera
float random(vec2 uv) {
return fract(sin(dot(uv.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void fragment() {
// Distance from screen center
vec2 center = vec2(0.5, 0.5);
float dist = distance(SCREEN_UV, center);
float edge_factor = smoothstep(0.4, 0.7, dist); // stronger at edges
float edge_factor_gray = smoothstep(0.0, 1.0-damage_amount, dist);
// Noise flicker
float n = random(SCREEN_UV * 200.0 + time * 2.0);
float noise = (n - 0.5) * noise_strength;
// Pulsing intensity
float pulse = sin(time * 5.0) * pulse_strength;
// Final intensity
float final_amount = damage_amount * edge_factor + noise + pulse;
final_amount = clamp(final_amount, 0.0, 1.0);
vec4 base = texture(screen_texture, SCREEN_UV);
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
base.rgb = mix(base.rgb, vec3(gray), edge_factor_gray * damage_amount);
vec4 red_tint = vec4(1.0, 0.0, 0.0, 1.0);
COLOR = mix(base, red_tint, final_amount);
}

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@@ -0,0 +1 @@
uid://dnwiwj1ak1bu5

View File

@@ -12,6 +12,10 @@ signal sig_debug_stats_set(key: String, value: String)
signal sig_stop_spawning(value: bool) signal sig_stop_spawning(value: bool)
@warning_ignore("unused_signal") @warning_ignore("unused_signal")
signal sig_set_spawn_rate(value: float) signal sig_set_spawn_rate(value: float)
@warning_ignore("unused_signal")
signal sig_on_player_hp_change(hp: float, max_hp: float)
@warning_ignore("unused_signal")
signal sig_toggle_low_hp_shader(toggled_on: float)
const GROUP_ENEMY = "enemy" const GROUP_ENEMY = "enemy"
const GROUP_DAMAGEABLE = "damagable" const GROUP_DAMAGEABLE = "damagable"

View File

@@ -56,6 +56,10 @@ func do_movement(delta: float) -> void:
_do_simple_movement() _do_simple_movement()
else: else:
_do_nav_agent_movement() _do_nav_agent_movement()
if velocity.x < 0:
sprite_2d.flip_h = true
else:
sprite_2d.flip_h = false
func _has_direct_path(): func _has_direct_path():

View File

@@ -5,9 +5,35 @@ extends Control
@onready var player_ui: PlayerUI = $CanvasLayer/PlayerUI @onready var player_ui: PlayerUI = $CanvasLayer/PlayerUI
@onready var debug_ui: DebugUI = $CanvasLayer/DebugUI @onready var debug_ui: DebugUI = $CanvasLayer/DebugUI
@onready var level_up_ui: LevelUpUI = $CanvasLayer/LevelUpUI @onready var level_up_ui: LevelUpUI = $CanvasLayer/LevelUpUI
@onready var low_hp_indicator: ColorRect = $CanvasLayer/LowHPIndicator
var elapsed_time: float
func _ready() -> void: func _ready() -> void:
pause_ui.visible = false pause_ui.visible = false
player_ui.visible = true player_ui.visible = true
level_up_ui.visible = false level_up_ui.visible = false
low_hp_indicator.visible = false
GlobalConst.sig_on_player_hp_change.connect(_on_player_hp_change)
GlobalConst.sig_toggle_low_hp_shader.connect(_on_toggle_low_hp_shader)
func _process(delta: float) -> void:
elapsed_time += delta
if low_hp_indicator.visible:
low_hp_indicator.material.set_shader_parameter("time", elapsed_time)
func _on_player_hp_change(hp: float, max_hp: float):
print_debug("got sig")
var percent_hp = hp / max_hp * 100
if percent_hp < 40:
low_hp_indicator.visible = true
low_hp_indicator.material.set_shader_parameter("damage_amount", 1 - (percent_hp / 100))
else:
low_hp_indicator.visible = false
func _on_toggle_low_hp_shader(toggled_on: bool):
low_hp_indicator.visible = !low_hp_indicator.visible

View File

@@ -1,11 +1,19 @@
[gd_scene load_steps=6 format=3 uid="uid://b18uib08hvdpq"] [gd_scene load_steps=8 format=3 uid="uid://b18uib08hvdpq"]
[ext_resource type="Script" uid="uid://dcxc70fvu7kl2" path="res://scenes/managers/ui/main_ui.gd" id="1_3a826"] [ext_resource type="Script" uid="uid://dcxc70fvu7kl2" path="res://scenes/managers/ui/main_ui.gd" id="1_3a826"]
[ext_resource type="Script" uid="uid://sjnxf0hj3egp" path="res://scenes/managers/ui/pause_ui.gd" id="1_lke1m"] [ext_resource type="Script" uid="uid://sjnxf0hj3egp" path="res://scenes/managers/ui/pause_ui.gd" id="1_lke1m"]
[ext_resource type="Shader" uid="uid://dnwiwj1ak1bu5" path="res://assets/shaders/screen_low_hp.gdshader" id="2_lcbsd"]
[ext_resource type="Script" uid="uid://dbq74tvxtpfjc" path="res://scenes/managers/ui/player_ui.gd" id="3_gaipe"] [ext_resource type="Script" uid="uid://dbq74tvxtpfjc" path="res://scenes/managers/ui/player_ui.gd" id="3_gaipe"]
[ext_resource type="Script" uid="uid://d2o6tqnqg2o25" path="res://scenes/managers/ui/debug_ui.gd" id="4_217l8"] [ext_resource type="Script" uid="uid://d2o6tqnqg2o25" path="res://scenes/managers/ui/debug_ui.gd" id="4_217l8"]
[ext_resource type="PackedScene" uid="uid://isg7vt4l7eem" path="res://scenes/managers/ui/level_up_ui.tscn" id="5_cfhdr"] [ext_resource type="PackedScene" uid="uid://isg7vt4l7eem" path="res://scenes/managers/ui/level_up_ui.tscn" id="5_cfhdr"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_cg7ol"]
shader = ExtResource("2_lcbsd")
shader_parameter/damage_amount = 0.5
shader_parameter/noise_strength = 0.2
shader_parameter/pulse_strength = 0.05
shader_parameter/time = 0.0
[node name="MainUI" type="Control"] [node name="MainUI" type="Control"]
layout_mode = 3 layout_mode = 3
anchors_preset = 15 anchors_preset = 15
@@ -17,6 +25,14 @@ script = ExtResource("1_3a826")
[node name="CanvasLayer" type="CanvasLayer" parent="."] [node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="LowHPIndicator" type="ColorRect" parent="CanvasLayer"]
material = SubResource("ShaderMaterial_cg7ol")
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="PauseUI" type="Control" parent="CanvasLayer"] [node name="PauseUI" type="Control" parent="CanvasLayer"]
layout_mode = 3 layout_mode = 3
anchors_preset = 15 anchors_preset = 15

View File

@@ -51,6 +51,7 @@ func take_damage(value: float) -> void:
dm.damage_taken = value dm.damage_taken = value
dm.player_damage = false dm.player_damage = false
add_child(dm) add_child(dm)
GlobalConst.sig_on_player_hp_change.emit(current_hp, max_hp)
main_ui.player_ui.update_hp() main_ui.player_ui.update_hp()
if player_stats.current_health <= 0: if player_stats.current_health <= 0:
die() die()