game: add shader to indicate low hp
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39
assets/shaders/screen_low_hp.gdshader
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39
assets/shaders/screen_low_hp.gdshader
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@@ -0,0 +1,39 @@
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture;
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uniform float damage_amount : hint_range(0.0, 1.0) = 0.0;
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uniform float noise_strength : hint_range(0.0, 1.0) = 0.3;
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uniform float pulse_strength : hint_range(0.0, 1.0) = 0.2;
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uniform float time;
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// TODO: uniform vec2 player_uv; // use this to calculate player offset to camera
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float random(vec2 uv) {
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return fract(sin(dot(uv.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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void fragment() {
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// Distance from screen center
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vec2 center = vec2(0.5, 0.5);
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float dist = distance(SCREEN_UV, center);
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float edge_factor = smoothstep(0.4, 0.7, dist); // stronger at edges
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float edge_factor_gray = smoothstep(0.0, 1.0-damage_amount, dist);
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// Noise flicker
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float n = random(SCREEN_UV * 200.0 + time * 2.0);
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float noise = (n - 0.5) * noise_strength;
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// Pulsing intensity
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float pulse = sin(time * 5.0) * pulse_strength;
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// Final intensity
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float final_amount = damage_amount * edge_factor + noise + pulse;
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final_amount = clamp(final_amount, 0.0, 1.0);
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vec4 base = texture(screen_texture, SCREEN_UV);
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float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
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base.rgb = mix(base.rgb, vec3(gray), edge_factor_gray * damage_amount);
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vec4 red_tint = vec4(1.0, 0.0, 0.0, 1.0);
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COLOR = mix(base, red_tint, final_amount);
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}
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1
assets/shaders/screen_low_hp.gdshader.uid
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1
assets/shaders/screen_low_hp.gdshader.uid
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@@ -0,0 +1 @@
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uid://dnwiwj1ak1bu5
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@@ -12,6 +12,10 @@ signal sig_debug_stats_set(key: String, value: String)
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signal sig_stop_spawning(value: bool)
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@warning_ignore("unused_signal")
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signal sig_set_spawn_rate(value: float)
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@warning_ignore("unused_signal")
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signal sig_on_player_hp_change(hp: float, max_hp: float)
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@warning_ignore("unused_signal")
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signal sig_toggle_low_hp_shader(toggled_on: float)
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const GROUP_ENEMY = "enemy"
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const GROUP_DAMAGEABLE = "damagable"
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@@ -56,6 +56,10 @@ func do_movement(delta: float) -> void:
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_do_simple_movement()
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else:
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_do_nav_agent_movement()
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if velocity.x < 0:
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sprite_2d.flip_h = true
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else:
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sprite_2d.flip_h = false
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func _has_direct_path():
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@@ -5,9 +5,35 @@ extends Control
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@onready var player_ui: PlayerUI = $CanvasLayer/PlayerUI
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@onready var debug_ui: DebugUI = $CanvasLayer/DebugUI
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@onready var level_up_ui: LevelUpUI = $CanvasLayer/LevelUpUI
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@onready var low_hp_indicator: ColorRect = $CanvasLayer/LowHPIndicator
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var elapsed_time: float
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func _ready() -> void:
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pause_ui.visible = false
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player_ui.visible = true
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level_up_ui.visible = false
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low_hp_indicator.visible = false
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GlobalConst.sig_on_player_hp_change.connect(_on_player_hp_change)
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GlobalConst.sig_toggle_low_hp_shader.connect(_on_toggle_low_hp_shader)
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func _process(delta: float) -> void:
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elapsed_time += delta
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if low_hp_indicator.visible:
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low_hp_indicator.material.set_shader_parameter("time", elapsed_time)
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func _on_player_hp_change(hp: float, max_hp: float):
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print_debug("got sig")
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var percent_hp = hp / max_hp * 100
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if percent_hp < 40:
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low_hp_indicator.visible = true
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low_hp_indicator.material.set_shader_parameter("damage_amount", 1 - (percent_hp / 100))
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else:
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low_hp_indicator.visible = false
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func _on_toggle_low_hp_shader(toggled_on: bool):
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low_hp_indicator.visible = !low_hp_indicator.visible
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@@ -1,11 +1,19 @@
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[gd_scene load_steps=6 format=3 uid="uid://b18uib08hvdpq"]
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[gd_scene load_steps=8 format=3 uid="uid://b18uib08hvdpq"]
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[ext_resource type="Script" uid="uid://dcxc70fvu7kl2" path="res://scenes/managers/ui/main_ui.gd" id="1_3a826"]
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[ext_resource type="Script" uid="uid://sjnxf0hj3egp" path="res://scenes/managers/ui/pause_ui.gd" id="1_lke1m"]
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[ext_resource type="Shader" uid="uid://dnwiwj1ak1bu5" path="res://assets/shaders/screen_low_hp.gdshader" id="2_lcbsd"]
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[ext_resource type="Script" uid="uid://dbq74tvxtpfjc" path="res://scenes/managers/ui/player_ui.gd" id="3_gaipe"]
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[ext_resource type="Script" uid="uid://d2o6tqnqg2o25" path="res://scenes/managers/ui/debug_ui.gd" id="4_217l8"]
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[ext_resource type="PackedScene" uid="uid://isg7vt4l7eem" path="res://scenes/managers/ui/level_up_ui.tscn" id="5_cfhdr"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_cg7ol"]
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shader = ExtResource("2_lcbsd")
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shader_parameter/damage_amount = 0.5
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shader_parameter/noise_strength = 0.2
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shader_parameter/pulse_strength = 0.05
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shader_parameter/time = 0.0
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[node name="MainUI" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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@@ -17,6 +25,14 @@ script = ExtResource("1_3a826")
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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[node name="LowHPIndicator" type="ColorRect" parent="CanvasLayer"]
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material = SubResource("ShaderMaterial_cg7ol")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="PauseUI" type="Control" parent="CanvasLayer"]
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layout_mode = 3
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anchors_preset = 15
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@@ -51,6 +51,7 @@ func take_damage(value: float) -> void:
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dm.damage_taken = value
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dm.player_damage = false
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add_child(dm)
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GlobalConst.sig_on_player_hp_change.emit(current_hp, max_hp)
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main_ui.player_ui.update_hp()
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if player_stats.current_health <= 0:
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die()
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