Files
tps-demo/level/level.gd
2025-10-11 05:04:14 -07:00

128 lines
4.1 KiB
GDScript

extends Node3D
signal quit
const RedRobot: PackedScene = preload("res://enemies/red_robot/red_robot.tscn")
const PlayerScene: PackedScene = preload("res://player/player.tscn")
var lightmap_gi: LightmapGI = null
@onready var world_environment: WorldEnvironment = $WorldEnvironment
@onready var robot_spawn_points: Node3D = $RobotSpawnpoints
@onready var player_spawn_points: Node3D = $PlayerSpawnpoints
@onready var spawned_nodes: Node3D = $SpawnedNodes
func _ready() -> void:
Settings.apply_graphics_settings(get_window(), world_environment.environment, self)
if Settings.config_file.get_value("rendering", "gi_type") == Settings.GIType.SDFGI:
setup_sdfgi()
elif Settings.config_file.get_value("rendering", "gi_type") == Settings.GIType.VOXEL_GI:
setup_voxelgi()
else:
setup_lightmapgi()
if multiplayer.is_server():
# Server will spawn the red robots
for child in robot_spawn_points.get_children():
spawn_robot(child)
# Then spawn already connected players at random location
randomize()
var spawn_points = player_spawn_points.get_children()
spawn_points.shuffle()
add_player(1, spawn_points.pop_front())
for id in multiplayer.get_peers():
add_player(id, spawn_points.pop_front())
# Then spawn/despawn players as they connect/disconnect
multiplayer.peer_connected.connect(add_player)
multiplayer.peer_disconnected.connect(del_player)
func setup_sdfgi() -> void:
world_environment.environment.sdfgi_enabled = true
$VoxelGI.hide()
$ReflectionProbes.hide()
# LightmapGI nodes override SDFGI (even when hidden)
# so we need to free the LightmapGI node if it exists
if lightmap_gi != null:
lightmap_gi.queue_free()
if Settings.config_file.get_value("rendering", "gi_quality") == Settings.GIQuality.HIGH:
RenderingServer.environment_set_sdfgi_ray_count(RenderingServer.ENV_SDFGI_RAY_COUNT_96)
elif Settings.config_file.get_value("rendering", "gi_quality") == Settings.GIQuality.LOW:
RenderingServer.environment_set_sdfgi_ray_count(RenderingServer.ENV_SDFGI_RAY_COUNT_32)
else:
world_environment.environment.sdfgi_enabled = false
func setup_voxelgi() -> void:
world_environment.environment.sdfgi_enabled = false
$VoxelGI.show()
$ReflectionProbes.hide()
# LightmapGI nodes override VoxelGI (even when hidden)
# so we need to free the LightmapGI node if it exists
if lightmap_gi != null:
lightmap_gi.queue_free()
if Settings.config_file.get_value("rendering", "gi_quality") == Settings.GIQuality.HIGH:
RenderingServer.voxel_gi_set_quality(RenderingServer.VOXEL_GI_QUALITY_HIGH)
elif Settings.config_file.get_value("rendering", "gi_quality") == Settings.GIQuality.LOW:
RenderingServer.voxel_gi_set_quality(RenderingServer.VOXEL_GI_QUALITY_LOW)
else:
$VoxelGI.hide()
func setup_lightmapgi() -> void:
world_environment.environment.sdfgi_enabled = false
$VoxelGI.hide()
$ReflectionProbes.show()
# If no LightmapGI node, create one
if lightmap_gi == null:
var new_gi := LightmapGI.new()
new_gi.light_data = load("res://level/level.lmbake")
new_gi.name = "LightmapGI"
lightmap_gi = new_gi
add_child(new_gi)
if Settings.config_file.get_value("rendering", "gi_quality") == Settings.GIQuality.DISABLED:
lightmap_gi.hide()
$ReflectionProbes.hide()
func spawn_robot(spawn_point) -> void:
var robot: CharacterBody3D = RedRobot.instantiate()
robot.transform = spawn_point.transform
robot.exploded.connect(_respawn_robot.bind(spawn_point))
spawned_nodes.add_child(robot, true)
func _respawn_robot(spawn_point) -> void:
await get_tree().create_timer(15.0).timeout
spawn_robot(spawn_point)
func del_player(id: int) -> void:
if not spawned_nodes.has_node(str(id)):
return
spawned_nodes.get_node(str(id)).queue_free()
func add_player(id: int, spawn_point: Marker3D = null) -> void:
if spawn_point == null:
spawn_point = player_spawn_points.get_child(randi() % player_spawn_points.get_child_count())
var player: CharacterBody3D = PlayerScene.instantiate()
player.name = str(id)
player.player_id = id
player.transform = spawn_point.transform
spawned_nodes.add_child(player)
func _input(input_event: InputEvent) -> void:
if input_event.is_action_pressed(&"quit"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
quit.emit()