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scene_base.gd
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extends Node3D
@onready var sm_64_mario := $RandomMario as SM64Mario
@onready var sm_64_static_surface_handler: Node = $SM64StaticSurfaceHandler
@onready var sm_64_surface_objects_handler: Node = $SM64SurfaceObjectsHandler
@onready var mesh_instance_3d = $MeshInstance3D
@onready var start_displ = $StartDispl
@onready var world_environment := $WorldEnvironment as WorldEnvironment
func _process(delta):
start_displ.position = sm_64_mario.position
SOGlobal.block_material.set_shader_parameter("outer_time", float(Time.get_ticks_msec()) * 0.001)
if !sm_64_mario.ready_to_play:
start_displ.visible = true
else:
start_displ.visible = false
start_displ.rotation.y += delta * PI * 0.5
var level_root_position_table : Array[Vector3] = []
func _generate_random_level(useSeed) -> void:
SOGlobal.level_bounds = AABB()
level_root_position_table.clear()
var root_random = RandomNumberGenerator.new()
var root_random_iterational = RandomNumberGenerator.new()
var baseblock_random = RandomNumberGenerator.new()
var top_random = RandomNumberGenerator.new()
var pepper_random = RandomNumberGenerator.new()
var mirror_random = RandomNumberGenerator.new()
var environment_random = RandomNumberGenerator.new()
var coin_random = RandomNumberGenerator.new()
var red_coin_random = RandomNumberGenerator.new()
var movement_random = RandomNumberGenerator.new()
var pillar_random = RandomNumberGenerator.new()
var slope_random = RandomNumberGenerator.new()
var cork_random = RandomNumberGenerator.new()
var apple_seed = RandomNumberGenerator.new()
apple_seed.seed = hash(useSeed)
root_random.seed = apple_seed.randi()
root_random_iterational.seed = apple_seed.randi()
baseblock_random.seed = apple_seed.randi()
top_random.seed = apple_seed.randi()
pepper_random.seed = apple_seed.randi()
mirror_random.seed = apple_seed.randi()
environment_random.seed = apple_seed.randi()
coin_random.seed = apple_seed.randi()
red_coin_random.seed = apple_seed.randi()
movement_random.seed = apple_seed.randi()
pillar_random.seed = apple_seed.randi()
slope_random.seed = apple_seed.randi()
cork_random.seed = apple_seed.randi()
var block_colors := Gradient.new()
var color_count : int = environment_random.randi_range(3, 12)
var avg_dist : float = 1.0 / color_count
for i in range(color_count - 1):
var hue : float = environment_random.randf_range(0, 1)
var saturation : float = environment_random.randf_range(0.3, 1)
var value : float = environment_random.randf_range(0.3, 1)
var color_offset : float = avg_dist * 0.5 * environment_random.randf_range(-1, 1)
var final_point_pos : float = float(i + 1) * avg_dist + color_offset
block_colors.add_point(final_point_pos, Color.from_hsv(hue, saturation, value))
var hue : float = environment_random.randf_range(0, 1)
var saturation : float = environment_random.randf_range(0.3, 1)
var value : float = environment_random.randf_range(0.3, 1)
block_colors.add_point(0, Color.from_hsv(hue, saturation, value))
block_colors.add_point(0.999, Color.from_hsv(hue, saturation, value))
var new_gradient_texture : GradientTexture2D = GradientTexture2D.new()
new_gradient_texture.width = 256
new_gradient_texture.height = 1
new_gradient_texture.fill_from = Vector2(-0.001, 0)
new_gradient_texture.fill_to = Vector2(1.001, 0)
new_gradient_texture.gradient = block_colors
SOGlobal.block_material.set_shader_parameter("texture_gradient", new_gradient_texture)
#world_environment.environment.sky.sky_material = SOGlobal.sky_material
var level_gen_source : Vector3 = Vector3.ZERO
var level_gen_source_velocity : float = root_random.randf_range(2.0, 6.0)
var level_gen_source_angle : float = root_random.randf_range(0, PI * 2)
SOGlobal.start_angle = snappedf(rad_to_deg(level_gen_source_angle), 45) + 180
var level_gen_source_angle_velocity : float = root_random.randf_range(PI * -0.2, PI * 0.2)
var vertical_vel : float = root_random.randf_range(0, 1)
var max_block_width = root_random.randf_range(8, 24)
var max_block_length = root_random.randf_range(8, 24)
var max_block_height = root_random.randf_range(8, 20)
var block_height_bias = pow(root_random.randf_range(2, 3.5), 1.4)
var min_vert_vel_change = root_random.randf_range(-0.2, 0.1)
var max_vert_vel_change = root_random.randf_range(0.1, 0.4)
var min_vert_vel_reduction = root_random.randf_range(0.75, 0.88)
var max_vert_vel_reduction = root_random.randf_range(0.88, 0.95)
var min_pepper_blocks = root_random.randi_range(0, 3)
var max_pepper_blocks = root_random.randi_range(4, 12)
var min_surface_blocks_per_4x4 = 0
var max_surface_blocks_per_4x4 = root_random.randi_range(1, 2)
var min_surface_block_chance = root_random.randf_range(0.4, 0.8)
var max_surface_block_chance = root_random.randf_range(0.8, 1)
var min_velocity_change = root_random.randf_range(-1, 0)
var max_velocity_change = root_random.randf_range(1, 3)
var min_angle_velocity_change = root_random.randf_range(-0.2, 0)
var max_angle_velocity_change = root_random.randf_range(0, 0.2)
var min_velocity_change_reduction = root_random.randf_range(0.80, 0.88)
var max_velocity_change_reduction = root_random.randf_range(0.88, 0.96)
var min_angle_velocity_change_reduction = root_random.randf_range(0.65, 0.72)
var max_angle_velocity_change_reduction = root_random.randf_range(0.72, 0.85)
var iter : int = root_random.randi_range(25, 65)
var pillar_chance = root_random.randf_range(0.025, 0.05)
var north_slope_chance = root_random.randf_range(0.0, 0.6)
var east_slope_chance = root_random.randf_range(0.0, 0.6)
var south_slope_chance = root_random.randf_range(0.0, 0.6)
var west_slope_chance = root_random.randf_range(0.0, 0.6)
var max_north_slope = root_random.randi_range(1, 6)
var max_east_slope = root_random.randi_range(1, 6)
var max_south_slope = root_random.randi_range(1, 6)
var max_west_slope = root_random.randi_range(1, 6)
var should_generate_cork_star : bool = root_random.randf() > 0.8
var corks : Array[CorkBox] = []
#var iter : int = root_random.randi_range(5, 10)
for i in range(iter):
level_root_position_table.append(level_gen_source)
level_gen_source_velocity += root_random_iterational.randf_range(min_velocity_change, max_velocity_change)
level_gen_source_angle_velocity += root_random_iterational.randf_range(min_angle_velocity_change, max_angle_velocity_change)
vertical_vel += root_random_iterational.randf_range(min_vert_vel_change, max_vert_vel_change)
#vertical_vel = max(root_random_iterational.randf_range(-5, -1), vertical_vel)
level_gen_source_velocity = max(level_gen_source_velocity, root_random_iterational.randf_range(2, 4))
vertical_vel *= root_random_iterational.randf_range(min_vert_vel_reduction, max_vert_vel_reduction)
level_gen_source_velocity *= root_random_iterational.randf_range(min_velocity_change_reduction, max_velocity_change_reduction)
level_gen_source_angle_velocity *= root_random_iterational.randf_range(min_angle_velocity_change_reduction, max_angle_velocity_change_reduction)
level_gen_source_angle += level_gen_source_angle_velocity
var ang_deg = rad_to_deg(level_gen_source_angle)
ang_deg = snapped(ang_deg, 45)
level_gen_source_velocity = minf(level_gen_source_velocity, 12.5)
var src_no_y : Vector3 = (level_gen_source * Vector3(1, 0, 1))
if src_no_y.length() > 100:
level_gen_source_angle = root_random_iterational.randf_range(0, PI * 2)
var block_pos : Vector3 = level_gen_source + Vector3(baseblock_random.randf_range(-12, 12), 0, baseblock_random.randf_range(-12, 12))
if i == 0:
block_pos = level_gen_source
block_pos = snapped(block_pos, Vector3(1.0, 1.0, 1.0))
var block_height = baseblock_random.randf_range(1.0 / max_block_height, 1.0)
block_height = pow(block_height, block_height_bias) * max_block_height + 1
var block_size : Vector3 = Vector3(baseblock_random.randf_range(4, max_block_width), block_height, baseblock_random.randf_range(4, max_block_length))
block_size = snapped(block_size, Vector3(1.0, 1.0, 1.0))
var top_area : float = block_size.x * block_size.z
var new_block : LevelBlock
if absf(block_size.x - block_size.z) < 2 and baseblock_random.randf() > 0.5:
block_size.z = block_size.x
if fmod(block_size.x, 2) == 1:
block_pos.x += 0.5
if fmod(block_size.y, 2) == 1:
block_pos.y -= 0.5
if fmod(block_size.z, 2) == 1:
block_pos.z += 0.5
new_block = SOGlobal.generate_cylinder(block_pos, block_size.y, block_size.x * 0.5, block_size.x * 0.5)
top_area = pow(PI * block_size.x * 0.5, 2)
else:
if fmod(block_size.x, 2) == 1:
block_pos.x += 0.5
if fmod(block_size.y, 2) == 1:
block_pos.y -= 0.5
if fmod(block_size.z, 2) == 1:
block_pos.z += 0.5
var cur_n_slope : float = 0
var cur_e_slope : float = 0
var cur_s_slope : float = 0
var cur_w_slope : float = 0
if slope_random.randf() < north_slope_chance:
cur_n_slope = slope_random.randi_range(0, max_north_slope)
if slope_random.randf() < east_slope_chance:
cur_e_slope = slope_random.randi_range(0, max_east_slope)
if slope_random.randf() < south_slope_chance:
cur_s_slope = slope_random.randi_range(0, max_south_slope)
if slope_random.randf() < west_slope_chance:
cur_w_slope = slope_random.randi_range(0, max_west_slope)
new_block = SOGlobal.generate_block_from_pos_and_size(block_pos, block_size, cur_n_slope, cur_e_slope, cur_s_slope, cur_w_slope) as LevelBlock
#new_block.basis = new_block.basis.rotated(Vector3.UP, deg_to_rad(ang_deg))
#new_block._update_transform()
# types of moving blocks to consider:
# constantly rotating
# periods of rotation and pause
# rotate back and forth
# linear back and forth horizontally
# linear back and forth vertically
if pillar_random.randf() < pillar_chance:
var pillar_side_offset := Vector3.FORWARD.rotated(Vector3.UP, deg_to_rad(ang_deg + 90)) * pillar_random.randi_range(10, 18)
var pillar_height := pillar_random.randi_range(12, 32)
var pillar_radius := pillar_random.randi_range(2, 6)
var pillar_pos := block_pos + pillar_side_offset + Vector3(0, pillar_height * 0.2, 0)
var new_cylinder : LevelBlock = SOGlobal.generate_cylinder(pillar_pos, pillar_height, pillar_radius, pillar_radius)
var num_sticks : int = ceil(pillar_height * pillar_random.randf_range(0.1, 0.2))
for stick_iter in range(num_sticks):
var random_angle_offset : float = pillar_random.randf_range(-PI, PI)
var pillar_stick_height : float = float(stick_iter * pillar_height) / num_sticks
var pillar_stick_extrusion : float = pillar_radius * 2 + pillar_random.randi_range(4, 12)
var pillar_stick_width : float = pillar_random.randi_range(2, pillar_radius)
var pillar_stick_tallness : float = pillar_random.randi_range(1, pillar_stick_width)
var pillar_stick_size : Vector3 = Vector3(pillar_stick_width, pillar_stick_tallness, pillar_stick_extrusion)
var pillar_stick_offset_for_material : Vector3 = Vector3.ZERO
if fmod(pillar_stick_size.x, 2) == 1:
pillar_stick_offset_for_material.x += 0.5
if fmod(pillar_stick_size.y, 2) == 1:
pillar_stick_offset_for_material.y -= 0.5
if fmod(pillar_stick_size.z, 2) == 1:
pillar_stick_offset_for_material.z += 0.5
var cur_n_slope : float = 0
var cur_e_slope : float = 0
var cur_s_slope : float = 0
var cur_w_slope : float = 0
if slope_random.randf() < north_slope_chance:
cur_n_slope = slope_random.randi_range(0, max_north_slope)
if slope_random.randf() < east_slope_chance:
cur_e_slope = slope_random.randi_range(0, max_east_slope)
if slope_random.randf() < south_slope_chance:
cur_s_slope = slope_random.randi_range(0, max_south_slope)
if slope_random.randf() < west_slope_chance:
cur_w_slope = slope_random.randi_range(0, max_west_slope)
var pillar_stick_instance := SOGlobal.generate_block_from_pos_and_size(pillar_stick_offset_for_material, pillar_stick_size, cur_n_slope, cur_e_slope, cur_s_slope, cur_w_slope) as LevelBlock
pillar_stick_instance.position = pillar_pos + Vector3(0, -pillar_height * 0.4, 0) + Vector3(0, pillar_stick_height, 0)
pillar_stick_instance.start_position = pillar_stick_instance.position
pillar_stick_instance.basis = Basis.IDENTITY.rotated(Vector3.UP, random_angle_offset)
pillar_stick_instance.start_rotation = pillar_stick_instance.basis
var is_moving : bool = false
var longest_axis : Vector3 = Vector3.UP
var longest_axis_length : float = block_size.y
var significantly_longest_axis : bool = false
if block_size.y - block_size.x > 3 and block_size.y - block_size.z > 3 and absf(block_size.x - block_size.z) < 3:
significantly_longest_axis = true
if block_size.z > block_size.x and block_size.z > block_size.y:
longest_axis = Vector3.FORWARD
longest_axis_length = block_size.z
if block_size.z - block_size.x > 3 and block_size.z - block_size.y > 3 and absf(block_size.x - block_size.y) < 3:
significantly_longest_axis = true
if block_size.x > block_size.z and block_size.x > block_size.y:
longest_axis = Vector3.RIGHT
longest_axis_length = block_size.x
if block_size.x - block_size.y > 3 and block_size.x - block_size.z > 3 and absf(block_size.y - block_size.z) < 3:
significantly_longest_axis = true
if significantly_longest_axis and movement_random.randf() > 0.5 and level_gen_source_velocity > 7 and i > 3:
is_moving = true
var cw_or_ccw : int = movement_random.randi_range(0, 1) * 2 - 1
var rotate_speed : float = 90
new_block.continuous_rotation = longest_axis * rotate_speed
new_block.move_time = movement_random.randf_range(1, 4)
var should_pause : int = movement_random.randi_range(0, 1)
new_block.pause_time = movement_random.randf_range(2, 4) * should_pause
new_block._change_block_move_mode(LevelBlock.move_type.ROTATE_REPEAT)
if top_area >= 24 and i != iter - 1:
if movement_random.randf() > 0.5 and block_size.x == block_size.z and !is_moving and level_gen_source_velocity > 7 and i > 3:
is_moving = true
var cw_or_ccw : int = movement_random.randi_range(0, 1) * 2 - 1
new_block.continuous_rotation = Vector3(0, (360 * cw_or_ccw) / movement_random.randf_range(8, 32), 0)
new_block.pause_time = 0
var vertical_offset : float = movement_random.randi_range(0, 1) * 2 - 1
new_block.position += Vector3(0, vertical_offset * 0.5, 0)
new_block.start_position += Vector3(0, vertical_offset * 0.5, 0)
new_block._change_block_move_mode(LevelBlock.move_type.ROTATE_REPEAT)
var num_surface_blocks_to_gen : int = floor(top_random.randi_range(min_surface_blocks_per_4x4, max_surface_blocks_per_4x4) * (top_area / 16))
for b in range(num_surface_blocks_to_gen):
if top_random.randf_range(0, 1) < top_random.randf_range(min_surface_block_chance, max_surface_block_chance):
continue
var top_block_size = Vector3(top_random.randf_range(1, 4), top_random.randf_range(1, 4), top_random.randf_range(1, 4))
top_block_size = snapped(top_block_size, Vector3(1.0, 1.0, 1.0))
var x_offset_range : float = (block_size.x - top_block_size.x) * 0.5
var z_offset_range : float = (block_size.z - top_block_size.z) * 0.5
var total_offset = Vector3(top_random.randf_range(-x_offset_range, x_offset_range), block_size.y * 0.5 + top_block_size.y * 0.5, top_random.randf_range(-z_offset_range, z_offset_range))
total_offset = snapped(total_offset, Vector3(1, 1, 1))
if fmod(top_block_size.x + block_size.x, 2) == 1:
total_offset.x += 0.5
if fmod(top_block_size.y + block_size.y, 2) == 1:
total_offset.y -= 0.5
if fmod(top_block_size.z + block_size.z, 2) == 1:
total_offset.z += 0.5
var cur_n_slope : float = 0
var cur_e_slope : float = 0
var cur_s_slope : float = 0
var cur_w_slope : float = 0
if slope_random.randf() < north_slope_chance:
cur_n_slope = slope_random.randi_range(0, max_north_slope)
if slope_random.randf() < east_slope_chance:
cur_e_slope = slope_random.randi_range(0, max_east_slope)
if slope_random.randf() < south_slope_chance:
cur_s_slope = slope_random.randi_range(0, max_south_slope)
if slope_random.randf() < west_slope_chance:
cur_w_slope = slope_random.randi_range(0, max_west_slope)
var top_block := SOGlobal.generate_block_from_pos_and_size(block_pos + total_offset, top_block_size, cur_n_slope, cur_e_slope, cur_s_slope, cur_w_slope, new_block) as LevelBlock
if is_moving:
top_block._change_block_move_mode(LevelBlock.move_type.CHILD)
var block_volume = block_size.x * block_size.y * block_size.z
if block_volume >= 320:
for b in range(pepper_random.randi_range(min_pepper_blocks, max_pepper_blocks)):
var gen_dist = 0
var x_or_z_pep = pepper_random.randi_range(0, 1)
var neg_or_pos = pepper_random.randi_range(0, 1) * 2 - 1
var rand_dir = Vector3(x_or_z_pep * neg_or_pos, 0, (1 - x_or_z_pep) * neg_or_pos)
var pepper_block_size = Vector3(pepper_random.randf_range(1, 6), pepper_random.randf_range(1, block_size.y), pepper_random.randf_range(1, 6))
pepper_block_size = snapped(pepper_block_size, Vector3(1.0, 1.0, 1.0))
var horiz_offset = Vector3.ZERO
if rand_dir.x != 0:
gen_dist = block_size.x * 0.5 + pepper_block_size.x * 0.5
var offset_range : float = (block_size.z - pepper_block_size.z) * 0.5
horiz_offset = Vector3(0, 0, pepper_random.randf_range(-offset_range, offset_range))
else:
gen_dist = block_size.z * 0.5 + pepper_block_size.z * 0.5
var offset_range : float = (block_size.x - pepper_block_size.x) * 0.5
horiz_offset = Vector3(pepper_random.randf_range(-offset_range, offset_range), 0, 0)
horiz_offset = snapped(horiz_offset, Vector3(1, 1, 1))
var height_adjust : float = snappedf(pepper_random.randf_range(-block_size.y + pepper_block_size.y, block_size.y - pepper_block_size.y) * 0.5, 1)
var final_pos = block_pos + gen_dist * rand_dir + Vector3(0, height_adjust, 0) + horiz_offset
if fmod(pepper_block_size.x + block_size.x, 2) == 1 and x_or_z_pep == 0:
final_pos.x += 0.5
if fmod(pepper_block_size.y + block_size.y, 2) == 1:
final_pos.y += 0.5
if fmod(pepper_block_size.z + block_size.z, 2) == 1 and x_or_z_pep == 1:
final_pos.z += 0.5
var cur_n_slope : float = 0
var cur_e_slope : float = 0
var cur_s_slope : float = 0
var cur_w_slope : float = 0
if slope_random.randf() < north_slope_chance:
cur_n_slope = slope_random.randi_range(0, max_north_slope)
if slope_random.randf() < east_slope_chance:
cur_e_slope = slope_random.randi_range(0, max_east_slope)
if slope_random.randf() < south_slope_chance:
cur_s_slope = slope_random.randi_range(0, max_south_slope)
if slope_random.randf() < west_slope_chance:
cur_w_slope = slope_random.randi_range(0, max_west_slope)
var new_pepper_block := SOGlobal.generate_block_from_pos_and_size(final_pos, pepper_block_size, cur_n_slope, cur_e_slope, cur_s_slope, cur_w_slope, new_block) as LevelBlock
if is_moving:
new_pepper_block._change_block_move_mode(LevelBlock.move_type.CHILD)
if block_height >= 7.9:
var rand_dist = mirror_random.randi_range(4, 6)
var x_or_z = mirror_random.randi_range(0, 1)
var neg_or_pos = mirror_random.randi_range(0, 1) * 2 - 1
var rand_dir = Vector3(x_or_z * neg_or_pos, 0, (1 - x_or_z) * neg_or_pos)
if rand_dir.x != 0:
rand_dist += block_size.x
else:
rand_dist += block_size.z
var mirror_pos = block_pos + rand_dist * rand_dir
SOGlobal.generate_block_from_pos_and_size(mirror_pos, block_size)
if block_volume >= 320:
for b in range(pepper_random.randi_range(min_pepper_blocks, max_pepper_blocks)):
var gen_dist = 0
var x_or_z_pep = pepper_random.randi_range(0, 1)
var neg_or_pos_pep = pepper_random.randi_range(0, 1) * 2 - 1
var rand_dir_pep = Vector3(x_or_z_pep * neg_or_pos_pep, 0, (1 - x_or_z_pep) * neg_or_pos_pep)
var pepper_block_size = Vector3(pepper_random.randf_range(1, 6), pepper_random.randf_range(1, block_size.y), pepper_random.randf_range(1, 6))
pepper_block_size = snapped(pepper_block_size, Vector3(2.0, 2.0, 2.0))
var horiz_offset = Vector3.ZERO
if rand_dir_pep.x != 0:
gen_dist = block_size.x * 0.5 + pepper_block_size.x * 0.5
var offset_range : float = (block_size.z - pepper_block_size.z) * 0.5
horiz_offset = Vector3(0, 0, pepper_random.randf_range(-offset_range, offset_range))
else:
gen_dist = block_size.z * 0.5 + pepper_block_size.z * 0.5
var offset_range : float = (block_size.x - pepper_block_size.x) * 0.5
horiz_offset = Vector3(pepper_random.randf_range(-offset_range, offset_range), 0, 0)
horiz_offset = snapped(horiz_offset, Vector3(1, 1, 1))
var height_adjust : float = snappedf(pepper_random.randf_range(-block_size.y + pepper_block_size.y, block_size.y - pepper_block_size.y) * 0.5, 1)
var final_pos = mirror_pos + gen_dist * rand_dir_pep + Vector3(0, height_adjust, 0) + horiz_offset
if fmod(pepper_block_size.x + block_size.x, 2) == 1 and x_or_z_pep == 0:
final_pos.x += 0.5
if fmod(pepper_block_size.y + block_size.y, 2) == 1:
final_pos.y += 0.5
if fmod(pepper_block_size.z + block_size.z, 2) == 1 and x_or_z_pep == 1:
final_pos.z += 0.5
var cur_n_slope : float = 0
var cur_e_slope : float = 0
var cur_s_slope : float = 0
var cur_w_slope : float = 0
if slope_random.randf() < north_slope_chance:
cur_n_slope = slope_random.randi_range(0, max_north_slope)
if slope_random.randf() < east_slope_chance:
cur_e_slope = slope_random.randi_range(0, max_east_slope)
if slope_random.randf() < south_slope_chance:
cur_s_slope = slope_random.randi_range(0, max_south_slope)
if slope_random.randf() < west_slope_chance:
cur_w_slope = slope_random.randi_range(0, max_west_slope)
SOGlobal.generate_block_from_pos_and_size(final_pos, pepper_block_size, cur_n_slope, cur_e_slope, cur_s_slope, cur_w_slope)
if i == iter - 1:
var new_star_pos : Vector3 = block_pos + Vector3(0, block_size.y * 0.5, 0) + Vector3(0, 3.5, 0)
var new_star := SOGlobal.generate_power_star("main", new_star_pos) as PowerStar
new_star.main_star = true
new_star._activate_star()
level_gen_source += Vector3(0, vertical_vel, level_gen_source_velocity).rotated(Vector3(0, 1, 0), deg_to_rad(ang_deg))
await get_tree().create_timer(0.02).timeout
var num_coins_spawned = 0
var num_red_coins_spawned = 0
var coin_cast : RayCast3D = RayCast3D.new()
coin_cast.set_collision_mask_value(1, true)
SOGlobal.add_child(coin_cast)
for mesh:LevelBlock in SOGlobal.level_meshes:
if mesh.coin_surface == LevelBlock.coin_spawn_type.BOX:
var cur_box_size : Vector3 = mesh.block_size
var cur_box_halfsize : Vector3 = cur_box_size * 0.5
var cur_box_pos : Vector3 = mesh.position
var coin_height : float = cur_box_pos.y + cur_box_halfsize.y + 0.75
for bx in cur_box_size.x:
for bz in cur_box_size.z:
if cork_random.randf() > 0.9994:
var corner_1 : Vector3 = Vector3(cur_box_pos.x - cur_box_halfsize.x + 0.5, coin_height, cur_box_pos.z - cur_box_halfsize.z + 0.5)
var possible_contents : Array = [["coin", "coin", "coin"], ["coin", "coin", "coin", "coin", "coin"], ["coin", "coin", "coin", "coin", "coin", "coin", "coin", "coin", "coin", "coin"]]
var new_cork : CorkBox = SOGlobal.generate_cork_box_with_contents(corner_1 + Vector3(bx, 0, bz) + Vector3(0, 3, 0), possible_contents[cork_random.randi_range(0, possible_contents.size() - 1)])
corks.append(new_cork)
for bx in cur_box_size.x:
for bz in cur_box_size.z:
if coin_random.randf_range(0, 1) > 0.99975:
var num_coins : int = coin_random.randi_range(3, 6)
var corner_1 : Vector3 = Vector3(cur_box_pos.x - cur_box_halfsize.x + 0.5, coin_height, cur_box_pos.z - cur_box_halfsize.z + 0.5)
for nc in num_coins:
SOGlobal.generate_yellow_coin_at_pos(corner_1 + Vector3(bx, nc, bz), false)
if coin_random.randf_range(0, 1) > 0.9 and cur_box_size.x > 3 and cur_box_size.z > 3:
var corner_1 : Vector3 = Vector3(cur_box_pos.x - cur_box_halfsize.x + 0.5, coin_height, cur_box_pos.z - cur_box_halfsize.z + 0.5)
var corner_2 : Vector3 = Vector3(cur_box_pos.x + cur_box_halfsize.x - 0.5, coin_height, cur_box_pos.z - cur_box_halfsize.z + 0.5)
var corner_3 : Vector3 = Vector3(cur_box_pos.x - cur_box_halfsize.x + 0.5, coin_height, cur_box_pos.z + cur_box_halfsize.z - 0.5)
var corner_4 : Vector3 = Vector3(cur_box_pos.x + cur_box_halfsize.x - 0.5, coin_height, cur_box_pos.z + cur_box_halfsize.z - 0.5)
if coin_random.randf_range(0, 1) > 0.8:
if red_coin_random.randf_range(0, 1) > 0.8 and num_red_coins_spawned < 8:
SOGlobal.generate_red_coin_at_pos(corner_1)
num_red_coins_spawned += 1
else:
SOGlobal.generate_yellow_coin_at_pos(corner_1)
SOGlobal.generate_yellow_coin_at_pos(corner_1 + Vector3(1, 0, 0))
SOGlobal.generate_yellow_coin_at_pos(corner_1 + Vector3(0, 0, 1))
if cur_box_size.x > 5 and cur_box_size.z > 5 and coin_random.randf_range(0, 1) > 0.75:
SOGlobal.generate_yellow_coin_at_pos(corner_1 + Vector3(2, 0, 0))
SOGlobal.generate_yellow_coin_at_pos(corner_1 + Vector3(0, 0, 2))
if coin_random.randf_range(0, 1) > 0.8:
if red_coin_random.randf_range(0, 1) > 0.8 and num_red_coins_spawned < 8:
SOGlobal.generate_red_coin_at_pos(corner_2)
num_red_coins_spawned += 1
else:
SOGlobal.generate_yellow_coin_at_pos(corner_2)
SOGlobal.generate_yellow_coin_at_pos(corner_2 + Vector3(-1, 0, 0))
SOGlobal.generate_yellow_coin_at_pos(corner_2 + Vector3(0, 0, 1))
if cur_box_size.x > 5 and cur_box_size.z > 5 and coin_random.randf_range(0, 1) > 0.75:
SOGlobal.generate_yellow_coin_at_pos(corner_2 + Vector3(-2, 0, 0))
SOGlobal.generate_yellow_coin_at_pos(corner_2 + Vector3(0, 0, 2))
if coin_random.randf_range(0, 1) > 0.8:
if red_coin_random.randf_range(0, 1) > 0.8 and num_red_coins_spawned < 8:
SOGlobal.generate_red_coin_at_pos(corner_3)
num_red_coins_spawned += 1
else:
SOGlobal.generate_yellow_coin_at_pos(corner_3)
SOGlobal.generate_yellow_coin_at_pos(corner_3 + Vector3(1, 0, 0))
SOGlobal.generate_yellow_coin_at_pos(corner_3 + Vector3(0, 0, -1))
if cur_box_size.x > 5 and cur_box_size.z > 5 and coin_random.randf_range(0, 1) > 0.75:
SOGlobal.generate_yellow_coin_at_pos(corner_3 + Vector3(2, 0, 0))
SOGlobal.generate_yellow_coin_at_pos(corner_3 + Vector3(0, 0, -2))
if coin_random.randf_range(0, 1) > 0.8:
if red_coin_random.randf_range(0, 1) > 0.8 and num_red_coins_spawned < 8:
SOGlobal.generate_red_coin_at_pos(corner_4)
num_red_coins_spawned += 1
else:
SOGlobal.generate_yellow_coin_at_pos(corner_4)
SOGlobal.generate_yellow_coin_at_pos(corner_4 + Vector3(-1, 0, 0))
SOGlobal.generate_yellow_coin_at_pos(corner_4 + Vector3(0, 0, -1))
if cur_box_size.x > 5 and cur_box_size.z > 5 and coin_random.randf_range(0, 1) > 0.75:
SOGlobal.generate_yellow_coin_at_pos(corner_4 + Vector3(-2, 0, 0))
SOGlobal.generate_yellow_coin_at_pos(corner_4 + Vector3(0, 0, -2))
if coin_random.randf_range(0, 1) > 0.85 and cur_box_size.x > 4 and cur_box_size.z > 4:
#ring case
var random_horiz_offset = Vector3(coin_random.randf_range(-cur_box_halfsize.x + 2.5, cur_box_halfsize.x - 2.5), 0, coin_random.randf_range(-cur_box_halfsize.z + 2.5, cur_box_halfsize.z - 2.5))
random_horiz_offset = round(random_horiz_offset)
var ring_origin = Vector3(cur_box_pos.x, 0, cur_box_pos.z) + Vector3(0, coin_height, 0) + random_horiz_offset
SOGlobal.generate_yellow_coin_at_pos(ring_origin + Vector3(0, 0, 2))
SOGlobal.generate_yellow_coin_at_pos(ring_origin + Vector3(0, 0, 2).rotated(Vector3.UP, deg_to_rad(45)))
SOGlobal.generate_yellow_coin_at_pos(ring_origin + Vector3(0, 0, 2).rotated(Vector3.UP, deg_to_rad(90)))
SOGlobal.generate_yellow_coin_at_pos(ring_origin + Vector3(0, 0, 2).rotated(Vector3.UP, deg_to_rad(135)))
SOGlobal.generate_yellow_coin_at_pos(ring_origin + Vector3(0, 0, 2).rotated(Vector3.UP, deg_to_rad(180)))
SOGlobal.generate_yellow_coin_at_pos(ring_origin + Vector3(0, 0, 2).rotated(Vector3.UP, deg_to_rad(-45)))
SOGlobal.generate_yellow_coin_at_pos(ring_origin + Vector3(0, 0, 2).rotated(Vector3.UP, deg_to_rad(-90)))
SOGlobal.generate_yellow_coin_at_pos(ring_origin + Vector3(0, 0, 2).rotated(Vector3.UP, deg_to_rad(-135)))
if red_coin_random.randf_range(0, 1) > 0.8 and num_red_coins_spawned < 8:
SOGlobal.generate_red_coin_at_pos(ring_origin)
num_red_coins_spawned += 1
if coin_random.randf_range(0, 1) > 0.85 and cur_box_size.x > 4 and cur_box_size.z > 4:
#line case
var random_horiz_offset = Vector3(coin_random.randf_range(-cur_box_halfsize.x + 2.5, cur_box_halfsize.x - 2.5), 0, coin_random.randf_range(-cur_box_halfsize.z + 2.5, cur_box_halfsize.z - 2.5))
random_horiz_offset = round(random_horiz_offset)
var line_origin = Vector3(cur_box_pos.x, 0, cur_box_pos.z) + Vector3(0, coin_height, 0) + random_horiz_offset
var coin_line_angle = coin_random.randi_range(0, 7) * 45
var line_dir = Vector3(0, 0, 1).rotated(Vector3.UP, deg_to_rad(coin_line_angle))
SOGlobal.generate_yellow_coin_at_pos(line_origin + line_dir * 2)
SOGlobal.generate_yellow_coin_at_pos(line_origin + line_dir * 1)
SOGlobal.generate_yellow_coin_at_pos(line_origin)
SOGlobal.generate_yellow_coin_at_pos(line_origin + line_dir * -1)
SOGlobal.generate_yellow_coin_at_pos(line_origin + line_dir * -2)
if red_coin_random.randf_range(0, 1) > 0.8 and num_red_coins_spawned < 8:
SOGlobal.generate_red_coin_at_pos(line_origin + line_dir * -3)
num_red_coins_spawned += 1
if red_coin_random.randf_range(0, 1) > 0.9 and num_red_coins_spawned < 8 and cur_box_size.x > 3 and cur_box_size.z > 3:
var random_horiz_offset = Vector3(coin_random.randf_range(-cur_box_halfsize.x + 2.5, cur_box_halfsize.x - 2.5), 0, coin_random.randf_range(-cur_box_halfsize.z + 2.5, cur_box_halfsize.z - 2.5))
random_horiz_offset = round(random_horiz_offset)
var origin = Vector3(cur_box_pos.x, 0, cur_box_pos.z) + Vector3(0, coin_height, 0) + random_horiz_offset
SOGlobal.generate_red_coin_at_pos(origin)
num_red_coins_spawned += 1
else:
continue
if corks.size() > 0 and should_generate_cork_star:
var which_cork : int = cork_random.randi_range(0, corks.size() - 1)
corks[which_cork].contained_items = ["star"]
#print("GENERATED CORK STAR")
#DebugDraw3D.draw_sphere(corks[which_cork].position, 1.0, Color(1, 0, 0), 100)
func _create_mario_world(useSeed = str(randi())) -> void:
SOGlobal.current_seed = useSeed
SM64Global.rom_filepath = OS.get_executable_path().get_base_dir() + "/SM64.z64"
print("BASE DIRECTORY:", OS.get_executable_path().get_base_dir())
SM64Global.scale_factor = 110.0
SOGlobal.total_coins = 0
SOGlobal.total_red_coins = 0
sm_64_mario.current_red_coin_count = 0
sm_64_mario.current_coin_count = 0
if SM64Global.is_init():
for mesh in SOGlobal.level_meshes:
if mesh and is_instance_valid(mesh):
mesh.free()
for node in SOGlobal.get_children():
if node is BlockNametag:
node.queue_free()
if node is PowerStar:
node.queue_free()
if node is Coin:
node.queue_free()
if node is RedCoin:
node.queue_free()
if node is CorkBox:
node.queue_free()
SOGlobal.level_meshes.clear()
SM64Global.terminate()
SM64Global.init()
_generate_random_level(useSeed)
await get_tree().create_timer(0.2).timeout
SOGlobal.save_data.try_submit_save_block(useSeed)
sm_64_static_surface_handler.load_static_surfaces()
sm_64_surface_objects_handler.load_all_surface_objects()
sm_64_mario.create()
SOGlobal.level_start_time = Time.get_ticks_msec()
sm_64_mario.preview_cam_yaw = 45
sm_64_mario.preview_cam_pitch = -20
sm_64_mario.preview_cam_zoom = 1
sm_64_mario.preview_cam_pan_pitch = 0
sm_64_mario.preview_cam_pan_yaw = 0
sm_64_mario.ready_to_play = false
if ProjectSettings.get_setting("display/window/size/transparent") == true:
world_environment.environment.sky.sky_material = null
return
var sky_random = RandomNumberGenerator.new()
sky_random.seed = hash(useSeed)
var sky_colors := Gradient.new()
var color_count : int = sky_random.randi_range(3, 12)
var avg_dist : float = 1.0 / color_count
for i in range(color_count - 1):
var hue : float = sky_random.randf_range(0, 1)
var saturation : float = sky_random.randf_range(0.16, 0.75)
var value : float = sky_random.randf_range(0.15, 0.6)
var color_offset : float = avg_dist * 0.5 * sky_random.randf_range(-1, 1)
var final_point_pos : float = float(i + 1) * avg_dist + color_offset
sky_colors.add_point(final_point_pos, Color.from_hsv(hue, saturation, value))
var hue : float = sky_random.randf_range(0, 1)
var saturation : float = sky_random.randf_range(0.3, 1)
var value : float = sky_random.randf_range(0.3, 1)
sky_colors.add_point(0, Color.from_hsv(hue, saturation, value))
sky_colors.add_point(0.999, Color.from_hsv(hue, saturation, value))
var sky_ramp := Gradient.new()
color_count = sky_random.randi_range(3, 12)
avg_dist = 1.0 / color_count
for i in range(color_count - 1):
hue = sky_random.randf_range(0, 1)
saturation = sky_random.randf_range(0.2, 0.75)
value = sky_random.randf_range(0.2, 0.6)
var color_offset : float = avg_dist * 0.5 * sky_random.randf_range(-1, 1)
var final_point_pos : float = lerp(float(i + 1) * avg_dist + color_offset, 0.75, 0.5)
sky_ramp.add_point(final_point_pos, Color.from_hsv(hue, saturation, value))
hue = sky_random.randf_range(0, 1)
saturation = sky_random.randf_range(0.6, 1)
value = sky_random.randf_range(0.01, 0.05)
sky_ramp.add_point(0, Color.from_hsv(hue, saturation, value))
sky_ramp.add_point(0.999, Color.from_hsv(hue, saturation, value))
var sky_gradient_texture : GradientTexture2D = GradientTexture2D.new()
sky_gradient_texture.width = 256
sky_gradient_texture.height = 1
sky_gradient_texture.fill_from = Vector2(-0.001, 0)
sky_gradient_texture.fill_to = Vector2(1.001, 0)
sky_gradient_texture.gradient = sky_colors
var sky_ramp_texture : GradientTexture2D = GradientTexture2D.new()
sky_ramp_texture.width = 256
sky_ramp_texture.height = 1
sky_ramp_texture.fill_from = Vector2(-0.001, 0)
sky_ramp_texture.fill_to = Vector2(1.001, 0)
sky_ramp_texture.gradient = sky_ramp
if false:
var debug_gradient : TextureRect = TextureRect.new()
debug_gradient.size = Vector2(256, 256)
debug_gradient.custom_minimum_size = Vector2(256, 256)
debug_gradient.texture = sky_ramp_texture
SOGlobal.add_child(debug_gradient)
SOGlobal.sky_material.set_shader_parameter("sky_color_ramp", sky_ramp_texture)
var sky_noise_texture := NoiseTexture2D.new()
sky_noise_texture.seamless = true
sky_noise_texture.color_ramp = sky_colors
var sky_noise := FastNoiseLite.new()
sky_noise.seed = sky_random.randi()
sky_noise.noise_type = sky_random.randi_range(0, 5)
sky_noise.fractal_type = sky_random.randi_range(0, 3)
sky_noise.cellular_return_type = sky_random.randi_range(0, 6)
sky_noise.cellular_distance_function = sky_random.randi_range(0, 3)
sky_noise.domain_warp_enabled = bool(sky_random.randi_range(0, 1))
sky_noise.domain_warp_fractal_type = sky_random.randi_range(0, 2)
sky_noise.cellular_jitter = sky_random.randf_range(0.0, 3.0)
sky_noise.domain_warp_amplitude = sky_random.randf_range(0, 60)
sky_noise.domain_warp_fractal_gain = sky_random.randf_range(0.0, 2.0)
sky_noise.domain_warp_fractal_lacunarity = sky_random.randf_range(0.0, 15.0)
sky_noise.domain_warp_fractal_octaves = sky_random.randi_range(0, 5)
sky_noise.domain_warp_frequency = sky_random.randf_range(0.0, 0.5)
sky_noise.fractal_gain = sky_random.randf_range(0.0, 2.0)
sky_noise.fractal_lacunarity = sky_random.randf_range(0.0, 4.0)
sky_noise.fractal_octaves = sky_random.randi_range(0, 5)
sky_noise.fractal_ping_pong_strength = sky_random.randf_range(0.0, 4.0)
sky_noise.fractal_weighted_strength = sky_random.randf_range(0.0, 2.0)
sky_noise.frequency = sky_random.randf_range(0.001, 0.05)
sky_noise_texture.width = 256
sky_noise_texture.height = 256
sky_noise_texture.noise = sky_noise
await sky_noise_texture.changed
SOGlobal.sky_material.set_shader_parameter("sky_texture", sky_noise_texture)
world_environment.environment.fog_density = sky_random.randf_range(0.0005, 0.01)
func reset_coin_count():
sm_64_mario.current_coin_count = 0
func reset_red_coin_count():
sm_64_mario.current_red_coin_count = 0
func _ready() -> void:
_create_mario_world()
SOGlobal.current_level_manager = self
func _on_tree_exiting() -> void:
# pass
# Clean up the `libsm64` world when the scene is freed.
sm_64_mario.delete()
SM64Global.terminate()
#func _process(delta):
#pass
#mesh_instance_3d.rotation = mesh_instance_3d.rotation + Vector3(0, 0.1 * delta, 0)