From 5f67b3c6b02d0546d8ad8940be1a6eea4d611434 Mon Sep 17 00:00:00 2001 From: type-two Date: Mon, 3 Aug 2026 19:39:14 +1000 Subject: [PATCH] Visual pass: grid materials, corridor lights, emissive props, target marker, objectives Portal-style triplanar grid on all structure, omni lighting per segment, emissive glow on every interactable, floating look-target marker, socket gets a visible empty-ring slot, HUD gains an OBJECTIVE tracker line. Integration playthrough still 19/19. Co-Authored-By: Claude Fable 5 --- src/interactables.gd | 35 ++++++++- src/main.gd | 165 +++++++++++++++++++++++++++++++++++-------- 2 files changed, 166 insertions(+), 34 deletions(-) diff --git a/src/interactables.gd b/src/interactables.gd index 755efb6..4c8a177 100644 --- a/src/interactables.gd +++ b/src/interactables.gd @@ -19,6 +19,9 @@ class Door extends StaticBody3D: mi.position.y = height / 2.0 var mat := StandardMaterial3D.new() mat.albedo_color = tint + mat.emission_enabled = true + mat.emission = tint + mat.emission_energy_multiplier = 0.3 mi.material_override = mat add_child(mi) var col := CollisionShape3D.new() @@ -61,6 +64,9 @@ class Pickup extends Node3D: mi.mesh = m var mat := StandardMaterial3D.new() mat.albedo_color = tint + mat.emission_enabled = true + mat.emission = tint + mat.emission_energy_multiplier = 0.6 mi.material_override = mat add_child(mi) @@ -93,6 +99,9 @@ class Bucket extends Node3D: mi.position.y = 0.21 var mat := StandardMaterial3D.new() mat.albedo_color = Color(0.35, 0.4, 0.5) + mat.emission_enabled = true + mat.emission = Color(0.35, 0.5, 0.8) + mat.emission_energy_multiplier = 0.5 mi.material_override = mat add_child(mi) # the leaky bucket IS just a decaying exposable state (GDD) @@ -115,12 +124,26 @@ class Socket extends Node3D: add_to_group("interactable") var mi := MeshInstance3D.new() var m := BoxMesh.new() - m.size = Vector3(0.5, 0.5, 0.25) + m.size = Vector3(0.8, 0.8, 0.15) mi.mesh = m var mat := StandardMaterial3D.new() - mat.albedo_color = Color(0.1, 0.1, 0.12) + mat.albedo_color = Color(0.2, 0.2, 0.24) mi.material_override = mat add_child(mi) + var ring := MeshInstance3D.new() + var t := TorusMesh.new() + t.inner_radius = 0.16 + t.outer_radius = 0.26 + ring.mesh = t + ring.rotation.x = PI / 2.0 + ring.position.z = -0.1 + var rmat := StandardMaterial3D.new() + rmat.albedo_color = Color(0.95, 0.55, 0.1) + rmat.emission_enabled = true + rmat.emission = Color(0.95, 0.55, 0.1) + rmat.emission_energy_multiplier = 1.4 + ring.material_override = rmat + add_child(ring) func interact(droid: Node3D) -> void: if filled: @@ -137,7 +160,7 @@ class Socket extends Node3D: m.height = 0.12 mi.mesh = m mi.rotation.x = PI / 2.0 - mi.position.z = 0.18 + mi.position.z = -0.18 add_child(mi) door.open() droid.toast("WHEEL DONATED. DOOR BUS COMPLETE. MOBILITY REDUCED.") @@ -161,6 +184,9 @@ class Tank extends Node3D: mi.position.y = 0.6 var mat := StandardMaterial3D.new() mat.albedo_color = Color(0.2, 0.3, 0.45) + mat.emission_enabled = true + mat.emission = Color(0.2, 0.4, 0.7) + mat.emission_energy_multiplier = 0.5 mi.material_override = mat add_child(mi) @@ -192,6 +218,9 @@ class Plate extends Node3D: mi.mesh = m var mat := StandardMaterial3D.new() mat.albedo_color = Color(0.6, 0.55, 0.2) + mat.emission_enabled = true + mat.emission = Color(0.8, 0.7, 0.2) + mat.emission_energy_multiplier = 0.6 mi.material_override = mat add_child(mi) diff --git a/src/main.gd b/src/main.gd index 5009bef..9cdef24 100644 --- a/src/main.gd +++ b/src/main.gd @@ -29,6 +29,7 @@ var sun_light: DirectionalLight3D var drum: Node3D var drum_turned := false +var _marker: Label3D var t_sol := 10.0 # start mid-day var is_day := true @@ -45,6 +46,28 @@ func _ready() -> void: _build_objects() _build_droid() _build_hud() + if "--shot" in OS.get_cmdline_user_args(): + _photo_tour() + + +func _photo_tour() -> void: + var spots := [ + [Vector3(0, 0.2, 2), PI], # spawn, facing door1 + [Vector3(1.4, 0.2, 6.2), PI], # socket close-up + [Vector3(0, 0.2, 9), PI], # segment B: post + bus gap + [Vector3(-0.5, 0.2, 17.5), PI], # segment C: drum bay + puddle + [Vector3(-1.5, 0.2, 27), PI], # segment D: valve + tank + [Vector3(0, 0.2, 35), PI], # segment E: skylight + solar + ] + for i in spots.size(): + droid.global_position = spots[i][0] + droid.rotation.y = spots[i][1] + for f in 20: + await get_tree().process_frame + await RenderingServer.frame_post_draw + var img := get_viewport().get_texture().get_image() + img.save_png("/tmp/exposure_shot_%d.png" % i) + get_tree().quit() # ---------- input ---------- @@ -65,6 +88,20 @@ func _init_input() -> void: # ---------- construction helpers ---------- +var _grid_tex: ImageTexture + + +func grid_tex() -> ImageTexture: + if not _grid_tex: + var img := Image.create(64, 64, false, Image.FORMAT_RGB8) + for y in 64: + for x in 64: + var line := x % 16 == 0 or y % 16 == 0 + img.set_pixel(x, y, Color(0.5, 0.5, 0.5) if line else Color(0.92, 0.92, 0.92)) + _grid_tex = ImageTexture.create_from_image(img) + return _grid_tex + + func mat(col: Color) -> StandardMaterial3D: if not _mats.has(col): var m := StandardMaterial3D.new() @@ -73,12 +110,36 @@ func mat(col: Color) -> StandardMaterial3D: return _mats[col] -func box(pos: Vector3, size: Vector3, col: Color, parent: Node3D = null) -> CSGBox3D: +func struct_mat(col: Color) -> StandardMaterial3D: + var key := "g" + str(col) + if not _mats.has(key): + var m := StandardMaterial3D.new() + m.albedo_color = col + m.albedo_texture = grid_tex() + m.uv1_triplanar = true + m.uv1_scale = Vector3(0.25, 0.25, 0.25) # 1m grid cells + _mats[key] = m + return _mats[key] + + +func glow(col: Color, energy := 0.7) -> StandardMaterial3D: + var key := "e" + str(col) + str(energy) + if not _mats.has(key): + var m := StandardMaterial3D.new() + m.albedo_color = col + m.emission_enabled = true + m.emission = col + m.emission_energy_multiplier = energy + _mats[key] = m + return _mats[key] + + +func box(pos: Vector3, size: Vector3, col: Color, parent: Node3D = null, grid := false) -> CSGBox3D: var b := CSGBox3D.new() b.size = size b.position = pos b.use_collision = true - b.material = mat(col) + b.material = struct_mat(col) if grid else mat(col) (parent if parent else self).add_child(b) return b @@ -95,10 +156,10 @@ func sign3d(text: String, pos: Vector3, rot_y := PI, size := 30, col := Color(0. func divider(z: float) -> void: - var c := Color(0.3, 0.3, 0.34) - box(Vector3(-2.6, 2, z), Vector3(2.8, 4, 0.3), c) - box(Vector3(2.6, 2, z), Vector3(2.8, 4, 0.3), c) - box(Vector3(0, 3.5, z), Vector3(2.4, 1, 0.3), c) + var c := Color(0.45, 0.46, 0.52) + box(Vector3(-2.6, 2, z), Vector3(2.8, 4, 0.3), c, null, true) + box(Vector3(2.6, 2, z), Vector3(2.8, 4, 0.3), c, null, true) + box(Vector3(0, 3.5, z), Vector3(2.4, 1, 0.3), c, null, true) func make_door(z: float) -> Node3D: @@ -133,35 +194,50 @@ func _build_env() -> void: sun_light.light_energy = 1.2 add_child(sun_light) + # corridor lighting — segments feel lit, not fog-grey + for z in [4.0, 12.0, 18.5, 24.0, 30.0, 37.0, 42.5]: + var o := OmniLight3D.new() + o.position = Vector3(0, 3.4, z) + o.omni_range = 10.0 + o.light_energy = 1.1 + o.light_color = Color(1.0, 0.96, 0.88) + add_child(o) + for p in [Vector3(8, 6.5, 22), Vector3(6.4, 3.2, 25.8), Vector3(-5.0, 3.0, 24)]: + var o := OmniLight3D.new() + o.position = p + o.omni_range = 8.0 + o.light_energy = 1.0 + add_child(o) + func _build_geometry() -> void: - var wall := Color(0.28, 0.29, 0.33) + var wall := Color(0.5, 0.52, 0.58) # floor - box(Vector3(3, -0.15, 22.5), Vector3(18.6, 0.3, 46), Color(0.36, 0.36, 0.38)) + box(Vector3(3, -0.15, 22.5), Vector3(18.6, 0.3, 46), Color(0.62, 0.62, 0.65), null, true) # left wall x=-4.15, niche gap z 23.4..24.6 - box(Vector3(-4.15, 2, 11.45), Vector3(0.3, 4, 23.9), wall) - box(Vector3(-4.15, 2, 33.55), Vector3(0.3, 4, 17.9), wall) + box(Vector3(-4.15, 2, 11.45), Vector3(0.3, 4, 23.9), wall, null, true) + box(Vector3(-4.15, 2, 33.55), Vector3(0.3, 4, 17.9), wall, null, true) # relay niche (behind left wall) + bars - box(Vector3(-5.8, 2, 24), Vector3(0.3, 4, 1.6), wall) - box(Vector3(-5.0, 2, 23.4), Vector3(1.6, 4, 0.3), wall) - box(Vector3(-5.0, 2, 24.6), Vector3(1.6, 4, 0.3), wall) + box(Vector3(-5.8, 2, 24), Vector3(0.3, 4, 1.6), wall, null, true) + box(Vector3(-5.0, 2, 23.4), Vector3(1.6, 4, 0.3), wall, null, true) + box(Vector3(-5.0, 2, 24.6), Vector3(1.6, 4, 0.3), wall, null, true) box(Vector3(-4.15, 1, 23.8), Vector3(0.1, 2, 0.1), Color(0.15, 0.15, 0.15)) box(Vector3(-4.15, 1, 24.2), Vector3(0.1, 2, 0.1), Color(0.15, 0.15, 0.15)) # right wall x=4.15: gaps for drum bay (z 20..24) and bonus bay (z 25..26.6) - box(Vector3(4.15, 2, 9.75), Vector3(0.3, 4, 20.5), wall) - box(Vector3(4.15, 2, 24.5), Vector3(0.3, 4, 1.0), wall) - box(Vector3(4.15, 2, 34.55), Vector3(0.3, 4, 15.9), wall) + box(Vector3(4.15, 2, 9.75), Vector3(0.3, 4, 20.5), wall, null, true) + box(Vector3(4.15, 2, 24.5), Vector3(0.3, 4, 1.0), wall, null, true) + box(Vector3(4.15, 2, 34.55), Vector3(0.3, 4, 15.9), wall, null, true) # bonus bay shell - box(Vector3(8.65, 2, 25.8), Vector3(0.3, 4, 3.0), wall) - box(Vector3(6.4, 2, 24.9), Vector3(4.4, 4, 0.3), wall) - box(Vector3(6.4, 2, 26.7), Vector3(4.4, 4, 0.3), wall) + box(Vector3(8.65, 2, 25.8), Vector3(0.3, 4, 3.0), wall, null, true) + box(Vector3(6.4, 2, 24.9), Vector3(4.4, 4, 0.3), wall, null, true) + box(Vector3(6.4, 2, 26.7), Vector3(4.4, 4, 0.3), wall, null, true) # drum bay outer shell - box(Vector3(12.15, 3.5, 22), Vector3(0.3, 8, 6), wall) - box(Vector3(8, 3.5, 19.3), Vector3(8, 8, 0.3), wall) - box(Vector3(8, 3.5, 24.7), Vector3(8, 8, 0.3), wall) + box(Vector3(12.15, 3.5, 22), Vector3(0.3, 8, 6), wall, null, true) + box(Vector3(8, 3.5, 19.3), Vector3(8, 8, 0.3), wall, null, true) + box(Vector3(8, 3.5, 24.7), Vector3(8, 8, 0.3), wall, null, true) # end walls - box(Vector3(0, 2, -0.5), Vector3(8.6, 4, 0.3), wall) - box(Vector3(0, 2, 44.5), Vector3(8.6, 4, 0.3), wall) + box(Vector3(0, 2, -0.5), Vector3(8.6, 4, 0.3), wall, null, true) + box(Vector3(0, 2, 44.5), Vector3(8.6, 4, 0.3), wall, null, true) # dividers + doors for z in [8.0, 16.0, 26.0, 34.0, 40.0]: divider(z) @@ -189,14 +265,14 @@ func _build_objects() -> void: Vector3(-2.0, 2.2, 4.0), PI, 22, Color(1.0, 0.75, 0.3)) # --- segment B: charge post + be-the-wire gap --- - box(Vector3(-2.5, 0.9, 10.5), Vector3(0.5, 1.8, 0.5), Color(0.2, 0.5, 0.6)) + box(Vector3(-2.5, 0.9, 10.5), Vector3(0.5, 1.8, 0.5), Color(0.2, 0.5, 0.6)).material = glow(Color(0.15, 0.7, 0.85)) var post1 := ElementField.make("electricity", 1.3, Color(0.3, 1.0, 1.0, 0.12)) post1.position = Vector3(-2.5, 0.9, 10.5) add_child(post1) sign3d("CHARGE POST", Vector3(-2.5, 2.3, 10.2)) for x in [-1.0, 1.0]: - box(Vector3(x, 1.0, 15.3), Vector3(0.25, 2.0, 0.25), Color(0.55, 0.55, 0.6)) + box(Vector3(x, 1.0, 15.3), Vector3(0.25, 2.0, 0.25), Color(0.55, 0.55, 0.6)).material = glow(Color(0.8, 0.8, 0.5), 0.5) var contact_trans := [{"from": "idle", "to": "hot", "element": "electricity", "duration": 0.15, "decay_to": "idle", "decay_s": 0.6}] contact_a = make_exposable("BUS CONTACT A", "idle", contact_trans.duplicate(true), Vector3(-1.0, 1.0, 15.3)) @@ -211,7 +287,7 @@ func _build_objects() -> void: sign3d("SPARE MOBILITY UNIT — GC CAT. 6601-W", Vector3(2.5, 1.4, 17.8)) # --- segment C: post 2, drum bay, puddle + relay --- - box(Vector3(-2.8, 0.9, 20.5), Vector3(0.5, 1.8, 0.5), Color(0.2, 0.5, 0.6)) + box(Vector3(-2.8, 0.9, 20.5), Vector3(0.5, 1.8, 0.5), Color(0.2, 0.5, 0.6)).material = glow(Color(0.15, 0.7, 0.85)) var post2 := ElementField.make("electricity", 1.3, Color(0.3, 1.0, 1.0, 0.12)) post2.position = Vector3(-2.8, 0.9, 20.5) add_child(post2) @@ -236,7 +312,7 @@ func _build_objects() -> void: crate.position = Vector3(-2.6, 2.65, 0) drum.add_child(crate) - box(Vector3(3.7, 0.7, 18.6), Vector3(0.3, 1.4, 0.3), Color(0.5, 0.4, 0.2)) + box(Vector3(3.7, 0.7, 18.6), Vector3(0.3, 1.4, 0.3), Color(0.5, 0.4, 0.2)).material = glow(Color(0.9, 0.6, 0.15), 0.5) drum_switch = make_exposable("DRUM MOTOR BUS", "idle", [{"from": "idle", "to": "active", "element": "electricity", "duration": 0.8, "permanent": true}], @@ -261,7 +337,7 @@ func _build_objects() -> void: puddle_live.enabled = false add_child(puddle_live) - box(Vector3(-5.0, 1.0, 24), Vector3(0.4, 0.4, 0.4), Color(0.6, 0.3, 0.3)) + box(Vector3(-5.0, 1.0, 24), Vector3(0.4, 0.4, 0.4), Color(0.6, 0.3, 0.3)).material = glow(Color(0.9, 0.25, 0.2), 0.6) relay = make_exposable("SLUICE RELAY", "open", [{"from": "open", "to": "tripped", "element": "electricity", "duration": 1.0, "permanent": true}], @@ -287,8 +363,8 @@ func _build_objects() -> void: Vector3(7.2, 2.0, 25.8), PI / 2.0, 24, Color(1.0, 0.75, 0.3)) # --- segment D: valve, bucket, tank --- - box(Vector3(-3.8, 1.4, 28), Vector3(0.5, 0.5, 0.5), Color(0.3, 0.5, 0.7)) - box(Vector3(-3.4, 0.9, 28), Vector3(0.12, 1.6, 0.12), Color(0.3, 0.5, 0.9)) # stream + box(Vector3(-3.8, 1.4, 28), Vector3(0.5, 0.5, 0.5), Color(0.3, 0.5, 0.7)).material = glow(Color(0.25, 0.5, 0.9), 0.5) + box(Vector3(-3.4, 0.9, 28), Vector3(0.12, 1.6, 0.12), Color(0.3, 0.5, 0.9)).material = glow(Color(0.3, 0.55, 1.0), 0.9) # stream var valve := ElementField.make("water", 1.3, Color(0.2, 0.4, 1.0, 0.10)) valve.position = Vector3(-3.3, 0.8, 28) add_child(valve) @@ -310,6 +386,7 @@ func _build_objects() -> void: sun_field.position = Vector3(0, 2.2, 37) add_child(sun_field) var panel := box(Vector3(1.5, 1.5, 37.3), Vector3(1.2, 0.8, 0.1), Color(0.1, 0.15, 0.4)) + panel.material = glow(Color(0.15, 0.25, 0.7), 0.5) panel.rotation.x = -0.5 solar = make_exposable("SOLAR CELL", "unpowered", [{"from": "unpowered", "to": "powered", "element": "light", @@ -354,6 +431,15 @@ func _build_hud() -> void: cross.add_theme_color_override("font_color", Color(0.55, 1.0, 0.6, 0.7)) cl.add_child(cross) + _marker = Label3D.new() + _marker.text = "▼" + _marker.font_size = 72 + _marker.modulate = Color(0.55, 1.0, 0.6) + _marker.billboard = BaseMaterial3D.BILLBOARD_ENABLED + _marker.no_depth_test = true + _marker.visible = false + add_child(_marker) + # ---------- rules ---------- @@ -425,12 +511,25 @@ func _process(_delta: float) -> void: holding += " [%s%s]" % [ex.state.to_upper(), " %ds" % ceil(ex.decay_remaining()) if ex.decay_remaining() > 0 else ""] + var obj := "WALK OUT THE EXIT." + if not door1.is_open: + obj = "DOOR 1 BUS IS MISSING A COMPONENT. YOU ARE MADE OF COMPONENTS." + elif not door2.is_open: + obj = "BUS GAP AHEAD — GET CHARGED AT THE POST, STAND IN THE GAP." + elif not door3.is_open: + obj = "SEALED BAY — RELAY IS BEHIND THE BARS. READ THE CAUTION SIGN. DISOBEY IT." + elif not door4.is_open: + obj = "GRAV TANK NEEDS 2 POURS. THE BUCKET LEAKS. HUSTLE." + elif not won: + obj = "EXIT RUNS ON SUNLIGHT. CHECK THE SOL CLOCK." + var lines := [ "GENERAL COMPONENT™ — UNIT-77 — MISSION: RESTORE ASSET. RETURN ASSET.", "SOL: %s%s" % [sol, " ★ ROOM RESTORED — PHASE 0 COMPLETE" if won else ""], "SHELL: %s | CORE: %s | WHEELS: %d | SPARES: %d | PORT 00: NO COMPONENT SPECIFIED" % [shell_s, core_s, droid.wheels, droid.spare_wheels], "HOLDING: %s" % holding, + "OBJECTIVE: %s" % obj, ] var scan := droid.best_target(["exposable"], 8.0, 0.93) @@ -445,6 +544,10 @@ func _process(_delta: float) -> void: var target := droid.best_target(["interactable"], 3.0, 0.7) if target: lines.append("[E] %s" % target.get("prompt_text")) + _marker.visible = true + _marker.global_position = target.global_position + Vector3(0, 1.1 + 0.12 * sin(t_sol * 5.0), 0) + else: + _marker.visible = false if droid.stun > 0: lines.append(">>> REBOOTING <<<")