saumwacht-godot/scripts/luneraria/view/lune_fx.gd
Martin Stickelbroeck 9f62e30377 G2: Ancients, Türme, Bossgrotte und Superboss; macOS- und Windows-ARM64-Pakete
Mondherz-Ancients (Saumkern-Kristall als Herz, Sichelklingen, Ringe, Krone,
Teamwappen, Energieadern) mit den Stufen stabil/instabil/kritisch, kurzem
Zusammenbruch und bleibender Ruine; der Sieg wartet nie auf die Grafik.
Turmfamilie aus einem Blender-Generator: Grenzwacht (Tower 1), Bastion
(Tower 2), Kernwacht (Basisturm in der Formensprache des Ancients), mit
Schadensstufen, Einsturz, Ruine und sichtbarem Angriff (Zielring, Aufladen,
Bolzen, Einschlag) - der Schaden bleibt vollständig in der Simulation.
Bossgrotte Mondschlund mit Tor, Treppe in die Tiefe, Altar, Säulen, Felsen
und fünf Zuständen; der Generator hält Abstand zur Top-Lane, die Höhle
braucht eine kleine Geländesenke (nur Darstellung). Superboss Schlundkrone
mit 24 Knochen und 11 Clips (inkl. Brüllen und Sieg), Adern in Teamfarbe,
dasselbe Modell für Grotte und Lane. Gemeinsame LN-Materialfamilie (Stein,
Metall, Kristall, Rune, Stoff, Mondwasser, Kreaturenhaut), Occlusion-Fade
ohne dithernde Schatten. Keine Regeländerung.

Geprüft: verify_g2 245/245, verify_g1 443/443, Regeln 91/91 und 73/73,
Stress 17/17, Balance 40 Partien identisch mit G1, verify_m1 38/38,
verify_m2 14/14, Netz 43/43 und Loopback 12/12, Legacy 209 und 463.
21 Ansichten vorher/nachher (1920x1080), Videos Turmkampf und Bossbegegnung,
Leistung G1/G2 auf demselben Mac (+0,5 ms in vollen Kampfansichten).
Pakete 0.17.0-g2 für macOS (Universal, ad-hoc signiert), Windows x64/ARM64
und Linux; macOS nativ und unter Rosetta, beide Windows-Pakete in Windows 11
ARM (Parallels, OpenGL-Fallback) mit --lune-smoke bestanden.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:12:49 +02:00

242 lines
10 KiB
GDScript

extends RefCounted
## Particle and glow building blocks for the strategic buildings (G2). Every effect is a
## small, bounded GPUParticles3D (no per-frame physics debris): sparks, smoke, dust bursts,
## crystal shard bursts and rising motes, plus soft sprite materials. Effects are purely
## visual and never feed back into the simulation.
static var _soft: Texture2D
static var _cache: Dictionary = {}
## Radial soft dot used by smoke, dust, motes and flashes.
static func soft_texture() -> Texture2D:
if _soft == null:
var gradient := Gradient.new()
gradient.set_color(0, Color(1, 1, 1, 1))
gradient.set_color(1, Color(1, 1, 1, 0))
gradient.add_point(.35, Color(1, 1, 1, .55))
var texture := GradientTexture2D.new()
texture.gradient = gradient
texture.fill = GradientTexture2D.FILL_RADIAL
texture.fill_from = Vector2(.5, .5)
texture.fill_to = Vector2(1.0, .5)
texture.width = 64
texture.height = 64
_soft = texture
return _soft
## Billboard sprite material: additive glow (sparks, motes, flashes) or alpha (smoke, dust).
static func sprite_material(color: Color, additive: bool, energy: float = 1.0) -> StandardMaterial3D:
var key: String = "%s:%s:%.2f" % [color.to_html(), additive, energy]
if _cache.has(key):
return _cache[key]
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
material.blend_mode = BaseMaterial3D.BLEND_MODE_ADD if additive else BaseMaterial3D.BLEND_MODE_MIX
material.billboard_mode = BaseMaterial3D.BILLBOARD_PARTICLES
material.vertex_color_use_as_albedo = true
material.albedo_texture = soft_texture()
material.albedo_color = Color(color.r * energy, color.g * energy, color.b * energy, color.a)
material.no_depth_test = false
material.disable_receive_shadows = true
_cache[key] = material
return material
static func _quad(size: float, material: Material) -> QuadMesh:
var quad := QuadMesh.new()
quad.size = Vector2(size, size)
quad.material = material
return quad
static func _ramp(stops: Array) -> GradientTexture1D:
var gradient := Gradient.new()
gradient.offsets = PackedFloat32Array(stops.map(func(s: Array) -> float: return s[0]))
gradient.colors = PackedColorArray(stops.map(func(s: Array) -> Color: return s[1]))
var texture := GradientTexture1D.new()
texture.gradient = gradient
return texture
static func _curve(points: Array) -> CurveTexture:
var curve := Curve.new()
for p: Vector2 in points:
curve.add_point(p)
var texture := CurveTexture.new()
texture.curve = curve
return texture
static func _base(name: String, amount: int, lifetime: float, box: AABB) -> GPUParticles3D:
var particles := GPUParticles3D.new()
particles.name = name
particles.amount = amount
particles.lifetime = lifetime
particles.visibility_aabb = box
particles.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
particles.local_coords = false
particles.emitting = false
return particles
## Continuous sparks falling from damaged masonry and metal.
static func sparks(color: Color, amount: int = 14, radius: float = 1.0, height: float = 2.0) -> GPUParticles3D:
var particles := _base("Sparks", amount, .9, AABB(Vector3(-4, -1, -4), Vector3(8, 9, 8)))
var process := ParticleProcessMaterial.new()
process.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_RING
process.emission_ring_axis = Vector3.UP
process.emission_ring_radius = radius
process.emission_ring_inner_radius = radius * .6
process.emission_ring_height = height
process.direction = Vector3(0, 1, 0)
process.spread = 60.0
process.initial_velocity_min = .6
process.initial_velocity_max = 2.2
process.gravity = Vector3(0, -5.5, 0)
process.scale_min = .5
process.scale_max = 1.0
process.color_ramp = _ramp([[0.0, Color(1, 1, 1, 1)], [.5, Color(1, .8, .5, .9)], [1.0, Color(1, .4, .2, 0)]])
particles.process_material = process
particles.draw_pass_1 = _quad(.07, sprite_material(color, true, 3.0))
return particles
## Thin rising smoke (damage) or a heavier plume (ruin, destruction).
static func smoke(amount: int = 10, radius: float = .8, dark: float = .22, size: float = 1.1, lifetime: float = 3.2) -> GPUParticles3D:
var particles := _base("Smoke", amount, lifetime, AABB(Vector3(-5, -1, -5), Vector3(10, 14, 10)))
var process := ParticleProcessMaterial.new()
process.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
process.emission_sphere_radius = radius
process.direction = Vector3(0, 1, 0)
process.spread = 18.0
process.initial_velocity_min = .35
process.initial_velocity_max = .8
process.gravity = Vector3(.18, .25, .08)
process.damping_min = .2
process.damping_max = .5
process.scale_min = .7
process.scale_max = 1.3
process.scale_curve = _curve([Vector2(0, .35), Vector2(1, 1.6)])
process.angle_min = 0.0
process.angle_max = 360.0
process.color_ramp = _ramp([[0.0, Color(dark, dark, dark * 1.05, 0)], [.15, Color(dark, dark, dark * 1.05, .42)], [1.0, Color(dark * 1.3, dark * 1.3, dark * 1.35, 0)]])
particles.process_material = process
particles.draw_pass_1 = _quad(size, sprite_material(Color(1, 1, 1, 1), false))
return particles
## One-shot dust and rubble burst at the foot of a collapsing structure.
static func dust_burst(amount: int = 36, radius: float = 1.4, size: float = 1.6, color: Color = Color(.62, .58, .52)) -> GPUParticles3D:
var particles := _base("DustBurst", amount, 1.9, AABB(Vector3(-7, -1, -7), Vector3(14, 10, 14)))
particles.one_shot = true
particles.explosiveness = .85
var process := ParticleProcessMaterial.new()
process.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_RING
process.emission_ring_axis = Vector3.UP
process.emission_ring_radius = radius
process.emission_ring_inner_radius = radius * .3
process.emission_ring_height = .6
process.direction = Vector3(0, .35, 0)
process.spread = 80.0
process.initial_velocity_min = 1.2
process.initial_velocity_max = 3.4
process.gravity = Vector3(0, -.6, 0)
process.damping_min = 1.6
process.damping_max = 2.6
process.scale_curve = _curve([Vector2(0, .4), Vector2(1, 1.8)])
process.angle_max = 360.0
process.color_ramp = _ramp([[0.0, Color(color.r, color.g, color.b, .75)], [1.0, Color(color.r, color.g, color.b, 0)]])
particles.process_material = process
particles.draw_pass_1 = _quad(size, sprite_material(Color(1, 1, 1, 1), false))
return particles
## One-shot burst of glowing crystal fragments (crystal failure, Ancient collapse).
static func shard_burst(color: Color, amount: int = 40, speed: float = 5.0) -> GPUParticles3D:
var particles := _base("ShardBurst", amount, 1.3, AABB(Vector3(-9, -2, -9), Vector3(18, 14, 18)))
particles.one_shot = true
particles.explosiveness = .95
var process := ParticleProcessMaterial.new()
process.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
process.emission_sphere_radius = .4
process.direction = Vector3(0, 1, 0)
process.spread = 180.0
process.initial_velocity_min = speed * .4
process.initial_velocity_max = speed
process.gravity = Vector3(0, -7.0, 0)
process.scale_min = .5
process.scale_max = 1.2
process.color_ramp = _ramp([[0.0, Color(1, 1, 1, 1)], [.6, Color(1, 1, 1, .8)], [1.0, Color(1, 1, 1, 0)]])
particles.process_material = process
var mesh := PrismMesh.new()
mesh.size = Vector3(.06, .16, .06)
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.vertex_color_use_as_albedo = true
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
material.albedo_color = Color(color.r * 1.35, color.g * 1.35, color.b * 1.35)
mesh.material = material
particles.draw_pass_1 = mesh
return particles
## Slow rising motes of energy around crystals (ambient; few particles).
static func motes(color: Color, amount: int = 18, radius: float = 2.0, height: float = 3.0, lifetime: float = 4.0) -> GPUParticles3D:
var particles := _base("Motes", amount, lifetime, AABB(Vector3(-6, -1, -6), Vector3(12, 14, 12)))
var process := ParticleProcessMaterial.new()
process.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_RING
process.emission_ring_axis = Vector3.UP
process.emission_ring_radius = radius
process.emission_ring_inner_radius = radius * .3
process.emission_ring_height = height
process.direction = Vector3(0, 1, 0)
process.spread = 25.0
process.initial_velocity_min = .15
process.initial_velocity_max = .45
process.gravity = Vector3(0, .08, 0)
process.tangential_accel_min = .2
process.tangential_accel_max = .5
process.scale_min = .6
process.scale_max = 1.2
process.color_ramp = _ramp([[0.0, Color(1, 1, 1, 0)], [.2, Color(1, 1, 1, 1)], [1.0, Color(1, 1, 1, 0)]])
particles.process_material = process
particles.draw_pass_1 = _quad(.09, sprite_material(color, true, 2.2))
return particles
## Energy escaping from a cracked crystal: fast, bright sparks shooting upwards in bursts.
static func leak(color: Color, amount: int = 30, radius: float = .8) -> GPUParticles3D:
var particles := _base("Leak", amount, 1.1, AABB(Vector3(-5, -2, -5), Vector3(10, 14, 10)))
particles.explosiveness = .35
particles.randomness = .6
var process := ParticleProcessMaterial.new()
process.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
process.emission_sphere_radius = radius
process.direction = Vector3(0, 1, 0)
process.spread = 35.0
process.initial_velocity_min = 2.2
process.initial_velocity_max = 4.6
process.gravity = Vector3(0, -1.2, 0)
process.damping_min = .8
process.damping_max = 1.6
process.scale_min = .6
process.scale_max = 1.3
process.color_ramp = _ramp([[0.0, Color(1, 1, 1, 1)], [.6, Color(1, 1, 1, .7)], [1.0, Color(1, 1, 1, 0)]])
particles.process_material = process
particles.draw_pass_1 = _quad(.1, sprite_material(color, true, 3.2))
return particles
## Additive billboard flash (impact, overload); animate its scale and transparency.
static func flash_mesh(color: Color, size: float = 1.0) -> MeshInstance3D:
var flash := MeshInstance3D.new()
var quad := QuadMesh.new()
quad.size = Vector2(size, size)
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
material.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
material.billboard_mode = BaseMaterial3D.BILLBOARD_ENABLED
material.albedo_texture = soft_texture()
material.albedo_color = color
material.disable_receive_shadows = true
quad.material = material
flash.mesh = quad
flash.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
return flash
## Restarts a one-shot effect at a position.
static func fire(particles: GPUParticles3D, at: Vector3) -> void:
particles.global_position = at
particles.restart()
particles.emitting = true