extends Node3D class_name EarthWorld ## Die Erde: eine Kleinstadt mit vier Menschen, die ihren Tag leben. var spawn := Vector3(0, 3.0, 12.0) var humans: Array = [] var _sun: DirectionalLight3D var _sky: ProceduralSkyMaterial var _env: Environment var _nachtlichter: Array = [] func _ready() -> void: _environment() _boden() _orte() _park() _saeule() _menschen() _himmel_aktualisieren() func _environment() -> void: var we := WorldEnvironment.new() _env = Environment.new() _env.background_mode = Environment.BG_SKY var sky := Sky.new() _sky = ProceduralSkyMaterial.new() sky.sky_material = _sky _env.sky = sky _env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY _env.glow_enabled = true _env.glow_intensity = 0.35 _env.fog_enabled = true _env.fog_density = 0.0012 we.environment = _env add_child(we) _sun = DirectionalLight3D.new() _sun.shadow_enabled = true _sun.shadow_blur = 1.5 add_child(_sun) func _boden() -> void: Prims.box(self, Vector3(0, -0.5, 0), Vector3(240, 1, 240), Color(0.36, 0.52, 0.30)) # Ringweg, auf dem die Menschen gehen for i in range(36): var a := TAU * float(i) / 36.0 Prims.box(self, Vector3(cos(a) * 15.0, 0.03, sin(a) * 15.0), Vector3(2.8, 0.06, 2.8), Color(0.62, 0.58, 0.50), false) func _orte() -> void: for key in HumanDB.PLACES: if key == "park": continue var pl: Dictionary = HumanDB.PLACES[key] var c := HumanDB.place_center(key) var s: Array = pl["size"] var groesse := Vector3(s[0], 2.3, s[1]) var farbe: Color = pl["color"] var richtung: Vector3 = HumanDB.DIR_VEC[pl["dir"]] Prims.room(self, c, groesse, farbe, farbe.darkened(0.35), richtung, 3.4, true) Prims.label(self, c + Vector3(0, 5.0, 0), pl["name"], 0.6, Color(1, 1, 0.9)) _einrichtung(c, groesse, farbe, key) var tuer := HumanDB.place_door(key) var weg := tuer.normalized() * 15.0 - tuer var b := Prims.box(self, (tuer + tuer.normalized() * 15.0) * 0.5 + Vector3(0, 0.03, 0), Vector3(2.6, 0.06, weg.length()), Color(0.62, 0.58, 0.50), false) b.rotation.y = atan2(weg.x, weg.z) var l := OmniLight3D.new() l.position = c + Vector3(0, 2.0, 0) l.omni_range = 20.0 l.light_color = Color(1.0, 0.85, 0.6) l.light_energy = 0.0 add_child(l) _nachtlichter.append(l) func _einrichtung(c: Vector3, groesse: Vector3, farbe: Color, key: String) -> void: var h := groesse.z * 0.5 - 1.6 var w := groesse.x * 0.5 - 1.6 if key.begins_with("haus") or key == "wohnheim": Prims.box(self, c + Vector3(-w + 1.0, 0.35, -h + 1.2), Vector3(2.0, 0.7, 3.4), Color(0.85, 0.85, 0.90)) # Bett Prims.box(self, c + Vector3(w - 1.0, 0.75, 0), Vector3(1.6, 0.15, 2.6), farbe.darkened(0.5)) # Schreibtisch Prims.box(self, c + Vector3(w - 1.0, 1.05, 0), Vector3(0.9, 0.6, 0.1), Color(0.2, 0.25, 0.3)) # Bildschirm elif key == "cafe": for i in range(3): Prims.cyl(self, c + Vector3(-3.0 + i * 3.0, 0.4, 0.5), 0.8, 0.8, Color(0.55, 0.40, 0.30)) Prims.box(self, c + Vector3(0, 0.55, -3.2), Vector3(groesse.x - 3.0, 1.1, 0.8), Color(0.45, 0.32, 0.24)) elif key == "buero": for i in range(4): Prims.box(self, c + Vector3(-4.5 + i * 3.0, 0.75, -1.0), Vector3(2.2, 0.15, 1.4), Color(0.75, 0.75, 0.78)) elif key == "baeckerei": Prims.box(self, c + Vector3(0, 0.55, 2.0), Vector3(groesse.x - 3.0, 1.1, 1.0), Color(0.70, 0.55, 0.35)) Prims.box(self, c + Vector3(0, 0.85, -3.0), Vector3(3.0, 1.7, 1.5), Color(0.4, 0.4, 0.42)) elif key == "uni": for i in range(3): Prims.box(self, c + Vector3(0, 0.5, -2.0 + i * 2.2), Vector3(groesse.x - 4.0, 0.2, 0.8), Color(0.66, 0.62, 0.58)) Prims.box(self, c + Vector3(0, 1.1, -4.0), Vector3(5.0, 1.6, 0.15), Color(0.15, 0.25, 0.20)) func _park() -> void: var rng := RandomNumberGenerator.new() rng.seed = 3 Prims.cyl(self, Vector3(-6, 0.05, 2), 4.0, 0.12, Color(0.30, 0.50, 0.72), false) for i in range(14): var a := rng.randf() * TAU var r := rng.randf_range(5.0, 12.0) var p := Vector3(cos(a) * r, 0, sin(a) * r + 2.0) if p.length() < 4.0: continue var hoehe := rng.randf_range(2.4, 4.2) Prims.cyl(self, p + Vector3(0, hoehe * 0.5, 0), 0.3, hoehe, Color(0.35, 0.26, 0.18)) Prims.sphere(self, p + Vector3(0, hoehe + 0.8, 0), rng.randf_range(1.2, 1.9), Color(0.25, 0.5 + rng.randf() * 0.2, 0.22)) for i in range(4): var a := TAU * float(i) / 4.0 + 0.4 var p := Vector3(cos(a) * 8.0, 0.45, sin(a) * 8.0 + 2.0) var b := Prims.box(self, p, Vector3(2.4, 0.15, 0.7), Color(0.55, 0.40, 0.28)) b.rotation.y = -a Prims.label(self, Vector3(0, 5.0, 10.0), "Stadtpark", 0.55, Color(1, 1, 0.9)) func _saeule() -> void: var pos := Vector3(0, 0, 12.0) Prims.cyl(self, pos + Vector3(0, 0.2, 0), 2.6, 0.4, Color(0.50, 0.48, 0.55), false) Prims.cyl(self, pos + Vector3(0, 2.2, 0), 0.7, 4.0, Color(0.55, 0.80, 1.0), false, 1.6) Prims.sphere(self, pos + Vector3(0, 4.6, 0), 0.9, Color(0.75, 0.92, 1.0), 2.2) Prims.label(self, pos + Vector3(0, 6.0, 0), "Rückkehr in die Traumwelt", 0.4, Color(0.75, 0.95, 1)) var n := Node3D.new() n.position = pos + Vector3(0, 1.6, 0) add_child(n) n.add_to_group("interactable") n.set_meta("kind", "traum") n.set_meta("arg", "") n.set_meta("titel", "Rückkehr in die Traumwelt") func _menschen() -> void: for i in range(HumanDB.LIST.size()): var m := Human.new() add_child(m) m.setup(HumanDB.LIST[i], i) humans.append(m) func _process(_delta: float) -> void: _himmel_aktualisieren() func _himmel_aktualisieren() -> void: var t: float = Game.time_h var sonne := clampf(sin((t - 6.0) / 12.0 * PI), 0.0, 1.0) _sun.rotation_degrees = Vector3(-((t - 6.0) / 12.0) * 180.0, -35.0, 0.0) _sun.light_energy = 0.25 + sonne * 1.0 _sun.light_color = Color(1.0, 0.75 + sonne * 0.25, 0.55 + sonne * 0.4) var tag_top := Color(0.30, 0.55, 0.90) var nacht_top := Color(0.03, 0.04, 0.12) var tag_hor := Color(0.75, 0.85, 0.95) var nacht_hor := Color(0.10, 0.10, 0.25) _sky.sky_top_color = nacht_top.lerp(tag_top, sonne) _sky.sky_horizon_color = nacht_hor.lerp(tag_hor, sonne) _sky.ground_horizon_color = nacht_hor.lerp(Color(0.55, 0.60, 0.55), sonne) _sky.ground_bottom_color = nacht_top.lerp(Color(0.30, 0.38, 0.28), sonne) _env.ambient_light_energy = 0.45 + sonne * 0.8 _env.fog_light_color = nacht_hor.lerp(tag_hor, sonne) var nacht := 1.0 - sonne for l in _nachtlichter: l.light_energy = clampf(nacht * 2.4 - 0.3, 0.0, 2.2)