Files
dreamer-game/scripts/dream_world.gd
2026-08-29 11:43:53 +02:00

255 lines
9.5 KiB
GDScript

extends Node3D
class_name DreamWorld
## Die Traumwelt: Insel mit drei betretbaren Gebäuden und dem Tor zur Erde.
const INNEN_Y := -300.0
var spawn := Vector3(0, 2.0, 14.0)
var _deko: Array = []
var _regale: Dictionary = {} # tech_id -> MeshInstance3D
var _stelen: Dictionary = {} # human_id -> Dictionary
func _ready() -> void:
_environment()
_insel()
_gebaeude_bibliothek()
_gebaeude_missionshalle()
_gebaeude_meditation()
_tor_zur_erde()
Game.state_changed.connect(_refresh)
_refresh()
func _environment() -> void:
var we := WorldEnvironment.new()
var env := Environment.new()
env.background_mode = Environment.BG_SKY
var sky := Sky.new()
var mat := ProceduralSkyMaterial.new()
mat.sky_top_color = Color(0.10, 0.05, 0.24)
mat.sky_horizon_color = Color(0.42, 0.24, 0.55)
mat.ground_bottom_color = Color(0.06, 0.03, 0.14)
mat.ground_horizon_color = Color(0.32, 0.18, 0.45)
mat.sun_angle_max = 40.0
sky.sky_material = mat
env.sky = sky
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.ambient_light_energy = 1.8
env.glow_enabled = true
env.glow_intensity = 0.5
env.glow_bloom = 0.15
env.fog_enabled = true
env.fog_light_color = Color(0.30, 0.18, 0.45)
env.fog_density = 0.006
we.environment = env
add_child(we)
var sun := DirectionalLight3D.new()
sun.rotation_degrees = Vector3(-46, 25, 0)
sun.light_energy = 1.15
sun.light_color = Color(0.85, 0.80, 1.0)
sun.shadow_enabled = true
sun.shadow_blur = 2.0
add_child(sun)
func _insel() -> void:
Prims.cyl(self, Vector3(0, -1.0, 0), 50.0, 2.0, Color(0.28, 0.20, 0.42))
Prims.cyl(self, Vector3(0, -4.0, 0), 38.0, 4.0, Color(0.20, 0.14, 0.32), false)
Prims.cyl(self, Vector3(0, -9.0, 0), 20.0, 6.0, Color(0.15, 0.10, 0.26), false)
# Wege
var wege: Array[Vector3] = [Vector3(-22, 0, -6), Vector3(0, 0, -12), Vector3(22, 0, -6),
Vector3(0, 0, 8)]
for w in wege:
var d: Vector3 = w.normalized() * (w.length() * 0.5)
var b := Prims.box(self, Vector3(d.x, 0.02, d.z),
Vector3(3.0, 0.08, w.length()), Color(0.45, 0.35, 0.62), false)
b.rotation.y = atan2(w.x, w.z)
# schwebende Deko
var rng := RandomNumberGenerator.new()
rng.seed = 7
for i in range(34):
var a := rng.randf() * TAU
var r := rng.randf_range(16.0, 46.0)
var p := Vector3(cos(a) * r, rng.randf_range(4.0, 22.0), sin(a) * r)
var s := rng.randf_range(0.6, 2.0)
var c := Color(0.6 + rng.randf() * 0.3, 0.5 + rng.randf() * 0.4, 1.0)
var wuerfel := Prims.box(self, p, Vector3(s, s, s), c, false, 1.1)
wuerfel.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
_deko.append(wuerfel)
func _process(delta: float) -> void:
for i in range(_deko.size()):
var n: Node3D = _deko[i]
n.rotation.y += delta * (0.2 + 0.05 * (i % 5))
n.rotation.x += delta * 0.13
n.position.y += sin(Time.get_ticks_msec() * 0.0007 + i) * delta * 0.6
# ---------------------------------------------------------------- Bausteine
## Erzeugt Außenbau + Innenraum und verbindet beide mit Tür-Zonen.
func _gebaeude(titel: String, a_center: Vector3, a_size: Vector3,
i_center: Vector3, i_size: Vector3, farbe: Color) -> Node3D:
Prims.room(self, a_center, a_size, farbe, farbe.darkened(0.3), Vector3.BACK, 3.6, false)
Prims.box(self, a_center + Vector3(0, a_size.y + 0.25, 0),
Vector3(a_size.x + 1.0, 0.5, a_size.z + 1.0), farbe.lightened(0.15))
Prims.box(self, a_center + Vector3(0, a_size.y + 1.1, 0),
Vector3(a_size.x * 0.5, 1.2, a_size.z * 0.5), farbe.lightened(0.3))
Prims.label(self, a_center + Vector3(0, a_size.y + 3.0, 0), titel, 1.4,
Color(1, 0.95, 0.8))
var aussen_tuer := a_center + Vector3(0, 0, a_size.z * 0.5)
var draussen := a_center + Vector3(0, 0.2, a_size.z * 0.5 + 3.2)
var innen := Node3D.new()
innen.name = titel.replace(" ", "_")
add_child(innen)
Prims.room(innen, i_center, i_size, farbe.lightened(0.12), farbe.darkened(0.25),
Vector3.BACK, 3.6, true)
Prims.box(innen, i_center + Vector3(0, i_size.y + 0.2, 0),
Vector3(i_size.x, 0.4, i_size.z), farbe.darkened(0.4))
for sx: float in [-1.0, 1.0]:
for sz: float in [-1.0, 1.0]:
var l := OmniLight3D.new()
l.position = i_center + Vector3(sx * i_size.x * 0.28, i_size.y - 0.8, sz * i_size.z * 0.28)
l.omni_range = 34.0
l.light_energy = 4.5
l.light_color = Color(0.90, 0.90, 1.0)
innen.add_child(l)
var innen_spawn := i_center + Vector3(0, 0.3, i_size.z * 0.5 - 3.0)
_tuer(self, aussen_tuer + Vector3(0, 1.2, 0), innen_spawn)
_tuer(innen, i_center + Vector3(0, 1.2, i_size.z * 0.5), draussen)
Prims.label(innen, i_center + Vector3(0, i_size.y - 0.9, i_size.z * 0.5 - 0.35), "Ausgang", 0.45,
Color(1, 0.85, 0.6))
return innen
func _tuer(parent: Node, pos: Vector3, ziel: Vector3) -> void:
var a := Area3D.new()
a.position = pos
var cs := CollisionShape3D.new()
var sh := BoxShape3D.new()
sh.size = Vector3(3.4, 2.4, 1.6)
cs.shape = sh
a.add_child(cs)
parent.add_child(a)
a.body_entered.connect(func(body: Node3D) -> void:
if body is Player and Game.teleport_lock <= 0.0:
Game.teleport_lock = 0.9
body.global_position = ziel
body.velocity = Vector3.ZERO)
func _interaktion(parent: Node, pos: Vector3, kind: String, arg: String, titel: String) -> Node3D:
var n := Node3D.new()
n.position = pos
parent.add_child(n)
n.add_to_group("interactable")
n.set_meta("kind", kind)
n.set_meta("arg", arg)
n.set_meta("titel", titel)
return n
# ---------------------------------------------------------------- Gebäude
func _gebaeude_bibliothek() -> void:
var innen := _gebaeude("Bibliothek der Techniken",
Vector3(-24, 0, -16), Vector3(16, 5, 14),
Vector3(0, INNEN_Y, 0), Vector3(34, 6, 24),
Color(0.58, 0.50, 0.80))
Prims.label(innen, Vector3(0, INNEN_Y + 5.0, -10.5),
"Berühre eine Technik, um ihre Hinweise zu lesen.", 0.4, Color(0.9, 0.9, 1))
var ids := TechDB.ids()
for i in range(ids.size()):
var reihe := i / 6
var spalte := i % 6
var p := Vector3(-12.5 + spalte * 5.0, INNEN_Y, -6.5 + reihe * 7.0)
var t := TechDB.by_id(ids[i])
Prims.cyl(innen, p + Vector3(0, 0.5, 0), 0.8, 1.0, Color(0.30, 0.26, 0.45))
var kristall := Prims.box(innen, p + Vector3(0, 1.8, 0), Vector3(0.9, 0.9, 0.9),
t["farbe"], false, 1.4)
kristall.rotation = Vector3(0.6, 0.8, 0.0)
_regale[ids[i]] = kristall
Prims.label(innen, p + Vector3(0, 3.2 + float(reihe) * 0.6, 0), t["name"], 0.36, Color(1, 1, 1))
_interaktion(innen, p + Vector3(0, 1.2, 0), "technik", ids[i], t["name"])
func _gebaeude_missionshalle() -> void:
var innen := _gebaeude("Missionshalle",
Vector3(0, 0, -28), Vector3(18, 5, 14),
Vector3(90, INNEN_Y, 0), Vector3(26, 6, 20),
Color(0.74, 0.55, 0.48))
Prims.label(innen, Vector3(90, INNEN_Y + 5.0, -8.5),
"Menschen, deren Traum feststeckt.", 0.42, Color(1, 0.92, 0.8))
for i in range(HumanDB.LIST.size()):
var h: Dictionary = HumanDB.LIST[i]
var p := Vector3(90.0 + (float(i) - 1.5) * 7.0, INNEN_Y, -3.0)
Prims.cyl(innen, p + Vector3(0, 0.4, 0), 1.2, 0.8, Color(0.35, 0.28, 0.26))
var saeule := Prims.box(innen, p + Vector3(0, 2.0, 0), Vector3(1.4, 3.2, 1.4),
h["farbe"], false, 0.8)
var sphere := Prims.sphere(innen, p + Vector3(0, 4.1, 0), 0.55,
(h["farbe"] as Color).lightened(0.4), 1.6)
var lab := Prims.label(innen, p + Vector3(0, 5.2, 0), h["name"], 0.32, Color(1, 1, 1))
_stelen[h["id"]] = {"saeule": saeule, "kugel": sphere, "label": lab}
_interaktion(innen, p + Vector3(0, 1.5, 0), "mission", h["id"], h["name"])
func _gebaeude_meditation() -> void:
var innen := _gebaeude("Meditationskammer",
Vector3(24, 0, -16), Vector3(14, 5, 14),
Vector3(-90, INNEN_Y, 0), Vector3(20, 6, 18),
Color(0.46, 0.66, 0.74))
Prims.label(innen, Vector3(-90, INNEN_Y + 5.0, -7.5),
"Übung vertieft, was du schon kannst.", 0.42, Color(0.85, 1, 1))
Prims.cyl(innen, Vector3(-90, INNEN_Y + 0.5, -1.0), 3.0, 1.0, Color(0.24, 0.34, 0.40))
var kugel := Prims.sphere(innen, Vector3(-90, INNEN_Y + 2.6, -1.0), 1.2,
Color(0.55, 0.95, 1.0), 1.8)
kugel.name = "Meditationskugel"
_interaktion(innen, Vector3(-90, INNEN_Y + 1.5, -1.0), "vertiefen", "", "Meditationskugel")
func _tor_zur_erde() -> void:
var pos := Vector3(0, 0, 18)
Prims.cyl(self, pos + Vector3(0, 0.3, 0), 5.0, 0.6, Color(0.35, 0.30, 0.50))
for i in range(10):
var a := PI * float(i) / 9.0
Prims.box(self, pos + Vector3(cos(a) * 4.2, sin(a) * 4.2 + 0.6, 0),
Vector3(0.7, 0.7, 0.7), Color(0.5, 0.85, 1.0), false, 1.8)
var scheibe := Prims.cyl(self, pos + Vector3(0, 2.6, 0), 3.0, 0.2,
Color(0.45, 0.75, 1.0, 0.28), false, 1.0)
scheibe.rotation.x = PI * 0.5
Prims.label(self, pos + Vector3(0, 6.4, 0), "Tor zur Erde", 0.7, Color(0.7, 0.95, 1))
_interaktion(self, pos + Vector3(0, 1.6, 0), "erde", "", "Tor zur Erde")
# ---------------------------------------------------------------- Aktualisieren
func _refresh() -> void:
for id in _regale:
var m: MeshInstance3D = _regale[id]
var t := TechDB.by_id(id)
if Game.knows(id):
m.material_override = Prims.mat(t["farbe"], 2.2)
m.scale = Vector3.ONE * (1.0 + 0.12 * Game.skill_of(id))
else:
m.material_override = Prims.mat((t["farbe"] as Color).darkened(0.35), 0.5)
m.scale = Vector3.ONE * 0.75
for id in _stelen:
var s: Dictionary = _stelen[id]
var h := HumanDB.by_id(id)
var lab: Label3D = s["label"]
if Game.completed.has(id):
s["kugel"].material_override = Prims.mat(Color(0.5, 1.0, 0.6), 2.4)
lab.text = h["name"] + "\n★ erfüllt"
elif Game.active_mission == id:
s["kugel"].material_override = Prims.mat(Color(1, 0.85, 0.35), 2.4)
lab.text = h["name"] + "\naktive Mission · %d %%" % int(Game.mission_progress(id))
else:
s["kugel"].material_override = Prims.mat((h["farbe"] as Color).lightened(0.4), 1.2)
lab.text = h["name"] + "\nwartet"