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my-world/maps/hub/hub_decor.gd
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aibrashandClaude Sonnet 5.5 2d347d132b Геймпад Xbox, меню паузы с настройками, новый хаб с музыкой
- Геймпад: раскладка под паркур и гонки, обзор правым стиком, навигация по меню (A/B/крестовина)
- Меню паузы (Esc/Start): выход в хаб, настройки (мышь, стик, FOV, громкость, инверсия), справка по управлению
- Хаб 48x32x10 м: колонны, окна с городом, голограмма, лавки; музыка «Local Forecast - Elevator» (Kevin MacLeod, CC-BY)
- Тесты: pause_test, pad_menu_test, hub_tour; README обновлён

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-31 18:36:50 +05:00

357 lines
13 KiB
GDScript

extends Node3D
# Оформление хаба: пол с кольцами, колонны, потолочные светильники, окна с ночным городом, лавки,
# платформа с вращающейся голограммой в центре, пылинки в воздухе. Размеры берутся из hub.gd.
# Всё строится кодом и без тяжёлых ресурсов — хаб лежит в основном пакете игры.
const BRASS := Color(0.85, 0.58, 0.26)
const CYAN := Color(0.25, 0.85, 1.0)
const DARK := Color(0.045, 0.05, 0.065)
const FLOOR_SHADER := """
shader_type spatial;
varying vec3 wpos;
void vertex() { wpos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; }
void fragment() {
vec2 cell = wpos.xz / 2.0;
vec2 g = abs(fract(cell - 0.5) - 0.5) / fwidth(cell);
float line = 1.0 - min(min(g.x, g.y), 1.0);
float r = length(wpos.xz);
float ring = 1.0 - smoothstep(0.0, 0.09, min(abs(r - 7.5), abs(r - 12.5)));
// дорожка света от платформы к порталам
float lane = 1.0 - smoothstep(0.0, 0.07, abs(wpos.x)) ;
lane *= step(wpos.z, -4.0) * 0.8;
vec3 base = vec3(0.028, 0.032, 0.045);
vec3 col = mix(base, vec3(0.08, 0.5, 0.65), line * 0.55);
col = mix(col, vec3(0.9, 0.58, 0.24), clamp(ring + lane, 0.0, 1.0));
ALBEDO = col * 0.55;
EMISSION = vec3(0.03, 0.25, 0.34) * line + vec3(0.5, 0.3, 0.1) * clamp(ring + lane, 0.0, 1.0);
ROUGHNESS = 0.35;
METALLIC = 0.4;
}
"""
# Окно: ночной город — небо с зарёй у горизонта, силуэты домов со светящимися окнами
const CITY_SHADER := """
shader_type spatial;
render_mode unshaded;
float h(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
void fragment() {
float yb = 1.0 - UV.y;
vec3 col = mix(vec3(0.015, 0.02, 0.06), vec3(0.42, 0.14, 0.30), pow(yb, 2.2) * 0.9);
col += vec3(0.5, 0.25, 0.1) * smoothstep(0.35, 0.0, yb) * 0.6;
for (int layer = 0; layer < 2; layer++) {
float n = layer == 0 ? 14.0 : 24.0;
float id = floor(UV.x * n + float(layer) * 7.0);
float top = (layer == 0 ? 0.42 : 0.26) * (0.35 + 0.65 * h(vec2(id, float(layer) + 1.0)));
if (yb < top) {
vec3 body = layer == 0 ? vec3(0.02, 0.02, 0.035) : vec3(0.05, 0.03, 0.07);
vec2 wc = vec2(UV.x * n * 3.0, yb * (layer == 0 ? 34.0 : 22.0));
vec2 wi = floor(wc);
vec2 wf = fract(wc);
float lit = step(0.62, h(wi + id)) * step(0.2, wf.x) * step(wf.x, 0.8) * step(0.25, wf.y) * step(wf.y, 0.75);
vec3 wcol = h(wi + 3.0) > 0.55 ? vec3(1.0, 0.7, 0.3) : vec3(0.4, 0.8, 1.0);
col = body + wcol * lit * (layer == 0 ? 0.9 : 0.5);
break;
}
}
ALBEDO = col;
}
"""
var _spin: Array = [] # [узел, ось, скорость]
var _pulse_mat: StandardMaterial3D
var _t := 0.0
func build(width: float, depth: float, height: float) -> void:
_build_pillars(width, depth, height)
_build_ceiling(width, depth, height)
_build_windows(width, depth, height)
_build_benches(width, depth)
_build_dais()
_build_signs(width, depth, height)
_build_dust(width, depth, height)
func floor_material() -> ShaderMaterial:
var m := ShaderMaterial.new()
m.shader = Shader.new()
m.shader.code = FLOOR_SHADER
return m
func _process(delta: float) -> void:
_t += delta
for s in _spin:
(s[0] as Node3D).rotate(s[1], s[2] * delta)
if _pulse_mat:
_pulse_mat.emission_energy_multiplier = 1.6 + 0.5 * sin(_t * 1.6)
# ---------- вспомогательное ----------
func _emissive(c: Color, energy := 2.0) -> StandardMaterial3D:
var m := StandardMaterial3D.new()
m.albedo_color = c.darkened(0.6)
m.emission_enabled = true
m.emission = c
m.emission_energy_multiplier = energy
return m
func _matte(c: Color, metallic := 0.0, rough := 0.7) -> StandardMaterial3D:
var m := StandardMaterial3D.new()
m.albedo_color = c
m.metallic = metallic
m.roughness = rough
return m
func _box(size: Vector3, pos: Vector3, mat: Material, collide := false) -> MeshInstance3D:
var mesh := BoxMesh.new()
mesh.size = size
mesh.material = mat
var mi := MeshInstance3D.new()
mi.mesh = mesh
mi.position = pos
mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(mi)
if collide:
var body := StaticBody3D.new()
var cs := CollisionShape3D.new()
var shape := BoxShape3D.new()
shape.size = size
cs.shape = shape
body.add_child(cs)
mi.add_child(body)
return mi
func _label(text: String, size: float, color: Color, pos: Vector3, yaw := 0.0) -> Label3D:
var l := Label3D.new()
l.text = text
l.font_size = 64
l.pixel_size = size
l.outline_size = 10
l.modulate = color
l.shaded = false
l.position = pos
l.rotation.y = yaw
add_child(l)
return l
# ---------- колонны ----------
func _build_pillars(width: float, depth: float, height: float) -> void:
var steel := _matte(Color(0.07, 0.075, 0.09), 0.6, 0.4)
var glow := _emissive(CYAN, 2.2)
var brass := _emissive(BRASS, 1.4)
var px := width * 0.5 - 8.0
for sx in [-1.0, 1.0]:
for z in [-6.0, 2.0, 10.0]:
var p := Vector3(sx * px, 0.0, z)
_box(Vector3(1.1, height, 1.1), p + Vector3(0, height * 0.5, 0), steel, true)
_box(Vector3(1.2, 0.18, 1.2), p + Vector3(0, 0.09, 0), brass)
_box(Vector3(1.2, 0.18, 1.2), p + Vector3(0, height - 0.09, 0), brass)
# светящаяся прорезь на каждой грани по высоте
_box(Vector3(0.12, height - 1.6, 1.14), p + Vector3(0, height * 0.5, 0), glow)
_box(Vector3(1.14, height - 1.6, 0.12), p + Vector3(0, height * 0.5, 0), glow)
# ---------- потолок ----------
func _build_ceiling(width: float, depth: float, height: float) -> void:
var strip := _emissive(Color(1.0, 0.86, 0.62), 2.4)
var y := height - 0.08
for x in [-18.0, -9.0, 0.0, 9.0, 18.0]:
_box(Vector3(0.35, 0.12, depth - 4.0), Vector3(x, y, 0), strip)
for z in [-8.0, 0.0, 8.0]:
_box(Vector3(width - 4.0, 0.1, 0.22), Vector3(0, y + 0.02, z), _emissive(BRASS, 1.2))
# большое кольцо над платформой
var ring := TorusMesh.new()
ring.inner_radius = 3.9
ring.outer_radius = 4.1
ring.material = _emissive(CYAN, 2.0)
var mi := MeshInstance3D.new()
mi.mesh = ring
mi.position = Vector3(0, height - 0.5, 0)
mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(mi)
# мягкий свет зон: тёплый у порталов, холодный в центре
for x in [-14.0, 14.0]:
var l := OmniLight3D.new()
l.position = Vector3(x, height - 1.0, 4.0)
l.omni_range = 20.0
l.light_energy = 0.7
l.light_color = Color(1.0, 0.82, 0.6)
l.shadow_enabled = false
add_child(l)
# ---------- окна в боковых стенах ----------
func _build_windows(width: float, depth: float, height: float) -> void:
var city := ShaderMaterial.new()
city.shader = Shader.new()
city.shader.code = CITY_SHADER
var frame := _matte(Color(0.05, 0.05, 0.06), 0.7, 0.35)
var brass := _emissive(BRASS, 0.9)
var hw := width * 0.5
var win := Vector2(8.5, 5.6)
var y := 4.6
for side in [-1, 1]:
var yaw := PI * 0.5 * float(-side) # лицом в комнату
var x := float(side) * (hw - 0.04)
for z in [-8.5, 0.5, 9.5]:
var q := QuadMesh.new()
q.size = win
q.material = city
var mi := MeshInstance3D.new()
mi.mesh = q
mi.position = Vector3(x, y, z)
mi.rotation.y = yaw
mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(mi)
# рама и переплёты
var inner_x := float(side) * (hw - 0.12)
_box(Vector3(0.1, win.y, 0.18), Vector3(inner_x, y, z - win.x * 0.25), frame)
_box(Vector3(0.1, win.y, 0.18), Vector3(inner_x, y, z + win.x * 0.25), frame)
_box(Vector3(0.1, 0.18, win.x), Vector3(inner_x, y - 0.5, z), frame)
for e in [-1.0, 1.0]:
_box(Vector3(0.12, win.y + 0.5, 0.2), Vector3(inner_x, y, z + e * (win.x * 0.5 + 0.1)), frame)
var wl := OmniLight3D.new() # отсвет города на полу и лавках
wl.position = Vector3(float(side) * (hw - 3.0), y - 1.0, z)
wl.light_color = Color(0.75, 0.45, 0.9)
wl.light_energy = 1.1
wl.omni_range = 11.0
wl.shadow_enabled = false
add_child(wl)
_box(Vector3(0.12, 0.08, win.x + 0.5), Vector3(inner_x, y - win.y * 0.5 - 0.3, z), brass)
_box(Vector3(0.12, 0.08, win.x + 0.5), Vector3(inner_x, y + win.y * 0.5 + 0.3, z), brass)
# ---------- лавки ----------
func _build_benches(width: float, _depth: float) -> void:
var seat := _matte(Color(0.16, 0.08, 0.06), 0.0, 0.55)
var metal := _matte(Color(0.08, 0.08, 0.1), 0.8, 0.3)
var x := width * 0.5 - 2.0
for side in [-1.0, 1.0]:
for z in [-8.5, 0.5, 9.5]:
var base := Vector3(side * x, 0.0, z)
_box(Vector3(1.0, 0.45, 5.0), base + Vector3(0, 0.225, 0), seat, true)
_box(Vector3(0.25, 0.9, 5.0), base + Vector3(side * 0.5, 0.7, 0), seat)
_box(Vector3(0.95, 0.08, 4.8), base + Vector3(0, 0.02, 0), metal)
_box(Vector3(0.05, 0.04, 4.8), base + Vector3(-side * 0.5, 0.3, 0), _emissive(BRASS, 1.0))
# ---------- центр: платформа и голограмма ----------
func _build_dais() -> void:
var body := StaticBody3D.new()
add_child(body)
var cyl := CylinderMesh.new()
cyl.top_radius = 3.6
cyl.bottom_radius = 3.7
cyl.height = 0.32
cyl.material = _matte(Color(0.06, 0.065, 0.08), 0.7, 0.3)
var mi := MeshInstance3D.new()
mi.mesh = cyl
mi.position.y = 0.16
mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
body.add_child(mi)
var cs := CollisionShape3D.new()
var shape := CylinderShape3D.new()
shape.radius = 3.65
shape.height = 0.32
cs.shape = shape
cs.position.y = 0.16
body.add_child(cs)
var rim := TorusMesh.new()
rim.inner_radius = 3.45
rim.outer_radius = 3.6
rim.material = _emissive(BRASS, 1.8)
var rim_mi := MeshInstance3D.new()
rim_mi.mesh = rim
rim_mi.position.y = 0.33
rim_mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(rim_mi)
_pulse_mat = _emissive(CYAN, 2.0)
var holo := Node3D.new()
holo.position = Vector3(0, 2.6, 0)
add_child(holo)
var core := SphereMesh.new()
core.radius = 0.5
core.height = 1.0
core.material = _pulse_mat
var core_mi := MeshInstance3D.new()
core_mi.mesh = core
core_mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
holo.add_child(core_mi)
var specs := [[1.1, CYAN, Vector3(1, 0, 0), 0.7], [1.5, BRASS, Vector3(0, 0, 1), -0.5], [1.9, CYAN, Vector3(0, 1, 0), 0.35]]
for i in specs.size():
var t := TorusMesh.new()
t.inner_radius = specs[i][0] - 0.035
t.outer_radius = specs[i][0] + 0.035
t.rings = 48
t.material = _emissive(specs[i][1], 2.2)
var pivot := Node3D.new()
holo.add_child(pivot)
pivot.rotation = Vector3(0.4 * i, 0.9 * i, 0.0)
var tm := MeshInstance3D.new()
tm.mesh = t
tm.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
pivot.add_child(tm)
_spin.append([pivot, specs[i][2], specs[i][3]])
var light := OmniLight3D.new()
light.position = Vector3(0, 2.6, 0)
light.light_color = CYAN
light.light_energy = 1.4
light.omni_range = 11.0
light.shadow_enabled = false
add_child(light)
var l := Label3D.new()
l.text = "AMAN'S WORLD"
l.billboard = BaseMaterial3D.BILLBOARD_ENABLED
l.font_size = 64
l.pixel_size = 0.009
l.outline_size = 12
l.modulate = Color(1.0, 0.9, 0.7)
l.shaded = false
l.position = Vector3(0, 4.9, 0)
add_child(l)
# ---------- вывески ----------
func _build_signs(width: float, depth: float, height: float) -> void:
var hd := depth * 0.5
# южная стена: «лифтовая» панель этажа
_box(Vector3(10.0, 2.2, 0.15), Vector3(0, 5.0, hd - 0.08), _matte(Color(0.03, 0.03, 0.04), 0.5, 0.4))
_box(Vector3(10.3, 0.08, 0.2), Vector3(0, 6.15, hd - 0.1), _emissive(BRASS, 1.2))
_box(Vector3(10.3, 0.08, 0.2), Vector3(0, 3.85, hd - 0.1), _emissive(BRASS, 1.2))
_label("ЛОББИ", 0.02, Color(1.0, 0.82, 0.5), Vector3(0, 5.4, hd - 0.2), PI)
_label("ЭТАЖ 0 · ВСЕ КАРТЫ ВНИЗУ ПО КОРИДОРУ", 0.008, Color(0.7, 0.9, 1.0), Vector3(0, 4.4, hd - 0.2), PI)
# северная стена: фриз над порталами
_box(Vector3(width - 6.0, 0.12, 0.3), Vector3(0, 8.9, -hd + 0.15), _emissive(BRASS, 1.3))
_box(Vector3(width - 6.0, 0.12, 0.3), Vector3(0, 8.0, -hd + 0.15), _emissive(BRASS, 1.3))
# ---------- пыль в лучах света ----------
func _build_dust(width: float, depth: float, height: float) -> void:
var p := GPUParticles3D.new()
p.amount = 140
p.lifetime = 14.0
p.preprocess = 14.0
p.visibility_aabb = AABB(Vector3(-width * 0.5, 0, -depth * 0.5), Vector3(width, height, depth))
var pm := ParticleProcessMaterial.new()
pm.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX
pm.emission_box_extents = Vector3(width * 0.5 - 1.0, height * 0.5 - 0.5, depth * 0.5 - 1.0)
pm.gravity = Vector3.ZERO
pm.direction = Vector3(0.2, 1.0, 0.1)
pm.spread = 180.0
pm.initial_velocity_min = 0.05
pm.initial_velocity_max = 0.25
p.process_material = pm
var q := QuadMesh.new()
q.size = Vector2(0.05, 0.05)
var m := StandardMaterial3D.new()
m.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
m.billboard_mode = BaseMaterial3D.BILLBOARD_ENABLED
m.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
m.albedo_color = Color(1.0, 0.9, 0.7, 0.35)
q.material = m
p.draw_pass_1 = q
p.position = Vector3(0, height * 0.5, 0)
p.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(p)