diff --git a/sources/gardens/gardens.gd b/sources/gardens/gardens.gd index 44971d42..3d632c6e 100644 --- a/sources/gardens/gardens.gd +++ b/sources/gardens/gardens.gd @@ -368,7 +368,6 @@ static func _get_garden_background_image(garden_color_index: int) -> Image: if error != OK: Log.warn("Gardens: Unable to load garden texture %s (error %s), skipping transparency validation" % [path, str(error)]) return null - garden_alpha_cache[garden_color_index] = garden_image return garden_image @@ -378,7 +377,6 @@ static func _get_garden_dimensions(garden_color_index: int, garden_image: Image garden_image = _get_garden_background_image(garden_color_index) if not garden_image: return Vector2(GARDEN_SIZE, LESSON_VERTICAL_BASE + LESSON_VERTICAL_RANGE) - var width_scale: float = float(GARDEN_SIZE) / float(maxf(1, garden_image.get_width())) return Vector2(GARDEN_SIZE, float(garden_image.get_height()) * width_scale) @@ -386,7 +384,6 @@ static func _get_garden_dimensions(garden_color_index: int, garden_image: Image static func _get_lesson_button_half_size() -> Vector2: if lesson_button_half_size != Vector2.ZERO: return lesson_button_half_size - var button: LessonButton = Garden.LESSON_BUTTON_SCENE.instantiate() var measured_size: Vector2 = button.get_combined_minimum_size() if measured_size == Vector2.ZERO: @@ -395,7 +392,6 @@ static func _get_lesson_button_half_size() -> Vector2: measured_size = button.texture_normal.get_size() if measured_size == Vector2.ZERO: measured_size = Vector2(300, 300) - lesson_button_half_size = measured_size * 0.5 return lesson_button_half_size @@ -411,10 +407,8 @@ static func _clamp_position_to_garden(tested_position: Vector2, garden_dimension static func _build_probe_offsets(probe_half_size: Vector2) -> Array[Vector2]: var offsets: Array[Vector2] = [] offsets.append(Vector2.ZERO) - if probe_half_size == Vector2.ZERO: return offsets - offsets.append_array([ Vector2(probe_half_size.x, 0.0), Vector2(-probe_half_size.x, 0.0), @@ -425,7 +419,6 @@ static func _build_probe_offsets(probe_half_size: Vector2) -> Array[Vector2]: Vector2(-probe_half_size.x, probe_half_size.y), Vector2(-probe_half_size.x, -probe_half_size.y), ]) - var sample_step: float = maxf(1.0, minf(probe_half_size.x, probe_half_size.y) * 0.5) var x: float = -probe_half_size.x while x <= probe_half_size.x: @@ -434,68 +427,44 @@ static func _build_probe_offsets(probe_half_size: Vector2) -> Array[Vector2]: offsets.append(Vector2(x, y)) y += sample_step x += sample_step - return offsets static func _position_to_pixel(sample: Vector2, safe_dim: Vector2, image: Image) -> Vector2i: var width: float = maxf(1.0, image.get_width()) var height: float = maxf(1.0, image.get_height()) - var normalized: Vector2 = Vector2( clampf(sample.x / safe_dim.x, 0.0, 1.0), clampf(sample.y / safe_dim.y, 0.0, 1.0) ) - - return Vector2i( - int(normalized.x * (width - 1.0)), - int(normalized.y * (height - 1.0)) - ) + return Vector2i(int(normalized.x * (width - 1.0)), int(normalized.y * (height - 1.0))) -static func _is_position_on_garden_texture( - garden_color_index: int, - tested_position: Vector2, - garden_dimensions: Vector2, - probe_half_size: Vector2 = Vector2.ZERO, - garden_image: Image = null -) -> bool: +static func _is_position_on_garden_texture(garden_color_index: int, tested_position: Vector2, garden_dimensions: Vector2, probe_half_size: Vector2 = Vector2.ZERO, garden_image: Image = null) -> bool: if not garden_image: garden_image = _get_garden_background_image(garden_color_index) if not garden_image: return true - var safe_dim: Vector2 = _safe_dimensions(garden_dimensions) var base_position: Vector2 = tested_position if probe_half_size == Vector2.ZERO else tested_position + probe_half_size var offsets: Array[Vector2] = _build_probe_offsets(probe_half_size) - for offset: Vector2 in offsets: var sample: Vector2 = base_position + offset - if sample.x < 0.0 or sample.x > safe_dim.x or sample.y < 0.0 or sample.y > safe_dim.y: return false - var pixel: Vector2i = _position_to_pixel(sample, safe_dim, garden_image) if garden_image.get_pixelv(pixel).a < TRANSPARENCY_THRESHOLD: return false - return true -static func _find_valid_position_on_garden( - garden_color_index: int, - tested_position: Vector2, - garden_dimensions: Vector2, - probe_half_size: Vector2 = Vector2.ZERO -) -> Vector2: +static func _find_valid_position_on_garden(garden_color_index: int, tested_position: Vector2, garden_dimensions: Vector2, probe_half_size: Vector2 = Vector2.ZERO) -> Vector2: var garden_image: Image = _get_garden_background_image(garden_color_index) if not garden_image: return _clamp_position_to_garden(tested_position, garden_dimensions, probe_half_size) - var clamped: Vector2 = _clamp_position_to_garden(tested_position, garden_dimensions, probe_half_size) if _is_position_on_garden_texture(garden_color_index, clamped, garden_dimensions, probe_half_size, garden_image): return clamped - # Try moving toward the center first (helps for very irregular shapes). var center: Vector2 = garden_dimensions * 0.5 var toward_center: Vector2 = (center - clamped).normalized() @@ -505,19 +474,16 @@ static func _find_valid_position_on_garden( var candidate: Vector2 = _clamp_position_to_garden(clamped + toward_center * float(radius), garden_dimensions, probe_half_size) if _is_position_on_garden_texture(garden_color_index, candidate, garden_dimensions, probe_half_size, garden_image): return candidate - # Radial scan around the point. var angles: Array[float] = [] for angle_deg: int in range(0, 360, 30): angles.append(deg_to_rad(angle_deg)) - for radius: int in range(POSITION_SEARCH_STEP, MAX_POSITION_SEARCH_RADIUS + POSITION_SEARCH_STEP, POSITION_SEARCH_STEP): for angle: float in angles: var offset: Vector2 = Vector2.RIGHT.rotated(angle) * float(radius) var candidate2: Vector2 = _clamp_position_to_garden(clamped + offset, garden_dimensions, probe_half_size) if _is_position_on_garden_texture(garden_color_index, candidate2, garden_dimensions, probe_half_size, garden_image): return candidate2 - return clamped @@ -530,71 +496,51 @@ static func _find_overlapping_position_index(tested_position: Vector2, placed_po return -1 -static func _separate_lesson_position( - tested_position: Vector2, - garden_color_index: int, - garden_dimensions: Vector2, - placed_positions: Array[Vector2], - half_size: Vector2 -) -> Vector2: +static func _separate_lesson_position(tested_position: Vector2, garden_color_index: int, garden_dimensions: Vector2, placed_positions: Array[Vector2], half_size: Vector2) -> Vector2: var adjusted: Vector2 = tested_position var minimum_spacing: float = maxf(half_size.x, half_size.y) * 2.0 + 8.0 - for _attempt: int in range(8): var overlap_index: int = _find_overlapping_position_index(adjusted, placed_positions, minimum_spacing) if overlap_index == -1: return adjusted - var overlap_gap: float = minimum_spacing - adjusted.distance_to(placed_positions[overlap_index]) var vertical_offset: float = overlap_gap + half_size.y - var lifted: Vector2 = _find_valid_position_on_garden(garden_color_index, adjusted + Vector2(0.0, -vertical_offset), garden_dimensions, half_size) if _find_overlapping_position_index(lifted, placed_positions, minimum_spacing) == -1: adjusted = lifted continue - var shifted_previous: Vector2 = _find_valid_position_on_garden(garden_color_index, placed_positions[overlap_index] + Vector2(-minimum_spacing, 0.0), garden_dimensions, half_size) if _find_overlapping_position_index(shifted_previous, placed_positions, minimum_spacing, overlap_index) == -1: placed_positions[overlap_index] = shifted_previous continue - var shifted_right: Vector2 = _find_valid_position_on_garden(garden_color_index, adjusted + Vector2(minimum_spacing, 0.0), garden_dimensions, half_size) if _find_overlapping_position_index(shifted_right, placed_positions, minimum_spacing) == -1: adjusted = shifted_right continue - break - return adjusted static func compute_lessons_distribution(total_lessons: int, garden_layouts: Array[GardenLayout]) -> Array[int]: Log.info("Gardens: Computing lessons distribution") Log.trace("Gardens: ComputeLessonsDistribution: Parameters total_lessons = %s, garden_layouts count = %s" % [str(total_lessons), str(garden_layouts.size())]) - var distribution: Array[int] = [] var lessons_left: int = total_lessons var gardens_left: int = garden_layouts.size() - for layout_index: int in range(garden_layouts.size()): var max_lessons: int = garden_layouts[layout_index].lesson_buttons.size() Log.trace("Gardens: Garden index %s can host up to %s lessons" % [str(layout_index), str(max_lessons)]) - var lessons_for_garden: int = 0 if gardens_left > 0: lessons_for_garden = int(ceili(float(lessons_left) / float(gardens_left))) - lessons_for_garden = min(lessons_for_garden, max_lessons) if lessons_for_garden > lessons_left: lessons_for_garden = lessons_left - distribution.append(lessons_for_garden) - Log.trace("Gardens: Assigning %s lessons to garden index %s (lessons left before assignment: %s)" % [str(lessons_for_garden), str(layout_index), str(lessons_left)]) lessons_left -= lessons_for_garden gardens_left -= 1 Log.trace("Gardens: Lessons left after assignment: %s, gardens left: %s" % [str(lessons_left), str(gardens_left)]) - return distribution @@ -602,28 +548,21 @@ static func generate_gardens_layout(total_lessons: int) -> GardensLayout: var layout: GardensLayout = GardensLayout.new() if total_lessons <= 0: return layout - Log.info("Gardens: Generating dynamic gardens layout") Log.trace("Gardens: Total lessons to layout: %s" % str(total_lessons)) - var rng: RandomNumberGenerator = RandomNumberGenerator.new() rng.seed = 13985 Log.trace("Gardens: RNG seeded with %s" % str(rng.seed)) - var lessons_left: int = total_lessons var garden_index: int = 0 - while lessons_left > 0 and garden_index < GARDEN_TEXTURES_NB: var gardens_left: int = GARDEN_TEXTURES_NB - garden_index var lessons_for_garden: int = int(ceili(float(lessons_left) / float(gardens_left))) - Log.trace("Gardens: Generating layout for garden %s with %s lessons left" % [str(garden_index), str(lessons_left)]) layout.gardens.append(_generate_single_garden_layout(garden_index, lessons_for_garden, rng)) - lessons_left -= lessons_for_garden Log.trace("Gardens: Lessons left after garden %s generation: %s" % [str(garden_index), str(lessons_left)]) garden_index += 1 - Log.info("Gardens: Completed layout generation with %s gardens" % str(layout.gardens.size())) return layout @@ -631,43 +570,36 @@ static func generate_gardens_layout(total_lessons: int) -> GardensLayout: static func _generate_single_garden_layout(garden_index: int, lessons_for_garden: int, rng: RandomNumberGenerator) -> GardenLayout: Log.info("Gardens: Generating single garden layout for garden %s" % str(garden_index)) Log.trace("Gardens: Garden %s will include %s lessons" % [str(garden_index), str(lessons_for_garden)]) - var garden_layout: GardenLayout = GardenLayout.new() garden_layout.color = garden_index % GARDEN_TEXTURES_NB Log.trace("Gardens: Garden %s color index set to %s" % [str(garden_index), str(garden_layout.color)]) - var garden_image: Image = _get_garden_background_image(garden_layout.color) var garden_dimensions: Vector2 = _get_garden_dimensions(garden_layout.color, garden_image) var half_size: Vector2 = _get_lesson_button_half_size() - + # Step 1: initial path positions var raw_positions: Array[Vector2i] = _generate_lesson_positions(lessons_for_garden, garden_index) - + # Step 2: clamp to texture + avoid overlaps var resolved_positions: Array[Vector2] = [] for lesson_index: int in range(lessons_for_garden): var pos: Vector2 = Vector2(raw_positions[lesson_index]) var valid: Vector2 = _find_valid_position_on_garden(garden_layout.color, pos, garden_dimensions, half_size) var separated: Vector2 = _separate_lesson_position(valid, garden_layout.color, garden_dimensions, resolved_positions, half_size) - if not separated.is_equal_approx(valid): Log.trace("Gardens: Separated lesson %s position from %s to %s to avoid overlap" % [str(lesson_index), str(valid), str(separated)]) - resolved_positions.append(separated) - var rounded: Vector2i = _round_vec2(separated) if not (rounded as Vector2).is_equal_approx(raw_positions[lesson_index]): Log.trace("Gardens: Adjusted lesson %s position from %s to %s to stay on background" % [str(lesson_index), str(raw_positions[lesson_index]), str(rounded)]) raw_positions[lesson_index] = rounded - Log.trace("Gardens: Garden %s lesson %s position calculated at %s" % [str(garden_index), str(lesson_index), str(rounded)]) - + # Step 3: build lesson buttons with tangents var lesson_buttons: Array[GardenLayout.GardenLayoutLessonButton] = [] for lesson_index: int in range(resolved_positions.size()): var lesson_position: Vector2i = _round_vec2(resolved_positions[lesson_index]) var path_out: Vector2i = Vector2i.ZERO - if lesson_index + 1 < resolved_positions.size(): var next_position: Vector2 = resolved_positions[lesson_index + 1] var tangent: Vector2 = (next_position - resolved_positions[lesson_index]) * 0.5 @@ -676,9 +608,7 @@ static func _generate_single_garden_layout(garden_index: int, lessons_for_garden else: path_out = Vector2i(int(GARDEN_SIZE * 0.15), int((-1.0 if (garden_index % 2) == 0 else 1.0) * 60)) Log.trace("Gardens: Garden %s last lesson %s path out set to %s" % [str(garden_index), str(lesson_index), str(path_out)]) - lesson_buttons.append(GardenLayout.GardenLayoutLessonButton.new(lesson_position, path_out)) - garden_layout.lesson_buttons = lesson_buttons # Step 4: build flowers (keep RNG call order identical) @@ -686,20 +616,15 @@ static func _generate_single_garden_layout(garden_index: int, lessons_for_garden for lesson_index: int in range(resolved_positions.size()): var flower_position: Vector2i = _round_vec2(resolved_positions[lesson_index]) flower_position.y = max(0, flower_position.y - int(FLOWER_OFFSET_FROM_LESSON)) - var flower_color: int = garden_layout.color var flower_type: int = (lesson_index + garden_index + rng.randi_range(0, FLOWER_TYPES_NB - 1)) % FLOWER_TYPES_NB - var adjusted: Vector2 = _find_valid_position_on_garden(garden_layout.color, Vector2(flower_position), garden_dimensions) if not adjusted.is_equal_approx(Vector2(flower_position)): Log.trace("Gardens: Adjusted flower %s position from %s to %s to stay on background" % [str(lesson_index), str(flower_position), str(adjusted)]) flower_position = _round_vec2(adjusted) - Log.trace("Gardens: Garden %s flower %s position (%s,%s), color %s, type %s" % [str(garden_index), str(lesson_index), str(flower_position.x), str(flower_position.y), str(flower_color), str(flower_type)]) flowers.append(GardenLayout.Flower.new(flower_color, flower_type, flower_position)) - garden_layout.flowers = flowers - Log.info("Gardens: Finished generating garden layout for garden %s" % str(garden_index)) return garden_layout @@ -737,17 +662,13 @@ func _get_minigame_layouts() -> Array[MinigameLayout]: func _open_minigames_layout(button: LessonButton, lesson_ind: int) -> void: if in_minigame_selection or not UserDataManager.student_progression: return - feedback_audio_stream_player2.pitch_scale = 1.1 feedback_audio_stream_player2.play() - in_minigame_selection = true - # Gets the correct exercises for the lesson var exercises: Array[int] = Database.get_exercise_for_lesson(lesson_ind) if not exercises or exercises.size() < 3: return - # Sets the variables for the current garden and lesson current_lesson_number = lesson_ind if button: @@ -755,44 +676,34 @@ func _open_minigames_layout(button: LessonButton, lesson_ind: int) -> void: current_button = button current_button.show_placeholder(true) current_button_global_position = button.global_position - # Gets the current lesson unlocks var lesson_unlocks: Dictionary = UserDataManager.student_progression.unlocks[current_lesson_number] - var are_minigames_locked: bool = lesson_unlocks["games"][0] == StudentProgression.Status.Locked and lesson_unlocks["games"][1] == StudentProgression.Status.Locked and lesson_unlocks["games"][2] == StudentProgression.Status.Locked - # Deactivate the mouse filters on the buttons behind the layout for l_button: LessonButton in current_garden.get_lesson_buttons(): l_button.mouse_filter = Control.MOUSE_FILTER_IGNORE - # Background if are_minigames_locked: minigame_background_center.modulate = locked_color else: minigame_background_center.modulate = current_garden.color - # Lesson button _handle_lesson_button(current_lesson_number, lesson_unlocks["look_and_learn"] as StudentProgression.Status, current_garden.color) - # Minigames var minigame_layouts: Array[MinigameLayout] = _get_minigame_layouts() for layout_index: int in minigame_layouts.size(): _fill_minigame_choice(minigame_layouts[layout_index], exercises[layout_index], lesson_unlocks["games"][layout_index] as StudentProgression.Status, layout_index) - # Animations minigame_selection.show() back_button.hide() kalulu_button.hide() line_particles.hide() - minigame_background.size = 300.0 * Vector2.ONE minigame_background.global_position = current_button_global_position minigame_background.show() - minigame_background_center.size = 300.0 * Vector2.ONE minigame_background_center.global_position = current_button_global_position minigame_background_center.show() - var tween: Tween = create_tween().set_parallel(true).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK) tween.tween_property(minigame_background_center, "scale", (1800.0 / 300.0) * Vector2.ONE, 0.25) tween.tween_property(minigame_background_center, "global_position", Vector2(380.0, 0), 0.25) @@ -800,18 +711,15 @@ func _open_minigames_layout(button: LessonButton, lesson_ind: int) -> void: tween.tween_property(minigame_background, "global_position", Vector2(380.0, 0), 0.25) tween.chain().tween_property(minigame_selection, "modulate:a", 1.0, 0.25) await tween.finished - minigame_layout_opened.emit() func _handle_lesson_button(lesson: int, status: StudentProgression.Status, color: Color) -> void: lesson_button.text = lessons[lesson][0].grapheme lesson_button.completed_color = color - lesson_button.set_disabled(status == StudentProgression.Status.Locked) lesson_button.completed = status == StudentProgression.Status.Completed lesson_button_particles.emitting = status == StudentProgression.Status.Unlocked - if status == StudentProgression.Status.Completed: if transition_data and transition_data.has("look_and_learn_completed") and transition_data.look_and_learn_completed: await minigame_layout_opened @@ -829,7 +737,6 @@ func _fill_minigame_choice(layout: MinigameLayout, exercise_type: int, status: S layout.right() else: layout.self_modulate.a = 0 - elif status == StudentProgression.Status.Locked: layout.self_modulate = locked_color else: @@ -915,7 +822,6 @@ func set_gardens_layout(p_gardens_layout: GardensLayout) -> void: func add_gardens() -> void: if not garden_parent: return - # Removes old gardens Log.info("Gardens: Clearing existing gardens before generation") for child: Node in garden_parent.get_children(): child.free() @@ -1054,10 +960,8 @@ func _on_scroll_container_gui_input(event: InputEvent) -> void: if is_garden_changed: current_garden = garden_parent.get_child(int(float(target_scroll) / GARDEN_SIZE)) current_garden.pop_animation() - await scroll_tween.finished scroll_beginning_garden = int(float(scroll_container.scroll_horizontal) / GARDEN_SIZE) - if is_scrolling and event is InputEventMouseMotion: var motion_event: InputEventMouseMotion = event scroll_container.scroll_horizontal -= int(motion_event.relative.x)