Ensure all buttons inside garden texture

This commit is contained in:
Adrien Ufferte
2025-12-15 13:45:03 +01:00
parent 99124a9161
commit 4c8f57eb1e
+131 -31
View File
@@ -18,6 +18,8 @@ const TRANSPARENCY_THRESHOLD: float = 0.05
const POSITION_SEARCH_STEP: int = 40
const MAX_POSITION_SEARCH_RADIUS: int = 300
static var lesson_button_half_size: Vector2 = Vector2.ZERO
static var garden_alpha_cache: Dictionary = {}
static var transition_data: Dictionary = {}
@@ -375,14 +377,34 @@ static func _get_garden_dimensions(garden_color_index: int, garden_image: Image
return Vector2(GARDEN_SIZE, float(garden_image.get_height()) * width_scale)
static func _clamp_position_to_garden(tested_position: Vector2, garden_dimensions: Vector2) -> Vector2:
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:
measured_size = button.get_rect().size
if measured_size == Vector2.ZERO and button.texture_normal:
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
static func _clamp_position_to_garden(tested_position: Vector2, garden_dimensions: Vector2, half_size: Vector2 = Vector2.ZERO) -> Vector2:
var safe_dimensions: Vector2 = Vector2(
maxf(1.0, garden_dimensions.x),
maxf(1.0, garden_dimensions.y)
)
return Vector2(
clampf(tested_position.x, 0.0, maxf(1.0, garden_dimensions.x)),
clampf(tested_position.y, 0.0, maxf(1.0, garden_dimensions.y))
clampf(tested_position.x, half_size.x, maxf(half_size.x, safe_dimensions.x - half_size.x)),
clampf(tested_position.y, half_size.y, maxf(half_size.y, safe_dimensions.y - half_size.y))
)
static func _is_position_on_garden_texture(garden_color_index: int, tested_position: Vector2, garden_dimensions: Vector2, 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:
@@ -392,30 +414,70 @@ static func _is_position_on_garden_texture(garden_color_index: int, tested_posit
maxf(1.0, garden_dimensions.x),
maxf(1.0, garden_dimensions.y)
)
var normalized_position: Vector2 = Vector2(
clampf(tested_position.x / safe_dimensions.x, 0.0, 1.0),
clampf(tested_position.y / safe_dimensions.y, 0.0, 1.0)
)
var width: float = maxf(1, garden_image.get_width())
var height: float = maxf(1, garden_image.get_height())
var base_position: Vector2 = tested_position if probe_half_size == Vector2.ZERO else tested_position + probe_half_size
var offsets: Array[Vector2] = [Vector2.ZERO]
if probe_half_size != Vector2.ZERO:
offsets.append_array([
Vector2(probe_half_size.x, 0.0),
Vector2(-probe_half_size.x, 0.0),
Vector2(0.0, probe_half_size.y),
Vector2(0.0, -probe_half_size.y),
Vector2(probe_half_size.x, probe_half_size.y),
Vector2(probe_half_size.x, -probe_half_size.y),
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:
var y: float = -probe_half_size.y
while y <= probe_half_size.y:
offsets.append(Vector2(x, y))
y += sample_step
x += sample_step
for offset: Vector2 in offsets:
var sample: Vector2 = base_position + offset
if sample.x < 0.0 or sample.x > safe_dimensions.x or sample.y < 0.0 or sample.y > safe_dimensions.y:
return false
var normalized_position: Vector2 = Vector2(
clampf(sample.x / safe_dimensions.x, 0.0, 1.0),
clampf(sample.y / safe_dimensions.y, 0.0, 1.0)
)
var pixel: Vector2i = Vector2i(
int(normalized_position.x * (width - 1.0)),
int(normalized_position.y * (height - 1.0))
)
if garden_image.get_pixelv(pixel).a < TRANSPARENCY_THRESHOLD:
return false
return garden_image.get_pixelv(pixel).a >= TRANSPARENCY_THRESHOLD
return true
static func _find_valid_position_on_garden(garden_color_index: int, tested_position: Vector2, garden_dimensions: Vector2) -> 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)
return _clamp_position_to_garden(tested_position, garden_dimensions, probe_half_size)
var clamped_position: Vector2 = _clamp_position_to_garden(tested_position, garden_dimensions)
if _is_position_on_garden_texture(garden_color_index, clamped_position, garden_dimensions, garden_image):
var clamped_position: Vector2 = _clamp_position_to_garden(tested_position, garden_dimensions, probe_half_size)
if _is_position_on_garden_texture(garden_color_index, clamped_position, garden_dimensions, probe_half_size, garden_image):
return clamped_position
# First try to move the position toward the center of the garden texture. This helps when the
# initial position is far outside of the textured area (for example above or on the side of
# very irregular shapes).
var garden_center: Vector2 = garden_dimensions * 0.5
var toward_center: Vector2 = (garden_center - clamped_position).normalized()
if toward_center.length() > 0:
var max_radius: float = maxf(garden_dimensions.x, garden_dimensions.y)
for radius: int in range(POSITION_SEARCH_STEP, int(max_radius) + POSITION_SEARCH_STEP, POSITION_SEARCH_STEP):
var candidate_to_center: Vector2 = _clamp_position_to_garden(clamped_position + toward_center * float(radius), garden_dimensions, probe_half_size)
if _is_position_on_garden_texture(garden_color_index, candidate_to_center, garden_dimensions, probe_half_size, garden_image):
return candidate_to_center
var angles: Array[float] = []
for angle_deg: int in range(0, 360, 30):
angles.append(deg_to_rad(angle_deg))
@@ -423,13 +485,45 @@ static func _find_valid_position_on_garden(garden_color_index: int, tested_posit
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 candidate: Vector2 = _clamp_position_to_garden(clamped_position + offset, garden_dimensions)
if _is_position_on_garden_texture(garden_color_index, candidate, garden_dimensions, garden_image):
var candidate: Vector2 = _clamp_position_to_garden(clamped_position + offset, garden_dimensions, probe_half_size)
if _is_position_on_garden_texture(garden_color_index, candidate, garden_dimensions, probe_half_size, garden_image):
return candidate
return clamped_position
static func _find_overlapping_position_index(tested_position: Vector2, placed_positions: Array[Vector2], min_distance: float, ignore_index: int = -1) -> int:
for index: int in range(placed_positions.size()):
if index == ignore_index:
continue
if tested_position.distance_to(placed_positions[index]) < min_distance:
return index
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:
var adjusted_position: 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_position, placed_positions, minimum_spacing)
if overlap_index == -1:
return adjusted_position
var overlap_gap: float = minimum_spacing - adjusted_position.distance_to(placed_positions[overlap_index])
var vertical_offset: float = overlap_gap + half_size.y
var lifted_position: Vector2 = _find_valid_position_on_garden(garden_color_index, adjusted_position + Vector2(0.0, -vertical_offset), garden_dimensions, half_size)
if _find_overlapping_position_index(lifted_position, placed_positions, minimum_spacing) == -1:
adjusted_position = lifted_position
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_position + Vector2(minimum_spacing, 0.0), garden_dimensions, half_size)
if _find_overlapping_position_index(shifted_right, placed_positions, minimum_spacing) == -1:
adjusted_position = shifted_right
continue
break
return adjusted_position
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())])
@@ -485,19 +579,26 @@ static func _generate_single_garden_layout(garden_index: int, lessons_for_garden
var garden_image: Image = _get_garden_background_image(garden_layout.color)
var garden_dimensions: Vector2 = _get_garden_dimensions(garden_layout.color, garden_image)
var lesson_positions: Array[Vector2i] = _generate_lesson_positions(lessons_for_garden, garden_index)
var lesson_buttons: Array[GardenLayout.GardenLayoutLessonButton] = []
var resolved_positions: Array[Vector2] = []
for lesson_index: int in range(lessons_for_garden):
var lesson_position: Vector2i = lesson_positions[lesson_index]
var adjusted_lesson_position: Vector2 = _find_valid_position_on_garden(garden_layout.color, Vector2(lesson_position), garden_dimensions)
if not adjusted_lesson_position.is_equal_approx(Vector2(lesson_position)):
Log.trace("Gardens: Adjusted lesson %s position from %s to %s to stay on background" % [str(lesson_index), str(lesson_position), str(adjusted_lesson_position)])
lesson_position = Vector2i(roundi(adjusted_lesson_position.x), roundi(adjusted_lesson_position.y))
lesson_positions[lesson_index] = lesson_position
Log.trace("Gardens: Garden %s lesson %s position calculated at %s" % [str(garden_index), str(lesson_index), str(lesson_position)])
var lesson_position: Vector2 = Vector2(lesson_positions[lesson_index])
var adjusted_lesson_position: Vector2 = _find_valid_position_on_garden(garden_layout.color, lesson_position, garden_dimensions, _get_lesson_button_half_size())
var separated_position: Vector2 = _separate_lesson_position(adjusted_lesson_position, garden_layout.color, garden_dimensions, resolved_positions, _get_lesson_button_half_size())
if not separated_position.is_equal_approx(adjusted_lesson_position):
Log.trace("Gardens: Separated lesson %s position from %s to %s to avoid overlap" % [str(lesson_index), str(adjusted_lesson_position), str(separated_position)])
resolved_positions.append(separated_position)
var rounded_position: Vector2i = Vector2i(roundi(separated_position.x), roundi(separated_position.y))
if not (rounded_position as Vector2).is_equal_approx(lesson_positions[lesson_index]):
Log.trace("Gardens: Adjusted lesson %s position from %s to %s to stay on background" % [str(lesson_index), str(lesson_positions[lesson_index]), str(rounded_position)])
lesson_positions[lesson_index] = rounded_position
Log.trace("Gardens: Garden %s lesson %s position calculated at %s" % [str(garden_index), str(lesson_index), str(rounded_position)])
var lesson_buttons: Array[GardenLayout.GardenLayoutLessonButton] = []
for lesson_index: int in range(resolved_positions.size()):
var lesson_position: Vector2i = Vector2i(roundi(resolved_positions[lesson_index].x), roundi(resolved_positions[lesson_index].y))
var path_out: Vector2i = Vector2i.ZERO
if lesson_index + 1 < lesson_positions.size():
var next_position: Vector2i = lesson_positions[lesson_index + 1]
var tangent: Vector2 = (next_position - lesson_position) * 0.5
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
Log.trace("Gardens: Garden %s lesson %s tangent to next lesson: %s" % [str(garden_index), str(lesson_index), str(tangent)])
path_out = Vector2i(int(tangent.x), int(tangent.y))
else:
@@ -506,8 +607,8 @@ static func _generate_single_garden_layout(garden_index: int, lessons_for_garden
lesson_buttons.append(GardenLayout.GardenLayoutLessonButton.new(lesson_position, path_out))
garden_layout.lesson_buttons = lesson_buttons
var flowers: Array[GardenLayout.Flower] = []
for lesson_index: int in range(lesson_positions.size()):
var flower_position: Vector2i = lesson_positions[lesson_index]
for lesson_index: int in range(resolved_positions.size()):
var flower_position: Vector2i = Vector2i(roundi(resolved_positions[lesson_index].x), roundi(resolved_positions[lesson_index].y))
flower_position.y = max(0, flower_position.y - int(FLOWER_OFFSET_FROM_LESSON))
var flower_color: int = (garden_layout.color + lesson_index) % FLOWER_COLORS_NB
var flower_type: int = (lesson_index + garden_index + rng.randi_range(0, FLOWER_TYPES_NB - 1)) % FLOWER_TYPES_NB
@@ -521,7 +622,6 @@ static func _generate_single_garden_layout(garden_index: int, lessons_for_garden
Log.info("Gardens: Finished generating garden layout for garden %s" % str(garden_index))
return garden_layout
static func _generate_lesson_positions(lessons_for_garden: int, garden_index: int) -> Array[Vector2i]:
Log.info("Gardens: Generating lesson positions for garden %s" % str(garden_index))
var positions: Array[Vector2i] = []