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Godot CI / Import + smoke test (push) Failing after 13s
АКТ 2 СКРОЛЛ: - Body RichTextLabel: fit_content=true → false, теперь label остаётся в фиксированном размере 540×220 и скроллит контент внутри. Раньше label расширялся по тексту и обрезался панелью. - scroll_following=false (не следить за концом). - mouse_filter=STOP — теперь mouse wheel над label скроллит. - font_size снижен с дефолта на 11 — больше пунктов помещается на экране, читается комфортно. - Window custom_minimum_size = 580×348 (было 560×320) — больше места под лицензию. ОТЕЦ: - FatherNPC initial transform теперь rotation_y = +π/2 (Transform3D(0,0,-1,0,1,0,1,0,0,1.7,0,0)) — лицом к игроку на запад. Игрок видит лицо отца, а не профиль. - В _walk_father_out tween поворачивает rotation_y → -π/2 (180° поворот через 0/север). Шагает на восток к двери с правильно повёрнутым корпусом. МОНИТОР: - К Desk/OldPC добавлен child Screen — BoxMesh 0.21×0.15×0.005 с эмиссивной материалом mat_screen (тёмный с голубым свечением). - Стоит на передней грани монитора, имитирует тёмный экран с легким bluish-glow CRT-вибом. ADRENALINE BANK → ЦИЛИНДР: - mesh_can: BoxMesh → CylinderMesh top=bottom=0.03 height=0.13. Теперь это реально банка по форме, а не куб. ТЕКСТУРЫ ПРЕДМЕТОВ (TextureGen новые): - adrenaline_label: синий с тёмно-синими диагональными штрихами + жёлтая молния по центру + тёмные верхняя/нижняя кромки. - lays_wrapper: жёлтый с красной волнистой лентой посередине (синус) + коричневая чипса-клякса внизу + тёмные уголки. - sock_fabric: тёмно-синий с горизонтальными светлыми полосками каждые 6 пикселей + тёмный шов. - monitor_screen: тёмное стекло с edge-glow + scanlines каждые 2 строки (CRT-вайб). - Применены в act1.gd._apply_textures на AdrenalineCan, LaysWrapper, Sock1/Sock2. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
663 lines
21 KiB
GDScript
663 lines
21 KiB
GDScript
extends Node
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var _cache: Dictionary = {}
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func _make_image(w: int, h: int, fill: Color) -> Image:
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var img: Image = Image.create(w, h, false, Image.FORMAT_RGB8)
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img.fill(fill)
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return img
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func _to_texture(img: Image) -> ImageTexture:
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return ImageTexture.create_from_image(img)
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func _get_or_create(key: String, maker: Callable) -> ImageTexture:
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if _cache.has(key):
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return _cache[key]
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var tex: ImageTexture = maker.call()
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_cache[key] = tex
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return tex
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func _noise(seed_v: int, freq: float, ntype: int = FastNoiseLite.TYPE_PERLIN) -> FastNoiseLite:
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var n: FastNoiseLite = FastNoiseLite.new()
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n.seed = seed_v
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n.frequency = freq
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n.noise_type = ntype
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return n
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# Бежевые обои — растительный узор поверх шумной базы
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func wallpaper() -> ImageTexture:
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return _get_or_create("wallpaper", func() -> ImageTexture:
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var size: int = 128
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var base: Color = Color(0.83, 0.72, 0.55)
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var darker: Color = Color(0.7, 0.58, 0.42)
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var darker_dark: Color = Color(0.58, 0.46, 0.32)
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var img: Image = _make_image(size, size, base)
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var noise: FastNoiseLite = _noise(424242, 0.06)
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# Шумная база
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for y in range(size):
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for x in range(size):
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var n: float = noise.get_noise_2d(x, y) * 0.5 + 0.5
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var c: Color = base.lerp(darker, n * 0.18)
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# Лёгкая горизонтальная полоса (стык обоев каждые 32px)
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if y % 32 == 0:
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c = c.darkened(0.04)
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img.set_pixel(x, y, c)
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# Цветочки шахматно
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var spacing: int = 22
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for row in range(0, size / spacing + 1):
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for col in range(0, size / spacing + 1):
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var offset_x: int = (spacing / 2) if row % 2 == 0 else 0
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var cx: int = (col * spacing + offset_x) % size
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var cy: int = row * spacing
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if cy >= size:
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continue
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# Лепестки крестом 3х3, центр темнее
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_draw_flower(img, cx, cy, size, darker, darker_dark)
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return _to_texture(img)
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)
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func _draw_flower(img: Image, cx: int, cy: int, size: int, petal: Color, center: Color) -> void:
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var w: int = img.get_width()
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var h: int = img.get_height()
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# 5-точечный крест
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var pts: Array = [
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[0, 0, center],
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[-1, 0, petal], [1, 0, petal],
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[0, -1, petal], [0, 1, petal],
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[-2, 0, petal], [2, 0, petal],
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[0, -2, petal], [0, 2, petal],
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]
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for p in pts:
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var x: int = cx + p[0]
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var y: int = cy + p[1]
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if x >= 0 and x < w and y >= 0 and y < h:
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img.set_pixel(x, y, p[2])
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# Линолеум: «под светлый паркет» — доски с волокном
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func linoleum() -> ImageTexture:
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return _get_or_create("linoleum", func() -> ImageTexture:
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var size: int = 128
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var base: Color = Color(0.72, 0.6, 0.41)
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var dark: Color = Color(0.55, 0.43, 0.28)
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var darker: Color = Color(0.4, 0.3, 0.18)
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var lighter: Color = Color(0.85, 0.74, 0.55)
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var img: Image = _make_image(size, size, base)
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var grain_noise: FastNoiseLite = _noise(1234, 0.25)
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var plank_h: int = 16 # высота доски
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var plank_w: int = 64 # ширина
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for y in range(size):
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var plank_row: int = y / plank_h
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var plank_offset: int = (plank_row * 23) % plank_w
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for x in range(size):
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# Тон доски варьируется
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var plank_idx: int = (x + plank_offset) / plank_w
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var plank_tint: float = float((plank_row + plank_idx) % 4) / 4.0
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var tinted: Color = base.lerp(lighter if plank_tint > 0.5 else dark, plank_tint * 0.25)
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# Волокно — вертикальные тонкие штрихи через шум
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var grain: float = grain_noise.get_noise_2d(x, y * 4) * 0.5 + 0.5
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tinted = tinted.lerp(dark, grain * 0.25)
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img.set_pixel(x, y, tinted)
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# Швы между досками (горизонтальные)
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for y in range(0, size, plank_h):
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for x in range(size):
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img.set_pixel(x, y, darker)
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# Швы между досками (вертикальные, смещённые)
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for row in range(size / plank_h):
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var offset: int = (row * 23) % plank_w
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var y_start: int = row * plank_h
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for col in range(size / plank_w + 1):
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var seam_x: int = (col * plank_w + offset) % size
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for dy in range(1, plank_h):
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if y_start + dy < size:
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img.set_pixel(seam_x, y_start + dy, darker)
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return _to_texture(img)
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)
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# Потолок: побелка с очень лёгким шумом + пятно протёчки
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func ceiling() -> ImageTexture:
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return _get_or_create("ceiling", func() -> ImageTexture:
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var size: int = 64
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var base: Color = Color(0.92, 0.9, 0.85)
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var spot: Color = Color(0.85, 0.82, 0.74)
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var stain: Color = Color(0.78, 0.72, 0.62)
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var img: Image = _make_image(size, size, base)
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var noise: FastNoiseLite = _noise(8888, 0.12)
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for y in range(size):
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for x in range(size):
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var n: float = noise.get_noise_2d(x, y) * 0.5 + 0.5
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var c: Color = base.lerp(spot, n * 0.18)
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img.set_pixel(x, y, c)
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# Пятно от протёчки в углу
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var cx: int = 12
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var cy: int = 12
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for r in range(8):
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for ang in range(8):
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var a: float = float(ang) * PI / 4.0
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var px: int = cx + int(cos(a) * r)
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var py: int = cy + int(sin(a) * r)
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if px >= 0 and px < size and py >= 0 and py < size:
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var t: float = 1.0 - (float(r) / 8.0)
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img.set_pixel(px, py, base.lerp(stain, t * 0.4))
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return _to_texture(img)
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)
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# Бордовый ковёр персидский с медальоном
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func wall_carpet() -> ImageTexture:
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return _get_or_create("wall_carpet", func() -> ImageTexture:
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var size: int = 128
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var base: Color = Color(0.36, 0.12, 0.13)
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var dark: Color = Color(0.22, 0.07, 0.08)
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var gold: Color = Color(0.78, 0.62, 0.2)
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var cream: Color = Color(0.85, 0.75, 0.5)
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var img: Image = _make_image(size, size, base)
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var noise: FastNoiseLite = _noise(5555, 0.1)
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# Шумная основа
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for y in range(size):
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for x in range(size):
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var n: float = noise.get_noise_2d(x, y) * 0.5 + 0.5
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img.set_pixel(x, y, base.lerp(dark, n * 0.25))
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# Внешняя рамка
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for i in range(size):
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for t in range(3):
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img.set_pixel(i, t, dark)
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img.set_pixel(i, size - 1 - t, dark)
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img.set_pixel(t, i, dark)
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img.set_pixel(size - 1 - t, i, dark)
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# Внутренняя золотая полоса
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for i in range(6, size - 6):
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img.set_pixel(i, 5, gold)
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img.set_pixel(i, size - 6, gold)
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img.set_pixel(5, i, gold)
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img.set_pixel(size - 6, i, gold)
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# Центральный медальон-ромб
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var cx: int = size / 2
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var cy: int = size / 2
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var med_r: int = 32
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for r in range(med_r):
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var w: int = med_r - r
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for dx in range(-w, w + 1):
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var py1: int = cy - r
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var py2: int = cy + r
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var px: int = cx + dx
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if px >= 0 and px < size and py1 >= 0:
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if r == med_r - 1 or abs(dx) == w:
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img.set_pixel(px, py1, gold)
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elif r % 4 == 0 and abs(dx) % 4 == 0:
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img.set_pixel(px, py1, cream)
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if px >= 0 and px < size and py2 < size:
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if r == med_r - 1 or abs(dx) == w:
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img.set_pixel(px, py2, gold)
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elif r % 4 == 0 and abs(dx) % 4 == 0:
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img.set_pixel(px, py2, cream)
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# Уголки
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var corners: Array = [[20, 20], [size - 20, 20], [20, size - 20], [size - 20, size - 20]]
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for c in corners:
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for r in range(8):
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var w: int = 8 - r
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for dx in range(-w, w + 1):
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var py: int = c[1] + r
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var px: int = c[0] + dx
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if px >= 0 and px < size and py >= 0 and py < size:
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if abs(dx) == w or r == 7:
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img.set_pixel(px, py, gold)
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py = c[1] - r
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if px >= 0 and px < size and py >= 0 and py < size:
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if abs(dx) == w or r == 7:
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img.set_pixel(px, py, gold)
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return _to_texture(img)
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)
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# Тёмно-синее одеяло «звёзды»
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func blanket() -> ImageTexture:
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return _get_or_create("blanket", func() -> ImageTexture:
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var size: int = 64
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var base: Color = Color(0.13, 0.16, 0.32)
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var deeper: Color = Color(0.09, 0.11, 0.24)
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var star_w: Color = Color(0.9, 0.88, 0.78)
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var star_y: Color = Color(0.94, 0.85, 0.45)
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var img: Image = _make_image(size, size, base)
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var noise: FastNoiseLite = _noise(7777, 0.08)
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for y in range(size):
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for x in range(size):
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var n: float = noise.get_noise_2d(x, y) * 0.5 + 0.5
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img.set_pixel(x, y, base.lerp(deeper, n * 0.4))
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var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = 9999
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for i in range(30):
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var sx: int = rng.randi_range(2, size - 3)
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var sy: int = rng.randi_range(2, size - 3)
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var c: Color = star_y if rng.randf() > 0.7 else star_w
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var big: bool = rng.randf() > 0.7
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img.set_pixel(sx, sy, c)
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if big:
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img.set_pixel(sx + 1, sy, c)
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img.set_pixel(sx - 1, sy, c)
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img.set_pixel(sx, sy + 1, c)
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img.set_pixel(sx, sy - 1, c)
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return _to_texture(img)
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)
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# Постер CS:GO — жёлтый с силуэтом AWP + надпись
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func poster_csgo() -> ImageTexture:
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return _get_or_create("poster_csgo", func() -> ImageTexture:
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var w: int = 64
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var h: int = 80
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var base: Color = Color(0.94, 0.71, 0.1)
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var dark: Color = Color(0.18, 0.13, 0.08)
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var stripe: Color = Color(0.88, 0.65, 0.08)
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var img: Image = _make_image(w, h, base)
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# Диагональная полоса
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for y in range(h):
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for x in range(w):
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if (x + y) % 8 < 2:
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img.set_pixel(x, y, stripe)
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# Рамка
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for i in range(w):
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img.set_pixel(i, 0, dark)
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img.set_pixel(i, 1, dark)
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img.set_pixel(i, h - 1, dark)
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img.set_pixel(i, h - 2, dark)
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for i in range(h):
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img.set_pixel(0, i, dark)
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img.set_pixel(1, i, dark)
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img.set_pixel(w - 1, i, dark)
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img.set_pixel(w - 2, i, dark)
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# Силуэт AWP горизонтально по центру
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var by: int = 30
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# приклад
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for x in range(8, 14):
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img.set_pixel(x, by + 2, dark)
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img.set_pixel(x, by + 3, dark)
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img.set_pixel(x, by + 4, dark)
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# ствол
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for x in range(14, 52):
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img.set_pixel(x, by + 3, dark)
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# прицел
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for x in range(28, 36):
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img.set_pixel(x, by + 1, dark)
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for x in range(30, 34):
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img.set_pixel(x, by, dark)
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# рукоятка
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img.set_pixel(18, by + 4, dark)
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img.set_pixel(18, by + 5, dark)
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img.set_pixel(17, by + 5, dark)
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# CS:GO текст внизу
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_draw_text_csgo(img, 18, 60, dark)
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return _to_texture(img)
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)
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func _draw_text_csgo(img: Image, x0: int, y0: int, c: Color) -> void:
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# C
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for dy in range(8):
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img.set_pixel(x0, y0 + dy, c)
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for dx in range(1, 5):
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img.set_pixel(x0 + dx, y0, c)
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img.set_pixel(x0 + dx, y0 + 7, c)
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# S
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var sx: int = x0 + 7
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for dx in range(5):
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img.set_pixel(sx + dx, y0, c)
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img.set_pixel(sx + dx, y0 + 3, c)
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img.set_pixel(sx + dx, y0 + 7, c)
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for dy in range(1, 3):
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img.set_pixel(sx, y0 + dy, c)
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for dy in range(4, 7):
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img.set_pixel(sx + 4, y0 + dy, c)
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# :
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img.set_pixel(x0 + 14, y0 + 2, c)
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img.set_pixel(x0 + 14, y0 + 5, c)
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# G
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var gx: int = x0 + 17
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for dy in range(8):
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img.set_pixel(gx, y0 + dy, c)
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for dx in range(1, 5):
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img.set_pixel(gx + dx, y0, c)
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img.set_pixel(gx + dx, y0 + 7, c)
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img.set_pixel(gx + 4, y0 + 4, c)
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img.set_pixel(gx + 4, y0 + 5, c)
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img.set_pixel(gx + 4, y0 + 6, c)
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img.set_pixel(gx + 3, y0 + 4, c)
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# O
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var ox: int = x0 + 24
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for dy in range(8):
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img.set_pixel(ox, y0 + dy, c)
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img.set_pixel(ox + 4, y0 + dy, c)
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for dx in range(1, 4):
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img.set_pixel(ox + dx, y0, c)
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img.set_pixel(ox + dx, y0 + 7, c)
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# Постер Моргенштерн — тёмно-красный с белой головой
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func poster_morgen() -> ImageTexture:
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return _get_or_create("poster_morgen", func() -> ImageTexture:
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var w: int = 64
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var h: int = 80
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var base: Color = Color(0.7, 0.13, 0.13)
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var light: Color = Color(0.9, 0.85, 0.8)
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var dark: Color = Color(0.2, 0.05, 0.05)
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var pink: Color = Color(0.95, 0.7, 0.65)
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var img: Image = _make_image(w, h, base)
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# Рамка
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for i in range(w):
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img.set_pixel(i, 0, dark)
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img.set_pixel(i, 1, dark)
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img.set_pixel(i, h - 1, dark)
|
||
img.set_pixel(i, h - 2, dark)
|
||
for i in range(h):
|
||
img.set_pixel(0, i, dark)
|
||
img.set_pixel(1, i, dark)
|
||
img.set_pixel(w - 1, i, dark)
|
||
img.set_pixel(w - 2, i, dark)
|
||
|
||
# Голова в круге
|
||
var cx: int = w / 2
|
||
var cy: int = 32
|
||
var radius: int = 18
|
||
for y in range(h):
|
||
for x in range(w):
|
||
var d: float = sqrt(pow(x - cx, 2) + pow(y - cy, 2))
|
||
if d <= float(radius):
|
||
var t: float = d / float(radius)
|
||
img.set_pixel(x, y, light.lerp(pink, t * 0.6))
|
||
if d > float(radius) - 1 and d <= float(radius):
|
||
img.set_pixel(x, y, dark)
|
||
|
||
# Глаза-щели
|
||
img.set_pixel(cx - 5, cy - 2, dark)
|
||
img.set_pixel(cx - 4, cy - 2, dark)
|
||
img.set_pixel(cx + 4, cy - 2, dark)
|
||
img.set_pixel(cx + 5, cy - 2, dark)
|
||
# Рот
|
||
for dx in range(-4, 5):
|
||
img.set_pixel(cx + dx, cy + 6, dark)
|
||
|
||
# Лого MS внизу
|
||
_draw_text_ms(img, 22, 60, light)
|
||
return _to_texture(img)
|
||
)
|
||
|
||
|
||
func _draw_text_ms(img: Image, x0: int, y0: int, c: Color) -> void:
|
||
# M
|
||
for dy in range(8):
|
||
img.set_pixel(x0, y0 + dy, c)
|
||
img.set_pixel(x0 + 6, y0 + dy, c)
|
||
img.set_pixel(x0 + 1, y0 + 1, c)
|
||
img.set_pixel(x0 + 5, y0 + 1, c)
|
||
img.set_pixel(x0 + 2, y0 + 2, c)
|
||
img.set_pixel(x0 + 4, y0 + 2, c)
|
||
img.set_pixel(x0 + 3, y0 + 3, c)
|
||
# S
|
||
var sx: int = x0 + 12
|
||
for dx in range(5):
|
||
img.set_pixel(sx + dx, y0, c)
|
||
img.set_pixel(sx + dx, y0 + 3, c)
|
||
img.set_pixel(sx + dx, y0 + 7, c)
|
||
for dy in range(1, 3):
|
||
img.set_pixel(sx, y0 + dy, c)
|
||
for dy in range(4, 7):
|
||
img.set_pixel(sx + 4, y0 + dy, c)
|
||
|
||
|
||
# Дверь: вертикальные деревянные планки + сучки
|
||
func door() -> ImageTexture:
|
||
return _get_or_create("door", func() -> ImageTexture:
|
||
var w: int = 64
|
||
var h: int = 128
|
||
var base: Color = Color(0.45, 0.31, 0.18)
|
||
var dark: Color = Color(0.28, 0.18, 0.09)
|
||
var light: Color = Color(0.55, 0.4, 0.25)
|
||
var knot: Color = Color(0.18, 0.1, 0.05)
|
||
var img: Image = _make_image(w, h, base)
|
||
|
||
# Вертикальное волокно через шум
|
||
var grain: FastNoiseLite = _noise(3333, 0.2)
|
||
grain.noise_type = FastNoiseLite.TYPE_PERLIN
|
||
for y in range(h):
|
||
for x in range(w):
|
||
var n: float = grain.get_noise_2d(x * 0.5, y * 3) * 0.5 + 0.5
|
||
var c: Color = base.lerp(dark if n > 0.5 else light, abs(n - 0.5) * 1.2)
|
||
img.set_pixel(x, y, c)
|
||
|
||
# Панели — горизонтальные швы
|
||
for y in [32, 64, 96]:
|
||
for x in range(w):
|
||
img.set_pixel(x, y, dark)
|
||
if y + 1 < h:
|
||
img.set_pixel(x, y + 1, dark)
|
||
|
||
# Сучки
|
||
var knots: Array = [[18, 20], [42, 50], [25, 85], [48, 110]]
|
||
for k in knots:
|
||
for r in range(4):
|
||
for ang in range(12):
|
||
var a: float = float(ang) * PI / 6.0
|
||
var px: int = k[0] + int(cos(a) * r)
|
||
var py: int = k[1] + int(sin(a) * r)
|
||
if px >= 0 and px < w and py >= 0 and py < h:
|
||
var t: float = 1.0 - (float(r) / 4.0)
|
||
img.set_pixel(px, py, base.lerp(knot, t))
|
||
|
||
return _to_texture(img)
|
||
)
|
||
|
||
|
||
# Стол MICKE: белый с минимальной шумной фактурой + наклейка-стикер
|
||
func desk_white() -> ImageTexture:
|
||
return _get_or_create("desk_white", func() -> ImageTexture:
|
||
var size: int = 64
|
||
var base: Color = Color(0.96, 0.95, 0.93)
|
||
var nick: Color = Color(0.88, 0.86, 0.82)
|
||
var img: Image = _make_image(size, size, base)
|
||
var noise: FastNoiseLite = _noise(1337, 0.18)
|
||
for y in range(size):
|
||
for x in range(size):
|
||
var n: float = noise.get_noise_2d(x, y) * 0.5 + 0.5
|
||
img.set_pixel(x, y, base.lerp(nick, n * 0.08))
|
||
# Стикер в углу — жёлтый Steam-inventory
|
||
var sticker: Color = Color(0.94, 0.71, 0.1)
|
||
for x in range(2, 8):
|
||
for y in range(2, 8):
|
||
img.set_pixel(x, y, sticker)
|
||
# Царапины
|
||
for x in range(20, 40):
|
||
img.set_pixel(x, 32, nick.darkened(0.1))
|
||
return _to_texture(img)
|
||
)
|
||
|
||
|
||
# Книжный корешок — цветной с полосами
|
||
func book_color(color_idx: int) -> ImageTexture:
|
||
var key: String = "book_%d" % color_idx
|
||
return _get_or_create(key, func() -> ImageTexture:
|
||
var palette: Array[Color] = [
|
||
Color(0.36, 0.18, 0.15),
|
||
Color(0.2, 0.35, 0.5),
|
||
Color(0.13, 0.13, 0.15),
|
||
Color(0.55, 0.45, 0.25),
|
||
Color(0.3, 0.5, 0.3),
|
||
]
|
||
var base: Color = palette[color_idx % palette.size()]
|
||
var trim: Color = base.darkened(0.4)
|
||
var hi: Color = base.lightened(0.2)
|
||
var w: int = 16
|
||
var h: int = 64
|
||
var img: Image = _make_image(w, h, base)
|
||
# Верхние/нижние полосы
|
||
for x in range(w):
|
||
img.set_pixel(x, 0, trim)
|
||
img.set_pixel(x, 1, trim)
|
||
img.set_pixel(x, h - 1, trim)
|
||
img.set_pixel(x, h - 2, trim)
|
||
img.set_pixel(x, 6, hi)
|
||
img.set_pixel(x, h - 7, hi)
|
||
# Тонкая текстура корешка
|
||
for y in range(8, h - 8):
|
||
img.set_pixel(0, y, trim)
|
||
img.set_pixel(w - 1, y, trim)
|
||
return _to_texture(img)
|
||
)
|
||
|
||
|
||
# Этикетка Adrenaline Rush — синий со штрихами + молния
|
||
func adrenaline_label() -> ImageTexture:
|
||
return _get_or_create("adrenaline_label", func() -> ImageTexture:
|
||
var w: int = 64
|
||
var h: int = 64
|
||
var blue_dark: Color = Color(0.08, 0.18, 0.45)
|
||
var blue: Color = Color(0.13, 0.32, 0.68)
|
||
var blue_light: Color = Color(0.3, 0.5, 0.85)
|
||
var yellow: Color = Color(0.95, 0.85, 0.2)
|
||
var img: Image = _make_image(w, h, blue)
|
||
# Диагональные полосы
|
||
for y in range(h):
|
||
for x in range(w):
|
||
var d: int = (x + y) % 12
|
||
if d < 2:
|
||
img.set_pixel(x, y, blue_dark)
|
||
elif d < 4:
|
||
img.set_pixel(x, y, blue_light)
|
||
# Молния по центру
|
||
var bolt: Array = [
|
||
[32, 10], [32, 12], [31, 14], [31, 16], [30, 18], [33, 20],
|
||
[33, 22], [32, 24], [32, 26], [31, 28], [34, 30], [34, 32],
|
||
[33, 34], [33, 36], [32, 38], [35, 40], [34, 42], [33, 44],
|
||
[32, 46], [31, 48], [30, 50], [29, 52]
|
||
]
|
||
for p in bolt:
|
||
img.set_pixel(p[0], p[1], yellow)
|
||
if p[0] + 1 < w:
|
||
img.set_pixel(p[0] + 1, p[1], yellow)
|
||
if p[0] - 1 >= 0:
|
||
img.set_pixel(p[0] - 1, p[1], yellow)
|
||
# Верх/низ — тёмные полосы
|
||
for x in range(w):
|
||
img.set_pixel(x, 0, blue_dark)
|
||
img.set_pixel(x, 1, blue_dark)
|
||
img.set_pixel(x, h - 1, blue_dark)
|
||
img.set_pixel(x, h - 2, blue_dark)
|
||
return _to_texture(img)
|
||
)
|
||
|
||
|
||
# Обёртка Lay's — жёлтая с красной волной
|
||
func lays_wrapper() -> ImageTexture:
|
||
return _get_or_create("lays_wrapper", func() -> ImageTexture:
|
||
var w: int = 64
|
||
var h: int = 48
|
||
var yellow: Color = Color(0.96, 0.84, 0.18)
|
||
var red: Color = Color(0.78, 0.12, 0.12)
|
||
var red_dark: Color = Color(0.55, 0.08, 0.08)
|
||
var brown: Color = Color(0.35, 0.22, 0.1)
|
||
var img: Image = _make_image(w, h, yellow)
|
||
# Красная волнистая лента посередине
|
||
for x in range(w):
|
||
var wave: int = int(sin(x * 0.3) * 4.0)
|
||
var band_y: int = 20 + wave
|
||
for dy in range(-4, 5):
|
||
var y: int = band_y + dy
|
||
if y >= 0 and y < h:
|
||
if dy == -4 or dy == 4:
|
||
img.set_pixel(x, y, red_dark)
|
||
else:
|
||
img.set_pixel(x, y, red)
|
||
# Силуэт чипса (овальная коричневая клякса)
|
||
for ang in range(20):
|
||
var a: float = float(ang) * PI / 10.0
|
||
var px: int = 16 + int(cos(a) * 6.0)
|
||
var py: int = 38 + int(sin(a) * 3.0)
|
||
if px >= 0 and px < w and py >= 0 and py < h:
|
||
img.set_pixel(px, py, brown)
|
||
# Уголки обёртки темнее
|
||
for i in range(3):
|
||
img.set_pixel(i, h - 1 - i, red_dark)
|
||
img.set_pixel(w - 1 - i, h - 1 - i, red_dark)
|
||
return _to_texture(img)
|
||
)
|
||
|
||
|
||
# Носок — тёмно-серый со светлыми полосками
|
||
func sock_fabric() -> ImageTexture:
|
||
return _get_or_create("sock_fabric", func() -> ImageTexture:
|
||
var w: int = 32
|
||
var h: int = 32
|
||
var base: Color = Color(0.18, 0.22, 0.32)
|
||
var stripe: Color = Color(0.28, 0.32, 0.42)
|
||
var dark: Color = Color(0.1, 0.13, 0.2)
|
||
var img: Image = _make_image(w, h, base)
|
||
for y in range(h):
|
||
if y % 6 == 0 or y % 6 == 1:
|
||
for x in range(w):
|
||
img.set_pixel(x, y, stripe)
|
||
elif y % 6 == 3:
|
||
for x in range(w):
|
||
img.set_pixel(x, y, dark)
|
||
return _to_texture(img)
|
||
)
|
||
|
||
|
||
# Экран монитора — тёмное стекло с легким bluish свечением
|
||
func monitor_screen() -> ImageTexture:
|
||
return _get_or_create("monitor_screen", func() -> ImageTexture:
|
||
var w: int = 64
|
||
var h: int = 48
|
||
var dark: Color = Color(0.04, 0.05, 0.08)
|
||
var glow: Color = Color(0.15, 0.2, 0.3)
|
||
var scan: Color = Color(0.08, 0.1, 0.14)
|
||
var img: Image = _make_image(w, h, dark)
|
||
# Боковые градиенты к свечению
|
||
for y in range(h):
|
||
for x in range(w):
|
||
var dx: float = abs(float(x) - float(w) / 2.0) / (float(w) / 2.0)
|
||
var dy: float = abs(float(y) - float(h) / 2.0) / (float(h) / 2.0)
|
||
var edge: float = max(dx, dy)
|
||
var c: Color = dark.lerp(glow, (1.0 - edge) * 0.4)
|
||
img.set_pixel(x, y, c)
|
||
# Горизонтальные scanlines каждые 2 строки
|
||
for y in range(0, h, 2):
|
||
for x in range(w):
|
||
img.set_pixel(x, y, img.get_pixel(x, y).lerp(scan, 0.4))
|
||
return _to_texture(img)
|
||
)
|
||
|
||
|
||
# Применить текстуру к материалу с заданным uv-scale + nearest filter
|
||
func apply_to_material(mat: BaseMaterial3D, texture: ImageTexture, scale: Vector3 = Vector3.ONE) -> void:
|
||
if mat == null:
|
||
return
|
||
mat.albedo_texture = texture
|
||
mat.uv1_scale = scale
|
||
mat.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
|