feat(biome): abyssal bioluminescent + glow blocks + abyssal jellyfish + particles

- BlockDatabase: GLOW_CORAL_CYAN(10), GLOW_CORAL_VIOLET(11), LAVA_VENT(12) with emission data
- WorldGenerator: abyssal blocks at y<-40 (cyan 4%, violet 1%, vent 0.5% via 3D noise)
- Chunk.gd: multi-surface mesh (solid + 3 emissive surfaces with StandardMaterial3D emission)
- MobSpawner: abyssal jellyfish spawn when player y<-30, max 8
- AbyssalJellyfish: cyan fluo, slower, double damage (10), bioluminescent flash on attack
- BioluminescentParticles: 200 cyan-green particles follow player, only emit in abyss

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Floppyrj45
2026-04-19 18:12:37 +02:00
parent e1fda4d393
commit d8e19932cc
6 changed files with 324 additions and 28 deletions

View File

@@ -44,13 +44,25 @@ func generate_mesh() -> void:
_init_material()
var tile_w: float = BlockDatabase.ATLAS_TILE_SIZE.x
var tile_h: float = BlockDatabase.ATLAS_TILE_SIZE.y
# Surface 0: solid blocks (atlas texture)
var st: SurfaceTool = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
var has_faces: bool = false
# Emissive surfaces: cyan (1), violet (2), vent (3)
var st_cyan: SurfaceTool = SurfaceTool.new()
st_cyan.begin(Mesh.PRIMITIVE_TRIANGLES)
var st_violet: SurfaceTool = SurfaceTool.new()
st_violet.begin(Mesh.PRIMITIVE_TRIANGLES)
var st_vent: SurfaceTool = SurfaceTool.new()
st_vent.begin(Mesh.PRIMITIVE_TRIANGLES)
var tile_w: float = BlockDatabase.ATLAS_TILE_SIZE.x
var tile_h: float = BlockDatabase.ATLAS_TILE_SIZE.y
var has_faces: bool = false
var has_cyan: bool = false
var has_violet: bool = false
var has_vent: bool = false
for x: int in range(CHUNK_SIZE):
for y: int in range(CHUNK_SIZE):
@@ -61,35 +73,80 @@ func generate_mesh() -> void:
var uv_tl: Vector2 = BlockDatabase.get_atlas_uv(block_id)
if not _is_opaque_at(x, y + 1, z):
_add_face_top(st, x, y, z, uv_tl, tile_w, tile_h)
has_faces = true
if not _is_opaque_at(x, y - 1, z):
_add_face_bottom(st, x, y, z, uv_tl, tile_w, tile_h)
has_faces = true
if not _is_opaque_at(x + 1, y, z):
_add_face_right(st, x, y, z, uv_tl, tile_w, tile_h)
has_faces = true
if not _is_opaque_at(x - 1, y, z):
_add_face_left(st, x, y, z, uv_tl, tile_w, tile_h)
has_faces = true
if not _is_opaque_at(x, y, z + 1):
_add_face_front(st, x, y, z, uv_tl, tile_w, tile_h)
has_faces = true
if not _is_opaque_at(x, y, z - 1):
_add_face_back(st, x, y, z, uv_tl, tile_w, tile_h)
has_faces = true
var target_st: SurfaceTool = st
var emit_type: int = 0 # 0=none, 1=cyan, 2=violet, 3=vent
if block_id == BlockDatabase.BlockType.GLOW_CORAL_CYAN:
target_st = st_cyan
emit_type = 1
elif block_id == BlockDatabase.BlockType.GLOW_CORAL_VIOLET:
target_st = st_violet
emit_type = 2
elif block_id == BlockDatabase.BlockType.LAVA_VENT:
target_st = st_vent
emit_type = 3
if not has_faces:
var added: bool = false
if not _is_opaque_at(x, y + 1, z):
_add_face_top(target_st, x, y, z, uv_tl, tile_w, tile_h)
added = true
if not _is_opaque_at(x, y - 1, z):
_add_face_bottom(target_st, x, y, z, uv_tl, tile_w, tile_h)
added = true
if not _is_opaque_at(x + 1, y, z):
_add_face_right(target_st, x, y, z, uv_tl, tile_w, tile_h)
added = true
if not _is_opaque_at(x - 1, y, z):
_add_face_left(target_st, x, y, z, uv_tl, tile_w, tile_h)
added = true
if not _is_opaque_at(x, y, z + 1):
_add_face_front(target_st, x, y, z, uv_tl, tile_w, tile_h)
added = true
if not _is_opaque_at(x, y, z - 1):
_add_face_back(target_st, x, y, z, uv_tl, tile_w, tile_h)
added = true
if added:
match emit_type:
0: has_faces = true
1: has_cyan = true
2: has_violet = true
3: has_vent = true
var mesh: ArrayMesh = ArrayMesh.new()
if has_faces:
st.generate_normals()
mesh = st.commit() # surface 0 — will apply material via surface_set_material below
if has_cyan:
st_cyan.generate_normals()
st_cyan.commit(mesh)
if has_violet:
st_violet.generate_normals()
st_violet.commit(mesh)
if has_vent:
st_vent.generate_normals()
st_vent.commit(mesh)
if mesh.get_surface_count() == 0:
return
st.generate_normals()
var mesh: ArrayMesh = st.commit()
# Assign materials per surface
var surf_idx: int = 0
if has_faces:
mesh.surface_set_material(surf_idx, shared_material)
surf_idx += 1
if has_cyan:
mesh.surface_set_material(surf_idx, _make_emissive_mat(Color(0.2, 0.8, 1.0), 3.0))
surf_idx += 1
if has_violet:
mesh.surface_set_material(surf_idx, _make_emissive_mat(Color(0.7, 0.3, 0.9), 3.0))
surf_idx += 1
if has_vent:
mesh.surface_set_material(surf_idx, _make_emissive_mat(Color(1.0, 0.5, 0.1), 3.0))
_mesh_instance = MeshInstance3D.new()
_mesh_instance.mesh = mesh
_mesh_instance.material_override = shared_material
add_child(_mesh_instance)
var shape: ConcavePolygonShape3D = ConcavePolygonShape3D.new()
@@ -102,6 +159,15 @@ func generate_mesh() -> void:
_static_body.add_child(col_shape)
add_child(_static_body)
func _make_emissive_mat(emission_color: Color, energy: float) -> StandardMaterial3D:
var mat: StandardMaterial3D = StandardMaterial3D.new()
mat.albedo_color = emission_color
mat.emission_enabled = true
mat.emission = emission_color
mat.emission_energy_multiplier = energy
return mat
func _is_opaque_at(x: int, y: int, z: int) -> bool:
if x < 0 or x >= CHUNK_SIZE or y < 0 or y >= CHUNK_SIZE or z < 0 or z >= CHUNK_SIZE:
return false

View File

@@ -26,6 +26,11 @@ static func generate_chunk(chunk_x: int, chunk_y: int, chunk_z: int, seed: int)
noise_wreck.noise_type = FastNoiseLite.TYPE_CELLULAR
noise_wreck.frequency = 0.03
var noise_glow: FastNoiseLite = FastNoiseLite.new()
noise_glow.seed = seed + 7777
noise_glow.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
noise_glow.frequency = 0.08
for lx: int in range(CHUNK_SIZE):
for lz: int in range(CHUNK_SIZE):
var wx: int = chunk_x * CHUNK_SIZE + lx
@@ -45,7 +50,7 @@ static func generate_chunk(chunk_x: int, chunk_y: int, chunk_z: int, seed: int)
var idx: int = lx + ly * CHUNK_SIZE + lz * 256
data[idx] = _get_block_at(wy, ground_height, biome, wx, wz, lx, lz,
is_wreck_center, noise_detail, seed)
is_wreck_center, noise_detail, noise_glow, seed)
return data
@@ -61,11 +66,28 @@ static func _get_biome(biome_val: float, ground_height: int) -> int:
static func _get_block_at(wy: int, ground_height: int, biome: int,
wx: int, wz: int, lx: int, lz: int,
is_wreck_center: bool, noise_detail: FastNoiseLite, seed: int) -> int:
is_wreck_center: bool, noise_detail: FastNoiseLite, noise_glow: FastNoiseLite, seed: int) -> int:
if wy <= -60:
return BlockDatabase.BlockType.BEDROCK
# --- Abyssal bioluminescent decorations (deep zone) ---
if ground_height < -30 and wy >= ground_height and wy < ground_height + 3:
if wy < -40:
var glow_val: float = noise_glow.get_noise_3d(float(wx), float(wy), float(wz))
# GLOW_CORAL_CYAN patches — 4% density on surfaces
if glow_val > 0.65:
return BlockDatabase.BlockType.GLOW_CORAL_CYAN
# GLOW_CORAL_VIOLET rare columns — 1%
var violet_val: float = noise_glow.get_noise_3d(float(wx) * 1.3, float(wy) * 0.5, float(wz) * 1.3)
if violet_val > 0.82:
return BlockDatabase.BlockType.GLOW_CORAL_VIOLET
# LAVA_VENT columns — 0.5% density, very deep
if wy < -50 and wy < ground_height + 3:
var vent_val: float = noise_glow.get_noise_3d(float(wx) * 0.5, float(wy) * 2.0, float(wz) * 0.5)
if vent_val > 0.88:
return BlockDatabase.BlockType.LAVA_VENT
if wy < ground_height - 5:
return BlockDatabase.BlockType.ROCK