Files
dauphincraft/scripts/world/Chunk.gd
Floppyrj45 d8e19932cc 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>
2026-04-19 18:12:37 +02:00

282 lines
9.2 KiB
GDScript

extends Node3D
class_name Chunk
const CHUNK_SIZE: int = 16
var _blocks: PackedInt32Array = PackedInt32Array()
var _mesh_instance: MeshInstance3D = null
var _static_body: StaticBody3D = null
static var shared_material: StandardMaterial3D = null
static func _init_material() -> void:
if shared_material == null:
shared_material = StandardMaterial3D.new()
shared_material.albedo_texture = load("res://assets/textures/block_atlas.png")
shared_material.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS
shared_material.vertex_color_use_as_albedo = false
shared_material.shading_mode = BaseMaterial3D.SHADING_MODE_PER_VERTEX
func _ready() -> void:
if _blocks.size() == 0:
_blocks.resize(4096)
func init_blocks(data: PackedInt32Array) -> void:
_blocks = data
func get_block(x: int, y: int, z: int) -> int:
if x < 0 or x >= CHUNK_SIZE or y < 0 or y >= CHUNK_SIZE or z < 0 or z >= CHUNK_SIZE:
return BlockDatabase.BlockType.AIR
return _blocks[x + y * CHUNK_SIZE + z * 256]
func set_block(x: int, y: int, z: int, id: int) -> void:
if x < 0 or x >= CHUNK_SIZE or y < 0 or y >= CHUNK_SIZE or z < 0 or z >= CHUNK_SIZE:
return
_blocks[x + y * CHUNK_SIZE + z * 256] = id
func generate_mesh() -> void:
if _mesh_instance != null:
_mesh_instance.queue_free()
_mesh_instance = null
if _static_body != null:
_static_body.queue_free()
_static_body = null
_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)
# 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 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):
for z: int in range(CHUNK_SIZE):
var block_id: int = get_block(x, y, z)
if not BlockDatabase.is_solid(block_id):
continue
var uv_tl: Vector2 = BlockDatabase.get_atlas_uv(block_id)
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
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
# 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
add_child(_mesh_instance)
var shape: ConcavePolygonShape3D = ConcavePolygonShape3D.new()
shape.set_faces(mesh.get_faces())
var col_shape: CollisionShape3D = CollisionShape3D.new()
col_shape.shape = shape
_static_body = StaticBody3D.new()
_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
return BlockDatabase.is_solid(get_block(x, y, z))
# UV layout for a quad: TL, TR, BR, BL
# Face vertices are added as two triangles: TL-TR-BR and TL-BR-BL
func _add_face_top(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
var fx: float = float(x)
var fy: float = float(y)
var fz: float = float(z)
# tri 1
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy + 1.0, fz))
st.set_uv(uv_tl + Vector2(tw, 0.0))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
# tri 2
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy + 1.0, fz))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
st.set_uv(uv_tl + Vector2(0.0, th))
st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
func _add_face_bottom(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
var fx: float = float(x)
var fy: float = float(y)
var fz: float = float(z)
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, 0.0))
st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy, fz))
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy, fz))
st.set_uv(uv_tl + Vector2(0.0, th))
st.add_vertex(Vector3(fx, fy, fz))
func _add_face_right(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
var fx: float = float(x)
var fy: float = float(y)
var fz: float = float(z)
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx + 1.0, fy, fz))
st.set_uv(uv_tl + Vector2(tw, 0.0))
st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx + 1.0, fy, fz))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
st.set_uv(uv_tl + Vector2(0.0, th))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
func _add_face_left(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
var fx: float = float(x)
var fy: float = float(y)
var fz: float = float(z)
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, 0.0))
st.add_vertex(Vector3(fx, fy, fz))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx, fy + 1.0, fz))
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx, fy + 1.0, fz))
st.set_uv(uv_tl + Vector2(0.0, th))
st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
func _add_face_front(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
var fx: float = float(x)
var fy: float = float(y)
var fz: float = float(z)
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, 0.0))
st.add_vertex(Vector3(fx, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
st.set_uv(uv_tl + Vector2(0.0, th))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
func _add_face_back(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
var fx: float = float(x)
var fy: float = float(y)
var fz: float = float(z)
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy, fz))
st.set_uv(uv_tl + Vector2(tw, 0.0))
st.add_vertex(Vector3(fx + 1.0, fy, fz))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy, fz))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
st.set_uv(uv_tl + Vector2(0.0, th))
st.add_vertex(Vector3(fx, fy + 1.0, fz))