commit
6e10f75e31
@ -0,0 +1,21 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2016-2023 The Godot Engine community
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
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Load Diff
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|
||||
[configuration]
|
||||
|
||||
entry_symbol = "git_plugin_init"
|
||||
compatibility_minimum = "4.1.0"
|
||||
|
||||
[libraries]
|
||||
|
||||
macos.editor = "macos/libgit_plugin.macos.editor.universal.dylib"
|
||||
windows.editor.x86_64 = "win64/libgit_plugin.windows.editor.x86_64.dll"
|
||||
linux.editor.x86_64 = "linux/libgit_plugin.linux.editor.x86_64.so"
|
||||
linux.editor.arm64 = "linux/libgit_plugin.linux.editor.arm64.so"
|
||||
linux.editor.rv64 = ""
|
||||
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|
||||
[plugin]
|
||||
|
||||
name="Godot Git Plugin"
|
||||
description="This plugin lets you interact with Git without leaving the Godot editor. More information can be found at https://github.com/godotengine/godot-git-plugin/wiki"
|
||||
author="twaritwaikar"
|
||||
version="v3.1.0"
|
||||
script="godot-git-plugin.gd"
|
||||
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|
||||
[remap]
|
||||
|
||||
importer="wav"
|
||||
type="AudioStreamWAV"
|
||||
uid="uid://pm8wfxitgh1j"
|
||||
path="res://.godot/imported/fall.wav-d94512b484ef80930e1936c07c60d5d4.sample"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://audio/fall.wav"
|
||||
dest_files=["res://.godot/imported/fall.wav-d94512b484ef80930e1936c07c60d5d4.sample"]
|
||||
|
||||
[params]
|
||||
|
||||
force/8_bit=false
|
||||
force/mono=false
|
||||
force/max_rate=false
|
||||
force/max_rate_hz=44100
|
||||
edit/trim=false
|
||||
edit/normalize=false
|
||||
edit/loop_mode=0
|
||||
edit/loop_begin=0
|
||||
edit/loop_end=-1
|
||||
compress/mode=0
|
||||
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@ -0,0 +1,24 @@
|
||||
[remap]
|
||||
|
||||
importer="wav"
|
||||
type="AudioStreamWAV"
|
||||
uid="uid://cuyel4kvgrcov"
|
||||
path="res://.godot/imported/jump.wav-caa262a56cc3712002c1b0d9d9015e3b.sample"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://audio/jump.wav"
|
||||
dest_files=["res://.godot/imported/jump.wav-caa262a56cc3712002c1b0d9d9015e3b.sample"]
|
||||
|
||||
[params]
|
||||
|
||||
force/8_bit=false
|
||||
force/mono=false
|
||||
force/max_rate=false
|
||||
force/max_rate_hz=44100
|
||||
edit/trim=false
|
||||
edit/normalize=false
|
||||
edit/loop_mode=0
|
||||
edit/loop_begin=0
|
||||
edit/loop_end=-1
|
||||
compress/mode=0
|
||||
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@ -0,0 +1,24 @@
|
||||
[remap]
|
||||
|
||||
importer="wav"
|
||||
type="AudioStreamWAV"
|
||||
uid="uid://dtmqkikeurfbh"
|
||||
path="res://.godot/imported/land.wav-e1e9dbd52c1100dfa8021a7bf1bfdf34.sample"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://audio/land.wav"
|
||||
dest_files=["res://.godot/imported/land.wav-e1e9dbd52c1100dfa8021a7bf1bfdf34.sample"]
|
||||
|
||||
[params]
|
||||
|
||||
force/8_bit=false
|
||||
force/mono=false
|
||||
force/max_rate=false
|
||||
force/max_rate_hz=44100
|
||||
edit/trim=false
|
||||
edit/normalize=false
|
||||
edit/loop_mode=0
|
||||
edit/loop_begin=0
|
||||
edit/loop_end=-1
|
||||
compress/mode=0
|
||||
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@ -0,0 +1,24 @@
|
||||
[remap]
|
||||
|
||||
importer="wav"
|
||||
type="AudioStreamWAV"
|
||||
uid="uid://cvxu4074dbokq"
|
||||
path="res://.godot/imported/switch_direction.wav-bac95f03be47b94aeb23ab625fc8f70d.sample"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://audio/switch_direction.wav"
|
||||
dest_files=["res://.godot/imported/switch_direction.wav-bac95f03be47b94aeb23ab625fc8f70d.sample"]
|
||||
|
||||
[params]
|
||||
|
||||
force/8_bit=false
|
||||
force/mono=false
|
||||
force/max_rate=false
|
||||
force/max_rate_hz=44100
|
||||
edit/trim=false
|
||||
edit/normalize=false
|
||||
edit/loop_mode=0
|
||||
edit/loop_begin=0
|
||||
edit/loop_end=-1
|
||||
compress/mode=0
|
||||
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@ -0,0 +1,24 @@
|
||||
[remap]
|
||||
|
||||
importer="wav"
|
||||
type="AudioStreamWAV"
|
||||
uid="uid://r4pauagrppp4"
|
||||
path="res://.godot/imported/switch_gravity.wav-a2af96efc93d51cfce282a657af5833c.sample"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://audio/switch_gravity.wav"
|
||||
dest_files=["res://.godot/imported/switch_gravity.wav-a2af96efc93d51cfce282a657af5833c.sample"]
|
||||
|
||||
[params]
|
||||
|
||||
force/8_bit=false
|
||||
force/mono=false
|
||||
force/max_rate=false
|
||||
force/max_rate_hz=44100
|
||||
edit/trim=false
|
||||
edit/normalize=false
|
||||
edit/loop_mode=0
|
||||
edit/loop_begin=0
|
||||
edit/loop_end=-1
|
||||
compress/mode=0
|
||||
@ -0,0 +1,4 @@
|
||||
#!/bin/sh
|
||||
echo -ne '\033c\033]0;pDash\a'
|
||||
base_path="$(dirname "$(realpath "$0")")"
|
||||
"$base_path/pDash.x86_64" "$@"
|
||||
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|
||||
[preset.0]
|
||||
|
||||
name="Linux/X11"
|
||||
platform="Linux/X11"
|
||||
runnable=true
|
||||
dedicated_server=false
|
||||
custom_features=""
|
||||
export_filter="all_resources"
|
||||
include_filter=""
|
||||
exclude_filter=""
|
||||
export_path="./pDash.x86_64"
|
||||
encryption_include_filters=""
|
||||
encryption_exclude_filters=""
|
||||
encrypt_pck=false
|
||||
encrypt_directory=false
|
||||
|
||||
[preset.0.options]
|
||||
|
||||
custom_template/debug=""
|
||||
custom_template/release=""
|
||||
debug/export_console_wrapper=1
|
||||
binary_format/embed_pck=false
|
||||
texture_format/bptc=true
|
||||
texture_format/s3tc=true
|
||||
texture_format/etc=false
|
||||
texture_format/etc2=false
|
||||
binary_format/architecture="x86_64"
|
||||
ssh_remote_deploy/enabled=false
|
||||
ssh_remote_deploy/host="user@host_ip"
|
||||
ssh_remote_deploy/port="22"
|
||||
ssh_remote_deploy/extra_args_ssh=""
|
||||
ssh_remote_deploy/extra_args_scp=""
|
||||
ssh_remote_deploy/run_script="#!/usr/bin/env bash
|
||||
export DISPLAY=:0
|
||||
unzip -o -q \"{temp_dir}/{archive_name}\" -d \"{temp_dir}\"
|
||||
\"{temp_dir}/{exe_name}\" {cmd_args}"
|
||||
ssh_remote_deploy/cleanup_script="#!/usr/bin/env bash
|
||||
kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")
|
||||
rm -rf \"{temp_dir}\""
|
||||
@ -0,0 +1,37 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://clej3tikgcaj4"
|
||||
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://icon.svg"
|
||||
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=false
|
||||
editor/convert_colors_with_editor_theme=false
|
||||
|
After Width: | Height: | Size: 202 B |
@ -0,0 +1,34 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://h6nywllbx7in"
|
||||
path="res://.godot/imported/gravity_switch.png-4c9bdc1ecc3cdc6d786578b3cfafa968.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://icons/gravity_switch.png"
|
||||
dest_files=["res://.godot/imported/gravity_switch.png-4c9bdc1ecc3cdc6d786578b3cfafa968.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
|
After Width: | Height: | Size: 825 B |
@ -0,0 +1,34 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bdshi27v4osg2"
|
||||
path="res://.godot/imported/yorchnet_pixel_64.png-72f4e78a0b6ea5c7ddb078ba06cc8c02.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://icons/yorchnet_pixel_64.png"
|
||||
dest_files=["res://.godot/imported/yorchnet_pixel_64.png-72f4e78a0b6ea5c7ddb078ba06cc8c02.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
Binary file not shown.
@ -0,0 +1,49 @@
|
||||
; Engine configuration file.
|
||||
; It's best edited using the editor UI and not directly,
|
||||
; since the parameters that go here are not all obvious.
|
||||
;
|
||||
; Format:
|
||||
; [section] ; section goes between []
|
||||
; param=value ; assign values to parameters
|
||||
|
||||
config_version=5
|
||||
|
||||
[application]
|
||||
|
||||
config/name="pDash"
|
||||
config/version=".1"
|
||||
run/main_scene="res://scenes/UI/Splash.tscn"
|
||||
config/features=PackedStringArray("4.2", "Forward Plus")
|
||||
config/icon="res://icons/yorchnet_pixel_64.png"
|
||||
|
||||
[display]
|
||||
|
||||
window/size/viewport_width=1920
|
||||
window/size/viewport_height=1080
|
||||
window/size/mode=3
|
||||
window/size/borderless=true
|
||||
window/stretch/mode="viewport"
|
||||
|
||||
[editor]
|
||||
|
||||
movie_writer/movie_file="/home/jorge/recorded/recorded.avi"
|
||||
version_control/plugin_name="GitPlugin"
|
||||
version_control/autoload_on_startup=true
|
||||
|
||||
[input]
|
||||
|
||||
jump={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
debug={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":96,"key_label":0,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[rendering]
|
||||
|
||||
textures/canvas_textures/default_texture_filter=0
|
||||
textures/vram_compression/import_etc2_astc=true
|
||||
@ -0,0 +1,42 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://8rtse17u7bqg"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/End.gd" id="1_0587q"]
|
||||
[ext_resource type="PackedScene" uid="uid://cnp8h65468543" path="res://scenes/overlays/crt_overlay.tscn" id="2_teww6"]
|
||||
|
||||
[node name="End" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_0587q")
|
||||
metadata/_edit_use_anchors_ = true
|
||||
|
||||
[node name="CenterContainer" type="CenterContainer" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="CenterContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="CenterContainer/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 1
|
||||
theme_override_font_sizes/font_size = 72
|
||||
text = "Game Over!"
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="Label2" type="Button" parent="CenterContainer/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "Try again
|
||||
"
|
||||
|
||||
[node name="CRT_Overlay" parent="." instance=ExtResource("2_teww6")]
|
||||
layout_mode = 1
|
||||
|
||||
[connection signal="button_up" from="CenterContainer/VBoxContainer/Label2" to="." method="_on_play"]
|
||||
@ -0,0 +1,134 @@
|
||||
[gd_scene load_steps=10 format=3 uid="uid://dvt585i7m0286"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/Splash.gd" id="1_3yqra"]
|
||||
[ext_resource type="Shader" path="res://shaders/pend00-crt-vhs.gdshader" id="2_0jwol"]
|
||||
[ext_resource type="Shader" path="res://shaders/Splash.gdshader" id="2_5fbyd"]
|
||||
[ext_resource type="Texture2D" uid="uid://bdshi27v4osg2" path="res://icons/yorchnet_pixel_64.png" id="2_fpfqa"]
|
||||
[ext_resource type="PackedScene" uid="uid://cnp8h65468543" path="res://scenes/overlays/crt_overlay.tscn" id="5_jurjp"]
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_ijjp2"]
|
||||
shader = ExtResource("2_5fbyd")
|
||||
shader_parameter/flap_speed = 4.0
|
||||
shader_parameter/scale = 4.0
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_yxw0u"]
|
||||
shader = ExtResource("2_0jwol")
|
||||
shader_parameter/overlay = true
|
||||
shader_parameter/scanlines_opacity = 0.125
|
||||
shader_parameter/scanlines_width = 0.125
|
||||
shader_parameter/grille_opacity = 0.125
|
||||
shader_parameter/resolution = Vector2(640, 320)
|
||||
shader_parameter/pixelate = false
|
||||
shader_parameter/roll = true
|
||||
shader_parameter/roll_speed = 1.0
|
||||
shader_parameter/roll_size = 0.8
|
||||
shader_parameter/roll_variation = 2.574
|
||||
shader_parameter/distort_intensity = 0.0
|
||||
shader_parameter/noise_opacity = 0.05
|
||||
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|
||||
shape = SubResource("RectangleShape2D_7hfyn")
|
||||
|
||||
[node name="Abysses" type="CanvasGroup" parent="."]
|
||||
|
||||
[node name="Abyss" type="Area2D" parent="Abysses"]
|
||||
metadata/_edit_group_ = true
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Abysses/Abyss"]
|
||||
position = Vector2(951, 1182)
|
||||
shape = SubResource("RectangleShape2D_0f50m")
|
||||
|
||||
[node name="Abyss2" type="Area2D" parent="Abysses"]
|
||||
position = Vector2(0, -2964)
|
||||
metadata/_edit_group_ = true
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Abysses/Abyss2"]
|
||||
position = Vector2(951, 1182)
|
||||
shape = SubResource("RectangleShape2D_0f50m")
|
||||
|
||||
[node name="Switches" type="CanvasGroup" parent="."]
|
||||
|
||||
[node name="Gravity" type="Node2D" parent="Switches"]
|
||||
|
||||
[node name="GravitySwitch01" parent="Switches/Gravity" instance=ExtResource("2_ufuu6")]
|
||||
|
||||
[node name="GravitySwitch02" parent="Switches/Gravity" instance=ExtResource("2_ufuu6")]
|
||||
position = Vector2(1344, -102)
|
||||
|
||||
[node name="GravitySwitch03" parent="Switches/Gravity" instance=ExtResource("2_ufuu6")]
|
||||
position = Vector2(1743, -586)
|
||||
|
||||
[node name="Direction" type="Node2D" parent="Switches"]
|
||||
|
||||
[node name="DirectionSwitch01" type="Area2D" parent="Switches/Direction"]
|
||||
self_modulate = Color(0, 0.737255, 0.745098, 0.423529)
|
||||
position = Vector2(1017, -416)
|
||||
collision_layer = 0
|
||||
script = ExtResource("3_vaslk")
|
||||
type = "gravity"
|
||||
metadata/_edit_group_ = true
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Switches/Direction/DirectionSwitch01"]
|
||||
scale = Vector2(2, 2)
|
||||
shape = SubResource("RectangleShape2D_7hfyn")
|
||||
|
||||
[node name="MeshInstance2D" type="MeshInstance2D" parent="Switches/Direction/DirectionSwitch01"]
|
||||
self_modulate = Color(1, 1, 1, 0.0980392)
|
||||
scale = Vector2(48, 48)
|
||||
mesh = SubResource("QuadMesh_qcjog")
|
||||
|
||||
[node name="DirectionSwitch02" type="Area2D" parent="Switches/Direction"]
|
||||
self_modulate = Color(0, 0.737255, 0.745098, 0.423529)
|
||||
position = Vector2(703, -262)
|
||||
collision_layer = 0
|
||||
script = ExtResource("3_vaslk")
|
||||
type = "gravity"
|
||||
metadata/_edit_group_ = true
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Switches/Direction/DirectionSwitch02"]
|
||||
scale = Vector2(2, 2)
|
||||
shape = SubResource("RectangleShape2D_7hfyn")
|
||||
|
||||
[node name="MeshInstance2D" type="MeshInstance2D" parent="Switches/Direction/DirectionSwitch02"]
|
||||
self_modulate = Color(1, 1, 1, 0.0980392)
|
||||
scale = Vector2(48, 48)
|
||||
mesh = SubResource("QuadMesh_qcjog")
|
||||
|
||||
[node name="DirectionSwitch03" type="Area2D" parent="Switches/Direction"]
|
||||
self_modulate = Color(0, 0.737255, 0.745098, 0.423529)
|
||||
position = Vector2(1642, 153)
|
||||
collision_layer = 0
|
||||
script = ExtResource("3_vaslk")
|
||||
type = "gravity"
|
||||
metadata/_edit_group_ = true
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Switches/Direction/DirectionSwitch03"]
|
||||
scale = Vector2(2, 2)
|
||||
shape = SubResource("RectangleShape2D_7hfyn")
|
||||
|
||||
[node name="MeshInstance2D" type="MeshInstance2D" parent="Switches/Direction/DirectionSwitch03"]
|
||||
self_modulate = Color(1, 1, 1, 0.0980392)
|
||||
scale = Vector2(48, 48)
|
||||
mesh = SubResource("QuadMesh_qcjog")
|
||||
|
||||
[node name="DirectionSwitch04" type="Area2D" parent="Switches/Direction"]
|
||||
self_modulate = Color(0, 0.737255, 0.745098, 0.423529)
|
||||
position = Vector2(2339, 104)
|
||||
collision_layer = 0
|
||||
script = ExtResource("3_vaslk")
|
||||
type = "gravity"
|
||||
metadata/_edit_group_ = true
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Switches/Direction/DirectionSwitch04"]
|
||||
scale = Vector2(2, 2)
|
||||
shape = SubResource("RectangleShape2D_7hfyn")
|
||||
|
||||
[node name="MeshInstance2D" type="MeshInstance2D" parent="Switches/Direction/DirectionSwitch04"]
|
||||
self_modulate = Color(1, 1, 1, 0.0980392)
|
||||
scale = Vector2(48, 48)
|
||||
mesh = SubResource("QuadMesh_qcjog")
|
||||
@ -0,0 +1,3 @@
|
||||
[gd_scene format=3 uid="uid://b8xj2c2pml2p6"]
|
||||
|
||||
[node name="Loader" type="Node"]
|
||||
@ -0,0 +1,13 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://dsqm17w8hg428"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/World.gd" id="1_131aq"]
|
||||
|
||||
[node name="World" type="Node2D"]
|
||||
script = ExtResource("1_131aq")
|
||||
|
||||
[node name="Timer" type="Timer" parent="."]
|
||||
one_shot = true
|
||||
|
||||
[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
|
||||
|
||||
[connection signal="timeout" from="Timer" to="." method="_on_timeout"]
|
||||
@ -0,0 +1,48 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://cnp8h65468543"]
|
||||
|
||||
[ext_resource type="Shader" path="res://shaders/pend00-crt-vhs.gdshader" id="1_hco18"]
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_vmiki"]
|
||||
shader = ExtResource("1_hco18")
|
||||
shader_parameter/overlay = true
|
||||
shader_parameter/scanlines_opacity = 0.062
|
||||
shader_parameter/scanlines_width = 0.062
|
||||
shader_parameter/grille_opacity = 0.062
|
||||
shader_parameter/resolution = Vector2(640, 320)
|
||||
shader_parameter/pixelate = false
|
||||
shader_parameter/roll = true
|
||||
shader_parameter/roll_speed = 1.0
|
||||
shader_parameter/roll_size = 0.8
|
||||
shader_parameter/roll_variation = 2.574
|
||||
shader_parameter/distort_intensity = 0.0
|
||||
shader_parameter/noise_opacity = 0.05
|
||||
shader_parameter/noise_speed = 5.0
|
||||
shader_parameter/static_noise_intensity = 0.06
|
||||
shader_parameter/aberration = 0.00500005
|
||||
shader_parameter/brightness = 1.4
|
||||
shader_parameter/discolor = true
|
||||
shader_parameter/warp_amount = 0.0
|
||||
shader_parameter/clip_warp = false
|
||||
shader_parameter/vignette_intensity = 0.1
|
||||
shader_parameter/vignette_opacity = 0.5
|
||||
|
||||
[node name="CRT_Overlay" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
mouse_filter = 2
|
||||
|
||||
[node name="ColorRect" type="ColorRect" parent="."]
|
||||
light_mask = 0
|
||||
z_as_relative = false
|
||||
material = SubResource("ShaderMaterial_vmiki")
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
mouse_filter = 2
|
||||
@ -0,0 +1,165 @@
|
||||
[gd_scene load_steps=14 format=3 uid="uid://cqa6qtn1lj53m"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/pDasher.gd" id="1_str71"]
|
||||
[ext_resource type="AudioStream" uid="uid://cuyel4kvgrcov" path="res://audio/jump.wav" id="2_w5kyr"]
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_3db0b"]
|
||||
|
||||
[sub_resource type="Animation" id="Animation_qv6th"]
|
||||
length = 0.001
|
||||
tracks/0/type = "value"
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/path = NodePath("CollisionShape2D:scale")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/keys = {
|
||||
"times": PackedFloat32Array(0),
|
||||
"transitions": PackedFloat32Array(1),
|
||||
"update": 0,
|
||||
"values": [Vector2(1, 1)]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/path = NodePath("CollisionShape2D:position")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/keys = {
|
||||
"times": PackedFloat32Array(0),
|
||||
"transitions": PackedFloat32Array(1),
|
||||
"update": 0,
|
||||
"values": [Vector2(0, 0)]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id="Animation_37igj"]
|
||||
resource_name = "jump"
|
||||
length = 0.5
|
||||
step = 0.05
|
||||
tracks/0/type = "value"
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/path = NodePath("CollisionShape2D:scale")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/keys = {
|
||||
"times": PackedFloat32Array(0, 0.05, 0.15),
|
||||
"transitions": PackedFloat32Array(1, 1, 1),
|
||||
"update": 0,
|
||||
"values": [Vector2(1, 1), Vector2(1.5, 0.5), Vector2(0.6, 1.4)]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/path = NodePath("CollisionShape2D:position")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/keys = {
|
||||
"times": PackedFloat32Array(0, 0.05, 0.15),
|
||||
"transitions": PackedFloat32Array(1, 1, 1),
|
||||
"update": 0,
|
||||
"values": [Vector2(0, 0), Vector2(0, 4), Vector2(0, -4)]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id="Animation_caret"]
|
||||
resource_name = "land"
|
||||
length = 0.5
|
||||
step = 0.05
|
||||
tracks/0/type = "value"
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/path = NodePath("CollisionShape2D:scale")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/keys = {
|
||||
"times": PackedFloat32Array(0, 0.1, 0.15),
|
||||
"transitions": PackedFloat32Array(1, 1, 1),
|
||||
"update": 0,
|
||||
"values": [Vector2(0.6, 1.4), Vector2(1.5, 0.5), Vector2(1, 1)]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/path = NodePath("CollisionShape2D:position")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/keys = {
|
||||
"times": PackedFloat32Array(0, 0.1, 0.15),
|
||||
"transitions": PackedFloat32Array(1, 1, 1),
|
||||
"update": 0,
|
||||
"values": [Vector2(0, -4), Vector2(0, 4), Vector2(0, 0)]
|
||||
}
|
||||
|
||||
[sub_resource type="AnimationLibrary" id="AnimationLibrary_x6ekt"]
|
||||
_data = {
|
||||
"RESET": SubResource("Animation_qv6th"),
|
||||
"jump": SubResource("Animation_37igj"),
|
||||
"land": SubResource("Animation_caret")
|
||||
}
|
||||
|
||||
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_pnajy"]
|
||||
radius = 4.0
|
||||
height = 16.0
|
||||
|
||||
[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_oeovl"]
|
||||
|
||||
[sub_resource type="Curve" id="Curve_v0kkc"]
|
||||
_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.14486, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
|
||||
point_count = 3
|
||||
|
||||
[sub_resource type="CurveTexture" id="CurveTexture_k65h6"]
|
||||
curve = SubResource("Curve_v0kkc")
|
||||
|
||||
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_fswit"]
|
||||
particle_flag_disable_z = true
|
||||
gravity = Vector3(0, 98, 0)
|
||||
scale_min = 4.0
|
||||
scale_max = 4.0
|
||||
alpha_curve = SubResource("CurveTexture_k65h6")
|
||||
turbulence_noise_strength = 10.49
|
||||
turbulence_noise_scale = 50.0
|
||||
sub_emitter_keep_velocity = true
|
||||
|
||||
[sub_resource type="PrismMesh" id="PrismMesh_43iim"]
|
||||
lightmap_size_hint = Vector2i(14, 21)
|
||||
size = Vector3(2, 2, 0)
|
||||
|
||||
[node name="pDasher" type="CharacterBody2D"]
|
||||
material = SubResource("ShaderMaterial_3db0b")
|
||||
collision_layer = 3
|
||||
collision_mask = 3
|
||||
script = ExtResource("1_str71")
|
||||
metadata/_edit_group_ = true
|
||||
metadata/_edit_horizontal_guides_ = [8.0]
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
|
||||
deterministic = true
|
||||
libraries = {
|
||||
"": SubResource("AnimationLibrary_x6ekt")
|
||||
}
|
||||
|
||||
[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
|
||||
stream = ExtResource("2_w5kyr")
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
shape = SubResource("CapsuleShape2D_pnajy")
|
||||
|
||||
[node name="GPUParticles2D" type="GPUParticles2D" parent="CollisionShape2D"]
|
||||
material = SubResource("CanvasItemMaterial_oeovl")
|
||||
position = Vector2(0, -4)
|
||||
process_material = SubResource("ParticleProcessMaterial_fswit")
|
||||
lifetime = 0.5
|
||||
trail_lifetime = 3.78
|
||||
trail_sections = 48
|
||||
trail_section_subdivisions = 1
|
||||
|
||||
[node name="MeshInstance2D" type="MeshInstance2D" parent="CollisionShape2D"]
|
||||
rotation = -3.14159
|
||||
scale = Vector2(8, 8)
|
||||
mesh = SubResource("PrismMesh_43iim")
|
||||
|
||||
[node name="Camera2D" type="Camera2D" parent="."]
|
||||
limit_top = -700
|
||||
limit_bottom = 700
|
||||
limit_smoothed = true
|
||||
position_smoothing_enabled = true
|
||||
@ -0,0 +1,19 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://dn0lboldm331y"]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_7hfyn"]
|
||||
|
||||
[sub_resource type="QuadMesh" id="QuadMesh_qcjog"]
|
||||
|
||||
[node name="Platform_01" type="StaticBody2D"]
|
||||
position = Vector2(130, 119)
|
||||
scale = Vector2(16, 1)
|
||||
collision_layer = 2
|
||||
metadata/_edit_group_ = true
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
shape = SubResource("RectangleShape2D_7hfyn")
|
||||
|
||||
[node name="MeshInstance2D" type="MeshInstance2D" parent="."]
|
||||
position = Vector2(0.0224935, -0.125005)
|
||||
scale = Vector2(19, 20)
|
||||
mesh = SubResource("QuadMesh_qcjog")
|
||||
@ -0,0 +1,12 @@
|
||||
extends Area2D
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
#$pDasher.body_entered.connect(OnBodyEntered)
|
||||
pass # Replace with function body.
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
pass
|
||||
|
||||
@ -0,0 +1,19 @@
|
||||
extends CanvasLayer
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
_draw()
|
||||
pass
|
||||
|
||||
func _draw():
|
||||
var width = 5
|
||||
var color = Color(0, 1, 0)
|
||||
var start = Vector2(0,0)
|
||||
var end = Vector2(100,100)
|
||||
$Line2D.draw_line(start, end, color, width)
|
||||
@ -0,0 +1,20 @@
|
||||
extends Control
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
#$CenterContainer/VBoxContainer/Button05.button_up.connect( _on_quit )
|
||||
#$CenterContainer/VBoxContainer/Button01.button_up.connect( _on_play )
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
pass
|
||||
|
||||
func _on_quit():
|
||||
get_tree().quit()
|
||||
|
||||
func _on_play():
|
||||
get_tree().change_scene_to_file("res://scenes/main.tscn")
|
||||
|
||||
@ -0,0 +1,20 @@
|
||||
extends Control
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
#$CenterContainer/VBoxContainer/Button05.button_up.connect( _on_quit )
|
||||
#$CenterContainer/VBoxContainer/Button01.button_up.connect( _on_play )
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
pass
|
||||
|
||||
func _on_quit():
|
||||
get_tree().quit()
|
||||
|
||||
func load_start_menu():
|
||||
get_tree().change_scene_to_file("res://scenes/UI/Start.tscn")
|
||||
|
||||
@ -0,0 +1,83 @@
|
||||
extends Node2D
|
||||
|
||||
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
|
||||
var gravity_vector = ProjectSettings.get_setting("physics/2d/default_gravity_vector")
|
||||
var player = load("res://scenes/pDasher.tscn")
|
||||
var level = load("res://scenes/levels/level_1.tscn")
|
||||
var direction: int = 1
|
||||
var paused: bool = false
|
||||
var asp: AudioStreamPlayer
|
||||
var switch_gravity_sound = preload("res://audio/switch_gravity.wav")
|
||||
|
||||
|
||||
## WORLD METHODS
|
||||
func switch_gravity():
|
||||
gravity_vector = gravity_vector.rotated(deg_to_rad(180))
|
||||
|
||||
func switch_direction():
|
||||
print("changing")
|
||||
direction *= -1
|
||||
|
||||
## NAVIGATION
|
||||
func player_fail():
|
||||
get_tree().change_scene_to_file("res://scenes/UI/End.tscn")
|
||||
|
||||
func player_win():
|
||||
get_tree().change_scene_to_file("res://scenes/UI/Win.tscn")
|
||||
|
||||
func _ready():
|
||||
|
||||
asp = $AudioStreamPlayer
|
||||
|
||||
#load player and level
|
||||
get_node("/root/World").add_child( player.instantiate() ) #absolute way...
|
||||
get_node("/root/World").add_child( level.instantiate() ) #relative way meaning <ME> or whatever node this script is attached to.
|
||||
|
||||
# manage signals connections
|
||||
var abysses = $Level/Abysses.get_children()
|
||||
for abyss in abysses:
|
||||
abyss.body_entered.connect( _on_abyss_body_entered )
|
||||
|
||||
var gravity_switches = $Level/Switches/Gravity.get_children()
|
||||
for gswitch in gravity_switches:
|
||||
gswitch.body_entered.connect( _on_gswitch_body_entered )
|
||||
|
||||
var direction_switches = $Level/Switches/Direction.get_children()
|
||||
for dswitch in direction_switches:
|
||||
dswitch.body_entered.connect( _on_dswitch_body_entered )
|
||||
|
||||
|
||||
var checkpoints = $Level/Checkpoints.get_children()
|
||||
for checkpoint in checkpoints:
|
||||
#print( checkpoint )
|
||||
checkpoint.body_entered.connect( _on_checkpoint_body_entered )
|
||||
|
||||
## MAIN
|
||||
#func _process(delta):
|
||||
#pass
|
||||
|
||||
##SIGNAL HANDLING
|
||||
func _on_abyss_body_entered(body):
|
||||
#check that body is player
|
||||
player_fail()
|
||||
#print( str(body) + " se fue pal hoyo" )
|
||||
|
||||
func _on_gswitch_body_entered(body):
|
||||
#check type of switch
|
||||
#body.get_node("AnimationPlayer").spin()
|
||||
asp.stream = switch_gravity_sound
|
||||
asp.play()
|
||||
switch_gravity()
|
||||
|
||||
func _on_dswitch_body_entered(body):
|
||||
var dasher = get_node("/root/World/pDasher")
|
||||
dasher.switch_direction()
|
||||
|
||||
|
||||
|
||||
func _on_checkpoint_body_entered(body):
|
||||
body.direction = 0;
|
||||
$Timer.start()
|
||||
|
||||
func _on_timeout():
|
||||
player_win()
|
||||
@ -0,0 +1,10 @@
|
||||
extends Area2D
|
||||
@export var type: String
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
pass
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
pass
|
||||
@ -0,0 +1,76 @@
|
||||
extends CharacterBody2D
|
||||
|
||||
const SPEED = 300
|
||||
const JUMP_VELOCITY = -400.0
|
||||
const ANGULAR_ACCELERATION = 7.5;
|
||||
|
||||
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
|
||||
var direction: int
|
||||
var World: Node2D
|
||||
var ap: AnimationPlayer
|
||||
var asp: AudioStreamPlayer
|
||||
var jumping: bool = false
|
||||
var lives: int = 3
|
||||
|
||||
var jump_sound = preload("res://audio/jump.wav")
|
||||
var land_sound = preload("res://audio/land.wav")
|
||||
var fall_sound = preload("res://audio/fall.wav")
|
||||
var switch_direction_sound = preload("res://audio/switch_direction.wav")
|
||||
|
||||
func switch_direction():
|
||||
velocity.x *= -1
|
||||
direction *= -1
|
||||
asp.stream = switch_direction_sound
|
||||
asp.play()
|
||||
|
||||
func _ready():
|
||||
ap = $AnimationPlayer;
|
||||
asp = $AudioStreamPlayer;
|
||||
World = get_node("/root/World") ## why did get_world("World") didn't work?
|
||||
direction = World.direction ## maybe should be getting initial direction from level
|
||||
|
||||
func _physics_process(delta):
|
||||
|
||||
if Input.is_action_just_pressed("debug"):
|
||||
switch_direction()
|
||||
#if direction != World.direction:
|
||||
#swap_direction()
|
||||
|
||||
# Add the gravity.
|
||||
self.up_direction = -World.gravity_vector;
|
||||
$CollisionShape2D.skew = lerp( $CollisionShape2D.skew, (.001) * self.velocity.x * sin(World.gravity_vector.angle()) , delta * ANGULAR_ACCELERATION )
|
||||
self.rotation = lerp( self.rotation , -World.gravity_vector.angle() + (.5*PI) , delta * ANGULAR_ACCELERATION ) ;
|
||||
|
||||
|
||||
if not is_on_floor():
|
||||
velocity.y += gravity * (sin(World.gravity_vector.angle())) * delta
|
||||
velocity.x += gravity * (cos(World.gravity_vector.angle())) * delta
|
||||
else:
|
||||
# Handle jump.
|
||||
|
||||
if jumping:
|
||||
jumping = false
|
||||
ap.play("land")
|
||||
asp.stream = land_sound
|
||||
asp.play()
|
||||
|
||||
|
||||
if Input.is_action_just_pressed("jump") and is_on_floor():
|
||||
#velocity.x = JUMP_VELOCITY * cos(jump_vector.angle())
|
||||
jumping = true
|
||||
ap.play("jump")
|
||||
asp.stream = jump_sound
|
||||
asp.play()
|
||||
|
||||
velocity.y = JUMP_VELOCITY * sin(World.gravity_vector.angle())
|
||||
|
||||
if direction != 0:
|
||||
velocity.x = direction * SPEED
|
||||
else:
|
||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||
|
||||
move_and_slide()
|
||||
|
||||
func _on_fall():
|
||||
asp.stream = fall_sound
|
||||
asp.play()
|
||||
@ -0,0 +1,16 @@
|
||||
extends Area2D
|
||||
|
||||
@export var type: String
|
||||
|
||||
var w: Node
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
w = get_node("/root/World")
|
||||
# print(w)
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
pass
|
||||
|
||||
func spin():
|
||||
$AnimationPlayer.play("spin")
|
||||
@ -0,0 +1,9 @@
|
||||
shader_type canvas_item;
|
||||
uniform float flap_speed = 4.0;
|
||||
uniform float scale = 4;
|
||||
|
||||
void vertex() {
|
||||
VERTEX.y = VERTEX.y * scale - (64.0*scale/2.0);
|
||||
VERTEX.x = VERTEX.x * scale - (64.0*scale/2.0);
|
||||
|
||||
}
|
||||
@ -0,0 +1,231 @@
|
||||
/*
|
||||
Shader from Godot Shaders - the free shader library.
|
||||
godotshaders.com/shader/VHS-and-CRT-monitor-effect
|
||||
|
||||
This shader is under CC0 license. Feel free to use, improve and
|
||||
change this shader according to your needs and consider sharing
|
||||
the modified result to godotshaders.com.
|
||||
*/
|
||||
|
||||
shader_type canvas_item;
|
||||
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
|
||||
|
||||
//*** IMPORTANT! ***/
|
||||
// - If you are using this shader to affect the node it is applied to set 'overlay' to false (unchecked in the instepctor).
|
||||
// - If you are using this shader as an overlay, and want the shader to affect the nodes below in the Scene hierarchy,
|
||||
// set 'overlay' to true (checked in the inspector).
|
||||
// On Mac there is potentially a bug causing this to not work properly. If that is the case and you want to use the shader as an overlay
|
||||
// change all "overlay ? SCREEN_TEXTURE : TEXTURE" to only "SCREEN_TEXTURE" on lines 129-140, and "vec2 uv = overlay ? warp(SCREEN_UV) : warp(UV);"
|
||||
// to "vec2 uv = warp(SCREEN_UV);" on line 98.
|
||||
uniform bool overlay = false;
|
||||
|
||||
uniform float scanlines_opacity : hint_range(0.0, 1.0) = 0.4;
|
||||
uniform float scanlines_width : hint_range(0.0, 0.5) = 0.25;
|
||||
uniform float grille_opacity : hint_range(0.0, 1.0) = 0.3;
|
||||
uniform vec2 resolution = vec2(640.0, 480.0); // Set the number of rows and columns the texture will be divided in. Scanlines and grille will make a square based on these values
|
||||
|
||||
uniform bool pixelate = true; // Fill each square ("pixel") with a sampled color, creating a pixel look and a more accurate representation of how a CRT monitor would work.
|
||||
|
||||
uniform bool roll = true;
|
||||
uniform float roll_speed = 8.0; // Positive values are down, negative are up
|
||||
uniform float roll_size : hint_range(0.0, 100.0) = 15.0;
|
||||
uniform float roll_variation : hint_range(0.1, 5.0) = 1.8; // This valie is not an exact science. You have to play around with the value to find a look you like. How this works is explained in the code below.
|
||||
uniform float distort_intensity : hint_range(0.0, 0.2) = 0.05; // The distortion created by the rolling effect.
|
||||
|
||||
uniform float noise_opacity : hint_range(0.0, 1.0) = 0.4;
|
||||
uniform float noise_speed = 5.0; // There is a movement in the noise pattern that can be hard to see first. This sets the speed of that movement.
|
||||
|
||||
uniform float static_noise_intensity : hint_range(0.0, 1.0) = 0.06;
|
||||
|
||||
uniform float aberration : hint_range(-1.0, 1.0) = 0.03; // Chromatic aberration, a distortion on each color channel.
|
||||
uniform float brightness = 1.4; // When adding scanline gaps and grille the image can get very dark. Brightness tries to compensate for that.
|
||||
uniform bool discolor = true; // Add a discolor effect simulating a VHS
|
||||
|
||||
uniform float warp_amount :hint_range(0.0, 5.0) = 1.0; // Warp the texture edges simulating the curved glass of a CRT monitor or old TV.
|
||||
uniform bool clip_warp = false;
|
||||
|
||||
uniform float vignette_intensity = 0.4; // Size of the vignette, how far towards the middle it should go.
|
||||
uniform float vignette_opacity : hint_range(0.0, 1.0) = 0.5;
|
||||
|
||||
// Used by the noise functin to generate a pseudo random value between 0.0 and 1.0
|
||||
vec2 random(vec2 uv){
|
||||
uv = vec2( dot(uv, vec2(127.1,311.7) ),
|
||||
dot(uv, vec2(269.5,183.3) ) );
|
||||
return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123);
|
||||
}
|
||||
|
||||
// Generate a Perlin noise used by the distortion effects
|
||||
float noise(vec2 uv) {
|
||||
vec2 uv_index = floor(uv);
|
||||
vec2 uv_fract = fract(uv);
|
||||
|
||||
vec2 blur = smoothstep(0.0, 1.0, uv_fract);
|
||||
|
||||
return mix( mix( dot( random(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ),
|
||||
dot( random(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x),
|
||||
mix( dot( random(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ),
|
||||
dot( random(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
// Takes in the UV and warps the edges, creating the spherized effect
|
||||
vec2 warp(vec2 uv){
|
||||
vec2 delta = uv - 0.5;
|
||||
float delta2 = dot(delta.xy, delta.xy);
|
||||
float delta4 = delta2 * delta2;
|
||||
float delta_offset = delta4 * warp_amount;
|
||||
|
||||
return uv + delta * delta_offset;
|
||||
}
|
||||
|
||||
// Adds a black border to hide stretched pixel created by the warp effect
|
||||
float border (vec2 uv){
|
||||
float radius = min(warp_amount, 0.08);
|
||||
radius = max(min(min(abs(radius * 2.0), abs(1.0)), abs(1.0)), 1e-5);
|
||||
vec2 abs_uv = abs(uv * 2.0 - 1.0) - vec2(1.0, 1.0) + radius;
|
||||
float dist = length(max(vec2(0.0), abs_uv)) / radius;
|
||||
float square = smoothstep(0.96, 1.0, dist);
|
||||
return clamp(1.0 - square, 0.0, 1.0);
|
||||
}
|
||||
|
||||
// Adds a vignette shadow to the edges of the image
|
||||
float vignette(vec2 uv){
|
||||
uv *= 1.0 - uv.xy;
|
||||
float vignette = uv.x * uv.y * 15.0;
|
||||
return pow(vignette, vignette_intensity * vignette_opacity);
|
||||
}
|
||||
|
||||
void fragment()
|
||||
{
|
||||
vec2 uv = overlay ? warp(SCREEN_UV) : warp(UV); // Warp the uv. uv will be used in most cases instead of UV to keep the warping
|
||||
vec2 text_uv = uv;
|
||||
vec2 roll_uv = vec2(0.0);
|
||||
float time = roll ? TIME : 0.0;
|
||||
|
||||
|
||||
// Pixelate the texture based on the given resolution.
|
||||
if (pixelate)
|
||||
{
|
||||
text_uv = ceil(uv * resolution) / resolution;
|
||||
}
|
||||
|
||||
// Create the rolling effect. We need roll_line a bit later to make the noise effect.
|
||||
// That is why this runs if roll is true OR noise_opacity is over 0.
|
||||
float roll_line = 0.0;
|
||||
if (roll || noise_opacity > 0.0)
|
||||
{
|
||||
// Create the areas/lines where the texture will be distorted.
|
||||
roll_line = smoothstep(0.3, 0.9, sin(uv.y * roll_size - (time * roll_speed) ) );
|
||||
// Create more lines of a different size and apply to the first set of lines. This creates a bit of variation.
|
||||
roll_line *= roll_line * smoothstep(0.3, 0.9, sin(uv.y * roll_size * roll_variation - (time * roll_speed * roll_variation) ) );
|
||||
// Distort the UV where where the lines are
|
||||
roll_uv = vec2(( roll_line * distort_intensity * (1.-UV.x)), 0.0);
|
||||
}
|
||||
|
||||
vec4 text;
|
||||
if (roll)
|
||||
{
|
||||
// If roll is true distort the texture with roll_uv. The texture is split up into RGB to
|
||||
// make some chromatic aberration. We apply the aberration to the red and green channels accorging to the aberration parameter
|
||||
// and intensify it a bit in the roll distortion.
|
||||
text.r = texture(SCREEN_TEXTURE, text_uv + roll_uv * 0.8 + vec2(aberration, 0.0) * .1).r;
|
||||
text.g = texture(SCREEN_TEXTURE, text_uv + roll_uv * 1.2 - vec2(aberration, 0.0) * .1 ).g;
|
||||
text.b = texture(SCREEN_TEXTURE, text_uv + roll_uv).b;
|
||||
text.a = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If roll is false only apply the aberration without any distorion. The aberration values are very small so the .1 is only
|
||||
// to make the slider in the Inspector less sensitive.
|
||||
text.r = texture(SCREEN_TEXTURE, text_uv + vec2(aberration, 0.0) * .1).r;
|
||||
text.g = texture(SCREEN_TEXTURE, text_uv - vec2(aberration, 0.0) * .1).g;
|
||||
text.b = texture(SCREEN_TEXTURE, text_uv).b;
|
||||
text.a = 1.0;
|
||||
}
|
||||
|
||||
float r = text.r;
|
||||
float g = text.g;
|
||||
float b = text.b;
|
||||
|
||||
uv = warp(UV);
|
||||
|
||||
// CRT monitors don't have pixels but groups of red, green and blue dots or lines, called grille. We isolate the texture's color channels
|
||||
// and divide it up in 3 offsetted lines to show the red, green and blue colors next to each other, with a small black gap between.
|
||||
if (grille_opacity > 0.0){
|
||||
|
||||
float g_r = smoothstep(0.85, 0.95, abs(sin(uv.x * (resolution.x * 3.14159265))));
|
||||
r = mix(r, r * g_r, grille_opacity);
|
||||
|
||||
float g_g = smoothstep(0.85, 0.95, abs(sin(1.05 + uv.x * (resolution.x * 3.14159265))));
|
||||
g = mix(g, g * g_g, grille_opacity);
|
||||
|
||||
float b_b = smoothstep(0.85, 0.95, abs(sin(2.1 + uv.x * (resolution.x * 3.14159265))));
|
||||
b = mix(b, b * b_b, grille_opacity);
|
||||
|
||||
}
|
||||
|
||||
// Apply the grille to the texture's color channels and apply Brightness. Since the grille and the scanlines (below) make the image very dark you
|
||||
// can compensate by increasing the brightness.
|
||||
text.r = clamp(r * brightness, 0.0, 1.0);
|
||||
text.g = clamp(g * brightness, 0.0, 1.0);
|
||||
text.b = clamp(b * brightness, 0.0, 1.0);
|
||||
|
||||
// Scanlines are the horizontal lines that make up the image on a CRT monitor.
|
||||
// Here we are actual setting the black gap between each line, which I guess is not the right definition of the word, but you get the idea
|
||||
float scanlines = 0.5;
|
||||
if (scanlines_opacity > 0.0)
|
||||
{
|
||||
// Same technique as above, create lines with sine and applying it to the texture. Smoothstep to allow setting the line size.
|
||||
scanlines = smoothstep(scanlines_width, scanlines_width + 0.5, abs(sin(uv.y * (resolution.y * 3.14159265))));
|
||||
text.rgb = mix(text.rgb, text.rgb * vec3(scanlines), scanlines_opacity);
|
||||
}
|
||||
|
||||
// Apply the banded noise.
|
||||
if (noise_opacity > 0.0)
|
||||
{
|
||||
// Generate a noise pattern that is very stretched horizontally, and animate it with noise_speed
|
||||
float noise = smoothstep(0.4, 0.5, noise(uv * vec2(2.0, 200.0) + vec2(10.0, (TIME * (noise_speed))) ) );
|
||||
|
||||
// We use roll_line (set above) to define how big the noise should be vertically (multiplying cuts off all black parts).
|
||||
// We also add in some basic noise with random() to break up the noise pattern above. The noise is sized according to
|
||||
// the resolution value set in the inspector. If you don't like this look you can
|
||||
// change "ceil(uv * resolution) / resolution" to only "uv" to make it less pixelated. Or multiply resolution with som value
|
||||
// greater than 1.0 to make them smaller.
|
||||
roll_line *= noise * scanlines * clamp(random((ceil(uv * resolution) / resolution) + vec2(TIME * 0.8, 0.0)).x + 0.8, 0.0, 1.0);
|
||||
// Add it to the texture based on noise_opacity
|
||||
text.rgb = clamp(mix(text.rgb, text.rgb + roll_line, noise_opacity), vec3(0.0), vec3(1.0));
|
||||
}
|
||||
|
||||
// Apply static noise by generating it over the whole screen in the same way as above
|
||||
if (static_noise_intensity > 0.0)
|
||||
{
|
||||
text.rgb += clamp(random((ceil(uv * resolution) / resolution) + fract(TIME)).x, 0.0, 1.0) * static_noise_intensity;
|
||||
}
|
||||
|
||||
// Apply a black border to hide imperfections caused by the warping.
|
||||
// Also apply the vignette
|
||||
text.rgb *= border(uv);
|
||||
text.rgb *= vignette(uv);
|
||||
// Hides the black border and make that area transparent. Good if you want to add the the texture on top an image of a TV or monitor.
|
||||
if (clip_warp)
|
||||
{
|
||||
text.a = border(uv);
|
||||
}
|
||||
|
||||
// Apply discoloration to get a VHS look (lower saturation and higher contrast)
|
||||
// You can play with the values below or expose them in the Inspector.
|
||||
float saturation = 0.5;
|
||||
float contrast = 1.2;
|
||||
if (discolor)
|
||||
{
|
||||
// Saturation
|
||||
vec3 greyscale = vec3(text.r + text.g + text.b) / 3.;
|
||||
text.rgb = mix(text.rgb, greyscale, saturation);
|
||||
|
||||
// Contrast
|
||||
float midpoint = pow(0.5, 2.2);
|
||||
text.rgb = (text.rgb - vec3(midpoint)) * contrast + midpoint;
|
||||
}
|
||||
|
||||
COLOR = text;
|
||||
}
|
||||
|
||||
Loading…
Reference in new issue