Reorganizing thing in a more coherent fashion

Jorge Vásquez Pérez 2 years ago
parent 88f1cec190
commit c967fb5a49

2
.gitignore vendored

@ -1,4 +1,2 @@
# Godot 4+ specific ignores
.godot/
builds/
art/

@ -1 +0,0 @@
audiost

@ -1,4 +0,0 @@
#!/bin/sh
echo -ne '\033c\033]0;pDash\a'
base_path="$(dirname "$(realpath "$0")")"
"$base_path/pDash.x86_64" "$@"

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@ -1,15 +0,0 @@
[gd_resource type="AudioBusLayout" format=3 uid="uid://bnfly6iu8nvfp"]
[resource]
bus/1/name = &"SFX"
bus/1/solo = false
bus/1/mute = false
bus/1/bypass_fx = false
bus/1/volume_db = 0.0
bus/1/send = &"Master"
bus/2/name = &"Music"
bus/2/solo = false
bus/2/mute = false
bus/2/bypass_fx = false
bus/2/volume_db = 0.0
bus/2/send = &"Master"

@ -1,39 +0,0 @@
[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="../builds/pDash_v0.1.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=true
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}\""

3697
icon.svg

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@ -2,7 +2,7 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://clej3tikgcaj4"
uid="uid://cihjayxr028j3"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false

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[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

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[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

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@ -10,42 +10,12 @@ config_version=5
[application]
config/name="pDash_v0.1"
config/version=".1"
run/main_scene="res://scenes/UI/Splash.tscn"
config/name="pDash v0.2"
run/main_scene="res://scenes/Main.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"
window/stretch/aspect="expand"
config/icon="res://icon.svg"
[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
renderer/rendering_method="mobile"
textures/vram_compression/import_etc2_astc=true

@ -0,0 +1,11 @@
[gd_scene format=3 uid="uid://bc3i3udumnh3r"]
[node name="Main" type="Node"]
[node name="Game" type="CanvasLayer" parent="."]
[node name="UI" type="CanvasLayer" parent="."]
[node name="Curtains" type="CanvasLayer" parent="."]
[node name="Post" type="CanvasLayer" parent="."]

@ -1,31 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://8rtse17u7bqg"]
[ext_resource type="Script" path="res://scripts/End.gd" id="1_0587q"]
[node name="End" type="CanvasLayer"]
script = ExtResource("1_0587q")
metadata/_edit_use_anchors_ = true
[node name="CenterContainer" type="CenterContainer" parent="."]
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
"
[connection signal="button_up" from="CenterContainer/VBoxContainer/Label2" to="." method="_on_play"]

@ -1,75 +0,0 @@
[gd_scene load_steps=7 format=3 uid="uid://dvt585i7m0286"]
[ext_resource type="Script" path="res://scripts/Splash.gd" id="1_3yqra"]
[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"]
[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="Animation" id="Animation_2v5v3"]
resource_name = "animation"
length = 3.0
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("ColorRect:self_modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0.1, 0.5, 2.5, 3),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 0,
"values": [Color(1, 1, 1, 1), Color(0, 0, 0, 0), Color(0, 0, 0, 0), Color(1, 1, 1, 1)]
}
tracks/1/type = "method"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath(".")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(3),
"transitions": PackedFloat32Array(1),
"values": [{
"args": [],
"method": &"load_start_menu"
}]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_sansa"]
_data = {
"animation": SubResource("Animation_2v5v3")
}
[node name="Splash" type="CanvasLayer"]
script = ExtResource("1_3yqra")
metadata/_edit_use_anchors_ = true
[node name="CenterContainer" type="CenterContainer" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="TextureRect" type="TextureRect" parent="CenterContainer"]
material = SubResource("ShaderMaterial_ijjp2")
layout_mode = 2
texture = ExtResource("2_fpfqa")
[node name="ColorRect" type="ColorRect" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0, 0, 0, 1)
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_sansa")
}
autoplay = "animation"

@ -1,81 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://o0c5ir7543g1"]
[ext_resource type="Script" path="res://scripts/End.gd" id="1_jfc42"]
[node name="MainMenu" type="CanvasLayer"]
script = ExtResource("1_jfc42")
metadata/_edit_use_anchors_ = true
[node name="CenterContainer" type="CenterContainer" parent="."]
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 = "Welcome to pDash"
horizontal_alignment = 1
[node name="Button01" type="Button" parent="CenterContainer/VBoxContainer"]
layout_mode = 2
focus_neighbor_left = NodePath("../Button05")
focus_neighbor_top = NodePath("../Button05")
focus_neighbor_right = NodePath("../Button02")
focus_neighbor_bottom = NodePath("../Button02")
focus_next = NodePath("../Button02")
focus_previous = NodePath("../Button05")
text = "Play Level 1"
[node name="Button02" type="Button" parent="CenterContainer/VBoxContainer"]
layout_mode = 2
focus_neighbor_left = NodePath("../Button01")
focus_neighbor_top = NodePath("../Button01")
focus_neighbor_right = NodePath("../Button03")
focus_neighbor_bottom = NodePath("../Button03")
focus_next = NodePath("../Button03")
focus_previous = NodePath("../Button01")
text = "Play Level 2"
[node name="Button03" type="Button" parent="CenterContainer/VBoxContainer"]
layout_mode = 2
focus_neighbor_left = NodePath("../Button02")
focus_neighbor_top = NodePath("../Button02")
focus_neighbor_right = NodePath("../Button04")
focus_neighbor_bottom = NodePath("../Button04")
focus_next = NodePath("../Button04")
focus_previous = NodePath("../Button02")
disabled = true
text = "Options"
[node name="Button04" type="Button" parent="CenterContainer/VBoxContainer"]
layout_mode = 2
focus_neighbor_left = NodePath("../Button03")
focus_neighbor_top = NodePath("../Button03")
focus_neighbor_right = NodePath("../Button05")
focus_neighbor_bottom = NodePath("../Button05")
focus_next = NodePath("../Button05")
focus_previous = NodePath(".")
disabled = true
text = "Credits"
[node name="Button05" type="Button" parent="CenterContainer/VBoxContainer"]
layout_mode = 2
focus_neighbor_left = NodePath("../Button04")
focus_neighbor_top = NodePath("../Button04")
focus_neighbor_right = NodePath("../Button01")
focus_neighbor_bottom = NodePath("../Button01")
focus_next = NodePath("../Button01")
focus_previous = NodePath("../Button04")
text = "Quit
"
[connection signal="button_up" from="CenterContainer/VBoxContainer/Button01" to="." method="_on_play_lv0"]
[connection signal="button_up" from="CenterContainer/VBoxContainer/Button02" to="." method="_on_play_lv1"]
[connection signal="button_up" from="CenterContainer/VBoxContainer/Button05" to="." method="_on_quit"]

@ -1,30 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://8euefl26umu1"]
[ext_resource type="Script" path="res://scripts/Win.gd" id="1_wgn5v"]
[node name="End" type="CanvasLayer"]
script = ExtResource("1_wgn5v")
metadata/_edit_use_anchors_ = true
[node name="CenterContainer" type="CenterContainer" parent="."]
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 = "You Win!"
horizontal_alignment = 1
[node name="Label2" type="Button" parent="CenterContainer/VBoxContainer"]
layout_mode = 2
text = "Play Again?"
[connection signal="button_up" from="CenterContainer/VBoxContainer/Label2" to="." method="_on_label_2_button_up"]

@ -1,110 +0,0 @@
[gd_scene load_steps=12 format=3 uid="uid://cjpwcih4ro8gu"]
[ext_resource type="Script" path="res://scripts/switch.gd" id="1_523fa"]
[ext_resource type="Texture2D" uid="uid://h6nywllbx7in" path="res://icons/gravity_switch.png" id="2_wf4my"]
[sub_resource type="Curve" id="Curve_wyj6h"]
_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.133178, 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_silse"]
curve = SubResource("Curve_wyj6h")
[sub_resource type="Curve" id="Curve_vvvck"]
min_value = -200.0
max_value = 200.0
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.05, 32), 0.0, 0.0, 0, 0, Vector2(0.2, -5), 0.0, 0.0, 0, 0]
point_count = 3
[sub_resource type="CurveTexture" id="CurveTexture_qurcg"]
curve = SubResource("Curve_vvvck")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_axyq0"]
particle_flag_disable_z = true
inherit_velocity_ratio = -0.51
spread = 180.0
initial_velocity_min = 80.0
initial_velocity_max = 160.0
gravity = Vector3(0, 0, 0)
linear_accel_max = 45.0
linear_accel_curve = SubResource("CurveTexture_qurcg")
scale_min = 8.0
scale_max = 8.0
alpha_curve = SubResource("CurveTexture_silse")
[sub_resource type="CircleShape2D" id="CircleShape2D_yx6cf"]
radius = 15.0
[sub_resource type="Animation" id="Animation_fvmq8"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("CollisionShape2D/TextureRect:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [0.0]
}
[sub_resource type="Animation" id="Animation_a34jr"]
resource_name = "spin"
length = 5.0
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("CollisionShape2D:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 5),
"transitions": PackedFloat32Array(0.0853777, 0.0877996),
"update": 0,
"values": [0.0, 12.5664]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_0riwv"]
_data = {
"RESET": SubResource("Animation_fvmq8"),
"spin": SubResource("Animation_a34jr")
}
[node name="GravitySwitch01" type="Area2D"]
position = Vector2(361, 15)
collision_layer = 0
linear_damp = 1.02
angular_damp = 1.205
script = ExtResource("1_523fa")
type = "gravity"
metadata/_edit_group_ = true
[node name="GPUParticles2D" type="GPUParticles2D" parent="."]
process_material = SubResource("ParticleProcessMaterial_axyq0")
randomness = 1.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
scale = Vector2(4, 4)
shape = SubResource("CircleShape2D_yx6cf")
[node name="TextureRect" type="TextureRect" parent="CollisionShape2D"]
modulate = Color(1, 1, 1, 0.196078)
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -8.0
offset_top = -8.0
offset_right = 8.0
offset_bottom = 8.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("2_wf4my")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_0riwv")
}

@ -1,8 +1,8 @@
[gd_scene load_steps=6 format=3 uid="uid://bhoqj8b4oxyks"]
[ext_resource type="PackedScene" uid="uid://dn0lboldm331y" path="res://scenes/platform_01.tscn" id="1_kka3y"]
[ext_resource type="Script" path="res://scripts/checkpoint.gd" id="2_0yetm"]
[ext_resource type="PackedScene" uid="uid://cuefds30ddne1" path="res://scenes/platform_00.tscn" id="4_wje6l"]
[ext_resource type="PackedScene" uid="uid://dn0lboldm331y" path="res://scenes/modules/platform_02.tscn" id="1_kka3y"]
[ext_resource type="Script" path="res://scripts/null.gd" id="2_0yetm"]
[ext_resource type="PackedScene" uid="uid://cuefds30ddne1" path="res://scenes/modules/platform_00.tscn" id="4_wje6l"]
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position = Vector2(3755, 128)
scale = Vector2(16.672, 1)
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[ext_resource type="PackedScene" uid="uid://dn0lboldm331y" path="res://scenes/platform_01.tscn" id="1_30vdq"]
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type = "end"
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Checkpoints/End"]
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("3_fjevk")]
[node name="GravitySwitch02" parent="Switches/Gravity" instance=ExtResource("3_fjevk")]
position = Vector2(1344, -102)
[node name="GravitySwitch03" parent="Switches/Gravity" instance=ExtResource("3_fjevk")]
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("4_64uew")
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("4_64uew")
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("4_64uew")
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("4_64uew")
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")

@ -1,3 +0,0 @@
[gd_scene format=3 uid="uid://b8xj2c2pml2p6"]
[node name="Loader" type="Node"]

@ -1,20 +1,11 @@
[gd_scene load_steps=4 format=3 uid="uid://dsqm17w8hg428"]
[gd_scene format=3 uid="uid://bc3i3udumnh3r"]
[ext_resource type="Script" path="res://scripts/World.gd" id="1_131aq"]
[ext_resource type="PackedScene" uid="uid://cnp8h65468543" path="res://scenes/overlays/crt_overlay.tscn" id="2_xf15f"]
[ext_resource type="PackedScene" uid="uid://bhoqj8b4oxyks" path="res://scenes/levels/level_0.tscn" id="3_wx6ne"]
[node name="Main" type="Node"]
[node name="World" type="Node2D"]
script = ExtResource("1_131aq")
[node name="Game" type="CanvasLayer" parent="."]
[node name="Timer" type="Timer" parent="."]
one_shot = true
[node name="UI" type="CanvasLayer" parent="."]
[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
[node name="Curtains" type="CanvasLayer" parent="."]
[node name="Level" parent="." instance=ExtResource("3_wx6ne")]
[node name="CRT_Overlay" parent="." instance=ExtResource("2_xf15f")]
visible = false
[connection signal="timeout" from="Timer" to="." method="_on_timeout"]
[node name="Post" type="CanvasLayer" parent="."]

@ -1,20 +0,0 @@
[gd_scene load_steps=4 format=3 uid="uid://cokjt1a3cdywh"]
[ext_resource type="Script" path="res://scripts/World.gd" id="1_3g8ek"]
[ext_resource type="PackedScene" uid="uid://cnp8h65468543" path="res://scenes/overlays/crt_overlay.tscn" id="2_onw3m"]
[ext_resource type="PackedScene" uid="uid://duai0nkslx7o8" path="res://scenes/levels/level_1.tscn" id="2_xjpi1"]
[node name="World" type="Node2D"]
script = ExtResource("1_3g8ek")
[node name="Timer" type="Timer" parent="."]
one_shot = true
[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
[node name="Level" parent="." instance=ExtResource("2_xjpi1")]
[node name="CRT_Overlay" parent="." instance=ExtResource("2_onw3m")]
visible = false
[connection signal="timeout" from="Timer" to="." method="_on_timeout"]

@ -1,6 +1,7 @@
[gd_scene load_steps=3 format=3 uid="uid://cuefds30ddne1"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_7hfyn"]
size = Vector2(96, 32)
[sub_resource type="QuadMesh" id="QuadMesh_qcjog"]
@ -9,9 +10,8 @@ collision_layer = 2
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
scale = Vector2(4, 1)
shape = SubResource("RectangleShape2D_7hfyn")
[node name="MeshInstance2D" type="MeshInstance2D" parent="."]
scale = Vector2(60, 20)
scale = Vector2(64, 32)
mesh = SubResource("QuadMesh_qcjog")

@ -0,0 +1,17 @@
[gd_scene load_steps=3 format=3 uid="uid://bfanvsl6qnd7g"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_7hfyn"]
size = Vector2(224, 32)
[sub_resource type="QuadMesh" id="QuadMesh_qcjog"]
size = Vector2(192, 32)
[node name="Platform_01" type="StaticBody2D"]
collision_layer = 2
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_7hfyn")
[node name="MeshInstance2D" type="MeshInstance2D" parent="."]
mesh = SubResource("QuadMesh_qcjog")

@ -1,18 +1,17 @@
[gd_scene load_steps=3 format=3 uid="uid://dn0lboldm331y"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_7hfyn"]
size = Vector2(352, 32)
[sub_resource type="QuadMesh" id="QuadMesh_qcjog"]
size = Vector2(320, 32)
[node name="Platform_01" type="StaticBody2D"]
[node name="Platform_02" type="StaticBody2D"]
collision_layer = 2
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
scale = Vector2(16, 1)
shape = SubResource("RectangleShape2D_7hfyn")
[node name="MeshInstance2D" type="MeshInstance2D" parent="."]
position = Vector2(0.0224935, -0.125005)
scale = Vector2(300, 20)
mesh = SubResource("QuadMesh_qcjog")

@ -1,40 +0,0 @@
[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="CanvasLayer"]
[node name="ColorRect" type="ColorRect" parent="."]
light_mask = 0
z_as_relative = false
material = SubResource("ShaderMaterial_vmiki")
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2

@ -1,165 +0,0 @@
[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

@ -1,12 +0,0 @@
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

@ -1,19 +0,0 @@
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)

@ -1,31 +0,0 @@
extends CanvasLayer
var mainScene
# 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_lv0():
get_tree().change_scene_to_file( "res://scenes/main.tscn" )
func _on_play_lv1():
get_tree().change_scene_to_file( "res://scenes/main1.tscn" )
#$".".hide()
#var w = get_node("/root/World");
#
#if !w:
#get_tree().change_scene_to_file( "res://scenes/main.tscn" )
#else:
#w.load_level()
#w.player_spawn()
#w.show()

@ -1,31 +0,0 @@
extends CanvasLayer
var mainScene
# 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_lv0():
get_tree().change_scene_to_file( "res://scenes/main.tscn" )
func _on_play_lv1():
get_tree().change_scene_to_file( "res://scenes/main1.tscn" )
#$".".hide()
#var w = get_node("/root/World");
#
#if !w:
#get_tree().change_scene_to_file( "res://scenes/main.tscn" )
#else:
#w.load_level()
#w.player_spawn()
#w.show()

@ -1,22 +0,0 @@
extends CanvasLayer
var start = preload("res://scenes/UI/Start.tscn").instantiate()
# 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():
#$".".hide()
#get_tree().get_root().add_child( start )
get_tree().change_scene_to_file("res://scenes/UI/Start.tscn")

@ -1,31 +0,0 @@
extends CanvasLayer
var mainScene
# 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():
#$".".hide()
#var w = get_node("/root/World");
#
#if !w:
get_tree().change_scene_to_file( "res://scenes/Start.tscn" )
#else:
#w.player_spawn()
#w.show()
func _on_label_2_button_up():
get_tree().change_scene_to_file("res://scenes/UI/Start.tscn")

@ -1,103 +0,0 @@
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
var direction: int = 1
var paused: bool = false
var asp: AudioStreamPlayer
var switch_gravity_sound = preload("res://audio/switch_gravity.wav")
var win = preload("res://scenes/UI/Win.tscn").instantiate()
var end = preload("res://scenes/UI/End.tscn").instantiate()
#var level_n: int = 1
var pDasher
## 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/Start.tscn")
func player_win():
#level_n += 1
#load_level()
#$"." .hide()
#get_tree().get_root().add_child( win )
get_tree().change_scene_to_file("res://scenes/UI/Win.tscn")
func player_spawn():
pDasher.position = Vector2(0,0 )
#func load_level():
##if level_n == null:
##level_n = 0
#level = Levels[level_n]
func _ready():
#load_level()
asp = $AudioStreamPlayer
#load player and level
get_node("/root/World").add_child( player.instantiate() )
#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 )
pDasher = get_node("/root/World/pDasher")
player_spawn()
## 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):
pDasher
pDasher.switch_direction()
func _on_checkpoint_body_entered(body):
body.direction = 0;
$Timer.start()
func _on_timeout():
player_win()

@ -1,9 +1,10 @@
extends Area2D
@export var type: String
extends Node
# Called when the node enters the scene tree for the first time.
func _ready():
pass
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):

@ -1,76 +0,0 @@
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()

@ -1,16 +0,0 @@
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")

@ -1,9 +0,0 @@
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);
}

@ -1,231 +0,0 @@
/*
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;
}
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