Browse Source

bunch of fixes based on feedback, adding changelog

galo 1 year ago
parent
commit
c08dbb7e52

+ 3 - 0
.import/target4.png-a805ceecd9c9ac291562d6d7014f3f49.md5

@@ -0,0 +1,3 @@
+source_md5="ad46c7e1954fe3fa1926cf5d03d6fa4d"
+dest_md5="6c3b1d171054f8837d20533ef3838fce"
+

BIN
.import/target4.png-a805ceecd9c9ac291562d6d7014f3f49.stex


+ 39 - 2
Healthpickup.tscn

@@ -1,8 +1,10 @@
-[gd_scene load_steps=5 format=2]
+[gd_scene load_steps=9 format=2]
 
 [ext_resource path="res://berry.png" type="Texture" id=1]
 [ext_resource path="res://hitbox.tscn" type="PackedScene" id=2]
 [ext_resource path="res://Health.tscn" type="PackedScene" id=3]
+[ext_resource path="res://fadeout.gd" type="Script" id=4]
+[ext_resource path="res://fadein.gd" type="Script" id=5]
 
 [sub_resource type="GDScript" id=1]
 script/source = "extends Node2D
@@ -15,16 +17,51 @@ func _ready():
 	$hitbox/CollisionShape2D.call_deferred('set_disabled', false)
 "
 
+[sub_resource type="Shader" id=2]
+code = "// NOTE: Shader automatically converted from Godot Engine 3.4.4.stable's CanvasItemMaterial.
+
+shader_type canvas_item;
+render_mode blend_mix;
+
+//void vertex(){
+//	VERTEX *= abs(sin(TIME)) + 0.5f;
+//}
+
+void fragment(){
+	vec4 col = texture(TEXTURE,UV);
+	col.rgb *= abs(sin(TIME*5.0)) + 1.0;
+	COLOR = col;
+}"
+
+[sub_resource type="ShaderMaterial" id=3]
+shader = SubResource( 2 )
+
 [node name="Health" type="Node2D"]
 script = SubResource( 1 )
 
 [node name="Sprite" type="Sprite" parent="."]
+material = SubResource( 3 )
 texture = ExtResource( 1 )
 
 [node name="hitbox" parent="." instance=ExtResource( 2 )]
+visible = false
+modulate = Color( 1, 1, 1, 0 )
 dmg = -10
 affect = "player"
 
 [node name="Health" parent="." instance=ExtResource( 3 )]
+visible = false
+
+[node name="fadeout" type="Node" parent="."]
+script = ExtResource( 4 )
+nodepath = NodePath("../Sprite")
+speed = 3.0
+
+[node name="fadein" type="Node" parent="."]
+script = ExtResource( 5 )
+nodepath = NodePath("../Sprite")
+
+[node name="Timer" type="Timer" parent="."]
 
-[connection signal="reloaded" from="hitbox" to="." method="queue_free"]
+[connection signal="reloaded" from="hitbox" to="fadeout" method="set_physics_process" binds= [ true ]]
+[connection signal="timeout" from="Timer" to="." method="queue_free"]

+ 51 - 1
enemy.tscn

@@ -1,4 +1,4 @@
-[gd_scene load_steps=11 format=2]
+[gd_scene load_steps=13 format=2]
 
 [ext_resource path="res://icon.png" type="Texture" id=1]
 [ext_resource path="res://Health.tscn" type="PackedScene" id=2]
@@ -6,6 +6,8 @@
 [ext_resource path="res://hitbox.tscn" type="PackedScene" id=4]
 [ext_resource path="res://meatspawn.gd" type="Script" id=5]
 [ext_resource path="res://particles.tscn" type="PackedScene" id=6]
+[ext_resource path="res://fadeout.gd" type="Script" id=7]
+[ext_resource path="res://fadein.gd" type="Script" id=8]
 
 [sub_resource type="RectangleShape2D" id=1]
 
@@ -107,6 +109,18 @@ tracks/7/keys = {
 "update": 0,
 "values": [ Color( 1, 0, 0, 1 ) ]
 }
+tracks/8/type = "value"
+tracks/8/path = NodePath("hitbox:visible")
+tracks/8/interp = 1
+tracks/8/loop_wrap = true
+tracks/8/imported = false
+tracks/8/enabled = true
+tracks/8/keys = {
+"times": PoolRealArray( 0 ),
+"transitions": PoolRealArray( 1 ),
+"update": 0,
+"values": [ true ]
+}
 
 [sub_resource type="Animation" id=3]
 resource_name = "enemy"
@@ -206,6 +220,18 @@ tracks/7/keys = {
 "update": 0,
 "values": [ Color( 1, 0, 0, 1 ) ]
 }
+tracks/8/type = "value"
+tracks/8/path = NodePath("hitbox:visible")
+tracks/8/interp = 1
+tracks/8/loop_wrap = true
+tracks/8/imported = false
+tracks/8/enabled = true
+tracks/8/keys = {
+"times": PoolRealArray( 0 ),
+"transitions": PoolRealArray( 1 ),
+"update": 1,
+"values": [ true ]
+}
 
 [sub_resource type="Animation" id=4]
 resource_name = "peaceful"
@@ -305,6 +331,18 @@ tracks/7/keys = {
 "update": 0,
 "values": [ Color( 0.101961, 1, 0, 1 ) ]
 }
+tracks/8/type = "value"
+tracks/8/path = NodePath("hitbox:visible")
+tracks/8/interp = 1
+tracks/8/loop_wrap = true
+tracks/8/imported = false
+tracks/8/enabled = true
+tracks/8/keys = {
+"times": PoolRealArray( 0 ),
+"transitions": PoolRealArray( 1 ),
+"update": 1,
+"values": [ false ]
+}
 
 [node name="enemy" type="KinematicBody2D" groups=["enemy"]]
 scale = Vector2( 0.75, 0.75 )
@@ -335,4 +373,16 @@ anims/peaceful = SubResource( 4 )
 [node name="die" type="Node2D" parent="."]
 script = ExtResource( 5 )
 
+[node name="fadeout" type="Node" parent="."]
+script = ExtResource( 7 )
+nodepath = NodePath("../Sprite")
+speed = 3.0
+
+[node name="fadein" type="Node" parent="."]
+script = ExtResource( 8 )
+nodepath = NodePath("../Sprite")
+
+[connection signal="die" from="Health" to="particles" method="set_emitting" binds= [ false ]]
+[connection signal="die" from="Health" to="hitbox" method="hide"]
 [connection signal="die" from="Health" to="die" method="_on_Health_die"]
+[connection signal="die" from="Health" to="fadeout" method="set_physics_process" binds= [ true ]]

+ 17 - 0
expand.gd

@@ -0,0 +1,17 @@
+extends Node
+
+export(NodePath) var nodepath
+onready var node = get_node(nodepath)
+var buffer : float
+
+var buff = 0
+
+func _ready():
+	set_physics_process(false)
+
+
+func _physics_process(delta):
+	node.scale.x += -delta*10 if buff > 6 else delta*10
+	node.scale.y = node.scale.x
+	buff += 1
+	if buff == 12: set_physics_process(false)

+ 19 - 0
fadein.gd

@@ -0,0 +1,19 @@
+extends Node
+
+export(NodePath) var nodepath
+onready var node = get_node(nodepath)
+var buffer : float
+
+var buff = 0
+
+func _ready():
+	node.scale.x = 0
+	node.scale.y = 0
+	node.modulate.a = 0
+
+func _physics_process(delta):
+	node.scale.x += delta
+	node.scale.y += delta
+	node.modulate.a += delta
+	buff += 1
+	if buff == 60: queue_free()

+ 15 - 0
fadeout.gd

@@ -0,0 +1,15 @@
+extends Node
+
+export(NodePath) var nodepath
+onready var node = get_node(nodepath)
+var buffer : float
+
+func _ready():
+	set_physics_process(false)
+
+export var speed = 1.0
+
+func _physics_process(delta):
+	node.scale.x += delta * speed
+	node.scale.y += delta * speed
+	node.modulate.a -= delta * speed

+ 4 - 0
hitbox.gd

@@ -8,6 +8,10 @@ signal reloaded
 
 func _on_hitbox_body_entered(body):
 	if body.is_in_group(affect):
+		$expand.set_physics_process(true)
+		$expand.buff = 0
+		$Target4.scale.y = 1
+		$Target4.scale.x = 1
 		if body.has_node('Health'):
 			body.get_node('Health')._damage(dmg, effect, self)
 		get_parent().get_node('Health')._damage(body.get_node('Health').reactive_dmg,'',self)

+ 44 - 1
hitbox.tscn

@@ -1,10 +1,44 @@
-[gd_scene load_steps=3 format=2]
+[gd_scene load_steps=7 format=2]
 
 [ext_resource path="res://hitbox.gd" type="Script" id=1]
+[ext_resource path="res://target4.png" type="Texture" id=2]
+[ext_resource path="res://expand.gd" type="Script" id=3]
 
 [sub_resource type="RectangleShape2D" id=1]
 extents = Vector2( 32, 32 )
 
+[sub_resource type="Shader" id=2]
+code = "// NOTE: Shader automatically converted from Godot Engine 3.4.4.stable's CanvasItemMaterial.
+
+shader_type canvas_item;
+render_mode blend_mix;
+uniform float speed = 5f;
+
+vec2 rotateUV(vec2 uv, float rotation)
+{
+    float mid = 0.5;
+    return vec2(
+        cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid,
+        cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid
+    );
+}
+
+void vertex() {
+	UV= rotateUV((UV*0.75)+vec2(0.125),TIME*speed );
+
+}
+
+void fragment() {
+	vec4 albedo_tex = texture(TEXTURE,UV);
+	COLOR.rgb = albedo_tex.rgb + vec3(sin(TIME*10.0)/10.0);
+	COLOR.a = albedo_tex.a;
+}
+"
+
+[sub_resource type="ShaderMaterial" id=3]
+shader = SubResource( 2 )
+shader_param/speed = 5.0
+
 [node name="hitbox" type="Area2D"]
 script = ExtResource( 1 )
 
@@ -14,4 +48,13 @@ shape = SubResource( 1 )
 [node name="Timer" type="Timer" parent="."]
 autostart = true
 
+[node name="Target4" type="Sprite" parent="."]
+modulate = Color( 2, 2, 0, 1 )
+material = SubResource( 3 )
+texture = ExtResource( 2 )
+
+[node name="expand" type="Node" parent="."]
+script = ExtResource( 3 )
+nodepath = NodePath("../Target4")
+
 [connection signal="body_entered" from="." to="." method="_on_hitbox_body_entered"]

+ 6 - 5
main.tscn

@@ -17,12 +17,13 @@ uniform sampler2D noise2;
 uniform sampler2D grad;
 
 void fragment(){
-	COLOR = texture(grad, vec2(texture(noise, SCREEN_UV).r * texture(noise2, UV+TIME*0.1).r) );
+	float col = texture(noise, UV).r * texture(noise2, UV+TIME*0.1).r + 0.3;
+	COLOR = texture(grad, vec2( round(col)) ) + clamp(col,0.0,0.6) - 0.3;
 }"
 
 [sub_resource type="Gradient" id=2]
-offsets = PoolRealArray( 0, 0.958333 )
-colors = PoolColorArray( 0, 0, 0, 1, 0.224609, 1, 0, 1 )
+offsets = PoolRealArray( 0.00833333, 0.970833 )
+colors = PoolColorArray( 0.00156975, 0.401855, 0.337356, 1, 0.144711, 0.686035, 0.256252, 1 )
 
 [sub_resource type="GradientTexture" id=3]
 gradient = SubResource( 2 )
@@ -30,8 +31,8 @@ gradient = SubResource( 2 )
 [sub_resource type="OpenSimplexNoise" id=4]
 
 [sub_resource type="NoiseTexture" id=5]
-width = 64
-height = 64
+width = 256
+height = 256
 noise = SubResource( 4 )
 
 [sub_resource type="NoiseTexture" id=6]

+ 3 - 3
particles.tscn

@@ -23,14 +23,14 @@ void fragment(){
 
 [sub_resource type="ShaderMaterial" id=5]
 shader = SubResource( 4 )
-shader_param/pixmod = 4.0
+shader_param/pixmod = 8.0
 
 [sub_resource type="Curve" id=6]
 _data = [ Vector2( 0, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), 0.0, 0.0, 0, 0 ]
 
 [sub_resource type="Gradient" id=7]
-offsets = PoolRealArray( 0.0730769, 0.1, 0.980769 )
-colors = PoolColorArray( 0.897509, 1, 0.841463, 0.158537, 0.353516, 1, 0, 1, 1, 1, 1, 0 )
+offsets = PoolRealArray( 0.0730769, 0.457692, 0.980769 )
+colors = PoolColorArray( 0.897509, 1, 0.841463, 0.158537, 0.386719, 1, 0.396301, 1, 1, 1, 1, 0 )
 
 [node name="particles" type="CPUParticles2D"]
 material = SubResource( 5 )

BIN
target4.png


+ 35 - 0
target4.png.import

@@ -0,0 +1,35 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/target4.png-a805ceecd9c9ac291562d6d7014f3f49.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://target4.png"
+dest_files=[ "res://.import/target4.png-a805ceecd9c9ac291562d6d7014f3f49.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
+compress/normal_map=0
+flags/repeat=0
+flags/filter=false
+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+process/normal_map_invert_y=false
+stream=false
+size_limit=0
+detect_3d=true
+svg/scale=1.0