added new effects to entrance area
parent
153132c48d
commit
a7b75a8ba1
Binary file not shown.
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@ -0,0 +1,19 @@
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[remap]
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importer="mp3"
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type="AudioStreamMP3"
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uid="uid://cuu0kcsmlchgu"
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path="res://.godot/imported/lake-waves.mp3-5b6f2a2274aba65cf71981123a3654d0.mp3str"
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[deps]
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source_file="res://Assets/Sounds/lake-waves.mp3"
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dest_files=["res://.godot/imported/lake-waves.mp3-5b6f2a2274aba65cf71981123a3654d0.mp3str"]
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[params]
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loop=false
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loop_offset=0
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bpm=0
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beat_count=0
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bar_beats=4
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@ -1,4 +1,4 @@
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[gd_scene load_steps=67 format=3 uid="uid://dr3bcvql7burk"]
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[gd_scene load_steps=72 format=3 uid="uid://dr3bcvql7burk"]
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[ext_resource type="PackedScene" uid="uid://clwv2owvk6abe" path="res://Scenes/BaseMap.tscn" id="1_ci4ij"]
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[ext_resource type="TileSet" uid="uid://l61kbx31ug4p" path="res://Scenes/Maps/ArenaTileset.tres" id="2_m6h7j"]
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@ -18,6 +18,7 @@
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[ext_resource type="Texture2D" uid="uid://ds0xg848g3jid" path="res://Assets/Sprites/Props/tree-dark-5.png" id="12_md5xh"]
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[ext_resource type="Texture2D" uid="uid://8rbstele3ckq" path="res://Assets/Sprites/Props/tree-dark-4.png" id="13_j84wc"]
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[ext_resource type="Texture2D" uid="uid://wuvwd5corw3f" path="res://Assets/Sprites/Props/arena-stairs.png" id="14_i2ht5"]
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[ext_resource type="Shader" path="res://Shaders/WindSwayUnshaded.gdshader" id="15_pmjmi"]
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[ext_resource type="Shader" path="res://Shaders/Water.gdshader" id="15_vlb8v"]
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[ext_resource type="Texture2D" uid="uid://dngclnqt7pe3k" path="res://Assets/Sprites/Particles/NoiseSmall.tres" id="17_j6kc0"]
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[ext_resource type="Texture2D" uid="uid://dejwdw7or8c" path="res://Assets/Sprites/Particles/NoiseLarge.tres" id="18_1c1fg"]
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@ -28,6 +29,7 @@
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[ext_resource type="Material" uid="uid://b64pfv5ocwegv" path="res://Assets/Sprites/Particles/ArenaLeaves.tres" id="23_4ibaf"]
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[ext_resource type="PackedScene" uid="uid://dhl071rj5wyvx" path="res://Entities/Campfire.tscn" id="23_mykt8"]
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[ext_resource type="Texture2D" uid="uid://d2vhmsc65ichv" path="res://Assets/Sprites/Particles/leaf-white.png" id="23_qkkt0"]
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[ext_resource type="AudioStream" uid="uid://cuu0kcsmlchgu" path="res://Assets/Sounds/lake-waves.mp3" id="26_2g1h3"]
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[ext_resource type="PackedScene" uid="uid://cdj50hb84aujp" path="res://Characters/DocLegionary.tscn" id="27_84gw4"]
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[ext_resource type="Shader" path="res://Shaders/Flash.gdshader" id="28_b3suq"]
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[ext_resource type="PackedScene" uid="uid://dhamcei7tfta8" path="res://Characters/DocCenturion.tscn" id="30_qfl2k"]
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@ -137,9 +139,36 @@ shader_parameter/seed = 3.0
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[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_47ohj"]
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light_mode = 1
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_so677"]
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shader = ExtResource("15_pmjmi")
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shader_parameter/speed = 1.0
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shader_parameter/minStrength = 0.05
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shader_parameter/maxStrength = 0.01
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shader_parameter/strengthScale = 100.0
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shader_parameter/interval = 3.5
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shader_parameter/detail = 1.0
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shader_parameter/distortion = null
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shader_parameter/heightOffset = null
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shader_parameter/offset = 0.0
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[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_wt525"]
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light_mode = 1
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_b00lw"]
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shader = ExtResource("15_pmjmi")
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shader_parameter/speed = 1.0
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shader_parameter/minStrength = 0.05
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shader_parameter/maxStrength = 0.02
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shader_parameter/strengthScale = 100.0
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shader_parameter/interval = 2.0
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shader_parameter/detail = 1.0
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shader_parameter/distortion = 1.0
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shader_parameter/heightOffset = null
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shader_parameter/offset = 0.0
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[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_txrwk"]
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light_mode = 1
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_6r42m"]
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shader = ExtResource("15_vlb8v")
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shader_parameter/alpha = 0.75
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@ -166,91 +195,91 @@ size = Vector2(64, 97)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_5pcme"]
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size = Vector2(18, 6)
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_mg83a"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_rmd68"]
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resource_local_to_scene = true
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shader = ExtResource("28_b3suq")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_elrp0"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_mfl5e"]
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resource_local_to_scene = true
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shader = ExtResource("28_b3suq")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_7olcb"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_5dit0"]
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resource_local_to_scene = true
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shader = ExtResource("28_b3suq")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_d2b1c"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_s1isy"]
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resource_local_to_scene = true
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shader = ExtResource("28_b3suq")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_3qqeq"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_57t45"]
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resource_local_to_scene = true
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shader = ExtResource("28_b3suq")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_u0yfp"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_2s5o2"]
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resource_local_to_scene = true
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shader = ExtResource("28_b3suq")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_lxojq"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_hgfsn"]
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resource_local_to_scene = true
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shader = ExtResource("28_b3suq")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_6i24g"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_8o8wb"]
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resource_local_to_scene = true
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shader = ExtResource("28_b3suq")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_o80y1"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_nnd4x"]
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resource_local_to_scene = true
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shader = ExtResource("28_b3suq")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_bc5nr"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_muryx"]
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resource_local_to_scene = true
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shader = ExtResource("28_b3suq")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_wcyyo"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_2qvkn"]
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resource_local_to_scene = true
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shader = ExtResource("28_b3suq")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_gnvby"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_o7meu"]
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resource_local_to_scene = true
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shader = ExtResource("28_b3suq")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_8o4l7"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_52xin"]
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resource_local_to_scene = true
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shader = ExtResource("28_b3suq")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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@ -522,10 +551,11 @@ offset = Vector2(32, -32)
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[node name="Static@Node2D2" type="Node2D" parent="Props" index="18"]
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z_index = 2
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material = SubResource("ShaderMaterial_so677")
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position = Vector2(696, 559)
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[node name="Sprite2D" type="Sprite2D" parent="Props/Static@Node2D2" index="0"]
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material = SubResource("CanvasItemMaterial_wt525")
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use_parent_material = true
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position = Vector2(40, 24)
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texture = ExtResource("10_sx2hw")
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offset = Vector2(-48, -64)
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@ -539,17 +569,17 @@ offset = Vector2(-48, -64)
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[node name="StaticNode2D2" type="Node2D" parent="Props" index="19"]
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z_index = 1
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material = SubResource("ShaderMaterial_b00lw")
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position = Vector2(705, 447)
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[node name="Sprite2D" type="Sprite2D" parent="Props/StaticNode2D2" index="0"]
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material = SubResource("CanvasItemMaterial_wt525")
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use_parent_material = true
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position = Vector2(40, 24)
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texture = ExtResource("12_md5xh")
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offset = Vector2(-48, -64)
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[node name="Sprite2D2" type="Sprite2D" parent="Props/StaticNode2D2" index="1"]
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z_index = -4
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material = SubResource("CanvasItemMaterial_wt525")
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position = Vector2(40, 24)
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texture = ExtResource("12_md5xh")
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offset = Vector2(-48, -64)
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@ -559,7 +589,7 @@ z_index = 3
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position = Vector2(710, 603)
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[node name="Sprite2D" type="Sprite2D" parent="Props/Static@Node2D3" index="0"]
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material = SubResource("CanvasItemMaterial_wt525")
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material = SubResource("CanvasItemMaterial_txrwk")
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position = Vector2(64, 56)
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texture = ExtResource("11_wjfe8")
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offset = Vector2(-48, -64)
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@ -682,6 +712,15 @@ explosiveness = 0.2
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randomness = 0.5
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fixed_fps = 12
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[node name="AudioStreamPlayer2D" type="AudioStreamPlayer2D" parent="Props" index="27"]
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position = Vector2(576, 504)
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stream = ExtResource("26_2g1h3")
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volume_db = -4.0
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autoplay = true
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max_distance = 140.0
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attenuation = 0.5
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bus = &"Ambient"
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[node name="ArenaEntrance" parent="Entities" index="0" instance=ExtResource("20_tcd0x")]
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z_index = -1
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position = Vector2(576, 416)
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@ -716,55 +755,55 @@ position = Vector2(256, -9)
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position = Vector2(80, 373)
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[node name="Centurion" parent="Entities" index="8" instance=ExtResource("30_qfl2k")]
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material = SubResource("ShaderMaterial_mg83a")
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material = SubResource("ShaderMaterial_rmd68")
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position = Vector2(-360, 31)
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[node name="Centurion2" parent="Entities" index="9" instance=ExtResource("30_qfl2k")]
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material = SubResource("ShaderMaterial_elrp0")
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material = SubResource("ShaderMaterial_mfl5e")
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position = Vector2(-224, 131)
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[node name="Centurion3" parent="Entities" index="10" instance=ExtResource("30_qfl2k")]
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material = SubResource("ShaderMaterial_7olcb")
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material = SubResource("ShaderMaterial_5dit0")
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position = Vector2(-280, 411)
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[node name="Centurion4" parent="Entities" index="11" instance=ExtResource("30_qfl2k")]
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material = SubResource("ShaderMaterial_d2b1c")
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material = SubResource("ShaderMaterial_s1isy")
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position = Vector2(-232, 728)
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[node name="Legionary" parent="Entities" index="12" instance=ExtResource("27_84gw4")]
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material = SubResource("ShaderMaterial_3qqeq")
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material = SubResource("ShaderMaterial_57t45")
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position = Vector2(-214, 72)
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[node name="Legionary2" parent="Entities" index="13" instance=ExtResource("27_84gw4")]
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material = SubResource("ShaderMaterial_u0yfp")
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material = SubResource("ShaderMaterial_2s5o2")
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position = Vector2(-496, 15)
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[node name="Legionary3" parent="Entities" index="14" instance=ExtResource("27_84gw4")]
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material = SubResource("ShaderMaterial_lxojq")
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material = SubResource("ShaderMaterial_hgfsn")
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position = Vector2(-384, 118)
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[node name="Legionary4" parent="Entities" index="15" instance=ExtResource("27_84gw4")]
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material = SubResource("ShaderMaterial_6i24g")
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material = SubResource("ShaderMaterial_8o8wb")
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position = Vector2(-300, 384)
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[node name="Legionary5" parent="Entities" index="16" instance=ExtResource("27_84gw4")]
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material = SubResource("ShaderMaterial_o80y1")
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material = SubResource("ShaderMaterial_nnd4x")
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position = Vector2(-152, 728)
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||||
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||||
[node name="Legionary6" parent="Entities" index="17" instance=ExtResource("27_84gw4")]
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||||
material = SubResource("ShaderMaterial_bc5nr")
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material = SubResource("ShaderMaterial_muryx")
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position = Vector2(-258, 455)
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||||
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[node name="Legionary7" parent="Entities" index="18" instance=ExtResource("27_84gw4")]
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material = SubResource("ShaderMaterial_wcyyo")
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material = SubResource("ShaderMaterial_2qvkn")
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position = Vector2(-556, 402)
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[node name="Legionary8" parent="Entities" index="19" instance=ExtResource("27_84gw4")]
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material = SubResource("ShaderMaterial_gnvby")
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material = SubResource("ShaderMaterial_o7meu")
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position = Vector2(-404, 505)
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[node name="Cultist" parent="Entities" index="20" instance=ExtResource("30_xj4yo")]
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material = SubResource("ShaderMaterial_8o4l7")
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material = SubResource("ShaderMaterial_52xin")
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position = Vector2(191, 567)
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[node name="CameraBounds" parent="Areas" index="0" instance=ExtResource("33_e4gty")]
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@ -0,0 +1,43 @@
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// original wind shader from https://github.com/Maujoe/godot-simple-wind-shader-2d/tree/master/assets/maujoe.simple_wind_shader_2d
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// original script modified by HungryProton so that the assets are moving differently : https://pastebin.com/VL3AfV8D
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//
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// speed - The speed of the wind movement.
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// minStrength - The minimal strength of the wind movement.
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// maxStrength - The maximal strength of the wind movement.
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// strengthScale - Scalefactor for the wind strength.
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// interval - The time between minimal and maximal strength changes.
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// detail - The detail (number of waves) of the wind movement.
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// distortion - The strength of geometry distortion.
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// heightOffset - The height where the wind begins to move. By default 0.0.
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shader_type canvas_item;
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render_mode blend_mix;
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// Wind settings.
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uniform float speed = 1.0;
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uniform float minStrength : hint_range(0.0, 1.0) = 0.05;
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uniform float maxStrength : hint_range(0.0, 1.0) = 0.01;
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uniform float strengthScale = 100.0;
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uniform float interval = 3.5;
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uniform float detail = 1.0;
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uniform float distortion : hint_range(0.0, 1.0);
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uniform float heightOffset : hint_range(0.0, 1.0);
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// With the offset value, you can if you want different moves for each asset. Just put a random value (1, 2, 3) in the editor. Don't forget to mark the material as unique if you use this
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uniform float offset = 0;
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float getWind(vec2 vertex, vec2 uv, float time){
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float diff = pow(maxStrength - minStrength, 2.0);
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float strength = clamp(minStrength + diff + sin(time / interval) * diff, minStrength, maxStrength) * strengthScale;
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float wind = (sin(time) + cos(time * detail)) * strength * max(0.0, (1.0-uv.y) - heightOffset);
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return wind;
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}
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void vertex() {
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vec4 pos = MODEL_MATRIX * vec4(0.0, 0.0, 0.0, 1.0);
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float time = TIME * speed + offset;
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//float time = TIME * speed + pos.x * pos.y ; not working when moving...
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VERTEX.x += getWind(VERTEX.xy, UV, time);
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}
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@ -0,0 +1,43 @@
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// original wind shader from https://github.com/Maujoe/godot-simple-wind-shader-2d/tree/master/assets/maujoe.simple_wind_shader_2d
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// original script modified by HungryProton so that the assets are moving differently : https://pastebin.com/VL3AfV8D
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//
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// speed - The speed of the wind movement.
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// minStrength - The minimal strength of the wind movement.
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// maxStrength - The maximal strength of the wind movement.
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// strengthScale - Scalefactor for the wind strength.
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// interval - The time between minimal and maximal strength changes.
|
||||
// detail - The detail (number of waves) of the wind movement.
|
||||
// distortion - The strength of geometry distortion.
|
||||
// heightOffset - The height where the wind begins to move. By default 0.0.
|
||||
|
||||
shader_type canvas_item;
|
||||
render_mode unshaded;
|
||||
|
||||
// Wind settings.
|
||||
uniform float speed = 1.0;
|
||||
uniform float minStrength : hint_range(0.0, 1.0) = 0.05;
|
||||
uniform float maxStrength : hint_range(0.0, 1.0) = 0.01;
|
||||
uniform float strengthScale = 100.0;
|
||||
uniform float interval = 3.5;
|
||||
uniform float detail = 1.0;
|
||||
uniform float distortion : hint_range(0.0, 1.0);
|
||||
uniform float heightOffset : hint_range(0.0, 1.0);
|
||||
|
||||
// With the offset value, you can if you want different moves for each asset. Just put a random value (1, 2, 3) in the editor. Don't forget to mark the material as unique if you use this
|
||||
uniform float offset = 0;
|
||||
|
||||
|
||||
float getWind(vec2 vertex, vec2 uv, float time){
|
||||
float diff = pow(maxStrength - minStrength, 2.0);
|
||||
float strength = clamp(minStrength + diff + sin(time / interval) * diff, minStrength, maxStrength) * strengthScale;
|
||||
float wind = (sin(time) + cos(time * detail)) * strength * max(0.0, (1.0-uv.y) - heightOffset);
|
||||
|
||||
return wind;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
vec4 pos = MODEL_MATRIX * vec4(0.0, 0.0, 0.0, 1.0);
|
||||
float time = TIME * speed + offset;
|
||||
//float time = TIME * speed + pos.x * pos.y ; not working when moving...
|
||||
VERTEX.x += getWind(VERTEX.xy, UV, time);
|
||||
}
|
Loading…
Reference in New Issue