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collision_layer = 6
|
||||
collision_mask = 17
|
||||
script = ExtResource("2_jq8f8")
|
||||
DefaultSelectedItem = NodePath("Inventory/Sword")
|
||||
Speed = 64.0
|
||||
Sprite = NodePath("Sprites/Node2D/Character")
|
||||
Inventory = NodePath("Inventory")
|
||||
StateMachine = NodePath("StateMachine")
|
||||
Hurtbox = NodePath("Hurtbox")
|
||||
|
||||
[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("InitialState", "Character")]
|
||||
script = ExtResource("3_n5adw")
|
||||
InitialState = NodePath("Idle")
|
||||
Character = NodePath("..")
|
||||
|
||||
[node name="Idle" type="Node" parent="StateMachine" node_paths=PackedStringArray("MoveState", "Character")]
|
||||
script = ExtResource("4_g3et5")
|
||||
MoveState = NodePath("../Move")
|
||||
Character = NodePath("../..")
|
||||
|
||||
[node name="Move" type="Node" parent="StateMachine" node_paths=PackedStringArray("IdleState", "Character")]
|
||||
script = ExtResource("5_1j55k")
|
||||
IdleState = NodePath("../Idle")
|
||||
Character = NodePath("../..")
|
||||
|
||||
[node name="Dash" type="Node" parent="StateMachine" node_paths=PackedStringArray("IdleState", "Character")]
|
||||
script = ExtResource("6_4uva8")
|
||||
IdleState = NodePath("../Idle")
|
||||
TimeToDash = 0.1
|
||||
VelocityModifier = 5.0
|
||||
Character = NodePath("../..")
|
||||
|
||||
[node name="Roll" type="Node" parent="StateMachine" node_paths=PackedStringArray("IdleState", "Character")]
|
||||
script = ExtResource("7_kdm1e")
|
||||
IdleState = NodePath("../Idle")
|
||||
Character = NodePath("../..")
|
||||
|
||||
[node name="Animations" type="Node" parent="."]
|
||||
script = ExtResource("8_f33u2")
|
||||
|
||||
[node name="Movement" type="AnimationPlayer" parent="Animations"]
|
||||
libraries = {
|
||||
"": SubResource("AnimationLibrary_0tohi")
|
||||
}
|
||||
|
||||
[node name="Attack" type="AnimationPlayer" parent="Animations"]
|
||||
libraries = {
|
||||
"": SubResource("AnimationLibrary_73mj7")
|
||||
}
|
||||
|
||||
[node name="Hurt" type="AnimationPlayer" parent="Animations"]
|
||||
root_node = NodePath("../..")
|
||||
libraries = {
|
||||
"": ExtResource("9_0ywmi")
|
||||
}
|
||||
|
||||
[node name="Stun" type="AnimationPlayer" parent="Animations"]
|
||||
libraries = {
|
||||
"": SubResource("AnimationLibrary_kks2p")
|
||||
}
|
||||
|
||||
[node name="AnimationTree" type="AnimationTree" parent="Animations"]
|
||||
tree_root = SubResource("AnimationNodeStateMachine_0ukul")
|
||||
anim_player = NodePath("../Movement")
|
||||
parameters/playback = SubResource("AnimationNodeStateMachinePlayback_jy6hr")
|
||||
parameters/conditions/idle = false
|
||||
parameters/conditions/move = false
|
||||
parameters/conditions/roll = false
|
||||
|
||||
[node name="Effects" type="Node2D" parent="."]
|
||||
|
||||
[node name="HurtParticles" type="GPUParticles2D" parent="Effects"]
|
||||
position = Vector2(0, -8)
|
||||
emitting = false
|
||||
process_material = ExtResource("10_hnmcd")
|
||||
texture = ExtResource("11_6bslo")
|
||||
lifetime = 0.4
|
||||
one_shot = true
|
||||
explosiveness = 1.0
|
||||
|
||||
[node name="DeathParticles" type="GPUParticles2D" parent="Effects"]
|
||||
emitting = false
|
||||
amount = 32
|
||||
process_material = ExtResource("11_85w4a")
|
||||
texture = SubResource("CanvasTexture_pited")
|
||||
lifetime = 2.0
|
||||
one_shot = true
|
||||
preprocess = 0.1
|
||||
explosiveness = 0.9
|
||||
|
||||
[node name="DeathCry" type="AudioStreamPlayer2D" parent="Effects"]
|
||||
stream = ExtResource("13_bovud")
|
||||
volume_db = 2.0
|
||||
|
||||
[node name="Footstep" type="AudioStreamPlayer2D" parent="Effects"]
|
||||
stream = ExtResource("14_2ql70")
|
||||
max_distance = 256.0
|
||||
|
||||
[node name="HurtSound" type="AudioStreamPlayer2D" parent="Effects"]
|
||||
stream = ExtResource("21_8714l")
|
||||
|
||||
[node name="Sprites" type="Node2D" parent="."]
|
||||
y_sort_enabled = true
|
||||
use_parent_material = true
|
||||
rotation = 6.28319
|
||||
|
||||
[node name="Node2D" type="Node2D" parent="Sprites"]
|
||||
use_parent_material = true
|
||||
|
||||
[node name="Character" type="Sprite2D" parent="Sprites/Node2D"]
|
||||
use_parent_material = true
|
||||
position = Vector2(0, -8)
|
||||
texture = ExtResource("16_lr46v")
|
||||
offset = Vector2(0, -4)
|
||||
hframes = 18
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
position = Vector2(0, -4)
|
||||
shape = SubResource("RectangleShape2D_bfqew")
|
||||
|
||||
[node name="Inventory" type="Node2D" parent="."]
|
||||
position = Vector2(0, -4)
|
||||
script = ExtResource("17_q8tne")
|
||||
InventoryMap = {
|
||||
"equip_1": 0,
|
||||
"equip_2": 1
|
||||
}
|
||||
|
||||
[node name="Sword" parent="Inventory" instance=ExtResource("18_dqppu")]
|
||||
|
||||
[node name="Hurtbox" parent="." instance=ExtResource("20_7qskd")]
|
||||
visible = false
|
||||
|
||||
[node name="CollisionShape2D" parent="Hurtbox" index="0"]
|
||||
visible = false
|
||||
position = Vector2(0, 4)
|
||||
shape = SubResource("RectangleShape2D_cjk6b")
|
||||
|
||||
[node name="AudioListener2D" type="AudioListener2D" parent="."]
|
||||
visible = false
|
||||
current = true
|
||||
|
||||
[editable path="Hurtbox"]
|
|
@ -0,0 +1,47 @@
|
|||
[gd_scene load_steps=3 format=3 uid="uid://hm3ek8vqt1d4"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://dwbrymm3ud5xu" path="res://Assets/Sprites/Props/bookshelf.png" id="1_cnrpk"]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_wc4oe"]
|
||||
size = Vector2(28, 8)
|
||||
|
||||
[node name="Bookshelf" type="StaticBody2D"]
|
||||
y_sort_enabled = true
|
||||
|
||||
[node name="BottomLeft" type="Sprite2D" parent="."]
|
||||
position = Vector2(-16, 0)
|
||||
texture = ExtResource("1_cnrpk")
|
||||
centered = false
|
||||
offset = Vector2(0, -16)
|
||||
hframes = 8
|
||||
vframes = 2
|
||||
frame = 8
|
||||
|
||||
[node name="BottomRight" type="Sprite2D" parent="."]
|
||||
texture = ExtResource("1_cnrpk")
|
||||
centered = false
|
||||
offset = Vector2(0, -16)
|
||||
hframes = 8
|
||||
vframes = 2
|
||||
frame = 9
|
||||
|
||||
[node name="TopLeft" type="Sprite2D" parent="."]
|
||||
position = Vector2(-16, -16)
|
||||
texture = ExtResource("1_cnrpk")
|
||||
centered = false
|
||||
offset = Vector2(0, -16)
|
||||
hframes = 8
|
||||
vframes = 2
|
||||
|
||||
[node name="TopRight" type="Sprite2D" parent="."]
|
||||
position = Vector2(0, -16)
|
||||
texture = ExtResource("1_cnrpk")
|
||||
centered = false
|
||||
offset = Vector2(0, -16)
|
||||
hframes = 8
|
||||
vframes = 2
|
||||
frame = 1
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
position = Vector2(0, -4)
|
||||
shape = SubResource("RectangleShape2D_wc4oe")
|
|
@ -0,0 +1,477 @@
|
|||
[gd_resource type="TileSet" load_steps=4 format=3 uid="uid://l61kbx31ug4p"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://b0yiy7w8nxmas" path="res://Assets/Sprites/arena-tileset.png" id="1_kud44"]
|
||||
|
||||
[sub_resource type="CanvasTexture" id="CanvasTexture_3n6aa"]
|
||||
diffuse_texture = ExtResource("1_kud44")
|
||||
|
||||
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_fcd6d"]
|
||||
texture = SubResource("CanvasTexture_3n6aa")
|
||||
0:0/0 = 0
|
||||
0:0/0/terrain_set = 0
|
||||
0:0/0/terrain = 0
|
||||
0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
0:0/0/physics_layer_0/angular_velocity = 0.0
|
||||
0:0/0/terrains_peering_bit/right_side = 0
|
||||
0:0/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
0:0/0/terrains_peering_bit/bottom_side = 0
|
||||
0:0/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
0:0/0/terrains_peering_bit/left_side = 0
|
||||
0:0/0/terrains_peering_bit/top_left_corner = 0
|
||||
0:0/0/terrains_peering_bit/top_side = 0
|
||||
0:0/0/terrains_peering_bit/top_right_corner = 0
|
||||
1:1/0 = 0
|
||||
1:1/0/terrain_set = 0
|
||||
1:1/0/terrain = 0
|
||||
1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
1:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
1:1/0/terrains_peering_bit/right_side = 0
|
||||
1:1/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
1:1/0/terrains_peering_bit/bottom_side = 0
|
||||
1:1/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
1:1/0/terrains_peering_bit/left_side = 0
|
||||
1:1/0/terrains_peering_bit/top_left_corner = 0
|
||||
1:1/0/terrains_peering_bit/top_side = 0
|
||||
1:1/0/terrains_peering_bit/top_right_corner = 0
|
||||
2:1/0 = 0
|
||||
2:1/0/terrain_set = 0
|
||||
2:1/0/terrain = 1
|
||||
2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
2:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
2:1/0/terrains_peering_bit/right_side = 1
|
||||
2:1/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
2:1/0/terrains_peering_bit/bottom_side = 0
|
||||
2:1/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
2:1/0/terrains_peering_bit/left_side = 1
|
||||
2:1/0/terrains_peering_bit/top_left_corner = 1
|
||||
2:1/0/terrains_peering_bit/top_side = 1
|
||||
2:1/0/terrains_peering_bit/top_right_corner = 1
|
||||
2:2/0 = 0
|
||||
2:2/0/terrain_set = 0
|
||||
2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
2:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8)
|
||||
2:2/0/terrains_peering_bit/bottom_right_corner = 1
|
||||
2:2/0/terrains_peering_bit/bottom_side = 1
|
||||
2:2/0/terrains_peering_bit/bottom_left_corner = 1
|
||||
1:0/0 = 0
|
||||
1:0/0/terrain_set = 0
|
||||
1:0/0/terrain = 0
|
||||
1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
1:0/0/physics_layer_0/angular_velocity = 0.0
|
||||
1:0/0/terrains_peering_bit/right_side = 0
|
||||
1:0/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
1:0/0/terrains_peering_bit/bottom_side = 0
|
||||
1:0/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
1:0/0/terrains_peering_bit/left_side = 0
|
||||
1:0/0/terrains_peering_bit/top_left_corner = 0
|
||||
1:0/0/terrains_peering_bit/top_side = 0
|
||||
1:0/0/terrains_peering_bit/top_right_corner = 0
|
||||
0:1/0 = 0
|
||||
0:1/0/terrain_set = 0
|
||||
0:1/0/terrain = 0
|
||||
0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
0:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
0:1/0/terrains_peering_bit/right_side = 0
|
||||
0:1/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
0:1/0/terrains_peering_bit/bottom_side = 0
|
||||
0:1/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
0:1/0/terrains_peering_bit/left_side = 0
|
||||
0:1/0/terrains_peering_bit/top_left_corner = 0
|
||||
0:1/0/terrains_peering_bit/top_side = 0
|
||||
0:1/0/terrains_peering_bit/top_right_corner = 0
|
||||
0:2/0 = 0
|
||||
0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
0:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
0:3/0 = 0
|
||||
0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
0:3/0/physics_layer_0/angular_velocity = 0.0
|
||||
1:3/0 = 0
|
||||
1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
1:3/0/physics_layer_0/angular_velocity = 0.0
|
||||
1:2/0 = 0
|
||||
1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
1:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
2:0/0 = 0
|
||||
2:0/0/terrain_set = 0
|
||||
2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
2:0/0/physics_layer_0/angular_velocity = 0.0
|
||||
3:0/0 = 0
|
||||
3:0/0/terrain_set = 0
|
||||
3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
3:0/0/physics_layer_0/angular_velocity = 0.0
|
||||
4:0/0 = 0
|
||||
4:0/0/terrain_set = 0
|
||||
4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
4:0/0/physics_layer_0/angular_velocity = 0.0
|
||||
4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
5:0/0 = 0
|
||||
5:0/0/terrain_set = 0
|
||||
5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
5:0/0/physics_layer_0/angular_velocity = 0.0
|
||||
5:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
6:0/0 = 0
|
||||
6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
6:0/0/physics_layer_0/angular_velocity = 0.0
|
||||
6:1/0 = 0
|
||||
6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
6:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
5:1/0 = 0
|
||||
5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
5:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
4:1/0 = 0
|
||||
4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
4:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
3:1/0 = 0
|
||||
3:1/0/terrain_set = 0
|
||||
3:1/0/terrain = 1
|
||||
3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
3:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
3:1/0/terrains_peering_bit/right_side = 1
|
||||
3:1/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
3:1/0/terrains_peering_bit/bottom_side = 0
|
||||
3:1/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
3:1/0/terrains_peering_bit/left_side = 1
|
||||
3:1/0/terrains_peering_bit/top_left_corner = 1
|
||||
3:1/0/terrains_peering_bit/top_side = 1
|
||||
3:1/0/terrains_peering_bit/top_right_corner = 1
|
||||
3:2/0 = 0
|
||||
3:2/0/terrain_set = 0
|
||||
3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
3:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 0, -8, 0)
|
||||
3:2/0/terrains_peering_bit/top_left_corner = 0
|
||||
3:2/0/terrains_peering_bit/top_side = 0
|
||||
3:2/0/terrains_peering_bit/top_right_corner = 0
|
||||
3:3/0 = 0
|
||||
3:3/0/terrain_set = 0
|
||||
3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
3:3/0/physics_layer_0/angular_velocity = 0.0
|
||||
3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(0, -8, 8, -8, 8, 8, 0, 8)
|
||||
3:3/0/terrains_peering_bit/right_side = 0
|
||||
3:3/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
3:3/0/terrains_peering_bit/top_right_corner = 1
|
||||
2:3/0 = 0
|
||||
2:3/0/terrain_set = 0
|
||||
2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
2:3/0/physics_layer_0/angular_velocity = 0.0
|
||||
2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 0, -8, 0, 8, -8, 8)
|
||||
2:3/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
2:3/0/terrains_peering_bit/left_side = 0
|
||||
2:3/0/terrains_peering_bit/top_left_corner = 1
|
||||
4:3/0 = 0
|
||||
4:3/0/terrain_set = 0
|
||||
4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
4:3/0/physics_layer_0/angular_velocity = 0.0
|
||||
4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, 0, 0, 0, 0, -8)
|
||||
4:3/0/terrains_peering_bit/top_right_corner = 0
|
||||
4:2/0 = 0
|
||||
4:2/0/terrain_set = 0
|
||||
4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
4:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(0, 0, 8, 0, 8, 8, 0, 8)
|
||||
4:2/0/terrains_peering_bit/bottom_right_corner = 1
|
||||
5:2/0 = 0
|
||||
5:2/0/terrain_set = 0
|
||||
5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
5:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 0, 0, 0, 8, -8, 8)
|
||||
5:2/0/terrains_peering_bit/bottom_left_corner = 1
|
||||
5:3/0 = 0
|
||||
5:3/0/terrain_set = 0
|
||||
5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
5:3/0/physics_layer_0/angular_velocity = 0.0
|
||||
5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 0, -8, 0, 0, -8, 0)
|
||||
5:3/0/terrains_peering_bit/top_left_corner = 0
|
||||
6:3/0 = 0
|
||||
6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
6:3/0/physics_layer_0/angular_velocity = 0.0
|
||||
6:2/0 = 0
|
||||
6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
6:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
7:2/0 = 0
|
||||
7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
7:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
7:3/0 = 0
|
||||
7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
7:3/0/physics_layer_0/angular_velocity = 0.0
|
||||
7:0/size_in_atlas = Vector2i(1, 2)
|
||||
7:0/0 = 0
|
||||
7:0/0/texture_origin = Vector2i(0, 8)
|
||||
7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
7:0/0/physics_layer_0/angular_velocity = 0.0
|
||||
7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -5, 8, -5, 8, 4, 4, 8, -4, 8, -8, 4)
|
||||
0:4/0 = 0
|
||||
0:4/0/terrain_set = 0
|
||||
0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
0:4/0/physics_layer_0/angular_velocity = 0.0
|
||||
0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
0:4/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
0:4/0/terrains_peering_bit/left_side = 0
|
||||
0:4/0/terrains_peering_bit/top_left_corner = 0
|
||||
0:4/0/terrains_peering_bit/top_side = 0
|
||||
0:4/0/terrains_peering_bit/top_right_corner = 0
|
||||
0:5/0 = 0
|
||||
0:5/0/terrain_set = 0
|
||||
0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
0:5/0/physics_layer_0/angular_velocity = 0.0
|
||||
0:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
0:5/0/terrains_peering_bit/bottom_right_corner = 1
|
||||
0:5/0/terrains_peering_bit/bottom_side = 1
|
||||
0:5/0/terrains_peering_bit/bottom_left_corner = 1
|
||||
0:5/0/terrains_peering_bit/left_side = 0
|
||||
0:5/0/terrains_peering_bit/top_left_corner = 0
|
||||
1:5/0 = 0
|
||||
1:5/0/terrain_set = 0
|
||||
1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
1:5/0/physics_layer_0/angular_velocity = 0.0
|
||||
1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
1:5/0/terrains_peering_bit/right_side = 0
|
||||
1:5/0/terrains_peering_bit/bottom_right_corner = 1
|
||||
1:5/0/terrains_peering_bit/bottom_side = 1
|
||||
1:5/0/terrains_peering_bit/bottom_left_corner = 1
|
||||
1:5/0/terrains_peering_bit/top_right_corner = 0
|
||||
1:4/0 = 0
|
||||
1:4/0/terrain_set = 0
|
||||
1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
1:4/0/physics_layer_0/angular_velocity = 0.0
|
||||
1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
1:4/0/terrains_peering_bit/right_side = 0
|
||||
1:4/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
1:4/0/terrains_peering_bit/top_left_corner = 0
|
||||
1:4/0/terrains_peering_bit/top_side = 0
|
||||
1:4/0/terrains_peering_bit/top_right_corner = 0
|
||||
2:4/size_in_atlas = Vector2i(1, 3)
|
||||
2:4/0 = 0
|
||||
2:4/0/texture_origin = Vector2i(0, 16)
|
||||
2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
2:4/0/physics_layer_0/angular_velocity = 0.0
|
||||
3:4/size_in_atlas = Vector2i(2, 2)
|
||||
3:4/0 = 0
|
||||
3:4/0/texture_origin = Vector2i(8, 9)
|
||||
3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
3:4/0/physics_layer_0/angular_velocity = 0.0
|
||||
5:4/size_in_atlas = Vector2i(2, 2)
|
||||
5:4/0 = 0
|
||||
5:4/0/texture_origin = Vector2i(8, 9)
|
||||
5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
5:4/0/physics_layer_0/angular_velocity = 0.0
|
||||
7:4/size_in_atlas = Vector2i(1, 2)
|
||||
7:4/0 = 0
|
||||
7:4/0/texture_origin = Vector2i(0, 8)
|
||||
7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
7:4/0/physics_layer_0/angular_velocity = 0.0
|
||||
3:6/0 = 0
|
||||
3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
3:6/0/physics_layer_0/angular_velocity = 0.0
|
||||
3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
4:6/0 = 0
|
||||
4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
4:6/0/physics_layer_0/angular_velocity = 0.0
|
||||
4:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
4:7/0 = 0
|
||||
4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
4:7/0/physics_layer_0/angular_velocity = 0.0
|
||||
4:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
3:7/0 = 0
|
||||
3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
3:7/0/physics_layer_0/angular_velocity = 0.0
|
||||
3:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
10:1/0 = 0
|
||||
10:1/0/terrain_set = 1
|
||||
10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
10:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
11:1/0 = 0
|
||||
11:1/0/terrain_set = 1
|
||||
11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
11:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
11:2/0 = 0
|
||||
11:2/0/terrain_set = 1
|
||||
11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
11:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
10:2/0 = 0
|
||||
10:2/0/terrain_set = 1
|
||||
10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
10:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
8:1/0 = 0
|
||||
8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
8:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
8:2/0 = 0
|
||||
8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
8:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
9:1/0 = 0
|
||||
9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
9:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
9:2/0 = 0
|
||||
9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
9:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
9:5/0 = 0
|
||||
9:5/0/terrain_set = 1
|
||||
9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
9:5/0/physics_layer_0/angular_velocity = 0.0
|
||||
9:5/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
10:5/0 = 0
|
||||
10:5/0/terrain_set = 1
|
||||
10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
10:5/0/physics_layer_0/angular_velocity = 0.0
|
||||
10:5/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
10:5/0/terrains_peering_bit/bottom_side = 0
|
||||
10:5/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
11:5/0 = 0
|
||||
11:5/0/terrain_set = 1
|
||||
11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
11:5/0/physics_layer_0/angular_velocity = 0.0
|
||||
11:5/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
11:6/0 = 0
|
||||
11:6/0/terrain_set = 1
|
||||
11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
11:6/0/physics_layer_0/angular_velocity = 0.0
|
||||
11:6/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
11:6/0/terrains_peering_bit/left_side = 0
|
||||
11:6/0/terrains_peering_bit/top_left_corner = 0
|
||||
10:6/0 = 0
|
||||
10:6/0/terrain_set = 1
|
||||
10:6/0/terrain = 0
|
||||
10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
10:6/0/physics_layer_0/angular_velocity = 0.0
|
||||
10:6/0/terrains_peering_bit/right_side = 0
|
||||
10:6/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
10:6/0/terrains_peering_bit/bottom_side = 0
|
||||
10:6/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
10:6/0/terrains_peering_bit/left_side = 0
|
||||
10:6/0/terrains_peering_bit/top_left_corner = 0
|
||||
10:6/0/terrains_peering_bit/top_side = 0
|
||||
10:6/0/terrains_peering_bit/top_right_corner = 0
|
||||
9:6/0 = 0
|
||||
9:6/0/terrain_set = 1
|
||||
9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
9:6/0/physics_layer_0/angular_velocity = 0.0
|
||||
9:6/0/terrains_peering_bit/right_side = 0
|
||||
9:6/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
9:6/0/terrains_peering_bit/top_right_corner = 0
|
||||
9:7/0 = 0
|
||||
9:7/0/terrain_set = 1
|
||||
9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
9:7/0/physics_layer_0/angular_velocity = 0.0
|
||||
9:7/0/terrains_peering_bit/top_right_corner = 0
|
||||
10:7/0 = 0
|
||||
10:7/0/terrain_set = 1
|
||||
10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
10:7/0/physics_layer_0/angular_velocity = 0.0
|
||||
10:7/0/terrains_peering_bit/top_left_corner = 0
|
||||
10:7/0/terrains_peering_bit/top_side = 0
|
||||
10:7/0/terrains_peering_bit/top_right_corner = 0
|
||||
11:7/0 = 0
|
||||
11:7/0/terrain_set = 1
|
||||
11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
11:7/0/physics_layer_0/angular_velocity = 0.0
|
||||
11:7/0/terrains_peering_bit/top_left_corner = 0
|
||||
12:5/0 = 0
|
||||
12:5/0/terrain_set = 1
|
||||
12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
12:5/0/physics_layer_0/angular_velocity = 0.0
|
||||
12:5/0/terrains_peering_bit/bottom_right_corner = 1
|
||||
13:5/0 = 0
|
||||
13:5/0/terrain_set = 1
|
||||
13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
13:5/0/physics_layer_0/angular_velocity = 0.0
|
||||
13:5/0/terrains_peering_bit/bottom_right_corner = 1
|
||||
13:5/0/terrains_peering_bit/bottom_side = 1
|
||||
13:5/0/terrains_peering_bit/bottom_left_corner = 1
|
||||
14:6/0 = 0
|
||||
14:6/0/terrain_set = 1
|
||||
14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
14:6/0/physics_layer_0/angular_velocity = 0.0
|
||||
14:6/0/terrains_peering_bit/bottom_left_corner = 1
|
||||
14:6/0/terrains_peering_bit/left_side = 1
|
||||
14:6/0/terrains_peering_bit/top_left_corner = 1
|
||||
13:6/0 = 0
|
||||
13:6/0/terrain_set = 1
|
||||
13:6/0/terrain = 1
|
||||
13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
13:6/0/physics_layer_0/angular_velocity = 0.0
|
||||
13:6/0/terrains_peering_bit/right_side = 1
|
||||
13:6/0/terrains_peering_bit/bottom_right_corner = 1
|
||||
13:6/0/terrains_peering_bit/bottom_side = 1
|
||||
13:6/0/terrains_peering_bit/bottom_left_corner = 1
|
||||
13:6/0/terrains_peering_bit/left_side = 1
|
||||
13:6/0/terrains_peering_bit/top_left_corner = 1
|
||||
13:6/0/terrains_peering_bit/top_side = 1
|
||||
13:6/0/terrains_peering_bit/top_right_corner = 1
|
||||
12:6/0 = 0
|
||||
12:6/0/terrain_set = 1
|
||||
12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
12:6/0/physics_layer_0/angular_velocity = 0.0
|
||||
12:6/0/terrains_peering_bit/right_side = 1
|
||||
12:6/0/terrains_peering_bit/bottom_right_corner = 1
|
||||
12:6/0/terrains_peering_bit/top_right_corner = 1
|
||||
12:7/0 = 0
|
||||
12:7/0/terrain_set = 1
|
||||
12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
12:7/0/physics_layer_0/angular_velocity = 0.0
|
||||
12:7/0/terrains_peering_bit/top_right_corner = 1
|
||||
13:7/0 = 0
|
||||
13:7/0/terrain_set = 1
|
||||
13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
13:7/0/physics_layer_0/angular_velocity = 0.0
|
||||
13:7/0/terrains_peering_bit/top_left_corner = 1
|
||||
13:7/0/terrains_peering_bit/top_side = 1
|
||||
13:7/0/terrains_peering_bit/top_right_corner = 1
|
||||
14:7/0 = 0
|
||||
14:7/0/terrain_set = 1
|
||||
14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
14:7/0/physics_layer_0/angular_velocity = 0.0
|
||||
14:7/0/terrains_peering_bit/top_left_corner = 1
|
||||
14:5/0 = 0
|
||||
14:5/0/terrain_set = 1
|
||||
14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
14:5/0/physics_layer_0/angular_velocity = 0.0
|
||||
14:5/0/terrains_peering_bit/bottom_left_corner = 1
|
||||
5:7/0 = 0
|
||||
5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
5:7/0/physics_layer_0/angular_velocity = 0.0
|
||||
5:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
5:6/0 = 0
|
||||
5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
5:6/0/physics_layer_0/angular_velocity = 0.0
|
||||
5:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
6:6/0 = 0
|
||||
6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
6:6/0/physics_layer_0/angular_velocity = 0.0
|
||||
6:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
6:7/0 = 0
|
||||
6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
6:7/0/physics_layer_0/angular_velocity = 0.0
|
||||
6:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
7:7/0 = 0
|
||||
7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
7:7/0/physics_layer_0/angular_velocity = 0.0
|
||||
7:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
8:7/0 = 0
|
||||
8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
8:7/0/physics_layer_0/angular_velocity = 0.0
|
||||
8:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
8:6/0 = 0
|
||||
8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
8:6/0/physics_layer_0/angular_velocity = 0.0
|
||||
8:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
|
||||
[resource]
|
||||
occlusion_layer_0/light_mask = 1
|
||||
physics_layer_0/collision_layer = 1
|
||||
terrain_set_0/mode = 0
|
||||
terrain_set_0/terrain_0/name = "floor"
|
||||
terrain_set_0/terrain_0/color = Color(0.717647, 0, 0.262745, 1)
|
||||
terrain_set_0/terrain_1/name = "wall"
|
||||
terrain_set_0/terrain_1/color = Color(0, 0.74902, 0.498039, 1)
|
||||
terrain_set_1/mode = 0
|
||||
terrain_set_1/terrain_0/name = "carpet"
|
||||
terrain_set_1/terrain_0/color = Color(0.5, 0.34375, 0.25, 1)
|
||||
terrain_set_1/terrain_1/name = "carpet vertical"
|
||||
terrain_set_1/terrain_1/color = Color(0.5, 0.4375, 0.25, 1)
|
||||
sources/0 = SubResource("TileSetAtlasSource_fcd6d")
|
|
@ -0,0 +1,109 @@
|
|||
/*
|
||||
Shader from Godot Shaders - the free shader library.
|
||||
godotshaders.com/shader/god-rays
|
||||
|
||||
Feel free to use, improve and change this shader according to your needs
|
||||
and consider sharing the modified result on godotshaders.com.
|
||||
*/
|
||||
|
||||
shader_type canvas_item;
|
||||
|
||||
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
|
||||
|
||||
uniform float angle : hint_range(-5, 5) = -0.3;
|
||||
uniform float position = -0.2;
|
||||
uniform float spread : hint_range(0.0, 1.0) = 0.5;
|
||||
uniform float cutoff : hint_range(-1.0, 1.0) = 0.1;
|
||||
uniform float falloff : hint_range(0.0, 1.0) = 0.2;
|
||||
uniform float edge_fade : hint_range(0.0, 1.0) = 0.15;
|
||||
|
||||
uniform float speed = 1.0;
|
||||
uniform float ray1_density = 8.0;
|
||||
uniform float ray2_density = 30.0;
|
||||
uniform float ray2_intensity : hint_range(0.0, 1.0) = 0.3;
|
||||
|
||||
uniform vec4 color : source_color = vec4(1.0, 0.9, 0.65, 0.8);
|
||||
|
||||
uniform bool hdr = false;
|
||||
uniform float seed = 5.0;
|
||||
|
||||
// Random and noise functions from Book of Shader's chapter on Noise.
|
||||
float random(vec2 _uv) {
|
||||
return fract(sin(dot(_uv.xy,
|
||||
vec2(12.9898, 78.233))) *
|
||||
43758.5453123);
|
||||
}
|
||||
|
||||
float noise (in vec2 uv) {
|
||||
vec2 i = floor(uv);
|
||||
vec2 f = fract(uv);
|
||||
|
||||
// Four corners in 2D of a tile
|
||||
float a = random(i);
|
||||
float b = random(i + vec2(1.0, 0.0));
|
||||
float c = random(i + vec2(0.0, 1.0));
|
||||
float d = random(i + vec2(1.0, 1.0));
|
||||
|
||||
|
||||
// Smooth Interpolation
|
||||
|
||||
// Cubic Hermine Curve. Same as SmoothStep()
|
||||
vec2 u = f * f * (3.0-2.0 * f);
|
||||
|
||||
// Mix 4 coorners percentages
|
||||
return mix(a, b, u.x) +
|
||||
(c - a)* u.y * (1.0 - u.x) +
|
||||
(d - b) * u.x * u.y;
|
||||
}
|
||||
|
||||
mat2 rotate(float _angle){
|
||||
return mat2(vec2(cos(_angle), -sin(_angle)),
|
||||
vec2(sin(_angle), cos(_angle)));
|
||||
}
|
||||
|
||||
vec4 screen(vec4 base, vec4 blend){
|
||||
return 1.0 - (1.0 - base) * (1.0 - blend);
|
||||
}
|
||||
|
||||
void fragment()
|
||||
{
|
||||
|
||||
// Rotate, skew and move the UVs
|
||||
vec2 transformed_uv = ( rotate(angle) * (UV - position) ) / ( (UV.y + spread) - (UV.y * spread) );
|
||||
|
||||
// Animate the ray according the the new transformed UVs
|
||||
vec2 ray1 = vec2(transformed_uv.x * ray1_density + sin(TIME * 0.1 * speed) * (ray1_density * 0.2) + seed, 1.0);
|
||||
vec2 ray2 = vec2(transformed_uv.x * ray2_density + sin(TIME * 0.2 * speed) * (ray1_density * 0.2) + seed, 1.0);
|
||||
|
||||
// Cut off the ray's edges
|
||||
float cut = step(cutoff, transformed_uv.x) * step(cutoff, 1.0 - transformed_uv.x);
|
||||
ray1 *= cut;
|
||||
ray2 *= cut;
|
||||
|
||||
// Apply the noise pattern (i.e. create the rays)
|
||||
float rays;
|
||||
|
||||
if (hdr){
|
||||
// This is not really HDR, but check this to not clamp the two merged rays making
|
||||
// their values go over 1.0. Can make for some nice effect
|
||||
rays = noise(ray1) + (noise(ray2) * ray2_intensity);
|
||||
}
|
||||
else{
|
||||
rays = clamp(noise(ray1) + (noise(ray2) * ray2_intensity), 0., 1.);
|
||||
}
|
||||
|
||||
// Fade out edges
|
||||
rays *= smoothstep(0.0, falloff, (1.0 - UV.y)); // Bottom
|
||||
rays *= smoothstep(0.0 + cutoff, edge_fade + cutoff, transformed_uv.x); // Left
|
||||
rays *= smoothstep(0.0 + cutoff, edge_fade + cutoff, 1.0 - transformed_uv.x); // Right
|
||||
|
||||
// Color to the rays
|
||||
vec3 shine = vec3(rays) * color.rgb;
|
||||
|
||||
// Try different blending modes for a nicer effect. "Screen" is included in the code,
|
||||
// but take a look at https://godotshaders.com/snippet/blending-modes/ for more.
|
||||
// With "Screen" blend mode:
|
||||
shine = screen(texture(SCREEN_TEXTURE, SCREEN_UV), vec4(color)).rgb;
|
||||
|
||||
COLOR = vec4(shine, rays * color.a);
|
||||
}
|