Merge branch 'musique_et_son_3' of https://git.zacharie-guet.fr/zacharie/seeding-planets into musique_et_son_3
@@ -4,8 +4,9 @@
|
||||
|
||||
[resource]
|
||||
diffuse_mode = 3
|
||||
specular_mode = 1
|
||||
specular_mode = 2
|
||||
albedo_texture = ExtResource("1_cc1ni")
|
||||
metallic_specular = 0.0
|
||||
roughness = 0.0
|
||||
rim_tint = 0.48
|
||||
stencil_flags = 2
|
||||
|
||||
@@ -13,7 +13,7 @@ dest_files=["res://.godot/imported/borea.ogg-b575bef16c730ed2e0563c2eb6862766.og
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
loop_offset=0.0
|
||||
bpm=0.0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
importer="wav"
|
||||
type="AudioStreamWAV"
|
||||
<<<<<<<< HEAD:common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_2.wav.import
|
||||
uid="uid://dh3oho0pis6jv"
|
||||
path="res://.godot/imported/pickaxe_cave_2.wav-bb5e1c82ba8ffd44758505ce286a04a9.sample"
|
||||
|
||||
@@ -9,6 +10,15 @@ path="res://.godot/imported/pickaxe_cave_2.wav-bb5e1c82ba8ffd44758505ce286a04a9.
|
||||
|
||||
source_file="res://common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_2.wav"
|
||||
dest_files=["res://.godot/imported/pickaxe_cave_2.wav-bb5e1c82ba8ffd44758505ce286a04a9.sample"]
|
||||
========
|
||||
uid="uid://c6jdmdjncamcu"
|
||||
path="res://.godot/imported/pickaxe_cave_finalblow.wav-ce8ca7f063b31d6564d593b5a84e7560.sample"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_finalblow.wav"
|
||||
dest_files=["res://.godot/imported/pickaxe_cave_finalblow.wav-ce8ca7f063b31d6564d593b5a84e7560.sample"]
|
||||
>>>>>>>> f7f1d2be2c5b797138414266ce6324e8a3ff748f:common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_finalblow.wav.import
|
||||
|
||||
[params]
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
importer="wav"
|
||||
type="AudioStreamWAV"
|
||||
<<<<<<<< HEAD:common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_finalblow.wav.import
|
||||
uid="uid://c6jdmdjncamcu"
|
||||
path="res://.godot/imported/pickaxe_cave_finalblow.wav-ce8ca7f063b31d6564d593b5a84e7560.sample"
|
||||
|
||||
@@ -9,6 +10,15 @@ path="res://.godot/imported/pickaxe_cave_finalblow.wav-ce8ca7f063b31d6564d593b5a
|
||||
|
||||
source_file="res://common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_finalblow.wav"
|
||||
dest_files=["res://.godot/imported/pickaxe_cave_finalblow.wav-ce8ca7f063b31d6564d593b5a84e7560.sample"]
|
||||
========
|
||||
uid="uid://dh3oho0pis6jv"
|
||||
path="res://.godot/imported/pickaxe_cave_2.wav-bb5e1c82ba8ffd44758505ce286a04a9.sample"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_2.wav"
|
||||
dest_files=["res://.godot/imported/pickaxe_cave_2.wav-bb5e1c82ba8ffd44758505ce286a04a9.sample"]
|
||||
>>>>>>>> f7f1d2be2c5b797138414266ce6324e8a3ff748f:common/audio_manager/assets/sfx/pickaxe/pickaxe_cave_2.wav.import
|
||||
|
||||
[params]
|
||||
|
||||
|
||||
BIN
common/audio_manager/assets/sfx/tractor_beam/drop.wav
Normal file
24
common/audio_manager/assets/sfx/tractor_beam/drop.wav.import
Normal file
@@ -0,0 +1,24 @@
|
||||
[remap]
|
||||
|
||||
importer="wav"
|
||||
type="AudioStreamWAV"
|
||||
uid="uid://cam4vv1am40dy"
|
||||
path="res://.godot/imported/drop.wav-b76e8a2f6f5f0c41737e74496f01ceaa.sample"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://common/audio_manager/assets/sfx/tractor_beam/drop.wav"
|
||||
dest_files=["res://.godot/imported/drop.wav-b76e8a2f6f5f0c41737e74496f01ceaa.sample"]
|
||||
|
||||
[params]
|
||||
|
||||
force/8_bit=false
|
||||
force/mono=false
|
||||
force/max_rate=false
|
||||
force/max_rate_hz=44100
|
||||
edit/trim=false
|
||||
edit/normalize=false
|
||||
edit/loop_mode=0
|
||||
edit/loop_begin=0
|
||||
edit/loop_end=-1
|
||||
compress/mode=2
|
||||
BIN
common/audio_manager/assets/sfx/tractor_beam/take.wav
Normal file
24
common/audio_manager/assets/sfx/tractor_beam/take.wav.import
Normal file
@@ -0,0 +1,24 @@
|
||||
[remap]
|
||||
|
||||
importer="wav"
|
||||
type="AudioStreamWAV"
|
||||
uid="uid://bdrdnli5k27a2"
|
||||
path="res://.godot/imported/take.wav-d597c4daf1adbf3b061372ab36ef9940.sample"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://common/audio_manager/assets/sfx/tractor_beam/take.wav"
|
||||
dest_files=["res://.godot/imported/take.wav-d597c4daf1adbf3b061372ab36ef9940.sample"]
|
||||
|
||||
[params]
|
||||
|
||||
force/8_bit=false
|
||||
force/mono=false
|
||||
force/max_rate=false
|
||||
force/max_rate_hz=44100
|
||||
edit/trim=false
|
||||
edit/normalize=false
|
||||
edit/loop_mode=0
|
||||
edit/loop_begin=0
|
||||
edit/loop_end=-1
|
||||
compress/mode=2
|
||||
@@ -69,6 +69,8 @@
|
||||
[ext_resource type="AudioStream" uid="uid://53ixfbcd5qwu" path="res://common/audio_manager/assets/sfx/holo/holo_appear.wav" id="63_aedoe"]
|
||||
[ext_resource type="AudioStream" uid="uid://dsijqgnnadgem" path="res://common/audio_manager/assets/sfx/holo/holo_disappear.wav" id="64_ge2sc"]
|
||||
[ext_resource type="AudioStream" uid="uid://dscyqjujj1com" path="res://common/audio_manager/assets/sfx/unlock_tool/unlock_tool.wav" id="64_yr73o"]
|
||||
[ext_resource type="AudioStream" uid="uid://bdrdnli5k27a2" path="res://common/audio_manager/assets/sfx/tractor_beam/take.wav" id="69_5rlid"]
|
||||
[ext_resource type="AudioStream" uid="uid://cam4vv1am40dy" path="res://common/audio_manager/assets/sfx/tractor_beam/drop.wav" id="70_gfbcu"]
|
||||
|
||||
[sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_6o1yh"]
|
||||
streams_count = 3
|
||||
@@ -311,7 +313,7 @@ volume_db = -7.0
|
||||
|
||||
[node name="Harvest" type="AudioStreamPlayer" parent="Sfx" unique_id=345539331]
|
||||
stream = SubResource("AudioStreamRandomizer_i4m0x")
|
||||
volume_db = -5.0
|
||||
volume_db = -7.0
|
||||
|
||||
[node name="PickUp" type="AudioStreamPlayer" parent="Sfx" unique_id=176915166]
|
||||
stream = SubResource("AudioStreamRandomizer_jjdv2")
|
||||
@@ -355,7 +357,7 @@ volume_db = -5.0
|
||||
|
||||
[node name="Elevator" type="AudioStreamPlayer" parent="Sfx" unique_id=1345852969]
|
||||
stream = ExtResource("42_obkny")
|
||||
volume_db = -5.0
|
||||
pitch_scale = 1.1
|
||||
|
||||
[node name="Mining" type="AudioStreamPlayer" parent="Sfx" unique_id=1122216774]
|
||||
stream = SubResource("AudioStreamRandomizer_yjs51")
|
||||
@@ -387,4 +389,12 @@ volume_db = -11.0
|
||||
|
||||
[node name="Unlock_tool" type="AudioStreamPlayer" parent="Sfx" unique_id=667077616]
|
||||
stream = ExtResource("64_yr73o")
|
||||
volume_db = 3.0
|
||||
volume_db = -5.0
|
||||
|
||||
[node name="TractorBeamTake" type="AudioStreamPlayer" parent="Sfx" unique_id=1321980229]
|
||||
stream = ExtResource("69_5rlid")
|
||||
volume_db = -5.0
|
||||
|
||||
[node name="TractorBeamDrop" type="AudioStreamPlayer" parent="Sfx" unique_id=2023233451]
|
||||
stream = ExtResource("70_gfbcu")
|
||||
volume_db = -5.0
|
||||
|
||||
@@ -40,7 +40,7 @@ func _on_change_scene(scene : Scene):
|
||||
stop_all_ambiances()
|
||||
|
||||
if (scene is TitleScene):
|
||||
play_music_alone("Title", false, 5.0)
|
||||
play_music_alone("Title", false, 0.0)
|
||||
elif scene is IntroScene:
|
||||
stop_all_musics()
|
||||
elif scene is RegionScene:
|
||||
@@ -59,8 +59,8 @@ func _on_change_scene(scene : Scene):
|
||||
stop_all_musics()
|
||||
play_ambiance_alone("Astra", false)
|
||||
elif scene is BoreaScene:
|
||||
stop_all_musics()
|
||||
play_ambiance_alone("Borea", false)
|
||||
play_music_alone("Meeting_demeter")
|
||||
stop_all_ambiances()
|
||||
elif scene is VendingMachineScene:
|
||||
stop_all_musics()
|
||||
play_ambiance_alone("VendingRoom", false)
|
||||
@@ -207,12 +207,13 @@ func change_ambiances_volume(db_change := 0., fade := DEFAULT_FADE_TIME):
|
||||
|
||||
# Joue un
|
||||
# - player_name : Nom de la Node dans la scène Godot à jouer
|
||||
func play_sfx(sfx_name : String):
|
||||
func play_sfx(sfx_name : String, pitch = 1.):
|
||||
var player := %Sfx.find_child(sfx_name) as AudioStreamPlayer
|
||||
if player:
|
||||
player.play()
|
||||
else:
|
||||
printerr("Sfx %s not found" % sfx_name)
|
||||
|
||||
|
||||
|
||||
# ----------------- Partie Technique (pas touche Niels ;D) ----------------
|
||||
|
||||
@@ -12,4 +12,4 @@ func get_3d_scene() -> PackedScene:
|
||||
return preload("res://common/game_data/scripts/artefacts/talion_soil/talion_soil.blend")
|
||||
|
||||
func modify_plant_influence_radius(plant_influence_radius : float) -> float:
|
||||
return plant_influence_radius * 1.4
|
||||
return plant_influence_radius * 1.5
|
||||
@@ -28,16 +28,16 @@ func get_all_mutations() -> Array[PlantMutation]:
|
||||
ProlificMutation.new(),
|
||||
PrecociousMutation.new(),
|
||||
PurificationMutation.new(),
|
||||
VivaciousMutation.new(),
|
||||
ToughMutation.new(),
|
||||
QuickMutation.new(),
|
||||
RobustMutation.new(),
|
||||
SocialMutation.new(),
|
||||
VivaciousMutation.new(),
|
||||
FertileMutation.new(),
|
||||
HurriedMutation.new(),
|
||||
GenerousMutation.new(),
|
||||
ProtectiveMutation.new(),
|
||||
PureMutation.new(),
|
||||
ToughMutation.new(),
|
||||
]
|
||||
|
||||
func get_all_artifacts() -> Array[Artefact]:
|
||||
@@ -53,7 +53,7 @@ func get_all_artifacts() -> Array[Artefact]:
|
||||
func get_all_story_steps() -> Array[StoryStep]:
|
||||
return [
|
||||
TutorialStoryStep.new(),
|
||||
AstraStoryStep.new(),
|
||||
StartStoryStep.new(),
|
||||
MercuryStoryStep.new(),
|
||||
BetaStoryStep.new()
|
||||
BoreaStoryStep.new()
|
||||
]
|
||||
|
||||
@@ -64,6 +64,10 @@ func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
|
||||
challenge_modifiers.pick_random(),
|
||||
benefic_modifiers.pick_random()
|
||||
] as Array[RegionModifier]
|
||||
elif story_step.is_run_point_dangerous(next_level):
|
||||
region_parameter.modifiers = [
|
||||
challenge_modifiers.pick_random()
|
||||
] as Array[RegionModifier]
|
||||
else:
|
||||
region_parameter.modifiers = [
|
||||
normal_modifiers.pick_random()
|
||||
@@ -96,6 +100,12 @@ func choose_next_run_point(run_point : RunPoint = null) -> RunPoint:
|
||||
next_run_points = generate_next_run_points()
|
||||
return current_run_point
|
||||
|
||||
func get_cockpit_exit_scene() -> Scene:
|
||||
if story_step.is_run_finished(level):
|
||||
return story_step.get_destination_scene()
|
||||
else :
|
||||
return RegionScene.new(GameInfo.game_data.current_region_data)
|
||||
|
||||
#endregion
|
||||
|
||||
#region ------------------ Modifiers ------------------
|
||||
@@ -109,6 +119,7 @@ func generate_normal_modifiers() -> Array[RegionModifier]:
|
||||
ToxicModifier.new(),
|
||||
SandyModifier.new(),
|
||||
MagneticModifier.new(),
|
||||
CanyonModifier.new()
|
||||
]
|
||||
|
||||
func generate_benefic_modifiers() -> Array[RegionModifier]:
|
||||
|
||||
@@ -5,7 +5,7 @@ class_name RunPoint
|
||||
const DANGER_ICON = preload("res://common/icons/skull.svg")
|
||||
const TYPE_ICON = preload("res://common/icons/map-pin.svg")
|
||||
const OBJECTIVE_ICON = preload("res://common/icons/growth.svg")
|
||||
const CHARGE_ICON = preload("res://common/icons/bolt.svg")
|
||||
const CHARGE_ICON = preload("res://common/icons/recharge.svg")
|
||||
|
||||
@export var region_parameter : RegionParameter = RegionParameter.new() :
|
||||
set(v):
|
||||
@@ -27,10 +27,13 @@ func card_info() -> CardInfo:
|
||||
|
||||
info.type_icon = TYPE_ICON
|
||||
|
||||
info.stats.append_array([
|
||||
CardStatInfo.new(str(region_parameter.get_objective()), OBJECTIVE_ICON),
|
||||
CardStatInfo.new(str(region_parameter.get_charge()), CHARGE_ICON),
|
||||
])
|
||||
if region_parameter.modifiers.find_custom(
|
||||
func (m : RegionModifier) : return m is DestinationModifier
|
||||
) == -1:
|
||||
info.stats.append_array([
|
||||
CardStatInfo.new(str(region_parameter.get_objective()), OBJECTIVE_ICON),
|
||||
CardStatInfo.new(str(region_parameter.get_charge()), CHARGE_ICON),
|
||||
])
|
||||
|
||||
for m in region_parameter.modifiers:
|
||||
|
||||
|
||||
@@ -9,6 +9,7 @@ signal language_changed(settings : SettingsData)
|
||||
signal sound_changed(settings : SettingsData)
|
||||
signal video_changed(settings : SettingsData)
|
||||
signal game_changed(settings : SettingsData)
|
||||
signal fov_changed(value : float)
|
||||
|
||||
#region ------------------ Language ------------------
|
||||
|
||||
@@ -52,11 +53,23 @@ const AVAILABLE_LANGUAGES_LABEL = [
|
||||
|
||||
#region ------------------ Controls ------------------
|
||||
|
||||
|
||||
|
||||
@export var action_remapped : Array[String] = []
|
||||
@export var input_remapped : Array[InputEvent] = []
|
||||
|
||||
@export var fov := 75. :
|
||||
set(v):
|
||||
fov = v
|
||||
fov_changed.emit(fov)
|
||||
|
||||
|
||||
#region ------------------ Game ------------------
|
||||
|
||||
@export var auto_pickup := true
|
||||
|
||||
@export var mouse_sensivity := 0.2
|
||||
|
||||
const MAX_ZOOM = 2.
|
||||
const MIN_ZOOM = 0.5
|
||||
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
uid://da8kqgl0xnkpi
|
||||
@@ -22,7 +22,7 @@ func is_run_finished(level : int) -> bool:
|
||||
return level == get_region_sequence_length() - 1
|
||||
|
||||
func get_region_sequence_length() -> int:
|
||||
return 6
|
||||
return 7
|
||||
|
||||
func get_first_vending_machine_occurence(_level : int) -> int:
|
||||
return 2
|
||||
@@ -37,7 +37,7 @@ func get_cave_occurence(_level : int) -> int:
|
||||
return 3
|
||||
|
||||
func get_challenge_chance(_level : int) -> float:
|
||||
return 0.3
|
||||
return 0.15
|
||||
|
||||
func get_run_point_number(level : int) -> int:
|
||||
if is_run_finished(level):
|
||||
@@ -47,6 +47,9 @@ func get_run_point_number(level : int) -> int:
|
||||
func get_charge_number(_level : int) -> int:
|
||||
return 10
|
||||
|
||||
func is_run_point_dangerous(level : int) -> bool:
|
||||
return level == get_region_sequence_length() - 2
|
||||
|
||||
func get_objective_for_region(level : int) -> int:
|
||||
match level:
|
||||
1: return 10
|
||||
@@ -62,12 +65,6 @@ func get_story_modifiers_for_region(level : int) -> Array[RegionModifier]:
|
||||
var dest_mod = DestinationModifier.new()
|
||||
dest_mod.destination_scene = get_destination_scene()
|
||||
modifiers.append(dest_mod)
|
||||
|
||||
var first_cave = get_first_cave_occurence(level)
|
||||
var cave_occurence = get_cave_occurence(level)
|
||||
if cave_occurence > 0 and level >= first_cave:
|
||||
if (level - first_cave)%cave_occurence == 0:
|
||||
modifiers.append(CaveModifier.new())
|
||||
|
||||
return modifiers
|
||||
|
||||
@@ -80,6 +77,12 @@ func get_gameplay_modifiers_for_region(level : int) -> Array[RegionModifier]:
|
||||
if vending_occurence > 0 and level >= first_vending:
|
||||
if (level - first_vending)%vending_occurence == 0:
|
||||
modifiers.append(VendingMachineModifier.new())
|
||||
|
||||
var first_cave = get_first_cave_occurence(level)
|
||||
var cave_occurence = get_cave_occurence(level)
|
||||
if cave_occurence > 0 and level >= first_cave:
|
||||
if (level - first_cave)%cave_occurence == 0:
|
||||
modifiers.append(CaveModifier.new())
|
||||
|
||||
return modifiers
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
extends StoryStep
|
||||
class_name TutorialStoryStep
|
||||
|
||||
const INTRO_DIALOG = "res://dialogs/timelines/tutorial/demeter_intro.dtl"
|
||||
const INTRO_DIALOG = "res://dialogs/timelines/1_waking_up/2_demeter_intro.dtl"
|
||||
|
||||
func get_respawn_scene() -> Scene:
|
||||
return AstraScene.new()
|
||||
@@ -14,6 +14,10 @@ func get_region_sequence_length() -> int:
|
||||
|
||||
func get_destination_scene() -> Scene: return null
|
||||
|
||||
func need_gameplay_modifier(_level : int): return false
|
||||
|
||||
func get_objective_for_region(_level : int) -> int: return 3
|
||||
|
||||
func get_story_modifiers_for_region(_n : int) -> Array[RegionModifier]:
|
||||
return [
|
||||
TutorialModifier.new()
|
||||
@@ -1,8 +1,8 @@
|
||||
extends StoryStep
|
||||
class_name AstraStoryStep
|
||||
class_name StartStoryStep
|
||||
|
||||
const MERCURY_ARRIVAL_DIALOG_PATH="res://dialogs/timelines/astra/mercury_arrival.dtl"
|
||||
const CAVE_DIALOG_PATH="res://dialogs/timelines/astra/cave.dtl"
|
||||
const MERCURY_ARRIVAL_DIALOG_PATH="res://dialogs/timelines/1_waking_up/5_mercury_arrival.dtl"
|
||||
const CAVE_DIALOG_PATH="res://dialogs/timelines/1_waking_up/4_cave.dtl"
|
||||
|
||||
func get_respawn_scene() -> Scene:
|
||||
return AstraScene.new()
|
||||
@@ -20,7 +20,7 @@ func get_cave_occurence(_level : int) -> int:
|
||||
return 2
|
||||
|
||||
func get_region_sequence_length() -> int:
|
||||
return 4
|
||||
return 5
|
||||
|
||||
func get_objective_for_region(level : int) -> int:
|
||||
match level:
|
||||
@@ -2,8 +2,9 @@ extends StoryStep
|
||||
class_name MercuryStoryStep
|
||||
|
||||
|
||||
const MERCURY_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/mercury/mercury_departure.dtl"
|
||||
const VENUS_ARRIVAL_DIALOG_PATH = "res://dialogs/timelines/mercury/venus_arrival.dtl"
|
||||
const MERCURY_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/1_waking_up/6_mercury_departure.dtl"
|
||||
const VENDING_MACHINE_DIALOG_PATH = "res://dialogs/timelines/1_waking_up/6_vending_machine_presentation.dtl"
|
||||
const VENUS_ARRIVAL_DIALOG_PATH = "res://dialogs/timelines/1_waking_up/7_venus_arrival.dtl"
|
||||
|
||||
func get_respawn_scene() -> Scene:
|
||||
return RelayBaseScene.new(
|
||||
@@ -21,12 +22,11 @@ func get_destination_scene() -> Scene:
|
||||
"002"
|
||||
)
|
||||
|
||||
func get_first_vending_machine_occurence(_level : int) -> int:
|
||||
return 1
|
||||
|
||||
func get_ship_dialog_path(level : int, ship_in_space := true) -> String:
|
||||
if level == 0:
|
||||
return MERCURY_DEPARTURE_DIALOG_PATH
|
||||
elif level == 1:
|
||||
return MERCURY_DEPARTURE_DIALOG_PATH
|
||||
if ship_in_space and is_run_finished(level + 1):
|
||||
return VENUS_ARRIVAL_DIALOG_PATH
|
||||
return ""
|
||||
@@ -1,7 +1,7 @@
|
||||
extends StoryStep
|
||||
class_name BetaStoryStep
|
||||
class_name BoreaStoryStep
|
||||
|
||||
const VENUS_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/beta/venus_departure.dtl"
|
||||
const VENUS_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/1_waking_up/8_venus_departure.dtl"
|
||||
|
||||
func get_respawn_scene() -> Scene:
|
||||
return RelayBaseScene.new(
|
||||
@@ -12,16 +12,16 @@ func get_respawn_scene() -> Scene:
|
||||
|
||||
func get_objective_for_region(l : int) -> int:
|
||||
match l:
|
||||
0: return 8
|
||||
1: return 15
|
||||
0: return 0
|
||||
1: return 8
|
||||
_: return get_objective_for_region(l-1) + l * 5
|
||||
|
||||
|
||||
func get_region_sequence_length() -> int:
|
||||
return 12
|
||||
return 8
|
||||
|
||||
func get_destination_text() -> String:
|
||||
return tr("SECRET_SCENE")
|
||||
return tr("BOREA_BASE")
|
||||
|
||||
func get_destination_scene() -> Scene:
|
||||
return BoreaScene.new()
|
||||
@@ -0,0 +1 @@
|
||||
uid://cakg2racxgano
|
||||
@@ -1,6 +1,6 @@
|
||||
extends Node
|
||||
|
||||
const SAVE_GAME_LOCATION = "user://stw_beta_save.tres"
|
||||
const SAVE_GAME_LOCATION = "user://stw_demo_save.tres"
|
||||
const SAVE_SETTINGS_LOCATION = "user://stw_settings.tres"
|
||||
|
||||
var game_loaded = false
|
||||
@@ -18,7 +18,7 @@ var current_dialog_path : String
|
||||
|
||||
func load_game_data() -> GameData:
|
||||
game_data = null
|
||||
if ResourceLoader.exists(SAVE_GAME_LOCATION):
|
||||
if ResourceLoader.exists(SAVE_GAME_LOCATION) and ResourceLoader.load(SAVE_GAME_LOCATION):
|
||||
game_data = ResourceLoader.load(SAVE_GAME_LOCATION).duplicate_deep()
|
||||
|
||||
return game_data
|
||||
|
||||
58
common/icons/clock-death.svg
Normal file
@@ -0,0 +1,58 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<svg
|
||||
width="24"
|
||||
height="24"
|
||||
viewBox="0 0 24 24"
|
||||
fill="none"
|
||||
stroke="#ffffff"
|
||||
stroke-width="2"
|
||||
stroke-linecap="round"
|
||||
stroke-linejoin="round"
|
||||
class="icon icon-tabler icons-tabler-outline icon-tabler-clock"
|
||||
version="1.1"
|
||||
id="svg3"
|
||||
sodipodi:docname="clock-death.svg"
|
||||
xml:space="preserve"
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inkscape:version="1.3.2 (091e20e, 2023-11-25, custom)"
|
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xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
|
||||
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
|
||||
xmlns="http://www.w3.org/2000/svg"
|
||||
xmlns:svg="http://www.w3.org/2000/svg"><defs
|
||||
id="defs3" /><sodipodi:namedview
|
||||
id="namedview3"
|
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pagecolor="#505050"
|
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bordercolor="#ffffff"
|
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borderopacity="1"
|
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inkscape:showpageshadow="0"
|
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inkscape:pageopacity="0"
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inkscape:pagecheckerboard="1"
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inkscape:deskcolor="#505050"
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inkscape:zoom="18.499999"
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inkscape:cx="5.2162164"
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inkscape:cy="18.648649"
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inkscape:window-width="1920"
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inkscape:window-height="1009"
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inkscape:window-x="-8"
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inkscape:window-y="-8"
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inkscape:window-maximized="1"
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inkscape:current-layer="svg3" /><path
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stroke="none"
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d="M0 0h24v24H0z"
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fill="none"
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id="path1" /><path
|
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d="m 3,12 c 0,4.970566 4.0294374,8.999996 9,8.999996 M 21,12 C 21,7.0294339 16.970563,3.0000039 12,3.0000039 7.0294374,3.0000039 3,7.0294339 3,12"
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id="path2"
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sodipodi:nodetypes="cccsc" /><g
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style="fill:none;stroke:#ffffff;stroke-width:2;stroke-linecap:round;stroke-linejoin:round;stroke-opacity:1"
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id="g3"
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transform="matrix(0.5,0,0,0.5,12,12)"><path
|
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style="fill:none;stroke:#ffffff;stroke-width:4;stroke-linecap:round;stroke-dasharray:none;paint-order:stroke fill markers"
|
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d="M 17.999999,6.6993411 6.6993491,17.999991"
|
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id="path4" /><path
|
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style="fill:none;stroke:#ffffff;stroke-width:4;stroke-linecap:round;stroke-dasharray:none;paint-order:stroke fill markers"
|
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d="M 6.6993491,6.6993411 17.999999,17.999991"
|
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id="path5" /><path
|
||||
d="M 0,-10 V 0 l -6.972973,6"
|
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id="path3-7"
|
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sodipodi:nodetypes="ccc"
|
||||
style="stroke-width:4" /></g></svg>
|
||||
|
After Width: | Height: | Size: 2.2 KiB |
44
common/icons/clock-death.svg.import
Normal file
@@ -0,0 +1,44 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
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uid="uid://bgkivv66x80oj"
|
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path.s3tc="res://.godot/imported/clock-death.svg-156c3c6dcf8f7a8c3c6a279f5e24cc19.s3tc.ctex"
|
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metadata={
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"imported_formats": ["s3tc_bptc"],
|
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"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://common/icons/clock-death.svg"
|
||||
dest_files=["res://.godot/imported/clock-death.svg-156c3c6dcf8f7a8c3c6a279f5e24cc19.s3tc.ctex"]
|
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|
||||
[params]
|
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|
||||
compress/mode=2
|
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compress/high_quality=false
|
||||
compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
|
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roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
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process/premult_alpha=false
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process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
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process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
svg/scale=2.0
|
||||
editor/scale_with_editor_scale=false
|
||||
editor/convert_colors_with_editor_theme=false
|
||||
61
common/icons/clock-up.svg
Normal file
@@ -0,0 +1,61 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<svg
|
||||
width="24"
|
||||
height="24"
|
||||
viewBox="0 0 24 24"
|
||||
fill="none"
|
||||
stroke="#ffffff"
|
||||
stroke-width="2"
|
||||
stroke-linecap="round"
|
||||
stroke-linejoin="round"
|
||||
class="icon icon-tabler icons-tabler-outline icon-tabler-clock"
|
||||
version="1.1"
|
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id="svg3"
|
||||
sodipodi:docname="clock-up.svg"
|
||||
xml:space="preserve"
|
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inkscape:version="1.3.2 (091e20e, 2023-11-25, custom)"
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xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
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xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
|
||||
xmlns="http://www.w3.org/2000/svg"
|
||||
xmlns:svg="http://www.w3.org/2000/svg"><defs
|
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id="defs3" /><sodipodi:namedview
|
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id="namedview3"
|
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pagecolor="#505050"
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bordercolor="#ffffff"
|
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borderopacity="1"
|
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inkscape:showpageshadow="0"
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inkscape:pageopacity="0"
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inkscape:pagecheckerboard="1"
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inkscape:deskcolor="#505050"
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inkscape:zoom="13.081475"
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inkscape:cx="12.11637"
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inkscape:cy="11.92526"
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inkscape:window-width="1920"
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inkscape:window-height="1009"
|
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inkscape:window-x="-8"
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inkscape:window-y="-8"
|
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inkscape:window-maximized="1"
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inkscape:current-layer="svg3" /><path
|
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stroke="none"
|
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d="M0 0h24v24H0z"
|
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fill="none"
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id="path1" /><path
|
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d="m 3,12 c 0,4.695912 3.5964377,8.551821 8.185179,8.963609 M 20.90511,10.688336 C 20.270103,6.3394715 16.52504,3.0000039 12,3.0000039 7.0294374,3.0000039 3,7.0294339 3,12"
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id="path2"
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sodipodi:nodetypes="cccsc" /><path
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stroke="none"
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d="M 15,6 H 39 V 30 H 15 Z"
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fill="none"
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id="path1-2" /><g
|
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style="fill:none;stroke:#ffffff;stroke-width:2;stroke-linecap:round;stroke-linejoin:round;stroke-opacity:1"
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id="g3"
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transform="matrix(0.6,0,0,0.6,10.8,9.0000458)"><path
|
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d="m 7,12.297297 5,-4.9999997 5,4.9999997"
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id="path2-4"
|
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style="stroke:#ffffff;stroke-width:4;stroke-dasharray:none;stroke-opacity:1" /><path
|
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d="m 7,19.999917 5,-5 5,5"
|
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id="path4"
|
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style="stroke:#ffffff;stroke-width:4;stroke-dasharray:none;stroke-opacity:1" /></g><path
|
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d="m 12,7 v 5 l -3.486486,3"
|
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id="path3-8"
|
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sodipodi:nodetypes="ccc" /></svg>
|
||||
|
After Width: | Height: | Size: 2.2 KiB |
43
common/icons/clock-up.svg.import
Normal file
@@ -0,0 +1,43 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
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uid="uid://b34qiqb1mslm"
|
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path="res://.godot/imported/clock-up.svg-b7a27f843fc6c767994ff52baba81c72.ctex"
|
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metadata={
|
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"vram_texture": false
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}
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|
||||
[deps]
|
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|
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source_file="res://common/icons/clock-up.svg"
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dest_files=["res://.godot/imported/clock-up.svg-b7a27f843fc6c767994ff52baba81c72.ctex"]
|
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|
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[params]
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|
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compress/mode=0
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||||
compress/high_quality=false
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compress/lossy_quality=0.7
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||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
|
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
|
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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svg/scale=2.0
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editor/scale_with_editor_scale=false
|
||||
editor/convert_colors_with_editor_theme=false
|
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@@ -1 +1,52 @@
|
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<svg
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width="24"
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height="24"
|
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stroke-linecap="round"
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inkscape:window-y="-8"
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inkscape:window-maximized="1"
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inkscape:current-layer="svg3" />
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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@@ -23,7 +24,7 @@ compress/rdo_quality_loss=0.0
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67
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|
||||
chance_to_have_part = 1.0
|
||||
origin_weights_base = Dictionary[int, int]({
|
||||
0: 100,
|
||||
1: 0,
|
||||
1: 5,
|
||||
2: 20
|
||||
})
|
||||
seed_texture_sets = Array[ExtResource("47_jbu3q")]([SubResource("Resource_cynqk"), SubResource("Resource_17ac3")])
|
||||
|
||||
@@ -42,7 +42,7 @@ func _on_generated(generated_scene : Node):
|
||||
spawn_dead_orchid(relay_base)
|
||||
relay_base.exit_scene = CockpitScene.new()
|
||||
else:
|
||||
relay_base.exit_scene = RegionScene.new(GameInfo.game_data.current_region_data)
|
||||
# relay_base.exit_scene = RegionScene.new(GameInfo.game_data.current_region_data)
|
||||
handle_orchid_save(relay_base)
|
||||
|
||||
|
||||
@@ -68,6 +68,11 @@ func spawn_player(relay_base : RelayBase):
|
||||
relay_base.player.global_position = choosen_incubator.global_position + Vector3.UP
|
||||
relay_base.player.rotation.y = choosen_incubator.rotation.y
|
||||
|
||||
if base_name == "MERCURY":
|
||||
SteamConnection.unlock_achievement(SteamConnection.ACH_MERCURY_BASE)
|
||||
elif base_name == "VENUS":
|
||||
SteamConnection.unlock_achievement(SteamConnection.ACH_REACH_VENUS_BASE)
|
||||
|
||||
func spawn_dead_orchid(relay_base : RelayBase):
|
||||
var dead_orchid := DEAD_ORCHID_SCENE.instantiate() as Node3D
|
||||
relay_base.add_child(dead_orchid)
|
||||
|
||||
@@ -1,16 +1,18 @@
|
||||
extends Node
|
||||
|
||||
const APP_ID = "4452760"
|
||||
|
||||
func _init():
|
||||
OS.set_environment("SteamAppID", APP_ID)
|
||||
OS.set_environment("SteamGameID", APP_ID)
|
||||
const ACH_SPIN_PLANET="STW_SPIN_PLANET"
|
||||
const ACH_FINISH_TUTORIAL="STW_FINISH_TUTORIAL"
|
||||
const ACH_MEET_DEMETER="STW_MEET_DEMETER"
|
||||
const ACH_UNLOCK_ALL_MUTATION="STW_UNLOCK_ALL_MUTATIONS"
|
||||
const ACH_KICK_YOUR_OLD_BODY="STW_KICK_YOUR_OLD_BODY"
|
||||
const ACH_MERCURY_BASE="STW_REACH_MERCURY_BASE"
|
||||
const ACH_REACH_VENUS_BASE="STW_REACH_VENUS_BASE"
|
||||
|
||||
func _ready():
|
||||
Steam.steamInit()
|
||||
|
||||
var is_running = Steam.isSteamRunning()
|
||||
|
||||
if !is_running:
|
||||
printerr("Steam is not running")
|
||||
return
|
||||
func unlock_achievement(achivement_name : String):
|
||||
if Steam.isSteamRunning():
|
||||
var status = Steam.getAchievement(achivement_name)
|
||||
print("Steam Achievement %s" %achivement_name)
|
||||
if status.has("ret") and status.ret and not status.achieved:
|
||||
Steam.setAchievement(achivement_name)
|
||||
Steam.storeStats()
|
||||
@@ -1,11 +1,40 @@
|
||||
extends Sprite2D
|
||||
class_name Circle
|
||||
|
||||
@export var radius : int = 0
|
||||
@export var color : Color = Color.WHITE
|
||||
@export var opacity : float = 1.0
|
||||
@export var fill : bool = true
|
||||
@export var width : int = -1
|
||||
@export var radius : int = 0 :
|
||||
set(v):
|
||||
radius = v
|
||||
queue_redraw()
|
||||
@export var color : Color = Color.WHITE :
|
||||
set(v):
|
||||
color = v
|
||||
queue_redraw()
|
||||
@export var opacity : float = 1.0 :
|
||||
set(v):
|
||||
opacity = v
|
||||
queue_redraw()
|
||||
@export var fill : bool = true :
|
||||
set(v):
|
||||
fill = v
|
||||
queue_redraw()
|
||||
@export var width : int = -1 :
|
||||
set(v):
|
||||
width = v
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _init(
|
||||
_radius = 0,
|
||||
_color = Color.WHITE,
|
||||
_opacity = 1.0,
|
||||
_fill = true,
|
||||
_width = -1,
|
||||
):
|
||||
radius = _radius
|
||||
color = _color
|
||||
opacity = _opacity
|
||||
fill = _fill
|
||||
width = _width
|
||||
|
||||
func _draw():
|
||||
draw_circle(
|
||||
|
||||
@@ -44,7 +44,7 @@ void fragment() {
|
||||
float distance_fade = 1e-4 + smoothstep(fade_start + fade_length, fade_start, min_z);
|
||||
|
||||
// Edge mask
|
||||
float edge = 1.0 - smoothstep(0.1, 0.15, dot(normalize(cross(avg_dy, avg_dx)), VIEW));
|
||||
float edge = 1.0 - smoothstep(0.03, 0.05, dot(normalize(cross(avg_dy, avg_dx)), VIEW));
|
||||
|
||||
// Small vignette at screen edges
|
||||
edge *= smoothstep(0.00, 0.015 * thickness,
|
||||
|
||||
98
common/vfx/materials/shaders/custom_shadows.gdshader
Normal file
@@ -0,0 +1,98 @@
|
||||
shader_type spatial;
|
||||
render_mode ambient_light_disabled;
|
||||
//render_mode world_vertex_coords;
|
||||
uniform vec3 color:source_color;
|
||||
uniform sampler2D shadow_mask2d:source_color,repeat_enable,filter_linear;
|
||||
uniform sampler3D shadow_mask3d:source_color,repeat_enable,filter_linear;
|
||||
uniform sampler2D color_gradient:source_color;
|
||||
uniform vec3 offset;
|
||||
uniform float scale=0.75;
|
||||
|
||||
varying vec3 world_pos;
|
||||
varying vec3 local_pos;
|
||||
varying vec3 local_normal;
|
||||
varying vec3 cam_pos;
|
||||
|
||||
vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {
|
||||
vec4 samp = vec4(0.0);
|
||||
samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;
|
||||
samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;
|
||||
samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;
|
||||
return samp;
|
||||
}
|
||||
|
||||
vec4 sample_text3d(sampler3D mask, vec3 pos){
|
||||
return texture(mask, pos);
|
||||
}
|
||||
|
||||
|
||||
vec3 tile(vec3 p, float size) {
|
||||
return mod(p, size) - size * 0.5;
|
||||
}
|
||||
|
||||
vec4 volume_march(vec3 ro, vec3 rd, int steps, float stepd){
|
||||
float sample_scale=scale;
|
||||
ro+=rd*40.0;
|
||||
vec4 value=vec4(0.0);
|
||||
for (int i=0;i<steps;i++){
|
||||
value+=sample_text3d(shadow_mask3d,ro*sample_scale)*stepd;
|
||||
if (value.r>=0.9){
|
||||
break;
|
||||
}
|
||||
ro+=rd*stepd;
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
|
||||
void vertex() {
|
||||
local_pos=VERTEX;
|
||||
world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
||||
local_normal=NORMAL;
|
||||
cam_pos=CAMERA_POSITION_WORLD;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
ALBEDO=color;
|
||||
if (abs(ALBEDO.r)<=0.0001) ALBEDO.r=0.0001;
|
||||
if (abs(ALBEDO.g)<=0.0001) ALBEDO.g=0.0001;
|
||||
if (abs(ALBEDO.b)<=0.0001) ALBEDO.b=0.0001;
|
||||
|
||||
SPECULAR=0.0;
|
||||
//AO=0.0;
|
||||
//EMISSION=vec3(0.01);
|
||||
//IRRADIANCE=vec4(0.0);
|
||||
}
|
||||
|
||||
void light() {
|
||||
float NdotL = max(dot(NORMAL, LIGHT), 0.0);
|
||||
float lit_intensity=smoothstep(0.0,0.5,NdotL*ATTENUATION);
|
||||
//toon light, relatively flat color, no smooth blur edge
|
||||
vec3 light_col=lit_intensity * LIGHT_COLOR / PI;
|
||||
|
||||
vec3 shadow_col=vec3(0.0);
|
||||
{///////////////////////YOUR COLOR LOGIC IN HERE//////////////////
|
||||
//SOME EXAMPLES:
|
||||
|
||||
//ray march polka dots
|
||||
//vec3 ro=cam_pos+vec3(0.0,TIME*0.0,0.0);
|
||||
//vec3 rd=normalize(world_pos-cam_pos);
|
||||
//float ray_march_val=volume_march(ro,rd,100,0.1).r;
|
||||
//shadow_col=mix(vec3(0.03,0.0,0.02),vec3(0.25,0.01,0.01),ray_march_val);
|
||||
|
||||
//RED shadow
|
||||
shadow_col=vec3(1.0,0.0,0.0);
|
||||
|
||||
//triplanar texture
|
||||
//shadow_col=triplanar_texture(shadow_mask2d,abs(local_normal),local_pos).rgb*0.1;
|
||||
}
|
||||
//TODO: handle cases where albedo.rgb is0
|
||||
//divide by albedo to cancel out all color. may be weird when albedo.rgb is 0
|
||||
//due to division by 0. could try to avoid albedo becoming absolute 0 in fragment
|
||||
vec3 _shadow_col=shadow_col/ALBEDO;
|
||||
|
||||
if (LIGHT_IS_DIRECTIONAL)
|
||||
DIFFUSE_LIGHT+=mix(_shadow_col,light_col,smoothstep(0.01,1.0,lit_intensity));
|
||||
else//non directional light can be a bit funky
|
||||
DIFFUSE_LIGHT+=mix(_shadow_col,light_col,smoothstep(0.01,1.0,lit_intensity))*ATTENUATION;
|
||||
}
|
||||
1
common/vfx/materials/shaders/custom_shadows.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://8si4nvkdqqyq
|
||||
290
common/vfx/materials/shaders/sky.gdshader
Normal file
@@ -0,0 +1,290 @@
|
||||
shader_type sky;
|
||||
render_mode use_quarter_res_pass;
|
||||
|
||||
// Originaly based on https://godotshaders.com/shader/stylized-sky-shader-with-clouds/ but there's not much left
|
||||
|
||||
group_uniforms sky;
|
||||
uniform vec3 day_top_color : source_color = vec3( 0.1, 0.6, 1.0 );
|
||||
uniform vec3 day_bottom_color : source_color = vec3( 0.4, 0.8, 1.0 );
|
||||
uniform vec3 sunset_top_color : source_color = vec3( 0.7, 0.75, 1.0 );
|
||||
uniform vec3 sunset_bottom_color : source_color = vec3( 1.0, 0.5, 0.7 );
|
||||
uniform vec3 night_top_color : source_color = vec3( 0.02, 0.0, 0.04 );
|
||||
uniform vec3 night_bottom_color : source_color = vec3( 0.1, 0.0, 0.2 );
|
||||
|
||||
group_uniforms horizon;
|
||||
uniform vec3 horizon_color : source_color = vec3( 0.0, 0.7, 0.8 );
|
||||
uniform float horizon_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.05;
|
||||
|
||||
group_uniforms sun; // First DirectionalLight3D will be the sun
|
||||
uniform vec3 sun_color : source_color = vec3( 10.0, 8.0, 1.0 );
|
||||
uniform vec3 sun_sunset_color : source_color = vec3( 10.0, 0.0, 0.0 );
|
||||
uniform float sun_size : hint_range( 0.01, 1.0 ) = 0.2;
|
||||
uniform float sun_blur : hint_range( 0.01, 20.0 ) = 10.0;
|
||||
|
||||
group_uniforms moon; // Second DirectionalLight3D will be the moon
|
||||
uniform vec3 moon_color : source_color = vec3( 1.0, 0.95, 0.7 );
|
||||
uniform float moon_size : hint_range( 0.01, 1.0 ) = 0.06;
|
||||
uniform float moon_blur : hint_range( 0.01, 10.0 ) = 0.1;
|
||||
|
||||
group_uniforms clouds;
|
||||
// Replaced by noise functions, unncomment if you want to use graphical textures
|
||||
// uniform sampler2D clouds_top_texture : filter_linear_mipmap, hint_default_black;
|
||||
// uniform sampler2D clouds_middle_texture : filter_linear_mipmap, hint_default_black;
|
||||
// uniform sampler2D clouds_bottom_texture : filter_linear_mipmap, hint_default_black;
|
||||
uniform vec3 clouds_edge_color : source_color = vec3( 0.8, 0.8, 0.98 );
|
||||
uniform vec3 clouds_top_color : source_color = vec3( 1.0, 1.0, 1.00 );
|
||||
uniform vec3 clouds_middle_color : source_color = vec3( 0.92, 0.92, 0.98 );
|
||||
uniform vec3 clouds_bottom_color : source_color = vec3( 0.83, 0.83, 0.94 );
|
||||
uniform float clouds_speed : hint_range( 0.0, 20.0, 0.01 ) = 2.0;
|
||||
uniform float clouds_direction : hint_range( -0.5, 0.5, 0.0 ) = 0.2;
|
||||
uniform float clouds_scale : hint_range( 0.0, 4.0, 0.01 ) = 1.0;
|
||||
uniform float clouds_cutoff : hint_range( 0.0, 1.0, 0.01 ) = 0.3;
|
||||
uniform float clouds_fuzziness : hint_range( 0.0, 2.0, 0.01 ) = 0.5;
|
||||
// More weight is simply a darker color, usefull for rain/storm
|
||||
uniform float clouds_weight : hint_range( 0.0, 1.0, 0.01 ) = 0.0;
|
||||
uniform float clouds_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.25;
|
||||
|
||||
group_uniforms stars;
|
||||
// Stars should be at black background
|
||||
uniform sampler2D stars_texture : filter_linear_mipmap, hint_default_black;
|
||||
uniform float stars_speed : hint_range( 0.0, 20.0, 0.01 ) = 1.0;
|
||||
|
||||
group_uniforms settings;
|
||||
uniform float overwritten_time = 0.0;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Function for clouds noises. You can replace using "gen_fractal_ping_pong" with a simple texture reading.
|
||||
// I was frustrated with the repeating texture that's why I included the algorithm in the code.
|
||||
// Source: https://github.com/Auburn/FastNoiseLite/tree/master
|
||||
const int PRIME_X = 501125321;
|
||||
const int PRIME_Y = 1136930381;
|
||||
float lerp( float a, float b, float t )
|
||||
{
|
||||
return a + t * ( b - a );
|
||||
}
|
||||
float cubic_lerp( float a, float b, float c, float d, float t )
|
||||
{
|
||||
float p = d - c - ( a - b );
|
||||
return t * t * t * p + t * t * ( a - b - p ) + t * ( c - a ) + b;
|
||||
}
|
||||
float ping_pong( float t )
|
||||
{
|
||||
t -= trunc( t * 0.5 ) * 2.0;
|
||||
return t < 1.0 ? t : 2.0 - t;
|
||||
}
|
||||
int hash( int seed, int x_primed, int y_primed )
|
||||
{
|
||||
return ( seed ^ x_primed ^ y_primed ) * 0x27d4eb2d;
|
||||
}
|
||||
float val_coord( int seed, int x_primed, int y_primed )
|
||||
{
|
||||
int hash = hash( seed, x_primed, y_primed );
|
||||
hash *= hash;
|
||||
hash ^= hash << 19;
|
||||
return float( hash ) * ( 1.0 / 2147483648.0 );
|
||||
}
|
||||
float single_value_cubic( int seed, float x, float y )
|
||||
{
|
||||
int x1 = int( floor( x ));
|
||||
int y1 = int( floor( y ));
|
||||
|
||||
float xs = x - float( x1 );
|
||||
float ys = y - float( y1 );
|
||||
|
||||
x1 *= PRIME_X;
|
||||
y1 *= PRIME_Y;
|
||||
int x0 = x1 - PRIME_X;
|
||||
int y0 = y1 - PRIME_Y;
|
||||
int x2 = x1 + PRIME_X;
|
||||
int y2 = y1 + PRIME_Y;
|
||||
int x3 = x1 + ( PRIME_X << 1 );
|
||||
int y3 = y1 + ( PRIME_Y << 1 );
|
||||
|
||||
return cubic_lerp(
|
||||
cubic_lerp( val_coord( seed, x0, y0 ), val_coord( seed, x1, y0 ), val_coord( seed, x2, y0 ), val_coord( seed, x3, y0 ), xs ),
|
||||
cubic_lerp( val_coord( seed, x0, y1 ), val_coord( seed, x1, y1 ), val_coord( seed, x2, y1 ), val_coord( seed, x3, y1 ), xs ),
|
||||
cubic_lerp( val_coord( seed, x0, y2 ), val_coord( seed, x1, y2 ), val_coord( seed, x2, y2 ), val_coord( seed, x3, y2 ), xs ),
|
||||
cubic_lerp( val_coord( seed, x0, y3 ), val_coord( seed, x1, y3 ), val_coord( seed, x2, y3 ), val_coord( seed, x3, y3 ), xs ),
|
||||
ys ) * ( 1.0 / ( 1.5 * 1.5 ));
|
||||
}
|
||||
// Params can be change in the same way as in noise settings in Godot
|
||||
const float FRACTAL_BOUNDING = 1.0 / 1.75;
|
||||
const int OCTAVES = 5;
|
||||
const float PING_PONG_STRENGTH = 2.0;
|
||||
const float WEIGHTED_STRENGTH = 0.0;
|
||||
const float GAIN = 0.5;
|
||||
const float LACUNARITY = 2.0;
|
||||
float gen_fractal_ping_pong( vec2 pos, int seed, float frequency )
|
||||
{
|
||||
float x = pos.x * frequency;
|
||||
float y = pos.y * frequency;
|
||||
float sum = 0.0;
|
||||
float amp = FRACTAL_BOUNDING;
|
||||
for( int i = 0; i < OCTAVES; i++ )
|
||||
{
|
||||
float noise = ping_pong(( single_value_cubic( seed++, x, y ) + 1.0 ) * PING_PONG_STRENGTH );
|
||||
sum += ( noise - 0.5 ) * 2.0 * amp;
|
||||
amp *= lerp( 1.0, noise, WEIGHTED_STRENGTH );
|
||||
x *= LACUNARITY;
|
||||
y *= LACUNARITY;
|
||||
amp *= GAIN;
|
||||
}
|
||||
return sum * 0.5 + 0.5;
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Function needed to calculate the phase of the moon
|
||||
// Source: https://kelvinvanhoorn.com/2022/03/17/skybox-tutorial-part-1/
|
||||
float sphere_intersect( vec3 view_dir, vec3 sphere_pos, float radius )
|
||||
{
|
||||
float b = dot( -sphere_pos, view_dir );
|
||||
float c = dot( -sphere_pos, -sphere_pos ) - pow( radius, 2 );
|
||||
float h = pow( b, 2 ) - c;
|
||||
return h < 0.0 ? -1.0 : -b - sqrt( h );
|
||||
}
|
||||
|
||||
void sky()
|
||||
{
|
||||
float time = overwritten_time != 0.0 ? overwritten_time : TIME;
|
||||
|
||||
//////////////////// SKY ///////////////////////////////////////////////////////////////////////
|
||||
float _eyedir_y = abs( sin( EYEDIR.y * PI * 0.5 ));
|
||||
|
||||
// The day color will be our base color
|
||||
vec3 _sky_color = mix( day_bottom_color, day_top_color, _eyedir_y );
|
||||
_sky_color = mix( _sky_color, vec3( 0.0 ), clamp(( 0.7 - clouds_cutoff ) * clouds_weight, 0.0, 1.0 ));
|
||||
|
||||
float _sunset_amount = clamp( 0.5 - abs( LIGHT0_DIRECTION.y ), 0.0, 0.5 ) * 2.0;
|
||||
// The sky should be more red around the west, on the opposite side you don't see it as much
|
||||
float _sunset_distance = clamp( 1.0 - pow( distance( EYEDIR, LIGHT0_DIRECTION ), 2 ), 0.0, 1.0 );
|
||||
vec3 _sky_sunset_color = mix( sunset_bottom_color, sunset_top_color, _eyedir_y + 0.5 );
|
||||
_sky_sunset_color = mix( _sky_sunset_color, sunset_bottom_color, _sunset_amount * _sunset_distance );
|
||||
_sky_color = mix( _sky_color, _sky_sunset_color, _sunset_amount );
|
||||
|
||||
float _night_amount = clamp( -LIGHT0_DIRECTION.y + 0.7, 0.0, 1.0 );
|
||||
vec3 _sky_night_color = mix( night_bottom_color, night_top_color, _eyedir_y );
|
||||
_sky_color = mix( _sky_color, _sky_night_color, _night_amount );
|
||||
|
||||
// Final sky color
|
||||
COLOR = _sky_color;
|
||||
|
||||
//////////////////// HORIZON ///////////////////////////////////////////////////////////////////
|
||||
float _horizon_amount = 0.0;
|
||||
if( EYEDIR.y < 0.0 )
|
||||
{
|
||||
_horizon_amount = clamp( abs( EYEDIR.y ) / horizon_blur, 0.0, 1.0 );
|
||||
// Mixing with the color of the night sky to make the horizon darker
|
||||
vec3 _horizon_color = mix( horizon_color, _sky_color, _night_amount * 0.9 );
|
||||
// And if ther are many dark clouds, we also make the horizon darker
|
||||
_horizon_color = mix( _horizon_color, vec3( 0.0 ), ( 1.0 - clouds_cutoff ) * clouds_weight * 0.7 );
|
||||
COLOR = mix( COLOR, _horizon_color, _horizon_amount );
|
||||
}
|
||||
|
||||
//////////////////// MOON //////////////////////////////////////////////////////////////////////
|
||||
float _moon_amount = 0.0;
|
||||
if( LIGHT1_ENABLED )
|
||||
{
|
||||
// Bigger moon near the horizon
|
||||
float _moon_size = moon_size + cos( LIGHT1_DIRECTION.y * PI ) * moon_size * 0.25;
|
||||
float _moon_distance = distance( EYEDIR, LIGHT1_DIRECTION ) / _moon_size;
|
||||
// Finding moon disc and edge blur
|
||||
_moon_amount = clamp(( 1.0 - _moon_distance ) / moon_blur, 0.0, 1.0 );
|
||||
if( _moon_amount > 0.0 )
|
||||
{
|
||||
// Moon illumination depending on the position of the sun
|
||||
float _moon_intersect = sphere_intersect( EYEDIR, LIGHT1_DIRECTION, _moon_size );
|
||||
vec3 _moon_normal = normalize( LIGHT1_DIRECTION - EYEDIR * _moon_intersect );
|
||||
// Power on the result gives a better effect
|
||||
float _moon_n_dot_l = pow( clamp( dot( _moon_normal, -LIGHT0_DIRECTION ), 0.05, 1.0 ), 2 );
|
||||
// Hiding the moon behind the horizon
|
||||
_moon_amount *= 1.0 - _horizon_amount;
|
||||
COLOR = mix( COLOR, moon_color, _moon_n_dot_l * _moon_amount );
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////// SUN ///////////////////////////////////////////////////////////////////////
|
||||
float _sun_distance = 0.0;
|
||||
if( LIGHT0_ENABLED )
|
||||
{
|
||||
_sun_distance = distance( EYEDIR, LIGHT0_DIRECTION );
|
||||
// Bigger sun near the horizon
|
||||
float _sun_size = sun_size + cos( LIGHT0_DIRECTION.y * PI ) * sun_size * 0.25;
|
||||
// Finding sun disc and edge blur
|
||||
float _sun_amount = clamp(( 1.0 - _sun_distance / _sun_size ) / sun_blur, 0.0, 1.0 );
|
||||
if( _sun_amount > 0.0 )
|
||||
{
|
||||
// Changing color of the sun during sunset
|
||||
float _sunset_amount = 1.0;
|
||||
if( LIGHT0_DIRECTION.y > 0.0 )
|
||||
_sunset_amount = clamp( cos( LIGHT0_DIRECTION.y * PI ), 0.0, 1.0 );
|
||||
vec3 _sun_color = mix( sun_color, sun_sunset_color, _sunset_amount );
|
||||
// Hiding the sun behind the moon
|
||||
_sun_amount = clamp( _sun_amount * ( 1.0 - _moon_amount ), 0.0, 1.0 );
|
||||
// Hiding the sun behind the horizon
|
||||
_sun_amount *= 1.0 - _horizon_amount;
|
||||
// Leveling the "glow" in color
|
||||
if( _sun_color.r > 1.0 || _sun_color.g > 1.0 || _sun_color.b > 1.0 )
|
||||
_sun_color *= _sun_amount;
|
||||
COLOR = mix( COLOR, _sun_color, _sun_amount );
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////// STARS /////////////////////////////////////////////////////////////////
|
||||
vec2 _sky_uv = EYEDIR.xz / sqrt( EYEDIR.y );
|
||||
if( EYEDIR.y > -0.01 && LIGHT0_DIRECTION.y < 0.0 )
|
||||
{
|
||||
// Stars UV rotation
|
||||
float _stars_speed_cos = cos( stars_speed * time * 0.005 );
|
||||
float _stars_speed_sin = sin( stars_speed * time * 0.005 );
|
||||
vec2 _stars_uv = vec2(
|
||||
_sky_uv.x * _stars_speed_cos - _sky_uv.y * _stars_speed_sin,
|
||||
_sky_uv.x * _stars_speed_sin + _sky_uv.y * _stars_speed_cos
|
||||
);
|
||||
// Stars texture
|
||||
vec3 _stars_color = texture( stars_texture, _stars_uv ).rgb * -LIGHT0_DIRECTION.y;
|
||||
// Hiding stars behind the moon
|
||||
_stars_color *= 1.0 - _moon_amount;
|
||||
COLOR += _stars_color;
|
||||
}
|
||||
|
||||
//////////////////// CLOUDS ////////////////////////////////////////////////////////////////
|
||||
if( EYEDIR.y > 0.0 )
|
||||
{
|
||||
// Clouds UV movement direction
|
||||
float _clouds_speed = time * clouds_speed * 0.01;
|
||||
float _sin_x = sin( clouds_direction * PI * 2.0 );
|
||||
float _cos_y = cos( clouds_direction * PI * 2.0 );
|
||||
// I using 3 levels of clouds. Top is the lightes and botom the darkest.
|
||||
// The speed of movement (and direction a little) is different for the illusion of the changing shape of the clouds.
|
||||
vec2 _clouds_movement = vec2( _sin_x, _cos_y ) * _clouds_speed;
|
||||
// float _noise_top = texture( clouds_top_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
|
||||
float _noise_top = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 0, 0.5 );
|
||||
_clouds_movement = vec2( _sin_x * 0.97, _cos_y * 1.07 ) * _clouds_speed * 0.89;
|
||||
// float _noise_middle = texture( clouds_middle_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
|
||||
float _noise_middle = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 1, 0.75 );
|
||||
_clouds_movement = vec2( _sin_x * 1.01, _cos_y * 0.89 ) * _clouds_speed * 0.79;
|
||||
// float _noise_bottom = texture( clouds_bottom_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
|
||||
float _noise_bottom = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 2, 1.0 );
|
||||
// Smoothstep with the addition of a noise value from a lower level gives a nice, deep result
|
||||
_noise_bottom = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_bottom );
|
||||
_noise_middle = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_middle + _noise_bottom * 0.2 ) * 1.1;
|
||||
_noise_top = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_top + _noise_middle * 0.4 ) * 1.2;
|
||||
float _clouds_amount = clamp( _noise_top + _noise_middle + _noise_bottom, 0.0, 1.0 );
|
||||
// Fading clouds near the horizon
|
||||
_clouds_amount *= clamp( abs( EYEDIR.y ) / clouds_blur, 0.0, 1.0 );
|
||||
|
||||
vec3 _clouds_color = mix( vec3( 0.0 ), clouds_top_color, _noise_top );
|
||||
_clouds_color = mix( _clouds_color, clouds_middle_color, _noise_middle );
|
||||
_clouds_color = mix( _clouds_color, clouds_bottom_color, _noise_bottom );
|
||||
// The edge color gives a nice smooth edge, you can try turning this off if you need sharper edges
|
||||
_clouds_color = mix( clouds_edge_color, _clouds_color, _noise_top );
|
||||
// The sun passing through the clouds effect
|
||||
_clouds_color = mix( _clouds_color, clamp( sun_color, 0.0, 1.0 ), pow( 1.0 - clamp( _sun_distance, 0.0, 1.0 ), 5 ));
|
||||
// Color combined with sunset condition
|
||||
_clouds_color = mix( _clouds_color, sunset_bottom_color, _sunset_amount * 0.75 );
|
||||
// Color depending on the "progress" of the night.
|
||||
_clouds_color = mix( _clouds_color, _sky_color, clamp( _night_amount, 0.0, 0.98 ));
|
||||
_clouds_color = mix( _clouds_color, vec3( 0.0 ), clouds_weight * 0.9 );
|
||||
COLOR = mix( COLOR, _clouds_color, _clouds_amount );
|
||||
}
|
||||
}
|
||||
1
common/vfx/materials/shaders/sky.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cjgaitccxtwk0
|
||||
@@ -3,6 +3,7 @@ shader_type canvas_item;
|
||||
uniform float line_number = 6;
|
||||
uniform vec4 line_color : source_color = vec4(1.);
|
||||
uniform float line_thickness : hint_range(0.0, 0.01) = 0.001;
|
||||
uniform bool inverse_result = false;
|
||||
|
||||
const mat3 sobel_x = mat3(
|
||||
vec3( 1.0, 2.0, 1.0),
|
||||
@@ -35,6 +36,11 @@ void fragment() {
|
||||
|
||||
float edge = length(vec2(gx, gy));
|
||||
float line = step(0.0001, edge);
|
||||
|
||||
float alpha = line * line_color.a * COLOR.r;
|
||||
|
||||
if (inverse_result)
|
||||
alpha = 1. - line * line_color.a;
|
||||
|
||||
COLOR = vec4(line_color.rgb, line * line_color.a * COLOR.r);
|
||||
COLOR = vec4(line_color.rgb, alpha);
|
||||
}
|
||||
29
common/vfx/materials/shaders/underwater.gdshader
Normal file
@@ -0,0 +1,29 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, unshaded;
|
||||
|
||||
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
|
||||
uniform vec4 tint : source_color; // tint effect
|
||||
uniform float wave_speed = 3.0; // wave loop speed
|
||||
uniform float wave_freq = 10.0; // wave vertical freq
|
||||
uniform float wave_width = 1; // wave width
|
||||
uniform float blur = 2.0; // Defines the blur strength. Increase for a larger blur radius.
|
||||
|
||||
void fragment(){
|
||||
vec2 wave_uv_offset;
|
||||
wave_uv_offset.y = 0.0;
|
||||
wave_uv_offset.x = cos((TIME*wave_speed)+UV.x+UV.y*wave_freq*2.0)*wave_width*0.01;
|
||||
|
||||
float blur_strength = blur / 100.0;
|
||||
vec3 blurred_color = vec3(0.0);
|
||||
int sample_count = 0;
|
||||
for (float x = -blur_strength; x <= blur_strength; x += blur_strength / 10.0) {
|
||||
for (float y = -blur_strength; y <= blur_strength; y += blur_strength / 10.0) {
|
||||
blurred_color += texture(SCREEN_TEXTURE, SCREEN_UV + wave_uv_offset + vec2(x, y)).rgb;
|
||||
sample_count++;
|
||||
}
|
||||
}
|
||||
blurred_color /= float(sample_count);
|
||||
|
||||
ALBEDO = blurred_color * tint.rgb;
|
||||
ALPHA = tint.a;
|
||||
}
|
||||
1
common/vfx/materials/shaders/underwater.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://n4s2kr10ivgb
|
||||