0.1.1
- Rééquilibrage du mode histoire (vers le haut, le jeu sera un poil plus dur) - Ajout d'effet pour dissuader le joueur d'aller hors map (avec peut être un easter egg ???) - Réparation des noms de régions avec le mode twitch et ajout de nombreux noms de régions de la communauté - Buff de la mutation solide (plus qu'un jour de maturation en plus) - Quelques coquilles dans les textes (il doit en rester) - Ajout de la mention de la région choisie dans le dashboard du cockpit - Distributeurs plus clairs (surtout la notion de choix d'artefact)
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@@ -83,6 +83,8 @@ static func basic_objective_for_region(level : int) -> int:
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3: return 20
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4: return 30
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5: return 45
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6: return 65
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7: return 90
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_: return basic_objective_for_region(level-1) + (level-2) * 5
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static func difficult_objective_for_region(level : int) -> int:
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@@ -32,7 +32,7 @@ func get_region_sequence_length(_difficulty_setting : int) -> int:
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return 5
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func get_objective_multiplier() -> float:
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return 0.6
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return 0.8
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func is_run_point_dangerous(_level : int, _difficulty_setting : int) -> bool:
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return false
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@@ -47,7 +47,7 @@ func get_challenge_chance(_level : int, _difficulty_setting : int) -> float:
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return 0.
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func get_ship_dialog_path(level : int, difficulty_setting : int ,ship_in_space := true) -> String:
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if ship_in_space and level + 1 == get_cave_occurence(level, difficulty_setting):
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if ship_in_space and level == get_cave_occurence(level, difficulty_setting):
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return CAVE_DIALOG_PATH
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if ship_in_space and is_run_finished(level + 1, difficulty_setting):
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return MERCURY_ARRIVAL_DIALOG_PATH
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@@ -36,7 +36,7 @@ func get_region_sequence_length(_difficulty_setting : int) -> int:
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return 6
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func get_objective_multiplier() -> float:
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return 0.8
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return 1
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func get_ship_dialog_path(level : int, difficulty_setting : int, ship_in_space := true) -> String:
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if level == 0:
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@@ -25,6 +25,9 @@ func get_destination_text() -> String:
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func get_destination_scene() -> Scene:
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return BoreaScene.new()
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func get_objective_multiplier() -> float:
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return 1.2
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func get_player_max_energy(difficulty_setting := 1) -> int:
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if difficulty_setting == 0:
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return 4 + COSY_ENERGY_ADDITION
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@@ -34,7 +34,7 @@ func get_player_max_inventory(_difficulty_setting) -> int:
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return 4
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func get_objective_multiplier() -> float:
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return 1.2
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return 1.4
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func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
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if level == 5:
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@@ -35,7 +35,7 @@ func get_player_max_inventory(_difficulty_setting : int) -> int:
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return 5
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func get_objective_multiplier() -> float:
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return 1.4
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return 1.6
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func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
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if level == 5:
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@@ -35,7 +35,7 @@ func get_player_max_inventory(_difficulty_setting : int) -> int:
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return 5
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func get_objective_multiplier() -> float:
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return 1.6
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return 1.8
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func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
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if level == 5:
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@@ -0,0 +1,17 @@
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extends Scene
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class_name BackroomsScene
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func get_scene_id() -> String:
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return "BACKROOMS"
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func get_scene_path() -> String:
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return "res://stages/3d_scenes/backrooms/backrooms.tscn"
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func get_scene_title() -> String:
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return "???"
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func is_mouse_captured() -> bool:
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return true
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func is_needed_to_be_saved() -> bool:
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return false
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@@ -0,0 +1 @@
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uid://dvfjj4bhdy55b
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@@ -16,6 +16,7 @@ const ACH_STW_HIT_10_INFINITE="STW_HIT_10_INFINITE"
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const ACH_STW_HIT_20_INFINITE="STW_HIT_20_INFINITE"
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const ACH_STW_HIT_30_INFINITE="STW_HIT_30_INFINITE"
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const ACH_STW_ALL_CASES="STW_ALL_CASES"
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const ACH_STW_TOO_FAR="STW_TOO_FAR"
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func unlock_achievement(achivement_name : String):
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if Steam.isSteamRunning():
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@@ -6,6 +6,7 @@ const MAX_WORD_LEN = 8
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const VOWEL = ["a","e","i","o","u","y"]
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const CONSONANTS = ["b", "c", "d", "f", "g", "h", "j", "k", "l", "m", "n", "p", "q", "r", "s", "t", "v", "w", "x", "z"]
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#region ------------------ Plant Name ------------------
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static func generate_random_word(_random_seed = randi()) -> String:
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if (
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@@ -64,3 +65,135 @@ static func replace_character(word : String):
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word[character_id] = character
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return word
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#region ------------------ Region Name ------------------
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const RANDOM_REGION_NAME_POOL = [
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"Pinouille",
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"Hyugo",
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"Dedana",
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"Snowy",
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"Eros",
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"Snoop",
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"Warmfuzzy",
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"Sheepish",
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"Nebula",
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"Luna",
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"Catapult",
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"Kepler",
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"Fabricius",
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"Sagan",
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"Lovelace",
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"Torvalds",
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"Turing",
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"Asimov",
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"Herbert",
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"Wells",
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"Pesquet",
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"Tereshkova",
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"Poiro",
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"O'Malley",
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"Dream",
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"Cumulus",
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"Pyrka",
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"Pacho",
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"Birdopia",
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"Obsaya",
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"Looping",
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"Jarvis",
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"Orion",
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"Isitt",
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"Pomoa",
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"Ezeron",
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"Ebis",
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"Ecloya",
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"Vlamedun",
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"Faishostruc",
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"Slazor",
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"Plulune",
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"Fledu",
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"Jiclot",
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"Greyun",
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"Uasland",
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"Ebimeron",
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"Fosmule",
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"Ushium",
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"Nesnar",
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"Broysau",
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"Shiesal",
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"Eblie",
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"Ostraria",
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"Scev",
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"Nochuedan",
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"Woshania",
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"Eblor",
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"Ochil",
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"Speles",
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"Oscesh",
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"Estor",
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"Lagronus",
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"Relmania",
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"Bobbeon",
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"Peclite",
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"Eivis",
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"Drugantu",
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"Latunides",
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"Qisos",
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"Bosos",
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"Yesta",
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"Nodeuria",
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"Thosone",
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"Zinuna",
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"Viurus",
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"Natis",
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"Laduphus",
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"Cebbaphus",
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"Pungea",
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"Vebos",
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"Nebos",
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"Dremili",
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"Seganides",
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"Icania",
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"Aboulara",
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"Guzadus",
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"Dulmea",
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"Kueli",
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"Deothe",
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"Gonides",
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"Monvelib",
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"Baccutum",
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"Cimemia",
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"Ricia",
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"Nechov",
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"Huphus",
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"Maliat",
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"Deaphus",
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]
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const RANDOM_REGION_TYPE_POOL = [
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"REGION_TYPE_VALLEY",
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"REGION_TYPE_HIGHLANDS",
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"REGION_TYPE_HEIGHTS",
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"REGION_TYPE_MOUNTAIN",
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"REGION_TYPE_PEAKS",
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"REGION_TYPE_HILLS",
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"REGION_TYPE_PASS",
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"REGION_TYPE_PLAIN",
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"REGION_TYPE_CANAL",
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"REGION_TYPE_FLATLANDS",
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"REGION_TYPE_LABYRINTH",
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"REGION_TYPE_REGION",
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"REGION_TYPE_BARRIER",
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"REGION_TYPE_CROWN",
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"REGION_TYPE_SUMMIT",
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"REGION_TYPE_PANORAMA",
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"REGION_TYPE_EXPANSE",
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"REGION_TYPE_GROUNDS",
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"REGION_TYPE_PLATEAU",
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"REGION_TYPE_FOOTHILLS",
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"REGION_TYPE_CANYON",
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"REGION_TYPE_RIDGE",
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"REGION_TYPE_LANDSCAPE",
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]
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@@ -0,0 +1,38 @@
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// Stolent here : https://godotshaders.com/shader/glitch-double-vision/
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shader_type canvas_item;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_nearest;
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uniform float pixel_size : hint_range(1.0, 10.0) = 3.0;
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uniform float vhs_intensity : hint_range(0.0, 10.0) = 3.0;
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uniform float opacity : hint_range(0.0, 1.0) = 0.5;
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uniform float double_vision_split : hint_range(0.0, 0.05) = 0.01;
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float random(vec2 uv) {
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return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123);
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}
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void fragment() {
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vec4 original_color = texture(SCREEN_TEXTURE, SCREEN_UV);
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vec2 screen_res = vec2(textureSize(SCREEN_TEXTURE, 0));
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vec2 grid_uv = round(SCREEN_UV * (screen_res / pixel_size)) / (screen_res / pixel_size);
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float time_step = floor(TIME * 15.0);
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float glitch = (random(vec2(time_step, floor(grid_uv.y * 30.0))) - 0.5) * 0.005 * vhs_intensity;
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vec2 uv = grid_uv;
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uv.x += glitch;
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vec2 uv_red = uv + vec2(double_vision_split, 0.0);
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vec2 uv_blue = uv - vec2(double_vision_split, 0.0);
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vec4 tex_red = texture(SCREEN_TEXTURE, uv_red);
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vec4 tex_blue = texture(SCREEN_TEXTURE, uv_blue);
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vec3 red_vision = vec3(tex_red.r, 0.0, 0.0);
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vec3 blue_vision = vec3(0.0, tex_blue.g, tex_blue.b);
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vec3 vhs_color = red_vision + blue_vision;
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vec3 final_color = mix(original_color.rgb, vhs_color, opacity);
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COLOR = vec4(final_color, 1.0);
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}
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@@ -0,0 +1 @@
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uid://ckowuw2qsgrks
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Reference in New Issue
Block a user