divers modifications/test.
This commit is contained in:
parent
d3bf051b26
commit
d83058a3f7
8 changed files with 149 additions and 169 deletions
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@ -37,6 +37,7 @@ ui_pause=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":
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ui_reload=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":true,"meta":false,"command":true,"pressed":false,"scancode":82,"unicode":0,"echo":false,"script":null)
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]
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ui_free_cursor=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777217,"unicode":0,"echo":false,"script":null)
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, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":2,"pressed":false,"doubleclick":false,"script":null)
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]
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move_up=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
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@ -1,27 +1,15 @@
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extends MarginContainer
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# class member variables go here, for example:
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# var a = 2
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# var b = "textvar"
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func _ready():
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# Called every time the node is added to the scene.
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# Initialization here
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$Home.show()
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$Settings.hide()
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#func _process(delta):
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# # Called every frame. Delta is time since last frame.
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# # Update game logic here.
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# pass
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func _on_Home_setting_pressed():
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$Home.hide()
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$Settings.show()
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$Help.hide()
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func _on_Settings_return_pressed():
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$Home.show()
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$Settings.hide()
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@ -30,57 +18,36 @@ func _on_Settings_return_pressed():
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func _on_Home_play_pressed():
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if not get_tree().paused:
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pause()
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# $Home/MarginContainer/Menu/Buttons/VBoxContainer/PlayButton.text = "Play"
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else:
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play()
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# $Home/MarginContainer/Menu/Buttons/VBoxContainer/PlayButton.text = "Pause"
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# get_tree().paused = !get_tree().paused
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# if get_tree().paused:-
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# $Home/MarginContainer/Menu/Buttons/VBoxContainer/PlayButton.text = "Play"
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# else:
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# $Home/MarginContainer/Menu/Buttons/VBoxContainer/PlayButton.text = "Pause"
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func _input(event):
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# TODO revoir l'architecture des events.
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# deplacer le mouvement dans la scene game plutot qu'ici
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# et bloquer l'input sur ll'ui lorsqu'on est en jeu
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# et inversement quand on est dans les menu (mouse free/captured).
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# on ne dois pas naviguer dans les menu qd la souris est capturé (jeu en cours)
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# et on ne dois aps avaner lorsqu'on est dans les menu
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# ou que la souris est liberé pour agir sur les element du HUD?
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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if event.is_action_pressed("ui_test"):
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print( "Event: ui_test" )
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if event.is_action_pressed("ui_quit"):
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get_tree().quit()
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if event.is_action_pressed("ui_reload"):
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if not $Settings.visible:
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get_tree().reload_current_scene()
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if event.is_action_pressed("ui_pause") and not event.is_echo():
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if not $Settings.visible:
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if not get_tree().paused:
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pause()
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else:
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play()
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# accept_event()
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED and event is InputEventKey:
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accept_event()
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if event.is_action_pressed("ui_test"):
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print( "Event: ui_test" )
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if event.is_action_pressed("ui_quit"):
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get_tree().quit()
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if event.is_action_pressed("ui_reload"):
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if not $Settings.visible:
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get_tree().reload_current_scene()
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if event.is_action_pressed("ui_pause") and not event.is_echo():
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if not $Settings.visible:
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if not get_tree().paused:
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pause()
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else:
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play()
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# ----------------------------------
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# Capturing/Freeing the cursor
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if Input.is_action_just_pressed("ui_free_cursor"):
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if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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# grab_focus()
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# grab_click_focus()
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# release_focus()
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print("Captured")
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else:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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# if Input.is_action_just_pressed("ui_free_cursor"):
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# if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
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# Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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# else:
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# Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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# ----------------------------------
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func pause():
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get_tree().paused = true
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@ -88,8 +55,7 @@ func pause():
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func play():
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get_tree().paused = false
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hide_menu()
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func show_menu():
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$Home.show()
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$Settings.hide()
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@ -19,7 +19,7 @@ _sections_unfolded = [ "Font", "Settings" ]
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default_font = SubResource( 1 )
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[node name="GUI" type="MarginContainer" index="0"]
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[node name="GUI" type="MarginContainer"]
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anchor_left = 0.0
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anchor_top = 0.0
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@ -30,5 +30,16 @@ func _on_SaveHUD_pressed():
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config_file.save( HUD_config_file )
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func _on_Windows_gui_input( event ):
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if event is InputEventMouseButton and not event.is_echo() and not event.pressed:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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if event is InputEventMouseButton \
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and event.button_index == BUTTON_LEFT \
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and Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE \
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and not event.is_echo() \
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and not event.pressed:
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Input.set_mouse_mode( Input.MOUSE_MODE_CAPTURED )
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elif event is InputEventMouseButton \
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and event.button_index == BUTTON_RIGHT \
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and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED \
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and not event.is_echo() \
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and not event.pressed:
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Input.set_mouse_mode( Input.MOUSE_MODE_VISIBLE )
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@ -12,7 +12,7 @@
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[ext_resource path="res://scenes/GUI/HUD/trauma.gd" type="Script" id=10]
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[ext_resource path="res://scenes/GUI/HUD/douleur.gd" type="Script" id=11]
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[node name="HUD" type="MarginContainer"]
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[node name="HUD" type="MarginContainer" index="0"]
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anchor_left = 0.0
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anchor_top = 0.0
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@ -29,34 +29,35 @@ func _process(delta):
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func process_input(delta):
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# ----------------------------------
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# Walking
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dir = Vector3()
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var cam_xform = camera.get_global_transform()
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var input_movement_vector = Vector3()
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var cam_scroll = 0.0
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if Input.is_action_pressed("move_up"):
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input_movement_vector.z += 1
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if Input.is_action_pressed("move_down"):
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input_movement_vector.z -= 1
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if Input.is_action_pressed("move_left"):
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input_movement_vector.x -= 1
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if Input.is_action_pressed("move_right"):
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input_movement_vector.x = 1
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input_movement_vector = input_movement_vector.normalized()
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dir += -cam_xform.basis.z.normalized() * input_movement_vector.z
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dir += cam_xform.basis.x.normalized() * input_movement_vector.x
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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# ----------------------------------
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# Walking
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dir = Vector3()
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var cam_xform = camera.get_global_transform()
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if Input.is_action_pressed("fly_up"):
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vel.y = FLY_SPEED
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elif Input.is_action_pressed("fly_down"):
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vel.y = -FLY_SPEED
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else:
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vel.y = 0
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var input_movement_vector = Vector3()
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var cam_scroll = 0.0
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if Input.is_action_pressed("move_up"):
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input_movement_vector.z += 1
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if Input.is_action_pressed("move_down"):
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input_movement_vector.z -= 1
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if Input.is_action_pressed("move_left"):
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input_movement_vector.x -= 1
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if Input.is_action_pressed("move_right"):
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input_movement_vector.x += 1
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input_movement_vector = input_movement_vector.normalized()
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dir += -cam_xform.basis.z.normalized() * input_movement_vector.z
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dir += cam_xform.basis.x.normalized() * input_movement_vector.x
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if Input.is_action_pressed("fly_up"):
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vel.y = FLY_SPEED
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elif Input.is_action_pressed("fly_down"):
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vel.y = -FLY_SPEED
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else:
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vel.y = 0
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@ -106,32 +107,33 @@ func process_movement(delta):
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func _input(event):
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if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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camera_rotation.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY * -1))
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self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
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var camera_rot = camera_rotation.rotation_degrees
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camera_rot.x = clamp(camera_rot.x, -30, 30)
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camera_rotation.rotation_degrees = camera_rot
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if event is InputEventMouseButton and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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# to prevent the cam sliding effect when clamp limit reached.
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var old_x_translation = camera.translation.x
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var old_y_translation = camera.translation.y
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var cam_scroll = Vector3( 0.0, 0.0, 0.0 )
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if event.button_index == BUTTON_WHEEL_UP:
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cam_scroll.z = -1.0 * MOUSE_SENSITIVITY
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if event.button_index == BUTTON_WHEEL_DOWN:
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cam_scroll.z = 1.0 * MOUSE_SENSITIVITY
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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if event is InputEventMouseMotion :
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camera_rotation.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY * -1))
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self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
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var camera_rot = camera_rotation.rotation_degrees
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camera_rot.x = clamp(camera_rot.x, -30, 30)
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camera_rotation.rotation_degrees = camera_rot
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camera.translate( cam_scroll )
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camera.translation.x = old_x_translation
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camera.translation.y = old_y_translation
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camera.translation.z = clamp(camera.translation.z, 0, 5)
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if event is InputEventMouseButton and Input.get_mouse_mode():
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# to prevent the cam sliding effect when clamp limit reached.
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var old_x_translation = camera.translation.x
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var old_y_translation = camera.translation.y
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var cam_scroll = Vector3( 0.0, 0.0, 0.0 )
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if event.button_index == BUTTON_WHEEL_UP:
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cam_scroll.z = -1.0 * MOUSE_SENSITIVITY
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if event.button_index == BUTTON_WHEEL_DOWN:
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cam_scroll.z = 1.0 * MOUSE_SENSITIVITY
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camera.translate( cam_scroll )
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camera.translation.x = old_x_translation
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camera.translation.y = old_y_translation
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camera.translation.z = clamp(camera.translation.z, 0, 5)
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# if event.is_action_pressed( "game_flashlight" ) and not event.is_echo():
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# get_node( "Flashlight" ).visible = not get_node( "Flashlight" ).visible
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@ -102,7 +102,7 @@ _sections_unfolded = [ "Albedo", "Ambient Occlusion", "Clearcoat", "Depth", "Det
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points = PoolVector3Array( -1, 1, 1, 1, 1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, 1, -1, -1, 1, -1, 1, -1, -1, -1, 1, 1, 1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, -1, -1, -1, -1, 1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, -1, -1, -1, -1, -1, 1, -1, 1, -1, -1 )
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[sub_resource type="SpatialMaterial" id=6]
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[sub_resource type="SpatialMaterial" id=5]
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render_priority = 0
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flags_transparent = false
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@ -162,13 +162,13 @@ proximity_fade_enable = false
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distance_fade_enable = false
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_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
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[sub_resource type="QuadMesh" id=7]
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[sub_resource type="QuadMesh" id=6]
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material = SubResource( 6 )
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material = SubResource( 5 )
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custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
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size = Vector2( 0.4, 0.4 )
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[sub_resource type="SpatialMaterial" id=8]
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[sub_resource type="SpatialMaterial" id=7]
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render_priority = 0
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flags_transparent = false
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@ -229,37 +229,37 @@ proximity_fade_enable = false
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distance_fade_enable = false
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_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
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[sub_resource type="QuadMesh" id=9]
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[sub_resource type="QuadMesh" id=8]
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material = SubResource( 8 )
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material = SubResource( 7 )
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custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
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size = Vector2( 0.4, 0.4 )
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[sub_resource type="Curve" id=10]
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[sub_resource type="Curve" id=9]
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min_value = -360.0
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max_value = 360.0
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bake_resolution = 100
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_data = [ Vector2( 0, 1 ), 0.0, 0.0, 0, 0, Vector2( 0.959245, 38.6719 ), 89.2918, 89.2918, 0, 0, Vector2( 1, 324.844 ), 17644.8, 0.0, 0, 0 ]
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[sub_resource type="CurveTexture" id=11]
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[sub_resource type="CurveTexture" id=10]
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flags = 4
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width = 2048
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curve = SubResource( 10 )
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curve = SubResource( 9 )
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[sub_resource type="Gradient" id=12]
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[sub_resource type="Gradient" id=11]
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offsets = PoolRealArray( 0, 0.0788644, 0.514196, 0.851735, 1 )
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colors = PoolColorArray( 1, 1, 1, 0.359098, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0.911608, 1, 1, 1, 0 )
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[sub_resource type="GradientTexture" id=13]
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[sub_resource type="GradientTexture" id=12]
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flags = 4
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gradient = SubResource( 12 )
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gradient = SubResource( 11 )
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width = 2048
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[sub_resource type="ParticlesMaterial" id=14]
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[sub_resource type="ParticlesMaterial" id=13]
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render_priority = 0
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trail_divisor = 1
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@ -275,7 +275,7 @@ initial_velocity = 0.0
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initial_velocity_random = 0.0
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angular_velocity = 35.0
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angular_velocity_random = 1.0
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angular_velocity_curve = SubResource( 11 )
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angular_velocity_curve = SubResource( 10 )
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linear_accel = 0.01
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linear_accel_random = 0.0
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radial_accel = 0.0
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@ -288,7 +288,7 @@ angle = 10.0
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angle_random = 0.0
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scale = 1.0
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scale_random = 0.0
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color_ramp = SubResource( 13 )
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color_ramp = SubResource( 12 )
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hue_variation = 0.0
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hue_variation_random = 0.0
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anim_speed = 50.0
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@ -298,7 +298,7 @@ anim_offset_random = 0.0
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anim_loop = true
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_sections_unfolded = [ "Angle", "Angular Velocity", "Animation", "Color", "Damping", "Emission Shape", "Flags", "Gravity", "Hue Variation", "Initial Velocity", "Linear Accel", "Radial Accel", "Resource", "Scale", "Spread", "Tangential Accel", "Trail" ]
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[sub_resource type="SpatialMaterial" id=15]
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[sub_resource type="SpatialMaterial" id=14]
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render_priority = 0
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flags_transparent = false
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@ -358,13 +358,13 @@ proximity_fade_enable = false
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distance_fade_enable = false
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_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
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[sub_resource type="QuadMesh" id=16]
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[sub_resource type="QuadMesh" id=15]
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material = SubResource( 15 )
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material = SubResource( 14 )
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custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
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size = Vector2( 0.4, 0.4 )
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[sub_resource type="SpatialMaterial" id=17]
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[sub_resource type="SpatialMaterial" id=16]
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render_priority = 0
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flags_transparent = false
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@ -425,13 +425,13 @@ proximity_fade_enable = false
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|||
distance_fade_enable = false
|
||||
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
|
||||
|
||||
[sub_resource type="QuadMesh" id=18]
|
||||
[sub_resource type="QuadMesh" id=17]
|
||||
|
||||
material = SubResource( 17 )
|
||||
material = SubResource( 16 )
|
||||
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
|
||||
size = Vector2( 0.4, 0.4 )
|
||||
|
||||
[sub_resource type="ParticlesMaterial" id=19]
|
||||
[sub_resource type="ParticlesMaterial" id=18]
|
||||
|
||||
render_priority = 0
|
||||
trail_divisor = 1
|
||||
|
@ -447,7 +447,7 @@ initial_velocity = 0.0
|
|||
initial_velocity_random = 0.0
|
||||
angular_velocity = 35.0
|
||||
angular_velocity_random = 1.0
|
||||
angular_velocity_curve = SubResource( 11 )
|
||||
angular_velocity_curve = SubResource( 10 )
|
||||
linear_accel = 0.01
|
||||
linear_accel_random = 0.0
|
||||
radial_accel = 0.0
|
||||
|
@ -460,7 +460,7 @@ angle = 10.0
|
|||
angle_random = 0.0
|
||||
scale = 1.0
|
||||
scale_random = 0.0
|
||||
color_ramp = SubResource( 13 )
|
||||
color_ramp = SubResource( 12 )
|
||||
hue_variation = 0.0
|
||||
hue_variation_random = 0.0
|
||||
anim_speed = 50.0
|
||||
|
@ -470,7 +470,7 @@ anim_offset_random = 0.0
|
|||
anim_loop = true
|
||||
_sections_unfolded = [ "Angle", "Angular Velocity", "Animation", "Color", "Damping", "Emission Shape", "Flags", "Gravity", "Hue Variation", "Initial Velocity", "Linear Accel", "Radial Accel", "Resource", "Scale", "Spread", "Tangential Accel", "Trail" ]
|
||||
|
||||
[sub_resource type="SpatialMaterial" id=20]
|
||||
[sub_resource type="SpatialMaterial" id=19]
|
||||
|
||||
render_priority = 0
|
||||
flags_transparent = false
|
||||
|
@ -530,13 +530,13 @@ proximity_fade_enable = false
|
|||
distance_fade_enable = false
|
||||
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
|
||||
|
||||
[sub_resource type="QuadMesh" id=21]
|
||||
[sub_resource type="QuadMesh" id=20]
|
||||
|
||||
material = SubResource( 20 )
|
||||
material = SubResource( 19 )
|
||||
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
|
||||
size = Vector2( 0.4, 0.4 )
|
||||
|
||||
[sub_resource type="SpatialMaterial" id=22]
|
||||
[sub_resource type="SpatialMaterial" id=21]
|
||||
|
||||
render_priority = 0
|
||||
flags_transparent = false
|
||||
|
@ -597,13 +597,13 @@ proximity_fade_enable = false
|
|||
distance_fade_enable = false
|
||||
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
|
||||
|
||||
[sub_resource type="QuadMesh" id=23]
|
||||
[sub_resource type="QuadMesh" id=22]
|
||||
|
||||
material = SubResource( 22 )
|
||||
material = SubResource( 21 )
|
||||
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
|
||||
size = Vector2( 0.4, 0.4 )
|
||||
|
||||
[sub_resource type="ParticlesMaterial" id=24]
|
||||
[sub_resource type="ParticlesMaterial" id=23]
|
||||
|
||||
render_priority = 0
|
||||
trail_divisor = 1
|
||||
|
@ -619,7 +619,7 @@ initial_velocity = 0.0
|
|||
initial_velocity_random = 0.0
|
||||
angular_velocity = 35.0
|
||||
angular_velocity_random = 1.0
|
||||
angular_velocity_curve = SubResource( 11 )
|
||||
angular_velocity_curve = SubResource( 10 )
|
||||
linear_accel = 0.01
|
||||
linear_accel_random = 0.0
|
||||
radial_accel = 0.0
|
||||
|
@ -632,7 +632,7 @@ angle = 10.0
|
|||
angle_random = 0.0
|
||||
scale = 1.0
|
||||
scale_random = 0.0
|
||||
color_ramp = SubResource( 13 )
|
||||
color_ramp = SubResource( 12 )
|
||||
hue_variation = 0.0
|
||||
hue_variation_random = 0.0
|
||||
anim_speed = 50.0
|
||||
|
@ -642,7 +642,7 @@ anim_offset_random = 0.0
|
|||
anim_loop = true
|
||||
_sections_unfolded = [ "Angle", "Angular Velocity", "Animation", "Color", "Damping", "Emission Shape", "Flags", "Gravity", "Hue Variation", "Initial Velocity", "Linear Accel", "Radial Accel", "Resource", "Scale", "Spread", "Tangential Accel", "Trail" ]
|
||||
|
||||
[sub_resource type="SpatialMaterial" id=25]
|
||||
[sub_resource type="SpatialMaterial" id=24]
|
||||
|
||||
render_priority = 0
|
||||
flags_transparent = false
|
||||
|
@ -702,13 +702,13 @@ proximity_fade_enable = false
|
|||
distance_fade_enable = false
|
||||
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
|
||||
|
||||
[sub_resource type="QuadMesh" id=26]
|
||||
[sub_resource type="QuadMesh" id=25]
|
||||
|
||||
material = SubResource( 25 )
|
||||
material = SubResource( 24 )
|
||||
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
|
||||
size = Vector2( 0.4, 0.4 )
|
||||
|
||||
[sub_resource type="SpatialMaterial" id=27]
|
||||
[sub_resource type="SpatialMaterial" id=26]
|
||||
|
||||
render_priority = 0
|
||||
flags_transparent = false
|
||||
|
@ -769,9 +769,9 @@ proximity_fade_enable = false
|
|||
distance_fade_enable = false
|
||||
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
|
||||
|
||||
[sub_resource type="QuadMesh" id=28]
|
||||
[sub_resource type="QuadMesh" id=27]
|
||||
|
||||
material = SubResource( 27 )
|
||||
material = SubResource( 26 )
|
||||
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
|
||||
size = Vector2( 0.4, 0.4 )
|
||||
|
||||
|
@ -1104,35 +1104,35 @@ bounce = 0.75
|
|||
transform = Transform( -1.5494, 0, 2.89468, 0, 1, 0, -2.89468, 0, -1.5494, 0, 1.1836, 0 )
|
||||
visibility_aabb = AABB( -4, -4.04395, -3.96729, 8, 8, 8 )
|
||||
draw_passes = 2
|
||||
draw_pass_1 = SubResource( 7 )
|
||||
draw_pass_2 = SubResource( 9 )
|
||||
draw_pass_1 = SubResource( 6 )
|
||||
draw_pass_2 = SubResource( 8 )
|
||||
|
||||
[node name="fire_02" parent="World/CubeShaderTest" index="3" instance=ExtResource( 10 )]
|
||||
|
||||
transform = Transform( -1.5494, 0, 2.89468, 0, 1, 0, -2.89468, 0, -1.5494, -0.574282, 0.104018, -1.07291 )
|
||||
visibility_aabb = AABB( -4, -4.04395, -3.96729, 8, 8, 8 )
|
||||
process_material = SubResource( 14 )
|
||||
process_material = SubResource( 13 )
|
||||
draw_passes = 2
|
||||
draw_pass_1 = SubResource( 16 )
|
||||
draw_pass_2 = SubResource( 18 )
|
||||
draw_pass_1 = SubResource( 15 )
|
||||
draw_pass_2 = SubResource( 17 )
|
||||
|
||||
[node name="fire_03" parent="World/CubeShaderTest" index="4" instance=ExtResource( 10 )]
|
||||
|
||||
transform = Transform( -1.5494, 0, 2.89468, 0, 1, 0, -2.89468, 0, -1.5494, 0.573787, 0.104018, 1.07198 )
|
||||
visibility_aabb = AABB( -4, -4.04395, -3.96729, 8, 8, 8 )
|
||||
process_material = SubResource( 19 )
|
||||
process_material = SubResource( 18 )
|
||||
draw_passes = 2
|
||||
draw_pass_1 = SubResource( 21 )
|
||||
draw_pass_2 = SubResource( 23 )
|
||||
draw_pass_1 = SubResource( 20 )
|
||||
draw_pass_2 = SubResource( 22 )
|
||||
|
||||
[node name="fire_04" parent="World/CubeShaderTest" index="5" instance=ExtResource( 10 )]
|
||||
|
||||
transform = Transform( -1.5494, 0, 2.89468, 0, 1, 0, -2.89468, 0, -1.5494, 0.00931859, -1.29484, 0.0174088 )
|
||||
visibility_aabb = AABB( -4, -4.04395, -3.96729, 8, 8, 8 )
|
||||
process_material = SubResource( 24 )
|
||||
process_material = SubResource( 23 )
|
||||
draw_passes = 2
|
||||
draw_pass_1 = SubResource( 26 )
|
||||
draw_pass_2 = SubResource( 28 )
|
||||
draw_pass_1 = SubResource( 25 )
|
||||
draw_pass_2 = SubResource( 27 )
|
||||
|
||||
[connection signal="sleeping_state_changed" from="World/Box" to="World/Box" method="_on_Box_sleeping_state_changed"]
|
||||
|
||||
|
|
|
@ -1,19 +1,19 @@
|
|||
[gd_scene load_steps=4 format=2]
|
||||
|
||||
[ext_resource path="res://scenes/Main.gd" type="Script" id=1]
|
||||
[ext_resource path="res://scenes/GUI/GUI.tscn" type="PackedScene" id=2]
|
||||
[ext_resource path="res://scenes/Game/Game.tscn" type="PackedScene" id=3]
|
||||
[ext_resource path="res://scenes/Game/Game.tscn" type="PackedScene" id=2]
|
||||
[ext_resource path="res://scenes/GUI/GUI.tscn" type="PackedScene" id=3]
|
||||
|
||||
[node name="Main" type="Node"]
|
||||
|
||||
script = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Pause" ]
|
||||
|
||||
[node name="GUI" parent="." index="0" instance=ExtResource( 2 )]
|
||||
[node name="Game" parent="." index="0" instance=ExtResource( 2 )]
|
||||
|
||||
[node name="GUI" parent="." index="1" instance=ExtResource( 3 )]
|
||||
|
||||
pause_mode = 2
|
||||
_sections_unfolded = [ "Margin", "Pause", "Rect", "Size Flags", "Theme", "custom_constants" ]
|
||||
|
||||
[node name="Game" parent="." index="1" instance=ExtResource( 3 )]
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue