- Give super soaker custom weapon properties - Reduce speed at which Spread and recoil recovers - Use LIFE_TIME and FADE_TIME constantsmain
parent
b14d43b838
commit
d66409ebae
7 changed files with 283 additions and 6 deletions
After Width: | Height: | Size: 6.0 KiB |
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[remap] |
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importer="texture" |
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type="StreamTexture" |
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path="res://.import/hit_decal.png-774262fc5a2cc970463c1e1e2886a094.stex" |
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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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source_file="res://gfx/hit_decal.png" |
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dest_files=[ "res://.import/hit_decal.png-774262fc5a2cc970463c1e1e2886a094.stex" ] |
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[params] |
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compress/mode=0 |
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compress/lossy_quality=0.7 |
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compress/hdr_mode=0 |
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compress/bptc_ldr=0 |
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compress/normal_map=0 |
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flags/repeat=0 |
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flags/filter=false |
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flags/mipmaps=false |
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flags/anisotropic=false |
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flags/srgb=2 |
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process/fix_alpha_border=true |
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process/premult_alpha=false |
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process/HDR_as_SRGB=false |
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process/invert_color=false |
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stream=false |
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size_limit=0 |
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detect_3d=false |
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svg/scale=1.0 |
@ -0,0 +1,182 @@ |
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[gd_scene load_steps=17 format=2] |
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[ext_resource path="res://gfx/hit_decal.png" type="Texture" id=1] |
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[ext_resource path="res://src/Objects/HitDecal.cs" type="Script" id=2] |
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[sub_resource type="VisualShaderNodeInput" id=15] |
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input_name = "modulate_color" |
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[sub_resource type="VisualShaderNodeInput" id=16] |
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input_name = "modulate_alpha" |
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[sub_resource type="VisualShaderNodeScalarOp" id=17] |
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operator = 2 |
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[sub_resource type="VisualShaderNodeExpression" id=18] |
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size = Vector2( 512, 260 ) |
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expression = "vec2 tex_size = vec2(textureSize(mask, 0)); |
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vec2 pix_loc = uv.xy / TEXTURE_PIXEL_SIZE; |
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mask_uv = vec3((pix_loc + offset.xy) / tex_size, 0); |
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outside = mask_uv.x >= 0.0 && mask_uv.x <= 1.0 && |
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mask_uv.y >= 0.0 && mask_uv.y <= 1.0;" |
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[sub_resource type="VisualShaderNodeInput" id=19] |
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input_name = "uv" |
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[sub_resource type="VisualShaderNodeScalarSwitch" id=20] |
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[sub_resource type="VisualShaderNodeVectorOp" id=21] |
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operator = 2 |
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[sub_resource type="VisualShaderNodeTexture" id=22] |
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source = 5 |
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[sub_resource type="VisualShaderNodeInput" id=23] |
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input_name = "texture" |
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[sub_resource type="VisualShaderNodeScalarOp" id=24] |
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operator = 2 |
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[sub_resource type="VisualShaderNodeVec3Uniform" id=25] |
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uniform_name = "offset" |
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[sub_resource type="VisualShaderNodeTextureUniform" id=26] |
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uniform_name = "mask" |
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[sub_resource type="VisualShader" id=27] |
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code = "shader_type canvas_item; |
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uniform vec3 offset; |
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uniform sampler2D mask; |
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void vertex() { |
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// Output:0 |
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} |
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void fragment() { |
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// Input:10 |
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vec3 n_out10p0 = MODULATE.rgb; |
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// Input:3 |
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// Texture:2 |
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vec3 n_out2p0; |
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float n_out2p1; |
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{ |
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vec4 TEXTURE_tex_read = texture(TEXTURE, UV.xy); |
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n_out2p0 = TEXTURE_tex_read.rgb; |
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n_out2p1 = TEXTURE_tex_read.a; |
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} |
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// VectorOp:18 |
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vec3 n_out18p0 = n_out10p0 * n_out2p0; |
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// Input:13 |
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float n_out13p0 = MODULATE.a; |
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// VectorUniform:7 |
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vec3 n_out7p0 = offset; |
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// Input:16 |
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vec3 n_out16p0 = vec3(UV, 0.0); |
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// Expression:15 |
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vec3 n_out15p0; |
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bool n_out15p1; |
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n_out15p0 = vec3(0.0, 0.0, 0.0); |
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n_out15p1 = false; |
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{ |
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vec2 tex_size = vec2(textureSize(mask, 0)); |
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vec2 pix_loc = n_out16p0.xy / TEXTURE_PIXEL_SIZE; |
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n_out15p0 = vec3((pix_loc + n_out7p0.xy) / tex_size, 0); |
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n_out15p1 = n_out15p0.x >= 0.0 && n_out15p0.x <= 1.0 && |
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n_out15p0.y >= 0.0 && n_out15p0.y <= 1.0; |
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} |
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// TextureUniform:8 |
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vec3 n_out8p0; |
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float n_out8p1; |
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{ |
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vec4 n_tex_read = texture(mask, n_out15p0.xy); |
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n_out8p0 = n_tex_read.rgb; |
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n_out8p1 = n_tex_read.a; |
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} |
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// ScalarSwitch:17 |
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float n_in17p2 = 0.00000; |
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float n_out17p0; |
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if(n_out15p1) |
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{ |
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n_out17p0 = n_out8p1; |
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} |
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else |
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{ |
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n_out17p0 = n_in17p2; |
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} |
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// ScalarOp:6 |
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float n_out6p0 = n_out2p1 * n_out17p0; |
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// ScalarOp:14 |
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float n_out14p0 = n_out13p0 * n_out6p0; |
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// Output:0 |
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COLOR.rgb = n_out18p0; |
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COLOR.a = n_out14p0; |
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} |
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void light() { |
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// Output:0 |
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} |
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" |
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graph_offset = Vector2( 341, -275 ) |
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mode = 1 |
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flags/light_only = false |
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nodes/fragment/0/position = Vector2( 840, -100 ) |
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nodes/fragment/2/node = SubResource( 22 ) |
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nodes/fragment/2/position = Vector2( 400, -40 ) |
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nodes/fragment/3/node = SubResource( 23 ) |
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nodes/fragment/3/position = Vector2( 220, -40 ) |
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nodes/fragment/6/node = SubResource( 24 ) |
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nodes/fragment/6/position = Vector2( 640, 60 ) |
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nodes/fragment/7/node = SubResource( 25 ) |
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nodes/fragment/7/position = Vector2( -340, 60 ) |
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nodes/fragment/8/node = SubResource( 26 ) |
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nodes/fragment/8/position = Vector2( 400, 100 ) |
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nodes/fragment/10/node = SubResource( 15 ) |
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nodes/fragment/10/position = Vector2( 320, -200 ) |
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nodes/fragment/13/node = SubResource( 16 ) |
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nodes/fragment/13/position = Vector2( 320, -120 ) |
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nodes/fragment/14/node = SubResource( 17 ) |
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nodes/fragment/14/position = Vector2( 640, -60 ) |
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nodes/fragment/15/node = SubResource( 18 ) |
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nodes/fragment/15/position = Vector2( -140, 40 ) |
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nodes/fragment/15/size = Vector2( 512, 260 ) |
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nodes/fragment/15/input_ports = "0,1,offset;1,1,uv;" |
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nodes/fragment/15/output_ports = "0,1,mask_uv;1,2,outside;" |
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nodes/fragment/15/expression = "vec2 tex_size = vec2(textureSize(mask, 0)); |
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vec2 pix_loc = uv.xy / TEXTURE_PIXEL_SIZE; |
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mask_uv = vec3((pix_loc + offset.xy) / tex_size, 0); |
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outside = mask_uv.x >= 0.0 && mask_uv.x <= 1.0 && |
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mask_uv.y >= 0.0 && mask_uv.y <= 1.0;" |
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nodes/fragment/16/node = SubResource( 19 ) |
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nodes/fragment/16/position = Vector2( -340, 140 ) |
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nodes/fragment/17/node = SubResource( 20 ) |
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nodes/fragment/17/position = Vector2( 620, 180 ) |
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nodes/fragment/18/node = SubResource( 21 ) |
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nodes/fragment/18/position = Vector2( 640, -180 ) |
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nodes/fragment/connections = PoolIntArray( 3, 0, 2, 2, 2, 1, 6, 0, 6, 0, 14, 1, 13, 0, 14, 0, 14, 0, 0, 1, 7, 0, 15, 0, 16, 0, 15, 1, 15, 0, 8, 0, 15, 1, 17, 0, 8, 1, 17, 1, 17, 0, 6, 1, 10, 0, 18, 0, 2, 0, 18, 1, 18, 0, 0, 0 ) |
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[sub_resource type="ShaderMaterial" id=14] |
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shader = SubResource( 27 ) |
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shader_param/offset = Vector3( 0, 0, 0 ) |
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[node name="HitDecal" type="Sprite"] |
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material = SubResource( 14 ) |
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texture = ExtResource( 1 ) |
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centered = false |
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script = ExtResource( 2 ) |
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using System; |
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using Godot; |
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// TODO: When spawned, add to multiple nearby sprites. |
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public class HitDecal : Sprite |
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{ |
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private static readonly TimeSpan LIFE_TIME = TimeSpan.FromSeconds(5.0); |
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private static readonly TimeSpan FADE_TIME = TimeSpan.FromSeconds(5.0); |
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private TimeSpan _age = TimeSpan.Zero; |
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private float _fadeFactor; |
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public void Add(Sprite sprite, Vector2 hitVec, Color color) |
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{ |
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Position = (hitVec - Texture.GetSize() / 2).Round(); |
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var offset = Position + sprite.Texture.GetSize() / 2; |
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ShaderMaterial material; |
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Material = material = (ShaderMaterial)Material.Duplicate(); |
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material.SetShaderParam("offset", new Vector3(offset.x, offset.y, 0)); |
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material.SetShaderParam("mask", sprite.Texture); |
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Modulate = color; |
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_fadeFactor = color.a; |
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sprite.AddChild(this); |
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} |
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public override void _Process(float delta) |
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{ |
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_age += TimeSpan.FromSeconds(delta); |
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if (_age > LIFE_TIME) { |
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var dec = delta / (float)FADE_TIME.TotalSeconds * _fadeFactor; |
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Modulate = new Color(Modulate, Modulate.a - dec); |
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if (Modulate.a <= 0) this.RemoveFromParent(); |
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} |
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} |
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} |
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