Merge branch 'main' of https://git.mrdanielsnider.com/snider/project-dung
This commit is contained in:
commit
3047245eae
@ -1,9 +1,10 @@
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[gd_scene load_steps=30 format=2]
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[gd_scene load_steps=35 format=2]
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[ext_resource path="res://scripts/player/player.gd" type="Script" id=1]
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[ext_resource path="res://assets/dungman/DungMan.tscn" type="PackedScene" id=2]
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[ext_resource path="res://assets/icons/stomach.png" type="Texture" id=3]
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[ext_resource path="res://assets/dungman/Dungee_MAT.material" type="Material" id=4]
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[ext_resource path="res://shaders/circlewipe.gdshader" type="Shader" id=5]
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[sub_resource type="ArrayMesh" id=1]
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resource_name = "DungMan_Mesh"
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@ -683,6 +684,22 @@ colors = PoolColorArray( 0, 0, 0, 1, 0, 0, 0, 0.429105, 0, 0, 0, 0 )
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gradient = SubResource( 20 )
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fill_to = Vector2( 0, 1 )
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[sub_resource type="ShaderMaterial" id=28]
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shader = ExtResource( 5 )
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shader_param/percent = 0.0
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[sub_resource type="ShaderMaterial" id=29]
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shader = ExtResource( 5 )
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shader_param/percent = 0.0
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[sub_resource type="ShaderMaterial" id=30]
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shader = ExtResource( 5 )
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shader_param/percent = 0.0
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[sub_resource type="ShaderMaterial" id=31]
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shader = ExtResource( 5 )
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shader_param/percent = 0.31
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[node name="Player" type="KinematicBody" groups=["player"]]
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axis_lock_motion_y = true
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move_lock_y = true
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@ -697,7 +714,7 @@ mesh = SubResource( 1 )
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skin = SubResource( 2 )
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[node name="head_bone" type="BoneAttachment" parent="model_transform/DungMan/Armature/Skeleton" index="1"]
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transform = Transform( 1, -2.22044e-16, -4.27702e-19, 2.64698e-23, -0.00192609, 0.999998, -2.22045e-16, -0.999998, -0.00192609, -3.33198e-16, 0.00261936, -1.49514 )
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transform = Transform( 1, -2.21988e-16, 5.59982e-18, -6.93938e-20, 0.0249053, 0.99969, -2.22059e-16, -0.99969, 0.0249053, -3.32446e-16, -0.0244905, -1.49896 )
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bone_name = "Item"
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[node name="ItemSpawn" type="Spatial" parent="model_transform/DungMan/Armature/Skeleton/head_bone"]
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@ -778,26 +795,34 @@ margin_right = 540.0
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margin_bottom = 144.0
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[node name="stomach0" type="TextureRect" parent="UI/Control/MarginContainer/stomachs"]
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material = SubResource( 28 )
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margin_right = 128.0
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margin_bottom = 128.0
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rect_pivot_offset = Vector2( 128, 821 )
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texture = ExtResource( 3 )
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[node name="stomach1" type="TextureRect" parent="UI/Control/MarginContainer/stomachs"]
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material = SubResource( 29 )
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margin_left = 132.0
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margin_right = 260.0
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margin_bottom = 128.0
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rect_pivot_offset = Vector2( 128, 821 )
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texture = ExtResource( 3 )
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[node name="stomach2" type="TextureRect" parent="UI/Control/MarginContainer/stomachs"]
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material = SubResource( 30 )
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margin_left = 264.0
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margin_right = 392.0
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margin_bottom = 128.0
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rect_pivot_offset = Vector2( 128, 821 )
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texture = ExtResource( 3 )
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[node name="stomach3" type="TextureRect" parent="UI/Control/MarginContainer/stomachs"]
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material = SubResource( 31 )
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margin_left = 396.0
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margin_right = 524.0
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margin_bottom = 128.0
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rect_pivot_offset = Vector2( 128, 821 )
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texture = ExtResource( 3 )
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[node name="blackout" type="ColorRect" parent="UI"]
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19
shaders/circlewipe.gdshader
Normal file
19
shaders/circlewipe.gdshader
Normal file
@ -0,0 +1,19 @@
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shader_type canvas_item;
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uniform float percent;
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float atan2(in float y, in float x) {
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bool s = (abs(x) > abs(y));
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if (s) {
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return 3.14159/2.0 - atan(x,y);
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} else {
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return atan(y,x);
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}
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}
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void fragment() {
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float angle = atan2((UV.y - 0.5) , (UV.x - 0.5));
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float alpha = step(percent * 3.14159 * 2.25, angle + 3.14159);
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vec4 color = texture(TEXTURE, UV);
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COLOR = vec4(color.rgb, color.a * alpha);
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}
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