This commit is contained in:
Booklordofthedings 2024-08-17 13:24:18 +02:00
commit aebad63fa3
43 changed files with 589 additions and 81 deletions

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@ -13,3 +13,4 @@ export_presets.cfg
.mono/
data_*/
mono_crash.*.json
*.import

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@ -0,0 +1,91 @@
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[ext_resource type="PackedScene" uid="uid://dii1q3f5dj72y" path="res://objects/CRT.tscn" id="2_mxtem"]
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@ -1,33 +0,0 @@
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[node name="TestingRoom" type="Node2D"]
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z_index = -1
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@ -1,12 +1,12 @@
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shader_parameter/crt_curve = 0.02
shader_parameter/crt_scan_line_color = 0.347
shader_parameter/aperture_grille_rate = 0.4
shader = ExtResource("1_wsc8u")
shader_parameter/crt_curve = 0.01
shader_parameter/crt_scan_line_color = 0.178
shader_parameter/aperture_grille_rate = 0.141
shader_parameter/rf_switch_esque_blur = 1.0
shader_parameter/white_noise_rate = 0.0

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@ -0,0 +1,17 @@
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radius = 16.0
height = 32.0
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@ -0,0 +1,19 @@
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height = 22.0
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jump_strength = 600
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@ -1,19 +0,0 @@
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@ -13,7 +13,7 @@ config_version=5
config/name="GMTK_2024"
run/main_scene="res://menu/main_menu/MainMenu.tscn"
config/features=PackedStringArray("4.3", "GL Compatibility")
config/icon="res://icon.svg"
config/icon="res://temp_assets/icon.svg"
[display]
@ -47,6 +47,8 @@ click={
[rendering]
textures/canvas_textures/default_texture_filter=0
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
environment/defaults/default_clear_color=Color(0.785573, 0.700355, 0.83902, 1)
2d/snap/snap_2d_transforms_to_pixel=true

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@ -0,0 +1,58 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="GMTK_2024"
<<<<<<< HEAD
run/main_scene="res://menu/main_menu/MainMenu.tscn"
=======
run/main_scene="res://levels/TestingField.tscn"
>>>>>>> dev
config/features=PackedStringArray("4.3", "GL Compatibility")
config/icon="res://temp_assets/icon.svg"
[display]
window/size/viewport_width=1280
window/size/viewport_height=720
window/size/mode=2
window/stretch/mode="viewport"
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
]
}
player_jump={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
}
click={
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
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environment/defaults/default_clear_color=Color(0.785573, 0.700355, 0.83902, 1)
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@ -0,0 +1,14 @@
extends CharacterBody2D
@export var speed = 200;
@export var gravity = 50;
var direction = 1;
func _physics_process(delta):
if is_on_wall():
direction = direction * -1
velocity.x = direction * speed
velocity.y += gravity
move_and_slide()

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@ -3,7 +3,7 @@ extends CharacterBody2D
@export var speed = 340;
@export var gravity = 50;
@export var jump_count = 2;
@export var jump_strength = 700;
@export var jump_strength = 100
var jump_count_current = 2;
var input_direction = 0 #To keep track of which direction we where moving in last frame
@ -24,14 +24,16 @@ func get_input():
velocity.x = input_direction * speed
if is_on_floor(): # rest the jump count
jump_count_current = jump_count
if Input.is_action_just_pressed("player_jump") and jump_count_current > 0:
velocity.y = -1 * jump_strength
jump_count_current = jump_count_current-1
elif Input.is_action_pressed("player_jump"): #Fall less fast if we keep holding the button
velocity.y += -1 * 20
velocity.y += -1 * 25
if is_on_floor():
jump_count_current = jump_count
func _physics_process(delta):
get_input()

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@ -13,7 +13,7 @@ uniform float crt_scan_line_color : hint_range( 0.0, 1.0 ) = 0.347;
// 光量
uniform float aperture_grille_rate : hint_range( 0.0, 1.0 ) = 0.4;
// RFスイッチ的ブラー
uniform float rf_switch_esque_blur : hint_range( 0.0, 1.0 ) = 1.0;
uniform float rf_switch_esque_blur : hint_range( 0.0, 1.0 ) = 1;
// 白色ノイズ
uniform float white_noise_rate : hint_range( 0.0, 1.0 ) = 0.0;

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