Blobby/src/Levels/Level 0.2.tscn

1579 lines
92 KiB
Plaintext

[gd_scene load_steps=69 format=2]
[ext_resource path="res://assets/environment/decor/platform-plants.png" type="Texture" id=1]
[ext_resource path="res://src/Utilities/SceneAudio.tscn" type="PackedScene" id=2]
[ext_resource path="res://src/UserInterface/UserInterface.tscn" type="PackedScene" id=3]
[ext_resource path="res://src/ObstacleObjects/PitArea.tscn" type="PackedScene" id=4]
[ext_resource path="res://src/BenefitialObjects/Coin.tscn" type="PackedScene" id=5]
[ext_resource path="res://src/Actors/BlobbyCam.tscn" type="PackedScene" id=6]
[ext_resource path="res://src/Contraptions/Portal/Portal.tscn" type="PackedScene" id=7]
[ext_resource path="res://src/Utilities/SignalManager.tscn" type="PackedScene" id=8]
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[ext_resource path="res://assets/obstacle object/SpikyMinePlant.png" type="Texture" id=19]
[ext_resource path="res://assets/effects/noise.png" type="Texture" id=20]
[ext_resource path="res://src/Levels/Templates/LevelTemplate.gd" type="Script" id=21]
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code = "shader_type canvas_item;
uniform vec4 in_color:hint_color;
uniform vec4 out_color:hint_color;
uniform float in_out:hint_range(0.,1.)=0.;
uniform float position:hint_range(-1.5,1.) = 0.856;
uniform vec2 size = vec2(16., 16.);
void fragment(){
vec2 a = (1./SCREEN_PIXEL_SIZE) / size;
vec2 uv=UV;
uv *= a;
vec2 i_uv = floor(uv);
vec2 f_uv = fract(uv);
float wave = max(0.,i_uv.x/(a.x) - position);
vec2 center = f_uv*2.-1.;
float circle = length(center);
circle = 1. - step(wave,circle);
vec4 color = mix(in_color, out_color, step(0.5, in_out));
COLOR=vec4(circle) * color;
}"
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shader = SubResource( 15 )
shader_param/in_color = Color( 0, 0, 0, 1 )
shader_param/out_color = Color( 0, 0, 0, 0.568627 )
shader_param/in_out = 0.0
shader_param/position = -1.5
shader_param/size = Vector2( 32, 32 )
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0/autotile/spacing = 0
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0/shape_offset = Vector2( 0, 0 )
0/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
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code = "shader_type canvas_item;
uniform sampler2D noise_tex_normal;
uniform sampler2D noise_tex;
uniform float progress : hint_range(0.0, 1.0);
uniform float scale : hint_range(0.0, 100.0);
uniform float strength = 1.0;
// If your sprite doesn't have enough space and the explosion gets clipped,
// you can uncomment this and adjust the scale
void vertex() {
VERTEX *= scale;
UV *= scale;
UV -= (scale - 1.0) / 2.0;
}
void fragment() {
vec2 direction = texture(noise_tex_normal, UV).xy; // We're using normal map as direction
direction -= 0.5; // Since our normal map is a texture, it ranges from 0.0 to 1.0...
direction *= 2.0; // ...so we're going to make it range from -1.0 to 1.0.
direction = direction * strength * progress;
// UV for exploded texture
vec2 tex_size = 1.0 / TEXTURE_PIXEL_SIZE; // Real texture size in pixels
vec2 uv = floor(UV * tex_size) / (tex_size - 1.0); // Pixelate UV to snap pixels
uv = uv - direction; // Distort UV
// Texture with exploded UV
vec4 tex = texture(TEXTURE, uv);
// Dissolve alpha
float dissolve = texture(noise_tex, UV).x;
dissolve = step(progress, dissolve);
tex.a *= dissolve;
// Border (in case the edge of your sprite stretches, otherwise you can remove this block)
vec2 border_uv = uv * 2.0 - 1.0;
border_uv = clamp(abs(border_uv), 0.0, 1.0);
float border = max(border_uv.x, border_uv.y);
border = ceil(1.0 - border);
tex.a *= border;
COLOR = tex;
}"
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shader_param/progress = 0.0
shader_param/scale = 1.0
shader_param/strength = 0.1
shader_param/noise_tex_normal = ExtResource( 20 )
shader_param/noise_tex = ExtResource( 20 )
[sub_resource type="Shader" id=49]
code = "shader_type canvas_item;
uniform sampler2D noise_tex_normal;
uniform sampler2D noise_tex;
uniform float progress : hint_range(0.0, 1.0);
uniform float scale : hint_range(0.0, 100.0);
uniform float strength = 1.0;
// If your sprite doesn't have enough space and the explosion gets clipped,
// you can uncomment this and adjust the scale
void vertex() {
VERTEX *= scale;
UV *= scale;
UV -= (scale - 1.0) / 2.0;
}
void fragment() {
vec2 direction = texture(noise_tex_normal, UV).xy; // We're using normal map as direction
direction -= 0.5; // Since our normal map is a texture, it ranges from 0.0 to 1.0...
direction *= 2.0; // ...so we're going to make it range from -1.0 to 1.0.
direction = direction * strength * progress;
// UV for exploded texture
vec2 tex_size = 1.0 / TEXTURE_PIXEL_SIZE; // Real texture size in pixels
vec2 uv = floor(UV * tex_size) / (tex_size - 1.0); // Pixelate UV to snap pixels
uv = uv - direction; // Distort UV
// Texture with exploded UV
vec4 tex = texture(TEXTURE, uv);
// Dissolve alpha
float dissolve = texture(noise_tex, UV).x;
dissolve = step(progress, dissolve);
tex.a *= dissolve;
// Border (in case the edge of your sprite stretches, otherwise you can remove this block)
vec2 border_uv = uv * 2.0 - 1.0;
border_uv = clamp(abs(border_uv), 0.0, 1.0);
float border = max(border_uv.x, border_uv.y);
border = ceil(1.0 - border);
tex.a *= border;
COLOR = tex;
}"
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resource_local_to_scene = true
shader = SubResource( 49 )
shader_param/progress = 0.0
shader_param/scale = 1.0
shader_param/strength = 0.1
shader_param/noise_tex_normal = ExtResource( 20 )
shader_param/noise_tex = ExtResource( 20 )
[sub_resource type="Gradient" id=9]
interpolation_mode = 2
colors = PoolColorArray( 0, 0, 0, 0.784314, 0, 0, 0, 0 )
[sub_resource type="GradientTexture2D" id=8]
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width = 300
height = 75
fill = 1
fill_from = Vector2( 0.5, 0.5 )
fill_to = Vector2( 0.155994, 0.791965 )
[sub_resource type="DynamicFontData" id=12]
font_path = "res://assets/ui/fonts/Kenney Thick.ttf"
[sub_resource type="DynamicFont" id=53]
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font_data = SubResource( 12 )
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tracks/0/interp = 1
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tracks/0/enabled = true
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tracks/1/type = "value"
tracks/1/path = NodePath("../Area2D/CollisionShape2D:shape:radius")
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tracks/1/enabled = true
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tracks/1/enabled = true
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tracks/1/enabled = true
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tracks/0/enabled = true
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tracks/1/enabled = true
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radius = 4.0
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tracks/1/enabled = true
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