diff --git a/_graphics/Mini Pixel Pack 3/Effects/Sparkle (16 x 16).png b/_graphics/Mini Pixel Pack 3/Effects/Sparkle (16 x 16).png deleted file mode 100644 index 56ccbf4..0000000 Binary files a/_graphics/Mini Pixel Pack 3/Effects/Sparkle (16 x 16).png and /dev/null differ diff --git a/_graphics/Mini Pixel Pack 3/Effects/Sparkle (16 x 16).png.import b/_graphics/Mini Pixel Pack 3/Effects/Sparkle (16 x 16).png.import deleted file mode 100644 index 2976ed4..0000000 --- a/_graphics/Mini Pixel Pack 3/Effects/Sparkle (16 x 16).png.import +++ /dev/null @@ -1,40 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://dh6xvjf8hur3x" -path="res://.godot/imported/Sparkle (16 x 16).png-51f692d945a1c4cd8aa46e1db0e33571.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://_graphics/Mini Pixel Pack 3/Effects/Sparkle (16 x 16).png" -dest_files=["res://.godot/imported/Sparkle (16 x 16).png-51f692d945a1c4cd8aa46e1db0e33571.ctex"] - -[params] - -compress/mode=0 -compress/high_quality=false -compress/lossy_quality=0.7 -compress/uastc_level=0 -compress/rdo_quality_loss=0.0 -compress/hdr_compression=1 -compress/normal_map=0 -compress/channel_pack=0 -mipmaps/generate=false -mipmaps/limit=-1 -roughness/mode=0 -roughness/src_normal="" -process/channel_remap/red=0 -process/channel_remap/green=1 -process/channel_remap/blue=2 -process/channel_remap/alpha=3 -process/fix_alpha_border=true -process/premult_alpha=false -process/normal_map_invert_y=false -process/hdr_as_srgb=false -process/hdr_clamp_exposure=false -process/size_limit=0 -detect_3d/compress_to=1 diff --git a/_graphics/Mini Pixel Pack 3/Enemies/Alan (16 x 16).png b/_graphics/Mini Pixel Pack 3/Enemies/Alan (16 x 16).png deleted file mode 100644 index ac18e59..0000000 Binary files a/_graphics/Mini Pixel Pack 3/Enemies/Alan (16 x 16).png and /dev/null differ diff --git a/_graphics/Mini Pixel Pack 3/Enemies/Alan (16 x 16).png.import b/_graphics/Mini Pixel Pack 3/Enemies/Alan (16 x 16).png.import deleted file mode 100644 index a005993..0000000 --- a/_graphics/Mini Pixel Pack 3/Enemies/Alan (16 x 16).png.import +++ /dev/null @@ -1,40 +0,0 @@ -[remap] - 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-CC0 1.0 terms - https://creativecommons.org/publicdomain/zero/1.0/ \ No newline at end of file diff --git a/_graphics/Mini Pixel Pack 3/Player ship/Player_ship (16 x 16).png b/_graphics/Mini Pixel Pack 3/Player ship/Player_ship (16 x 16).png deleted file mode 100644 index 25a888b..0000000 Binary files a/_graphics/Mini Pixel Pack 3/Player ship/Player_ship (16 x 16).png and /dev/null differ diff --git a/_graphics/Mini Pixel Pack 3/Player ship/Player_ship (16 x 16).png.import b/_graphics/Mini Pixel Pack 3/Player ship/Player_ship (16 x 16).png.import deleted file mode 100644 index edb2ba7..0000000 --- a/_graphics/Mini Pixel Pack 3/Player ship/Player_ship (16 x 16).png.import +++ /dev/null @@ -1,40 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://di2xhcwcdbhxg" -path="res://.godot/imported/Player_ship (16 x 16).png-bf56686d7b7006d03ca789504edfedcc.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://_graphics/Mini Pixel Pack 3/Player ship/Player_ship (16 x 16).png" -dest_files=["res://.godot/imported/Player_ship (16 x 16).png-bf56686d7b7006d03ca789504edfedcc.ctex"] - 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var target_node = get_parent().get_node("root/$EnemyShard") +#func _ready(): + #var target_node = get_parent().get_node("root/$EnemyShard") #var target = target_node.is_in_group("shards") @@ -21,18 +21,18 @@ func _process(delta): if pause == true: return position.y += speed * delta - if target: - var direction = (target.position - position).normalized() - position += direction * speed * delta - - if position.distance_to(target.position) < 10: - stick_to_target(target) + #if target: + #var direction = (target.position - position).normalized() + #position += direction * speed * delta + # + #if position.distance_to(target.position) < 10: + #stick_to_target(target) -func stick_to_target(target): - target.add_child(bullet) - print("Sticking to target!") - position = Vector2.ZERO - +#func stick_to_target(target): + #target.add_child(bullet) + #print("Sticking to target!") + #position = Vector2.ZERO + # # Signal checks to see if the bullet leaves the viewport then removes bullet. func _on_visible_on_screen_notifier_2d_screen_exited() -> void: diff --git a/scenes/parallax_clouds.gd b/scenes/parallax_clouds.gd index 6449824..75ec262 100644 --- a/scenes/parallax_clouds.gd +++ b/scenes/parallax_clouds.gd @@ -19,6 +19,6 @@ func _on_cloud_speed(): var coffee_dip = create_tween().set_trans(Tween.TRANS_QUAD) coffee_dip.tween_property($CoffeeBuoy, "modulate", Color(0.40,0.40,0.40,0),2.5) - coffee_dip.tween_property($CoffeeBuoy, "scale", .25, 2.5) + #coffee_dip.tween_property($CoffeeBuoy, "scale", .25, 2.5) await coffee_dip.finished $CoffeeBuoy.hide() diff --git a/scenes/wave.gd b/scenes/wave.gd index 3257a9b..fa4361e 100644 --- a/scenes/wave.gd +++ b/scenes/wave.gd @@ -12,7 +12,7 @@ const COLS: int = 5 const ROWS: int = 3 const CHICKEN = preload("res://scenes/enemy_chicken.tscn") -const CRT = preload("res://scenes/enemy_CRT.tscn") +const CRT = preload("res://scenes/enemy_crt.tscn") const MIRROR = preload("res://scenes/enemy_mirror.tscn") const SHARDS = preload("res://scenes/enemy_shards.tscn") const TABLE = preload("res://scenes/enemy_table.tscn") @@ -25,7 +25,7 @@ func _ready(): func spawn_enemies(): - if wave_count == 3: #This is for CHICKENS + if wave_count == 0: #This is for CHICKENS print("Enemy Wave: ", wave_count) enemy = CHICKEN for x in range(COLS): @@ -85,11 +85,11 @@ func spawn_enemies(): s.show() # Start Shards - await get_tree().create_timer(2) + get_tree().create_timer(2) s.start_all_animations() - if wave_count == 0 : #This is for Boss + if wave_count == 3 : #This is for Boss # Hide the player diff --git a/shaders/crt.gdshader b/shaders/crt.gdshader deleted file mode 100644 index 5f388e7..0000000 --- a/shaders/crt.gdshader +++ /dev/null @@ -1,175 +0,0 @@ -shader_type canvas_item; - -// Add required screen texture uniform -uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; - -// Display settings -uniform bool overlay = false; -uniform vec2 resolution = vec2(640.0, 480.0); -uniform float brightness = 1.4; - -// Scanline settings -uniform float scanlines_opacity : hint_range(0.0, 1.0) = 0.4; -uniform float scanlines_width : hint_range(0.0, 0.5) = 0.25; -uniform float grille_opacity : hint_range(0.0, 1.0) = 0.3; - -// Distortion settings -uniform bool roll = true; -uniform float roll_speed = 8.0; -uniform float roll_size : hint_range(0.0, 100.0) = 15.0; -uniform float roll_variation : hint_range(0.1, 5.0) = 1.8; -uniform float distort_intensity : hint_range(0.0, 0.2) = 0.05; -uniform float aberration : hint_range(-1.0, 1.0) = 0.03; - -// Noise settings -uniform float noise_opacity : hint_range(0.0, 1.0) = 0.4; -uniform float noise_speed = 5.0; -uniform float static_noise_intensity : hint_range(0.0, 1.0) = 0.06; - -// Additional effects -uniform bool pixelate = true; -uniform bool discolor = true; -uniform float warp_amount : hint_range(0.0, 5.0) = 1.0; -uniform bool clip_warp = false; -uniform float vignette_intensity = 0.4; -uniform float vignette_opacity : hint_range(0.0, 1.0) = 0.5; - -// The rest of the shader code remains exactly the same from here... -// (All the functions and fragment shader code remain unchanged) - -// Generate random value -vec2 random(vec2 uv) { - uv = vec2(dot(uv, vec2(127.1, 311.7)), dot(uv, vec2(269.5, 183.3))); - return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123); -} - -// Generate noise -float noise(vec2 uv) { - vec2 uv_index = floor(uv); - vec2 uv_fract = fract(uv); - vec2 blur = smoothstep(0.0, 1.0, uv_fract); - - return mix( - mix( - dot(random(uv_index + vec2(0.0, 0.0)), uv_fract - vec2(0.0, 0.0)), - dot(random(uv_index + vec2(1.0, 0.0)), uv_fract - vec2(1.0, 0.0)), - blur.x - ), - mix( - dot(random(uv_index + vec2(0.0, 1.0)), uv_fract - vec2(0.0, 1.0)), - dot(random(uv_index + vec2(1.0, 1.0)), uv_fract - vec2(1.0, 1.0)), - blur.x - ), - blur.y - ) * 0.5 + 0.5; -} - -// Screen warping -vec2 warp(vec2 uv) { - vec2 delta = uv - 0.5; - float delta2 = dot(delta.xy, delta.xy); - float delta4 = delta2 * delta2; - return uv + delta * (delta4 * warp_amount); -} - -// Screen border -float border(vec2 uv) { - float radius = min(warp_amount, 0.08); - radius = max(min(min(abs(radius * 2.0), abs(1.0)), abs(1.0)), 1e-5); - vec2 abs_uv = abs(uv * 2.0 - 1.0) - vec2(1.0, 1.0) + radius; - float dist = length(max(vec2(0.0), abs_uv)) / radius; - return clamp(1.0 - smoothstep(0.96, 1.0, dist), 0.0, 1.0); -} - -// Vignette effect -float vignette(vec2 uv) { - uv *= 1.0 - uv.xy; - float vig = uv.x * uv.y * 15.0; - return pow(vig, vignette_intensity * vignette_opacity); -} - -void fragment() { - // Get base UV and handle overlay - vec2 uv = overlay ? warp(SCREEN_UV) : warp(UV); - vec2 text_uv = uv; - - // Handle pixelation - if (pixelate) { - text_uv = ceil(uv * resolution) / resolution; - } - - // Calculate roll effect - float roll_line = 0.0; - vec2 roll_uv = vec2(0.0); - - if (roll || noise_opacity > 0.0) { - float time = roll ? TIME : 0.0; - roll_line = smoothstep(0.3, 0.9, sin(uv.y * roll_size - (time * roll_speed))); - roll_line *= roll_line * smoothstep(0.3, 0.9, sin(uv.y * roll_size * roll_variation - (time * roll_speed * roll_variation))); - roll_uv = vec2(roll_line * distort_intensity * (1.0 - UV.x), 0.0); - } - - // Sample texture with chromatic aberration - vec4 text; - if (roll) { - text.r = texture(SCREEN_TEXTURE, text_uv + roll_uv * 0.8 + vec2(aberration, 0.0) * 0.1).r; - text.g = texture(SCREEN_TEXTURE, text_uv + roll_uv * 1.2 - vec2(aberration, 0.0) * 0.1).g; - text.b = texture(SCREEN_TEXTURE, text_uv + roll_uv).b; - } else { - text.r = texture(SCREEN_TEXTURE, text_uv + vec2(aberration, 0.0) * 0.1).r; - text.g = texture(SCREEN_TEXTURE, text_uv - vec2(aberration, 0.0) * 0.1).g; - text.b = texture(SCREEN_TEXTURE, text_uv).b; - } - text.a = 1.0; - - // Apply CRT grille - if (grille_opacity > 0.0) { - float gr = smoothstep(0.85, 0.95, abs(sin(uv.x * (resolution.x * 3.14159265)))); - float gg = smoothstep(0.85, 0.95, abs(sin(1.05 + uv.x * (resolution.x * 3.14159265)))); - float gb = smoothstep(0.85, 0.95, abs(sin(2.1 + uv.x * (resolution.x * 3.14159265)))); - - text.r = mix(text.r, text.r * gr, grille_opacity); - text.g = mix(text.g, text.g * gg, grille_opacity); - text.b = mix(text.b, text.b * gb, grille_opacity); - } - - // Apply brightness - text.rgb = clamp(text.rgb * brightness, 0.0, 1.0); - - // Apply scanlines - if (scanlines_opacity > 0.0) { - float scan = smoothstep(scanlines_width, scanlines_width + 0.5, abs(sin(uv.y * (resolution.y * 3.14159265)))); - text.rgb = mix(text.rgb, text.rgb * vec3(scan), scanlines_opacity); - } - - // Apply noise - if (noise_opacity > 0.0) { - float n = smoothstep(0.4, 0.5, noise(uv * vec2(2.0, 200.0) + vec2(10.0, TIME * noise_speed))); - float nl = n * roll_line * clamp(random((ceil(uv * resolution) / resolution) + vec2(TIME * 0.8, 0.0)).x + 0.8, 0.0, 1.0); - text.rgb = clamp(mix(text.rgb, text.rgb + nl, noise_opacity), vec3(0.0), vec3(1.0)); - } - - // Apply static - if (static_noise_intensity > 0.0) { - text.rgb += clamp(random((ceil(uv * resolution) / resolution) + fract(TIME)).x, 0.0, 1.0) * static_noise_intensity; - } - - // Apply border and vignette - text.rgb *= border(uv); - text.rgb *= vignette(uv); - - // Handle clip warp - if (clip_warp) { - text.a = border(uv); - } - - // Apply VHS discoloration - if (discolor) { - vec3 greyscale = vec3(dot(text.rgb, vec3(0.333))); - text.rgb = mix(text.rgb, greyscale, 0.5); - float midpoint = pow(0.5, 2.2); - text.rgb = (text.rgb - vec3(midpoint)) * 1.2 + midpoint; - } - - COLOR = text; -} \ No newline at end of file diff --git a/shaders/crt.gdshader.uid b/shaders/crt.gdshader.uid deleted file mode 100644 index 9ba2773..0000000 --- a/shaders/crt.gdshader.uid +++ /dev/null @@ -1 +0,0 @@ -uid://c4jtlpwspb778 diff --git a/shaders/starfield.gdshader b/shaders/starfield.gdshader deleted file mode 100644 index d98ab8c..0000000 --- a/shaders/starfield.gdshader +++ /dev/null @@ -1,110 +0,0 @@ -// Starfield shader v5 by Brian Smith (steampunkdemon.itch.io) -// MIT licence - -shader_type canvas_item; - -// Comment out the following line if you are not applying the shader to a ColorRect: -uniform vec2 dimensions = vec2(1024.0, 600.0); // Resolution of ColorRect in pixels - -uniform float small_stars = 50.0; // Number of small stars. Rows for horizontally scrolling stars or columns for vertically scrolling stars. -uniform float small_stars_far_size : hint_range(0.1, 1.0, 0.1) = 0.5; -uniform float small_stars_near_size : hint_range(0.1, 1.0, 0.1) = 1.0; -uniform float large_stars = 8.0; // Number of large stars. Rows for horizontally scrolling stars or columns for vertically scrolling stars. -uniform float large_stars_far_size : hint_range(0.1, 1.0, 0.1) = 0.5; -uniform float large_stars_near_size : hint_range(0.1, 1.0, 0.1) = 1.0; - -// Replace the below references to 'source_color' with 'hint_color' if you are using a version of Godot before 4. -uniform vec4 far_stars_color : source_color = vec4(0.50, 0.0, 1.0, 1.0); -uniform vec4 near_stars_color : source_color = vec4(1.0, 1.0, 1.0, 1.0); - -// Remove the below references to ': source_color, filter_nearest_mipmap' if you are using a version of Godot before 4. -uniform sampler2D small_stars_texture : source_color, filter_nearest_mipmap; -uniform sampler2D large_stars_texture : source_color, filter_nearest_mipmap; - -uniform float base_scroll_speed : hint_range(0.0, 1.0, 0.01) = 0.05; -uniform float additional_scroll_speed : hint_range(0.01, 1.0, 0.01) = 0.05; - -float greater_than(float x, float y) { - return max(sign(x - y), 0.0); -} - -void fragment() { -// The below line will scroll the stars from right to left or from bottom to top. -// To make the stars scroll in the opposite direction change the line to: -// float time = 10000.0 - TIME; -// Alternatively you can comment out the below line and add a new uniform above as: -// uniform float time = 10000.0; -// You can then update the time uniform from your _physics_process function by adding or subtracting delta. You can also pause the scrolling by not changing the time uniform. - float time = 10000.0 + TIME; - -// Comment out the following two lines if you are not applying the shader to a TextureRect: -// COLOR = texture(TEXTURE,UV); // This line is only required if you are using a version of Godot before 4. -// vec2 dimensions = 1.0 / TEXTURE_PIXEL_SIZE; - -// Horizontal scrolling: - float small_star_rn = fract(sin(floor(UV.y * small_stars)) * dimensions.y); - float large_star_rn = fract(sin(floor(UV.y * large_stars)) * dimensions.y); - vec2 small_star_uv = vec2(fract(UV.x + (base_scroll_speed + small_star_rn * additional_scroll_speed) * time) * small_stars * dimensions.x / dimensions.y, fract(UV.y * small_stars)) * 2.0 - 1.0; - vec2 large_star_uv = vec2(fract(UV.x + (base_scroll_speed + large_star_rn * additional_scroll_speed) * time) * large_stars * dimensions.x / dimensions.y, fract(UV.y * large_stars)) * 2.0 - 1.0; - -// Vertical scrolling: -// float small_stars_rn = fract(sin(floor(UV.x * small_stars)) * dimensions.x); -// float large_stars_rn = fract(sin(floor(UV.x * large_stars)) * dimensions.x); -// vec2 small_stars_uv = vec2(fract(UV.x * small_stars), fract(UV.y + (base_scroll_speed + small_stars_rn * additional_scroll_speed) * time) * small_stars * dimensions.y / dimensions.x) * 2.0 - 1.0; -// vec2 large_stars_uv = vec2(fract(UV.x * large_stars), fract(UV.y + (base_scroll_speed + large_stars_rn * additional_scroll_speed) * time) * large_stars * dimensions.y / dimensions.x) * 2.0 - 1.0; - - vec4 star_color = mix(far_stars_color, near_stars_color, small_star_rn); - float star_size = small_stars_far_size + (small_stars_near_size - small_stars_far_size) * small_star_rn; - -// Render small stars as circles with soft edges: - COLOR.rgb = mix(COLOR.rgb, star_color.rgb, max((star_size - length(small_star_uv)) / star_size, 0.0) * star_color.a); - -// Render small stars as circles with hard edges: -// COLOR.rgb = mix(COLOR.rgb, star_color.rgb, greater_than(star_size, length(small_star_uv)) * star_color.a); - -// Render small stars as crosses with soft edges: -// COLOR.rgb = mix(COLOR.rgb, star_color.rgb, max((star_size - length(small_star_uv)) / star_size, 0.0) * (max(greater_than(star_size / 10.0, abs(small_star_uv.x)), greater_than(star_size / 10.0, abs(small_star_uv.y)))) * star_color.a); - -// Render small stars as crosses with hard edges: -// COLOR.rgb = mix(COLOR.rgb, star_color.rgb, max(greater_than(star_size / 5.0, abs(small_star_uv.x)) * greater_than(star_size, abs(small_star_uv.y)), greater_than(star_size / 5.0, abs(small_star_uv.y)) * greater_than(star_size, abs(small_star_uv.x))) * star_color.a); - -// Render small stars as squares: -// COLOR.rgb = mix(COLOR.rgb, star_color.rgb, greater_than(star_size, abs(small_star_uv.x)) * greater_than(star_size, abs(small_star_uv.y)) * star_color.a); - -// Render small stars as diamonds: -// COLOR.rgb = mix(COLOR.rgb, star_color.rgb, greater_than(star_size, abs(small_star_uv.y) + abs(small_star_uv.x)) * star_color.a); - -// Render small stars using the 'small_stars_texture': -// The 'small_stars_texture' must have a border of blank transparent pixels. -// vec4 small_stars_texture_pixel = texture(small_stars_texture, (small_star_uv / (small_stars_far_size + (small_stars_near_size - small_stars_far_size) * small_star_rn) + 1.0) / 2.0) * mix(far_stars_color, near_stars_color, small_star_rn); -// COLOR.rgb = mix(COLOR.rgb, small_stars_texture_pixel.rgb, small_stars_texture_pixel.a); - - star_color = mix(far_stars_color, near_stars_color, large_star_rn); - star_size = large_stars_far_size + (large_stars_near_size - large_stars_far_size) * large_star_rn; - -// Render large stars as circles with soft edges: -// COLOR.rgb = mix(COLOR.rgb, star_color.rgb, max((star_size - length(large_star_uv)) / star_size, 0.0) * star_color.a); - -// Render large stars with circles and crosses with smooth edges: - COLOR.rgb = mix(COLOR.rgb, star_color.rgb, (max((star_size / 1.7 - length(large_star_uv)) / star_size, 0.0) + max((star_size - length(large_star_uv)) / star_size / 2.0, 0.0) * (max(greater_than(star_size / 10.0, abs(large_star_uv.x)), greater_than(star_size / 10.0, abs(large_star_uv.y))))) * star_color.a); - -// Render large stars as circles with hard edges: -// COLOR.rgb = mix(COLOR.rgb, star_color.rgb, greater_than(star_size, length(large_star_uv)) * star_color.a); - -// Render large stars as crosses with soft edges: -// COLOR.rgb = mix(COLOR.rgb, star_color.rgb, max((star_size - length(large_star_uv)) / star_size, 0.0) * (max(greater_than(star_size / 10.0, abs(large_star_uv.x)), greater_than(star_size / 10.0, abs(large_star_uv.y)))) * star_color.a); - -// Render large stars as crosses with hard edges: -// COLOR.rgb = mix(COLOR.rgb, star_color.rgb, max(greater_than(star_size / 5.0, abs(large_star_uv.x)) * greater_than(star_size, abs(large_star_uv.y)), greater_than(star_size / 5.0, abs(large_star_uv.y)) * greater_than(star_size, abs(large_star_uv.x))) * star_color.a); - -// Render large stars as squares: -// COLOR.rgb = mix(COLOR.rgb, star_color.rgb, greater_than(star_size, abs(large_star_uv.x)) * greater_than(star_size, abs(large_star_uv.y)) * star_color.a); - -// Render large stars as diamonds: -// COLOR.rgb = mix(COLOR.rgb, star_color.rgb, greater_than(star_size, abs(large_star_uv.y) + abs(large_star_uv.x)) * star_color.a); - -// Render large stars using the 'large_stars_texture': -// The 'large_stars_texture' must have a border of blank transparent pixels. -// vec4 large_stars_texture_pixel = texture(large_stars_texture, (large_star_uv / (large_stars_far_size + (large_stars_near_size - large_stars_far_size) * large_star_rn) + 1.0) / 2.0) * mix(far_stars_color, near_stars_color, large_star_rn); -// COLOR.rgb = mix(COLOR.rgb, large_stars_texture_pixel.rgb, large_stars_texture_pixel.a); -} \ No newline at end of file diff --git a/shaders/starfield.gdshader.uid b/shaders/starfield.gdshader.uid deleted file mode 100644 index 5ead601..0000000 --- a/shaders/starfield.gdshader.uid +++ /dev/null @@ -1 +0,0 @@ -uid://bs8uhiq3os0o6