Stable jam build with resource errors fixed.

This commit is contained in:
Henry 2026-03-05 19:02:14 +00:00
parent 7b47e847ae
commit 2db69a689b
57 changed files with 22 additions and 1232 deletions

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GrafxKid's publicly released pixel art assets fall under the CC0 1.0 Universal Public Domain License.
CC0 1.0 terms - https://creativecommons.org/publicdomain/zero/1.0/

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View file

@ -8,7 +8,7 @@ custom_features=""
export_filter="all_resources"
include_filter="*"
exclude_filter=""
export_path="../../Downloads/2026-03-05 113654 The Third Place/index.html"
export_path="../../Downloads/2026-03-05 122008 The Third Place/index.html"
patches=PackedStringArray()
patch_delta_encoding=false
patch_delta_compression_level_zstd=19

View file

@ -24,7 +24,7 @@ func _ready():
$Heart.monitoring = false
$Heart.monitorable = false
func _process(delta: float) -> void:
func _process(_delta: float) -> void:
if pause == true: return

View file

@ -52,7 +52,7 @@ func end():
shoot_timer.stop()
func _process(delta):
func _process(_delta):
if rotate_direction == 0:
rotater.rotation_degrees += 2.5 # Adjust rotation speed

View file

@ -1,6 +1,6 @@
extends Area2D
@onready var bullet = $Bullet/Sprite2D
#@onready var bullet = $Bullet/Sprite2D
@export var speed = -250
var shader_active = false
@ -12,8 +12,8 @@ var target = null
func start(pos):
position = pos
func _ready():
var target_node = get_parent().get_node("root/$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)
func stick_to_target(target):
target.add_child(bullet)
print("Sticking to target!")
position = Vector2.ZERO
#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
#
# Signal checks to see if the bullet leaves the viewport then removes bullet.
func _on_visible_on_screen_notifier_2d_screen_exited() -> void:

View file

@ -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()

View file

@ -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

View file

@ -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;
}

View file

@ -1 +0,0 @@
uid://c4jtlpwspb778

View file

@ -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);
}

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