Working with Jennie to adjust enemy identification in bullet.gd script
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448009b6e4
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3 changed files with 47 additions and 31 deletions
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@ -2,13 +2,32 @@
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[ext_resource type="Script" uid="uid://7ls7phfcupal" path="res://scenes/enemy_crt.gd" id="1_ugdur"]
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[ext_resource type="Texture2D" uid="uid://b5pswf7r8b7j4" path="res://sprites/crt.png" id="2_emiuq"]
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[ext_resource type="Shader" uid="uid://dfywtah53il1m" path="res://shaders/player_hit.gdshader" id="2_gas3w"]
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[ext_resource type="Texture2D" uid="uid://cy4jggxmnohbb" path="res://sprites/chicken.png" id="2_ugdur"]
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[ext_resource type="Texture2D" uid="uid://bm7fgqwqfqmf4" path="res://sprites/explosion_pallete-swap.png" id="3_emiuq"]
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[ext_resource type="AudioStream" uid="uid://cbi5q575w1g1n" path="res://sounds/CRT_IMPACT.wav" id="6_gas3w"]
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[sub_resource type="Shader" id="Shader_emiuq"]
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code = "shader_type canvas_item;
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uniform float toggle;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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COLOR = texture(TEXTURE, UV);
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COLOR.r = mix(COLOR.r, abs(sin(TIME * 20.25)), toggle);
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}
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//void light() {
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// // Called for every pixel for every light affecting the CanvasItem.
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// // Uncomment to replace the default light processing function with this one.
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//}
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"
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_gas3w"]
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shader = ExtResource("2_gas3w")
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shader = SubResource("Shader_emiuq")
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shader_parameter/toggle = 0.0
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_4gyqm"]
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