diff --git a/game/characters/enemies/gray_cultist.tscn b/game/characters/enemies/gray_cultist.tscn index 79c377b..086492c 100644 --- a/game/characters/enemies/gray_cultist.tscn +++ b/game/characters/enemies/gray_cultist.tscn @@ -12,10 +12,10 @@ script = ExtResource("2_olede") [node name="CultistSprite" parent="." index="0" unique_id=1997264413] material = ExtResource("3_ho47d") -[node name="LeftWallRay" parent="WallCheck" parent_id_path=PackedInt32Array(782156094) index="0" unique_id=521416854] +[node name="LeftWallRay" parent="WallCheckLow" parent_id_path=PackedInt32Array(782156094) index="0" unique_id=521416854] collision_mask = 35 -[node name="RightWallRay" parent="WallCheck" parent_id_path=PackedInt32Array(782156094) index="1" unique_id=1457669135] +[node name="RightWallRay" parent="WallCheckLow" parent_id_path=PackedInt32Array(782156094) index="1" unique_id=1457669135] collision_mask = 35 [node name="LeftPlayerCloseRay" parent="PlayerCloseCheck" parent_id_path=PackedInt32Array(1593775088) index="0" unique_id=947570027] @@ -30,5 +30,5 @@ collision_mask = 171 [node name="RightPlayerDistantRay" parent="PlayerDistantCheck" parent_id_path=PackedInt32Array(1597489123) index="1" unique_id=1377654831] collision_mask = 171 -[node name="KillingArea" parent="." index="5" unique_id=1891922549] +[node name="KillingArea" parent="." index="6" unique_id=1891922549] collision_mask = 136 diff --git a/game/characters/player/player.tscn b/game/characters/player/player.tscn index 9609409..4821755 100644 --- a/game/characters/player/player.tscn +++ b/game/characters/player/player.tscn @@ -22,7 +22,7 @@ radius = 4.0 [sub_resource type="CapsuleShape2D" id="CapsuleShape2D_t6gq4"] radius = 2.0 -height = 15.0 +height = 20.0 [node name="Player" type="CharacterBody2D" unique_id=508706417] collision_layer = 128 @@ -59,6 +59,7 @@ collision_layer = 0 collision_mask = 35 [node name="CollisionShape2D" type="CollisionShape2D" parent="CenterArea2D" unique_id=1350886064] +position = Vector2(0, 1) shape = SubResource("CapsuleShape2D_t6gq4") [node name="PlayerStateMachine" parent="." unique_id=633169960 node_paths=PackedStringArray("player", "initial_state") instance=ExtResource("4_ybe51")] diff --git a/game/materials/enemy_gray.tres b/game/materials/enemy_gray.tres index 18e8e14..a150653 100644 --- a/game/materials/enemy_gray.tres +++ b/game/materials/enemy_gray.tres @@ -1,4 +1,4 @@ -[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://dbkn3k0batj5w"] +[gd_resource type="ShaderMaterial" format=3 uid="uid://dbkn3k0batj5w"] [ext_resource type="Shader" uid="uid://lqq1mg6l1qqe" path="res://game/shaders/black_n_white.gdshader" id="1_b0yyf"] @@ -8,6 +8,6 @@ shader_parameter/black_color = Color(0, 0, 0, 1) shader_parameter/white_color = Color(1, 1, 1, 1) shader_parameter/switch_colors = false shader_parameter/threshold = 0.5 -shader_parameter/speed = 5.0 -shader_parameter/intensity = 0.70000003325 +shader_parameter/speed = 0.50000002375 +shader_parameter/intensity = 0.50000002375 shader_parameter/scale = 20.0 diff --git a/game/materials/walls_gray.tres b/game/materials/walls_gray.tres index 57fe018..0102264 100644 --- a/game/materials/walls_gray.tres +++ b/game/materials/walls_gray.tres @@ -1,4 +1,4 @@ -[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://dojhoc6ljpt1a"] +[gd_resource type="ShaderMaterial" format=3 uid="uid://dojhoc6ljpt1a"] [ext_resource type="Shader" uid="uid://lqq1mg6l1qqe" path="res://game/shaders/black_n_white.gdshader" id="1_rnyyp"] @@ -8,6 +8,6 @@ shader_parameter/black_color = Color(0, 0, 0, 1) shader_parameter/white_color = Color(1, 1, 1, 1) shader_parameter/switch_colors = false shader_parameter/threshold = 0.5 -shader_parameter/speed = 2.000000095 +shader_parameter/speed = 0.50000002375 shader_parameter/intensity = 0.50000002375 -shader_parameter/scale = 15.0000007125 +shader_parameter/scale = 20.0 diff --git a/game/menu/options_menu.gd b/game/menu/options_menu.gd index e32be12..3d848a2 100644 --- a/game/menu/options_menu.gd +++ b/game/menu/options_menu.gd @@ -104,7 +104,7 @@ func _on_ui_volume_changed(value: float) -> void: func _on_sfx_volume_changed(value: float) -> void: - var screen_center := SettingsManager.window_base_size/2 + var screen_center := SettingsManager.window_base_size/2.0 if _play_sound: SoundManager.play_sfx_stream(SoundManager.ui_stream_select, screen_center) SettingsManager.sfx_volume = floor(value) diff --git a/game/shaders/black_n_white.gdshader b/game/shaders/black_n_white.gdshader index 0376db7..2c86172 100644 --- a/game/shaders/black_n_white.gdshader +++ b/game/shaders/black_n_white.gdshader @@ -4,34 +4,29 @@ uniform vec4 black_color : source_color = vec4(0.0, 0.0, 0.0, 1.0); uniform vec4 white_color : source_color = vec4(1.0, 1.0, 1.0, 1.0); uniform bool switch_colors = false; uniform float threshold : hint_range(0.0, 1.0) = 0.5; -uniform float speed : hint_range(0.0, 10.0) = 5.0; +uniform float speed : hint_range(0.0, 10.0) = 0.5; uniform float intensity : hint_range(0.0, 1.0) = 1.0; uniform float scale : hint_range(0.0, 100.0) = 20.0; -float rand(vec2 coord) { - return fract(sin(dot(coord, vec2(12.9898, 78.233))) * 43758.5453); +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); } -float cellular(vec2 coord) { - vec2 i = floor(coord); - vec2 f = fract(coord); +float noise(vec2 uv) { + vec2 uv_index = floor(uv); + vec2 uv_fract = fract(uv); - float min_dist = 1.0; + vec2 blur = smoothstep(0.0, 1.0, uv_fract); - for (int y = -1; y <= 1; y++) { - for (int x = -1; x <= 1; x++) { - vec2 neighbor = vec2(float(x), float(y)); - vec2 point = vec2(rand(i + neighbor), rand(i + neighbor + vec2(1000.0))); - point = 0.5 * sin(TIME * speed + 6.2831 * point); - vec2 diff = neighbor + point - f; - float dist = length(diff); - min_dist = min(min_dist, dist); - } - } - - return min_dist; + 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; } + void fragment() { if (COLOR.a > 0.01) { float l = dot(COLOR.rgb, vec3(0.2126, 0.7152, 0.0722)); @@ -41,8 +36,8 @@ void fragment() { is_black = !is_black; } if (intensity < 1.0) { - vec2 coord = UV * scale; - if (cellular(coord) > intensity) { + vec2 coord = UV * scale + TIME * speed; + if (noise(coord) > intensity) { is_black = !is_black; } }