ThE GREAT SHATTERINGgit status! control.tscn is DEAD! LoNG LIVE CONTROL.TSCNgit statusgit status! MWAHAHAHAHAHAHAHA

This commit is contained in:
Haze Weathers 2023-04-08 00:33:55 -04:00
parent 6c22279e41
commit c1a9ab7cdc
17 changed files with 253 additions and 270 deletions

View file

@ -1,18 +0,0 @@
extends CanvasLayer
signal fade_finished
func fade_in(time, reverse = false, color = Color.black):
var rect = $TextureRect
rect.material.set_shader_param("color", color)
rect.material.set_shader_param("reverse", reverse)
$AnimationPlayer.play("FadeIn", -1, 1.0 / time)
func fade_out(time, reverse = false, color = Color.black):
var rect = $TextureRect
rect.material.set_shader_param("color", color)
rect.material.set_shader_param("reverse", reverse)
$AnimationPlayer.play("FadeOut", -1, 1.0 / time)
func _fade_finished(anim_name):
emit_signal("fade_finished")

View file

@ -1,56 +0,0 @@
extends Control
var multiple = 1
onready var viewport = $ViewportContainer
onready var border = $TextureRect
onready var cheat_label = $ViewportContainer/Viewport/
# INTEGER SCALE SETTINGS
export var overscale = 0
onready var root = get_tree().root
# RESOLUTION
onready var res = Game.resolution
onready var half_res = Vector2(res.x/2,res.y/2)
func _ready():
#SCREEN RESIZE SIGNAL
get_tree().connect("screen_resized", self, "_on_screen_resized")
root.set_attach_to_screen_rect(root.get_visible_rect())
_on_screen_resized()
#STUPID VIEWPORT GODOT BUG FIX
$ViewportContainer/Viewport.set_deferred("handle_input_locally", true)
func _on_screen_resized():
# VARS
var window_size = OS.get_window_size()
match Options.scaling_mode:
Options.ScalingMode.INTEGER:
# CENTER THE VIEWPORT
viewport.rect_position.x = (window_size.x / 2) - half_res.x
viewport.rect_position.y = (window_size.y / 2) - half_res.y
# DETERMINE WHAT THE HIGHEST INTEGER MULTIPLE IS
multiple = (window_size / res).floor()
# SET THE HIGHEST SCALE AXIS TO THE LOWEST TO STAY SQUARE
if multiple.x < multiple.y: multiple.y = multiple.x
if multiple.x > multiple.y: multiple.x = multiple.y
# SCALE THE VIEWPORT (IF OVERSCALE IS ON, SCALE IT BY 1 EXTRA)
viewport.rect_scale = multiple + Vector2(overscale,overscale)
#viewport.rect_scale = Vector2(2,2)
Options.ScalingMode.ASPECT:
# CENTER THE VIEWPORT
viewport.rect_position.x = (window_size.x / 2) - half_res.x
viewport.rect_position.y = (window_size.y / 2) - half_res.y
# DETERMINE WHAT THE HIGHEST INTEGER MULTIPLE IS
multiple = window_size / res
# SET THE HIGHEST SCALE AXIS TO THE LOWEST TO STAY SQUARE
if multiple.x < multiple.y: multiple.y = multiple.x
if multiple.x > multiple.y: multiple.x = multiple.y
# SCALE THE VIEWPORT
viewport.rect_scale = multiple
Options.ScalingMode.STRETCH:
viewport.rect_position.x = (window_size.x / 2) - half_res.x
viewport.rect_position.y = (window_size.y / 2) - half_res.y
viewport.rect_scale = window_size / res
# BORDER
border.rect_size = window_size