buncha bullshit

This commit is contained in:
pennyrigate 2024-07-12 23:37:59 -04:00
parent 0fa8ab9930
commit 0cfe581493
8 changed files with 175 additions and 0 deletions

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.9 KiB

View file

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/fire.png-1a6113db082c73e88b91aa92d46ef1c6.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://graphics/backgrounds/fire.png"
dest_files=[ "res://.import/fire.png-1a6113db082c73e88b91aa92d46ef1c6.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View file

@ -0,0 +1,20 @@
extends CPUParticles2D
const BloodSpray := preload("res://objects/environment/blood/blood_spray_big.tscn")
export var spray_ammount: int = 1
export var spray_velocity: float = 120
export var autoplay: bool = false
func _ready() -> void:
if autoplay:
emitting = true
yield(get_tree(), "idle_frame")
for i in spray_ammount:
var spray = BloodSpray.instance()
spray.global_position = global_position
spray.velocity = Vector2(randf() * spray_velocity, 0.0).rotated(randf() * (TAU / 45))
get_parent().add_child(spray)

View file

@ -0,0 +1,30 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://graphics/particles/blood.png" type="Texture" id=1]
[ext_resource path="res://objects/enemy/death_particles_big.gd" type="Script" id=2]
[sub_resource type="Curve" id=43]
_data = [ Vector2( 0, 1 ), 0.0, -0.113537, 0, 0, Vector2( 1, 0 ), -3.35032, 0.0, 0, 0 ]
[node name="DeathSplatter" type="CPUParticles2D"]
emitting = false
amount = 32
lifetime = 0.3
one_shot = true
explosiveness = 0.9
local_coords = false
texture = ExtResource( 1 )
emission_shape = 2
emission_rect_extents = Vector2( 4, 4 )
direction = Vector2( 0, -1 )
spread = 180.0
gravity = Vector2( 0, 50 )
initial_velocity = 60.0
initial_velocity_random = 0.9
damping = 2.0
angle = 720.0
angle_random = 1.0
scale_amount = 0.5
scale_amount_random = 1.0
scale_amount_curve = SubResource( 43 )
script = ExtResource( 2 )

View file

@ -0,0 +1,42 @@
extends Area2D
const BloodStain := preload("res://objects/environment/blood/blood_stain.tscn")
const PlayerStain := preload("res://objects/player/player_stain.tscn")
export var color: Color
export var stains_player: bool = true
var velocity := Vector2.ZERO
onready var sprite: Sprite = $Sprite
func _ready() -> void:
sprite.self_modulate = color
func _physics_process(delta: float) -> void:
velocity.y += 98.0 * delta
position += velocity * delta
sprite.global_rotation = velocity.angle()
func _on_body_entered(body: Node) -> void:
if body.is_in_group("can_stain"):
var stain = BloodStain.instance()
stain.modulate = color
stain.global_position = global_position
StainLayer.add_stain(stain)
queue_free()
elif body is TileMap:
queue_free()
elif stains_player and body.is_in_group("player"):
var stain = PlayerStain.instance()
stain.color = color
body.get_node("Graphics/Sprite").add_child(stain)
stain.global_position = global_position
queue_free()

View file

@ -0,0 +1,23 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://graphics/particles/famira_blood.png" type="Texture" id=1]
[ext_resource path="res://objects/environment/blood/blood_spray_big.gd" type="Script" id=2]
[sub_resource type="CircleShape2D" id=1]
radius = 0.5
[node name="BloodSpray" type="Area2D"]
collision_mask = 129
script = ExtResource( 2 )
color = Color( 0.701961, 0.745098, 0.4, 1 )
[node name="Sprite" type="Sprite" parent="."]
scale = Vector2( 0.75, 0.5 )
texture = ExtResource( 1 )
offset = Vector2( 2, 0 )
flip_h = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

View file

@ -0,0 +1,20 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://graphics/backgrounds/fire.png" type="Texture" id=1]
[ext_resource path="res://shaders/fire.gdshader" type="Shader" id=2]
[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 2 )
[node name="Node2D" type="Node2D"]
[node name="ColorRect" type="ColorRect" parent="."]
margin_right = 256.0
margin_bottom = 192.0
color = Color( 0, 0, 0, 1 )
[node name="Fire" type="Sprite" parent="."]
material = SubResource( 1 )
position = Vector2( 144, 96 )
scale = Vector2( 2.02667, 1 )
texture = ExtResource( 1 )

5
shaders/fire.gdshader Normal file
View file

@ -0,0 +1,5 @@
shader_type canvas_item;
void fragment() {
COLOR = texture(TEXTURE, vec2(UV.x + sin(TIME / 2.5 + UV.y*6.0)/30.0,UV.y));
}