initial project setup
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commit
40ebde624c
13 changed files with 296 additions and 0 deletions
4
.editorconfig
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4
.editorconfig
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root = true
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[*]
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charset = utf-8
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2
.gitattributes
vendored
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2
.gitattributes
vendored
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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3
.gitignore
vendored
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3
.gitignore
vendored
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# Godot 4+ specific ignores
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.godot/
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/android/
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12
globals/background.tscn
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12
globals/background.tscn
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[gd_scene format=3 uid="uid://cmh8bcjad3433"]
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[node name="Background" type="CanvasLayer"]
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layer = -2147483648
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[node name="ClearColor" type="ColorRect" parent="."]
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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color = Color(0, 0, 0, 1)
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109
globals/display.gd
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109
globals/display.gd
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extends Node
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enum ScaleMode {
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## Stretches to fit as close as possible while maintaining the game's aspect ratio.
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ASPECT,
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## Stretches to fit as close as possible while maintaining aspect ratio and an integer scale.
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INTEGER,
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## Stretches to cover the whole screen, warping the aspect ratio.
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STRETCH,
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}
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## Strategy to use for scaling from game-native resolution to the window/screen size.
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@export var scale_mode: ScaleMode = ScaleMode.ASPECT:
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set(value):
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scale_mode = value
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if is_node_ready():
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_update_scale()
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## Directory to scan screen filters from.
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@export_dir var filters_dir: String = "res://"
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@export_group("Internal References")
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@export var viewport: SubViewport
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@export var viewport_container: SubViewportContainer
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@export var _native_filters_layer: CanvasLayer
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## The native resolution of the game.
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var size: Vector2i = Vector2i(
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ProjectSettings.get_setting("display/window/size/viewport_width"),
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ProjectSettings.get_setting("display/window/size/viewport_height"),
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)
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## Whether each filter is enabled or disabled.
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var filters_enabled: Dictionary[StringName, bool] = {}
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var _filter_instances: Dictionary[StringName, ColorRect] = {}
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func _enter_tree() -> void:
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get_tree().scene_changed.connect(_on_scene_changed)
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get_tree().root.size_changed.connect(_update_scale)
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# populate screen filters
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for file in ResourceLoader.list_directory(filters_dir):
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var material = load(filters_dir.path_join(file)) as Material
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if material:
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var id = StringName(file.get_basename())
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if _filter_instances.has(id):
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push_error("Screen filter %s exists in two different resource files. Only one will exist" % id)
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_filter_instances[id].queue_free()
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_filter_instances.erase(id)
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var instance = ColorRect.new()
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instance.material = material
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if material.get_meta(&"filter_native_resolution", false):
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_native_filters_layer.add_child(instance)
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else:
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viewport_container.add_child(instance)
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_filter_instances[id] = instance
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filters_enabled[id] = true
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_update_scale.call_deferred()
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var current_scene = get_tree().current_scene
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if current_scene and current_scene != self:
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if current_scene.get_parent():
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current_scene.reparent.call_deferred(viewport)
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else:
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viewport.add_child.call_deferred(current_scene)
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func _on_scene_changed() -> void:
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for child in viewport.get_children():
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child.queue_free()
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get_tree().current_scene.reparent(viewport)
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func _update_scale() -> void:
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var screen_size = Vector2(get_tree().root.size)
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var size_ratio = screen_size / Vector2(size)
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DisplayServer.window_set_min_size(size)
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viewport.size = size
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viewport_container.pivot_offset = Vector2(size) * 0.5
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viewport_container.position = screen_size * 0.5 - Vector2(size) * 0.5
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match scale_mode:
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ScaleMode.ASPECT:
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# get the minimum ratio and use for both axes
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var min_scale = minf(size_ratio.x, size_ratio.y)
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viewport_container.scale = Vector2(min_scale, min_scale)
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ScaleMode.INTEGER:
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# get the minimum ratio and use for both axes after flooring
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var min_scale = floorf(minf(size_ratio.x, size_ratio.y))
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viewport_container.scale = Vector2(min_scale, min_scale)
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ScaleMode.STRETCH:
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# just use the ratio as-is
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viewport_container.scale = size_ratio
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# update screen filters state
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for filter in filters_enabled:
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_filter_instances[filter].visible = filters_enabled[filter]
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_filter_instances[filter].custom_minimum_size = Vector2(size)
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1
globals/display.gd.uid
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globals/display.gd.uid
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uid://kwa8v1dhwlie
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35
globals/display.tscn
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35
globals/display.tscn
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[gd_scene load_steps=2 format=3 uid="uid://bixq77klfo561"]
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[ext_resource type="Script" uid="uid://kwa8v1dhwlie" path="res://globals/display.gd" id="1_1seuv"]
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[node name="Display" type="Node" node_paths=PackedStringArray("viewport", "viewport_container", "_native_filters_layer")]
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script = ExtResource("1_1seuv")
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scale_mode = 1
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filters_dir = "res://assets/screen_filters"
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viewport = NodePath("SubViewportContainer/SubViewport")
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viewport_container = NodePath("SubViewportContainer")
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_native_filters_layer = NodePath("SubViewportContainer/SubViewport/NativeResolutionFilters")
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[node name="SubViewportContainer" type="SubViewportContainer" parent="."]
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -128.0
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offset_top = -96.0
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offset_right = 128.0
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offset_bottom = 96.0
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grow_horizontal = 2
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grow_vertical = 2
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pivot_offset = Vector2(128, 96)
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[node name="SubViewport" type="SubViewport" parent="SubViewportContainer"]
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handle_input_locally = false
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snap_2d_transforms_to_pixel = true
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canvas_item_default_texture_filter = 0
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size = Vector2i(256, 192)
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render_target_update_mode = 4
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[node name="NativeResolutionFilters" type="CanvasLayer" parent="SubViewportContainer/SubViewport"]
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layer = 2147483647
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36
globals/scene_stack.gd
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36
globals/scene_stack.gd
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extends Node
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## The stack of scenes.
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var scenes: Array[Node]
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func _enter_tree() -> void:
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scenes.push_back(get_tree().current_scene)
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## Pushes a new scene onto the stack. It will replace the current scene until it is popped.
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func push_scene(scene: Node) -> void:
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scenes.push_back(scene)
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get_tree().current_scene = scene
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get_tree().scene_changed.emit()
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## Pops the current scene off the stack, returning to the scene below it. If there are no
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## scenes left, the game quits.
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func pop_scene() -> void:
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scenes.pop_back().queue_free()
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if scenes.is_empty():
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get_tree().quit()
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return
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get_tree().current_scene = scenes.back()
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get_tree().scene_changed.emit()
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## Swaps the current scene with a new scene.
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func swap_scene(scene: Node) -> void:
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scenes.pop_back().queue_free()
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scenes.push_back(scene)
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get_tree().current_scene = scene
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get_tree().scene_changed.emit()
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1
globals/scene_stack.gd.uid
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1
globals/scene_stack.gd.uid
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uid://daxi080e2jmpi
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1
icon.svg
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icon.svg
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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>
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After Width: | Height: | Size: 995 B |
43
icon.svg.import
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icon.svg.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://c50bfqprpitev"
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path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://icon.svg"
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dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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svg/scale=1.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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40
project.godot
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project.godot
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="Paratate"
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run/main_scene="uid://dxsp66qpvm65b"
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config/features=PackedStringArray("4.5", "GL Compatibility")
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config/icon="res://icon.svg"
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[autoload]
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Background="*res://globals/background.tscn"
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Display="*res://globals/display.tscn"
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SceneStack="*res://globals/scene_stack.gd"
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[display]
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window/size/viewport_width=240
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window/size/viewport_height=320
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[file_customization]
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folder_colors={
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"res://globals/": "orange",
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"res://scenes/": "teal"
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}
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[rendering]
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textures/canvas_textures/default_texture_filter=0
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renderer/rendering_method="gl_compatibility"
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renderer/rendering_method.mobile="gl_compatibility"
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9
scenes/test_scene.tscn
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9
scenes/test_scene.tscn
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[gd_scene load_steps=2 format=3 uid="uid://dxsp66qpvm65b"]
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[ext_resource type="Texture2D" uid="uid://c50bfqprpitev" path="res://icon.svg" id="1_g7g4h"]
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[node name="TestScene" type="Node"]
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[node name="Icon" type="Sprite2D" parent="."]
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position = Vector2(110, 187)
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texture = ExtResource("1_g7g4h")
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