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https://github.com/Relintai/broken_seals_roguelike.git
synced 2024-11-10 21:52:09 +01:00
Convert 2 particle effects to 2d, and fix adding effects to skeletons.
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@ -56,11 +56,37 @@ func update_facing(input_direction : Vector2) -> void:
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_facing = CharacterFacing.FACING_LEFT
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sprite.transform.x.x = 1
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func add_effect(bone_id : int, effect : PackedScene) -> void:
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pass
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func remove_effect(bone_id : int, effect : PackedScene) -> void:
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pass
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#func add_effect(bone_id : int, effect : PackedScene) -> void:
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# pass
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#
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#func remove_effect(bone_id : int, effect : PackedScene) -> void:
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# pass
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#
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func _common_attach_point_index_get(point):
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if point == EntityEnums.COMMON_SKELETON_POINT_LEFT_HAND:
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return 0
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elif point == EntityEnums.COMMON_SKELETON_POINT_ROOT:
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return 3
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elif point == EntityEnums.COMMON_SKELETON_POINT_SPINE_2:
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return 6
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elif point == EntityEnums.COMMON_SKELETON_POINT_RIGHT_HAND:
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return 1
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elif point == EntityEnums.COMMON_SKELETON_POINT_BACK:
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return 6
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elif point == EntityEnums.COMMON_SKELETON_POINT_RIGHT_HIP:
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return 4
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elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT:
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return 7
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elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT_BACK:
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return 9
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elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_RIGHT:
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return 8
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elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_RIGHT_BACK:
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return 10
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elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT_SHIELD:
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return 11
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return 3
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func get_animation_player() -> AnimationPlayer:
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return null
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@ -1,6 +1,7 @@
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[gd_scene load_steps=2 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://characters/SimpleCharacter.gd" type="Script" id=1]
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[ext_resource path="res://player/CharacterSkeletonAttachPoint.gd" type="Script" id=2]
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[node name="Character" type="CharacterSkeleton2D"]
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entity_type = 1
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@ -19,19 +20,46 @@ attach_point_paths/11_weapon_shield_left = NodePath("WeaponLeft")
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script = ExtResource( 1 )
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[node name="LeftHand" type="Node2D" parent="."]
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position = Vector2( 5.95948, 5.29732 )
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z_index = 1
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script = ExtResource( 2 )
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[node name="RightHand" type="Node2D" parent="."]
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position = Vector2( -6.0257, 5.2311 )
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z_index = 1
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script = ExtResource( 2 )
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[node name="Torso" type="Node2D" parent="."]
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position = Vector2( 0.0662193, 1.39054 )
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z_index = 1
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script = ExtResource( 2 )
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[node name="Root" type="Node2D" parent="."]
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position = Vector2( -0.0662155, 14.369 )
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z_index = 1
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script = ExtResource( 2 )
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[node name="RightHip" type="Node2D" parent="."]
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position = Vector2( -2.45001, 3.77434 )
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z_index = 1
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script = ExtResource( 2 )
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[node name="LeftHip" type="Node2D" parent="."]
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position = Vector2( 2.45001, 4.0392 )
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z_index = 1
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script = ExtResource( 2 )
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[node name="Spine2" type="Node2D" parent="."]
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position = Vector2( -0.132435, -1.98649 )
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z_index = 1
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script = ExtResource( 2 )
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[node name="WeaponLeft" type="Node2D" parent="."]
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position = Vector2( 6.09191, 5.2311 )
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z_index = 1
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script = ExtResource( 2 )
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[node name="WeaponRight" type="Node2D" parent="."]
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position = Vector2( -6.0257, 5.16488 )
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z_index = 1
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script = ExtResource( 2 )
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@ -3,8 +3,6 @@
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[ext_resource path="res://modules/core/shaders/2_simple_particle_billboard_shader.shader" type="Shader" id=1]
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[ext_resource path="res://modules/entity_classes/naturalist/spell_effects/textures/small_star.png" type="Texture" id=2]
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[sub_resource type="ShaderMaterial" id=1]
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shader = ExtResource( 1 )
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shader_param/albedo = Color( 1, 1, 1, 1 )
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@ -1,41 +1,30 @@
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[gd_scene load_steps=6 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://modules/core/shaders/2_simple_particle_billboard_shader.shader" type="Shader" id=1]
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[ext_resource path="res://modules/entity_classes/naturalist/spell_effects/textures/star.png" type="Texture" id=2]
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[sub_resource type="ShaderMaterial" id=1]
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shader = ExtResource( 1 )
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shader_param/albedo = Color( 0.0627451, 0.741176, 0.619608, 1 )
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shader_param/texture_albedo = ExtResource( 2 )
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[sub_resource type="QuadMesh" id=2]
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material = SubResource( 1 )
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[sub_resource type="Animation" id=3]
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resource_name = "Anim"
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length = 0.3
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step = 0.01
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tracks/0/type = "value"
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tracks/0/path = NodePath("MeshInstance:scale")
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tracks/0/path = NodePath("Sprite:scale")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0, 0.08, 0.09, 0.3 ),
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"transitions": PoolRealArray( 5.09824, 1, 1.31951, 1 ),
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"times": PoolRealArray( 0, 0.11, 0.3 ),
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"transitions": PoolRealArray( 5.09823, 1.36604, 1 ),
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"update": 0,
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"values": [ Vector3( 0.1, 0.1, 0.1 ), Vector3( 1, 1, 1 ), Vector3( 1, 1, 1 ), Vector3( 0.1, 0.1, 0.1 ) ]
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"values": [ Vector2( 0.1, 0.1 ), Vector2( 1, 1 ), Vector2( 0.1, 0.1 ) ]
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}
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[node name="AmplifyPain" type="Spatial"]
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[node name="AmplifyPain" type="Node2D"]
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[node name="MeshInstance" type="MeshInstance" parent="."]
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transform = Transform( 0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0, 0, 0 )
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mesh = SubResource( 2 )
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material/0 = null
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[node name="Sprite" type="Sprite" parent="."]
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modulate = Color( 0.0627451, 0.741176, 0.619608, 1 )
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scale = Vector2( 0.1, 0.1 )
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texture = ExtResource( 2 )
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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autoplay = "Anim"
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@ -1,60 +1,33 @@
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[gd_scene load_steps=9 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://modules/core/shaders/3_simple_y_billboard.shader" type="Shader" id=1]
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[ext_resource path="res://modules/core/shaders/2_simple_particle_billboard_shader.shader" type="Shader" id=2]
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[ext_resource path="res://modules/entity_classes/naturalist/spell_effects/textures/big_glow.png" type="Texture" id=3]
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[ext_resource path="res://modules/entity_classes/naturalist/spell_effects/textures/main_texture.png" type="Texture" id=4]
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[node name="NatureCast" type="Node2D"]
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[node name="big_glow" type="Sprite" parent="."]
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modulate = Color( 0.027451, 0.537255, 0.317647, 1 )
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texture = ExtResource( 3 )
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[sub_resource type="ShaderMaterial" id=1]
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shader = ExtResource( 2 )
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shader_param/albedo = Color( 1, 1, 1, 1 )
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shader_param/texture_albedo = ExtResource( 4 )
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[sub_resource type="QuadMesh" id=2]
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material = SubResource( 1 )
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size = Vector2( 0.1, 0.1 )
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[sub_resource type="ShaderMaterial" id=3]
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shader = ExtResource( 1 )
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shader_param/albedo = Color( 0.027451, 0.537255, 0.317647, 1 )
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shader_param/texture_albedo = ExtResource( 3 )
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[sub_resource type="QuadMesh" id=4]
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material = SubResource( 3 )
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size = Vector2( 0.3, 0.3 )
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[node name="NatureCast" type="Spatial"]
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[node name="CPUParticles" type="CPUParticles" parent="."]
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[node name="CPUParticles2D" type="CPUParticles2D" parent="."]
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amount = 5
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lifetime = 0.29
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explosiveness = 0.08
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randomness = 0.77
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lifetime_randomness = 1.0
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local_coords = false
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mesh = SubResource( 2 )
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texture = ExtResource( 4 )
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emission_shape = 1
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emission_sphere_radius = 0.1
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direction = Vector3( 1, 1, 1 )
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emission_sphere_radius = 4.97
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direction = Vector2( 1, 1 )
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spread = 180.0
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gravity = Vector3( 0, -9, 0 )
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initial_velocity = 1.0
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initial_velocity_random = 1.0
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angular_velocity = 397.64
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angular_velocity_random = 0.2
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radial_accel = 1.0
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tangential_accel = 6.9
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tangential_accel_random = 0.21
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damping = 6.54
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damping_random = 0.5
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angle = 426.5
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angle_random = 1.0
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scale_amount = 0.3
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scale_amount_random = 1.0
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scale_amount = 0.17
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scale_amount_random = 0.51
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color = Color( 0.0901961, 0.501961, 0.247059, 1 )
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[node name="MeshInstance" type="MeshInstance" parent="."]
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mesh = SubResource( 4 )
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material/0 = null
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@ -4,9 +4,6 @@
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[ext_resource path="res://modules/core/shaders/3_simple_y_billboard.shader" type="Shader" id=2]
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[ext_resource path="res://modules/core/materials/2_simple_particle_billboard.tres" type="Material" id=3]
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[sub_resource type="QuadMesh" id=1]
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material = ExtResource( 3 )
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size = Vector2( 0.02, 0.02 )
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@ -1,10 +1,11 @@
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extends Spatial
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tool
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extends Node2D
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class_name CharacterSkeketonAttachPoint
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019 Péter Magyar
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# Copyright (c) 2019-2020 Péter Magyar
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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@ -27,7 +28,7 @@ class_name CharacterSkeketonAttachPoint
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var effects : Dictionary
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var timed_effects : Dictionary
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func add_effect(effect : PackedScene) -> void:
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func add(effect : PackedScene) -> void:
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if effects.has(effect):
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effects[effect][0] = effects[effect][0] + 1
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else:
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@ -39,7 +40,7 @@ func add_effect(effect : PackedScene) -> void:
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var data : Array = [ 1, eff ]
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effects[effect] = data
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func add_effect_timed(effect : PackedScene, time : float) -> void:
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func add_timed(effect : PackedScene, time : float) -> void:
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if timed_effects.has(effect):
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timed_effects[effect][0] = timed_effects[effect][0] + 1
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else:
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@ -51,7 +52,7 @@ func add_effect_timed(effect : PackedScene, time : float) -> void:
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var data : Array = [ 1, eff, time ]
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timed_effects[effect] = data
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func remove_effect(effect : PackedScene) -> void:
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func remove(effect : PackedScene) -> void:
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if effects.has(effect):
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var data : Array = effects[effect]
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@ -24,7 +24,7 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://scripts/item_visuals/CharacterAtlasEntry2D.gd"
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}, {
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"base": "Spatial",
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"base": "Node2D",
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"class": "CharacterSkeketonAttachPoint",
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"language": "GDScript",
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"path": "res://player/CharacterSkeletonAttachPoint.gd"
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