godot-demo-projects/2d/glow/beach_cave.gd

22 lines
765 B
GDScript

extends Node2D
const CAVE_LIMIT = 1000
var glow_map := preload("res://glow_map.webp")
@onready var cave: Node2D = $Cave
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion and event.button_mask > 0:
cave.position.x = clampf(cave.position.x + event.relative.x, -CAVE_LIMIT, 0)
if event.is_action_pressed("toggle_glow_map"):
if $WorldEnvironment.environment.glow_map:
$WorldEnvironment.environment.glow_map = null
# Restore glow intensity to its default value
$WorldEnvironment.environment.glow_intensity = 0.8
else:
$WorldEnvironment.environment.glow_map = glow_map
# Increase glow intensity to compensate for the glow map darkening parts of the glow.
$WorldEnvironment.environment.glow_intensity = 1.6