血宫初版

master
chendian 1 year ago
parent 329369a068
commit 3c154de4bd

@ -5,7 +5,7 @@
[resource] [resource]
script = ExtResource("1_w5b6b") script = ExtResource("1_w5b6b")
damage_rate = 1.0 damage_rate = 1.0
break_level = 3 break_level = 1
stun_attack = 10.0 stun_attack = 10.0
damage_type = 1 damage_type = 1
is_floating = false is_floating = false

@ -0,0 +1,25 @@
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importer="Aseprite SpriteFrames Import"
type="SpriteFrames"
uid="uid://uff0nbm15co4"
path="res://.godot/imported/monster04_skill.aseprite-8ce7f52b57786393c0eecbb09a71202b.res"
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source_file="res://resource/animation/character/monster04_skill.aseprite"
dest_files=["res://.godot/imported/monster04_skill.aseprite-8ce7f52b57786393c0eecbb09a71202b.res"]
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spritesheet/layout=0
spritesheet/fixed_rows_count=1
spritesheet/fixed_columns_count=1
spritesheet/border_type=0
spritesheet/trim=false
spritesheet/ignore_empty=false
spritesheet/merge_duplicates=false
animation/default/name="default"
animation/default/direction=0
animation/default/repeat_count=0
animation/autoplay=""

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@ -0,0 +1,34 @@
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importer="texture"
type="CompressedTexture2D"
uid="uid://bbj6qt4apr47l"
path="res://.godot/imported/monster04_skill.png-b6370faa748031a6359eeddde1b085bd.ctex"
metadata={
"vram_texture": false
}
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source_file="res://resource/animation/character/monster04_skill.png"
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compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

@ -0,0 +1,18 @@
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importer="MagicaVoxel.With.Extensions.To.Mesh"
type="Mesh"
uid="uid://bl1s2ndqryudf"
path="res://.godot/imported/f_metal_pipe1.vox-4a7419bc484738bef9ddf9983cb7bc4e.mesh"
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dest_files=["res://.godot/imported/f_metal_pipe1.vox-4a7419bc484738bef9ddf9983cb7bc4e.mesh"]
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SnapToGround=false
FirstKeyframeOnly=true

@ -0,0 +1,18 @@
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@ -0,0 +1,18 @@
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SnapToGround=false
FirstKeyframeOnly=true

@ -0,0 +1,18 @@
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@ -0,0 +1,18 @@
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GreedyMeshGenerator=true
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FirstKeyframeOnly=true

@ -0,0 +1,18 @@
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type="Mesh"
uid="uid://dkq4scgbm0a71"
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@ -203,6 +203,7 @@ script = ExtResource("2_lxgiw")
[node name="SubViewport" type="SubViewport" parent="GameManager/Stage"] [node name="SubViewport" type="SubViewport" parent="GameManager/Stage"]
handle_input_locally = false handle_input_locally = false
use_taa = true
positional_shadow_atlas_16_bits = false positional_shadow_atlas_16_bits = false
size = Vector2i(640, 360) size = Vector2i(640, 360)
render_target_update_mode = 4 render_target_update_mode = 4

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@ -16,7 +16,7 @@ var camera_limit: Vector3 = Vector3(6.4, 1.7, 3.58) #x,z-up,z-down
var camera_size: float = 7.2 var camera_size: float = 7.2
var basic_size: Vector2 = Vector2(640, 360) var basic_size: Vector2 = Vector2(640, 360)
var scale_y: float = cos(deg_to_rad(45.0)) * 2.0 #1.414 var scale_y: float = cos(deg_to_rad(45.0)) * 2.0 #1.414
var sample_rate: float = 3.0 var sample_rate: float = 3.6
var stage_size: Vector2 = basic_size * sample_rate var stage_size: Vector2 = basic_size * sample_rate
var stage_scale: Vector2 = Vector2(1, scale_y) / sample_rate var stage_scale: Vector2 = Vector2(1, scale_y) / sample_rate
var stage_offset_y: float = (scale_y - 1.0) * 0.5 / sample_rate * stage_size.y var stage_offset_y: float = (scale_y - 1.0) * 0.5 / sample_rate * stage_size.y
@ -76,16 +76,16 @@ func update_global_effect(delta):
func update_camera_pos(delta): func update_camera_pos(delta):
target_pos_lerp(0, delta, 10) target_pos_lerp(0, delta, 10)
target_pos_lerp(1, delta, 10) target_pos_lerp(1, delta, 10)
position.x = target_pos_now.x + shake_offset_x position.x = (target_pos_now.x + shake_offset_x)
position.z = target_pos_now.y + target_pos_y + offset position.z = (target_pos_now.y + target_pos_y + offset)
position.y = target_pos_y + offset position.y = (target_pos_y + offset)
func target_pos_lerp(index: int, delta: float, delta_scale: float): func target_pos_lerp(index: int, delta: float, delta_scale: float):
var target_pos_real: Vector2 = target_pos var target_pos_real: Vector2 = target_pos
var diff = abs(target_pos_now[index] - target_pos_real[index]) var diff = abs(target_pos_now[index] - target_pos_real[index])
if diff < Setting.pixel_size: if diff < Setting.pixel_size:
target_pos_now[index] = Util.snap_float(target_pos_real[index]) target_pos_now[index] = target_pos_real[index]
else: else:
var weight_min = Setting.pixel_size / 2 / diff var weight_min = Setting.pixel_size / 2 / diff
var weight = max(delta * delta_scale, weight_min) var weight = max(delta * delta_scale, weight_min)
@ -117,8 +117,8 @@ func refresh_target_pos():
var x_max: float = level_pos.x + level_size.x - camera_limit.x + camera_size_diff var x_max: float = level_pos.x + level_size.x - camera_limit.x + camera_size_diff
var y_min: float = level_pos.y + camera_limit.y - target_pos_y - camera_size_diff var y_min: float = level_pos.y + camera_limit.y - target_pos_y - camera_size_diff
var y_max: float = level_pos.y + level_size.y - camera_limit.z - target_pos_y + camera_size_diff var y_max: float = level_pos.y + level_size.y - camera_limit.z - target_pos_y + camera_size_diff
target_pos.x = clamp(pos.x, x_min, x_max) target_pos.x = Util.snap_float(clamp(pos.x, x_min, x_max))
target_pos.y = clamp(pos.y-target_pos_y, y_min, y_max) target_pos.y = Util.snap_float(clamp(pos.y-target_pos_y, y_min, y_max))
func on_level_size_change(size: Vector2): level_size = size func on_level_size_change(size: Vector2): level_size = size

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