像素显示优化 相机优化

master
chendian 2 years ago
parent 5888b376c7
commit cda4f6d74e

Binary file not shown.

After

Width:  |  Height:  |  Size: 943 B

@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://belauv0uixwdv"
path="res://.godot/imported/pixel_test.png-a76ed0687cceb8193267f9fb6ed6459a.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://pixel_test.png"
dest_files=["res://.godot/imported/pixel_test.png-a76ed0687cceb8193267f9fb6ed6459a.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=0
compress/normal_map=2
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=false
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=0

@ -47,9 +47,14 @@ MetSys="*res://addons/MetroidvaniaSystem/Nodes/Singleton.tscn"
window/size/viewport_width=640
window/size/viewport_height=360
window/size/always_on_top=true
window/stretch/mode="viewport"
window/stretch/mode="canvas_items"
window/stretch/aspect="keep_width"
window/stretch/scale_mode="integer"
[editor]
import/use_multiple_threads=false
[editor_plugins]
enabled=PackedStringArray("res://addons/MagicaVoxel_Importer_with_Extensions/plugin.cfg", "res://addons/MetroidvaniaSystem/plugin.cfg", "res://addons/beehave/plugin.cfg", "res://addons/nklbdev.aseprite_importers/plugin.cfg", "res://addons/resources_spreadsheet_view/plugin.cfg")

File diff suppressed because one or more lines are too long

@ -1,7 +1,8 @@
[gd_scene load_steps=9 format=3 uid="uid://eoydwrunmm5n"]
[gd_scene load_steps=10 format=3 uid="uid://eoydwrunmm5n"]
[ext_resource type="Script" path="res://script/manager/game_manager.gd" id="1_q2t80"]
[ext_resource type="Script" path="res://script/manager/level_manager.gd" id="2_ewhkj"]
[ext_resource type="Script" path="res://script/_global/stage.gd" id="2_lxgiw"]
[ext_resource type="Script" path="res://script/manager/character_manager.gd" id="4_oonkb"]
[ext_resource type="Script" path="res://script/manager/camera_manager.gd" id="4_yqiun"]
[ext_resource type="Script" path="res://script/editor_tool/editor_tool.gd" id="5_n3qhi"]
@ -15,16 +16,16 @@
script = ExtResource("1_q2t80")
[node name="Stage" type="SubViewportContainer" parent="GameManager"]
offset_top = -74.558
texture_filter = 2
offset_right = 640.0
offset_bottom = 285.442
offset_bottom = 360.0
scale = Vector2(1, 1.414)
size_flags_stretch_ratio = 0.0
stretch = true
script = ExtResource("2_lxgiw")
[node name="SubViewport" type="SubViewport" parent="GameManager/Stage"]
handle_input_locally = false
snap_2d_vertices_to_pixel = true
canvas_item_default_texture_filter = 0
positional_shadow_atlas_16_bits = false
size = Vector2i(640, 360)
render_target_update_mode = 4

@ -1,12 +1,9 @@
extends SubViewportContainer
var camera_angle := deg_to_rad(45.0)
func on_resize():
$SubViewport.size.y = $SubViewport.size.y * cos(camera_angle)
func _ready():
on_resize()
func _on_item_rect_changed():
on_resize()
var basic_size = Vector2(640,360)
var scale_y = cos(deg_to_rad(45.0)) * 2.0 #1.414
var sample_rate = 3.0
size = basic_size * sample_rate
scale = Vector2(1,scale_y) / sample_rate
position.y = - (scale_y - 1.0) * 0.5 / sample_rate * size.y

@ -9,21 +9,23 @@ var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _physics_process(delta):
if status.is_pause:return
update_on_floor(delta)
var is_hit_floor = update_on_floor(delta)
update_speed_y(delta)
update_move(delta)
character.move_and_slide()
if character.velocity:
if character.velocity or is_hit_floor:
SignalManager.character_pos_changed.emit(character.id(),character.pos())
SignalManager.character_ui_pos_changed.emit(character.id(),character.ui_pos())
MetSys.set_player_position(character.pos2D())
if character.velocity.length()>0:
SignalManager.character_status_changed.emit(status.id,"pos2d",character.pos2D())
MetSys.set_player_position(character.pos2D())
func update_on_floor(delta):
status.is_on_floor = character.is_on_floor()
func update_on_floor(delta) -> bool:
var is_on_floor = character.is_on_floor()
var is_hit = not status.is_on_floor and is_on_floor
status.is_on_floor = is_on_floor
if status.is_on_floor and not status.is_jumping:
status.is_jumped = false
return is_hit
func update_speed_y(delta):
var has_y_speed = status.skill_float_speed != 0 or status.hit_up_speed != 0

@ -74,7 +74,6 @@ func _ready():
func _process(delta):
update_view()
if not status.is_skill_running and status.is_pause == is_playing():
if status.is_pause:pause()
else:play()
@ -82,6 +81,7 @@ func _process(delta):
update_flip()
update_trans(false)
update_material()
update_view()
func init(default:SpriteFrames):
sprite_frames = default

@ -25,7 +25,7 @@ func on_character_pos_changed(id:int,pos:Vector3):
pos.x = clamp(pos.x,camera_limit.x,level_size.x-camera_limit.x)
pos.z = clamp(pos.z,camera_limit.y,level_size.y-camera_limit.y)
pos.y = clamp(pos.y,0,0.5)
position = pos + offset
position = Util.snap_vector3(pos + offset)
func on_character_destroy(id:int):
target = 0

Loading…
Cancel
Save