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[gd_scene load_steps=7 format=2] |
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[gd_scene load_steps=11 format=2] |
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[ext_resource path="res://Data/Scripts/Controller.gd" type="Script" id=1] |
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[ext_resource path="res://Data/Scripts/Controller.gd" type="Script" id=1] |
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[ext_resource path="res://Data/Colors/GooGradient.tres" type="Texture" id=2] |
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[ext_resource path="res://Data/Colors/GooGradient.tres" type="Texture" id=2] |
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[ext_resource path="res://icon.png" type="Texture" id=3] |
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[ext_resource path="res://Data/Graphics/droplet_a.png" type="Texture" id=4] |
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[sub_resource type="CircleShape2D" id=1] |
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[sub_resource type="CircleShape2D" id=1] |
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radius = 16.0 |
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[sub_resource type="Curve" id=4] |
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[sub_resource type="Curve" id=4] |
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_data = [ Vector2( 0, 1 ), 0.0, 0.219234, 0, 0, Vector2( 1, 0.559091 ), -0.228985, 0.0, 0, 0 ] |
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_data = [ Vector2( 0, 1 ), 0.0, 0.219234, 0, 0, Vector2( 1, 0.434091 ), -0.228985, 0.0, 0, 0 ] |
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[sub_resource type="CurveTexture" id=5] |
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[sub_resource type="CurveTexture" id=5] |
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curve = SubResource( 4 ) |
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curve = SubResource( 4 ) |
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[sub_resource type="ParticlesMaterial" id=6] |
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[sub_resource type="ParticlesMaterial" id=6] |
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lifetime_randomness = 0.28 |
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lifetime_randomness = 0.52 |
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emission_shape = 1 |
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emission_shape = 1 |
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emission_sphere_radius = 10.0 |
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emission_sphere_radius = 16.0 |
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flag_disable_z = true |
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flag_disable_z = true |
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gravity = Vector3( 0, 0, 0 ) |
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initial_velocity = 0.25 |
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initial_velocity_random = 1.0 |
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direction = Vector3( 0, 0, 0 ) |
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spread = 0.0 |
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gravity = Vector3( 0, 8, 0 ) |
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orbit_velocity = 0.0 |
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orbit_velocity = 0.0 |
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orbit_velocity_random = 0.0 |
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orbit_velocity_random = 0.0 |
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radial_accel = -10.0 |
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radial_accel_random = 0.54 |
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linear_accel = 10.0 |
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damping = 12.0 |
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damping = 12.0 |
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damping_random = 0.41 |
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damping_random = 0.41 |
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scale = 4.0 |
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angle = 45.0 |
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angle_random = 0.85 |
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scale = 0.75 |
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scale_curve = SubResource( 5 ) |
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scale_curve = SubResource( 5 ) |
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color_ramp = ExtResource( 2 ) |
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color_ramp = ExtResource( 2 ) |
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[sub_resource type="Shader" id=7] |
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code = "shader_type canvas_item; |
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uniform float rimWidth : hint_range(1.0, 3.0) = 2.0; |
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uniform vec4 rim_color : hint_color; |
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uniform vec4 cell_color : hint_color; |
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uniform float fisheye_power = 2.0; |
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vec2 random2(vec2 p){ |
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return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453); |
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} |
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float ramp(float v, float f_min, float f_max){ |
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if (v <= f_min){return 0.0;} |
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if (v >= f_max){return 1.0;} |
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return (v - f_min) / f_max; |
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} |
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float CellularNoise(vec2 vUV, float scale, float time){ |
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// Code modified from... |
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// https://thebookofshaders.com/12/ |
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vec2 st = vUV * scale; |
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//st.x = vres.x/vres.y; |
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vec2 i_st = floor(st); |
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vec2 f_st = fract(st); |
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float min_dist = 1.0; |
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for (int y = -1; y <= 1; y++){ |
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for (int x = -1; x <= 1; x++){ |
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vec2 neighbor = vec2(float(x), float(y)); |
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vec2 point = random2(i_st + neighbor); |
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point = 0.5 + (0.5 * sin(time + (6.2831 * point))); |
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float dist = length((neighbor + point) - f_st); |
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min_dist = min(min_dist, dist); |
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} |
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} |
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return min_dist; |
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} |
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vec2 distort(vec2 p) { |
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// Function borrowed and slightly modified from... |
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// https://gist.github.com/henriquelalves/989fdd72e10c90091188 |
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p *= 2.0; |
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p -= vec2(1.0, 1.0); |
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if (length(p) >= 1.5){return p;} |
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//return p; |
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if(p.x > 0.0){ |
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float angle = p.y / p.x; |
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float theta = atan(angle); |
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float radius = length(p); |
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radius = pow(radius, fisheye_power); |
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p.x = radius * cos(theta); |
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p.y = radius * sin(theta); |
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} else { |
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float angle = p.y / p.x; |
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float theta = atan(angle); |
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float radius = length(p); |
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radius = pow(radius, fisheye_power); |
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p.y = radius * sin(-theta); |
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p.x = radius * cos(theta); |
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p.x = - p.x; |
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} |
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return 0.5 * (p + vec2(1.0,1.0)); |
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} |
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void fragment(){ |
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float n = ramp(CellularNoise(distort(UV.xy), 5.0, TIME), 0.2, 0.9); |
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float rim = length(vec2(0.5, 0.5) - (UV.xy)); |
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if (rim > 0.5){ |
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rim = 0.0; |
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} |
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rim = ramp(pow(rim, rimWidth), 0.0, 0.5); |
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vec4 color = texture(SCREEN_TEXTURE, SCREEN_UV); |
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if (rim > 0.0){ |
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color = vec4(cell_color.rgb * n, n); |
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color = color + vec4(rim_color.rgb * rim, rim); |
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} else { |
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color = vec4(color.rgb, 0.0); |
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} |
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COLOR = color; |
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}" |
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[sub_resource type="ShaderMaterial" id=8] |
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shader = SubResource( 7 ) |
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shader_param/rimWidth = 1.81 |
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shader_param/rim_color = Color( 0.705882, 0.976471, 0.027451, 1 ) |
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shader_param/cell_color = Color( 0.690196, 0.435294, 0.109804, 1 ) |
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shader_param/fisheye_power = 3.0 |
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[node name="Player" type="RigidBody2D"] |
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[node name="Player" type="RigidBody2D"] |
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collision_mask = 3 |
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collision_mask = 3 |
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contacts_reported = 1 |
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contacts_reported = 1 |
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script = ExtResource( 1 ) |
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script = ExtResource( 1 ) |
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."] |
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."] |
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visible = false |
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shape = SubResource( 1 ) |
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shape = SubResource( 1 ) |
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[node name="Particles" type="Particles2D" parent="."] |
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amount = 100 |
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process_material = SubResource( 6 ) |
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[node name="Joint" type="PinJoint2D" parent="."] |
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[node name="Joint" type="PinJoint2D" parent="."] |
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bias = 0.9 |
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bias = 0.9 |
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softness = 0.1 |
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softness = 0.1 |
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[node name="Camera" type="Camera2D" parent="."] |
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[node name="Camera" type="Camera2D" parent="."] |
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current = true |
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current = true |
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smoothing_enabled = true |
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smoothing_enabled = true |
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[node name="Particles" type="Particles2D" parent="."] |
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visible = false |
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amount = 50 |
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lifetime = 8.0 |
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local_coords = false |
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process_material = SubResource( 6 ) |
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texture = ExtResource( 4 ) |
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[node name="Sprite" type="Sprite" parent="."] |
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material = SubResource( 8 ) |
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scale = Vector2( 0.5, 0.5 ) |
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texture = ExtResource( 3 ) |
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[connection signal="body_entered" from="." to="." method="_on_Player_body_entered"] |
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[connection signal="body_entered" from="." to="." method="_on_Player_body_entered"] |
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[connection signal="body_exited" from="." to="." method="_on_Player_body_exited"] |
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[connection signal="body_exited" from="." to="." method="_on_Player_body_exited"] |