More map work and missed points

This commit is contained in:
2025-09-04 22:34:12 -04:00
parent e525110b9d
commit ef9e5c2664
26 changed files with 828 additions and 0 deletions

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anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
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layout_mode = 0
offset_left = -453.00003
offset_top = -256.0
offset_right = 1467.0
offset_bottom = 824.0
scale = Vector2(1.5, 1.5)
texture = ExtResource("1_2klcf")
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mouse_filter = 2
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@tool
extends TextureButton
@onready var panel : PanelContainer = $Panel
@onready var anim_player : AnimationPlayer = $AnimationPlayer
var panel_shown : bool = false
@export var primed : bool = false
var locked : bool = true
var mat : ShaderMaterial
var _circle_size : float = 0
@export var circle_size: float:
get(): return _circle_size
set(value):
_circle_size = value
queue_redraw()
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@export var threshold : float
@export var thickness : float = 5
@export var max_circle_size : float = 200
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mat = %CanvasGroup.material
if primed:
anim_player.play("primed")
func _process(delta: float) -> void:
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mat.set_shader_parameter("threshold", threshold)
func unlock() -> void:
locked = false
primed = false
anim_player.play("unlock")
$AudioStreamPlayer2D.play()
func _on_mouse_entered() -> void:
if !panel_shown:
panel.visible = true
panel_shown = true
pass # Replace with function body.
func _buttonn_pressed() -> void:
if primed:
unlock()
func _on_mouse_exited() -> void:
if panel_shown:
panel.visible = false
panel_shown = false
pass # Replace with function body.
func _draw() -> void:
if _circle_size != 0:
draw_circle(global_position, _circle_size, add_color, false, thickness * (max_circle_size - _circle_size) / max_circle_size)

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shader_type canvas_item;
render_mode unshaded;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
uniform vec4 add_color : source_color = vec4(1.0);
uniform sampler2D fringe_color;
uniform float fringe_threshold;
uniform float threshold;
varying vec4 global_center;
varying vec4 screen_center;
void vertex() {
vec4 local_center = vec4(0.0, 0.0, 0.0, 1.0);
// Transform local center to global coordinates
global_center = CANVAS_MATRIX * local_center;
// Called for every vertex the material is visible on.
}
void fragment() {
// Called for every pixel the material is visible on.
vec4 color = texture(screen_texture, SCREEN_UV);
vec4 acol = add_color;
acol.a = min(acol.a, color.a);
//COLOR = mix(color, add_color, acol.a);
vec2 ucrd = vec2(UV.x - 0.5, UV.y - 0.5) * 2.0;
float d = ucrd.x * ucrd.x + ucrd.y * ucrd.y;
if(d < threshold * threshold){
float ft = threshold - fringe_threshold;
if(d < ft * ft){
COLOR = vec4(mix(color.rgb, add_color.rgb, acol.a), color.a);
}else{
vec4 f_col = texture(fringe_color, vec2((pow(d, .5) - ft)/fringe_threshold));
COLOR = vec4(mix(color.rgb, f_col.rgb, acol.a), color.a);
}
}else{
COLOR = vec4(UV, 0, 0);
}
}
//void light() {
// // Called for every pixel for every light affecting the CanvasItem.
// // Uncomment to replace the default light processing function with this one.
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