diff --git a/Asset Sources/HUD/Vignette.svg b/Asset Sources/HUD/Vignette.svg index 0508dfc..da1de94 100644 --- a/Asset Sources/HUD/Vignette.svg +++ b/Asset Sources/HUD/Vignette.svg @@ -22,16 +22,39 @@ + id="filter1509" + x="-0.49932388" + width="1.9986478" + y="-0.49932388" + height="1.9986478"> + stdDeviation="165.18799" + id="feGaussianBlur1511" /> + + + + + + + inkscape:window-maximized="1" + inkscape:pagecheckerboard="true" + borderlayer="true" /> @@ -71,19 +96,13 @@ inkscape:groupmode="layer" id="layer1"> - + transform="scale(0.26458333)" + mask="url(#mask1517)" /> diff --git a/Game/Assets/Characters/Player.gd b/Game/Assets/Characters/Player.gd index 1deac28..67ed273 100644 --- a/Game/Assets/Characters/Player.gd +++ b/Game/Assets/Characters/Player.gd @@ -13,12 +13,12 @@ extends KinematicBody3D @onready var vignette = hud.get_node("Vignette") var base_fov = 90 -var view_zoom := 1.0 : +var view_zoom := .0 : set(zoom): view_zoom = zoom - camera.fov = base_fov / (zoom * 4) - crosshair.modulate.a = 1 - (zoom - 1) * 2 - vignette.material["shader_param/Factor"] = zoom + camera.fov = base_fov / ((zoom + 1) * 2) + #crosshair.modulate.a = 1 - (zoom - 1) * 2 + #vignette.modulate.a = zoom var direction := Vector3.ZERO var accel := 0 @@ -82,14 +82,12 @@ func _input(event) -> void: func _physics_process(delta): direction = Vector3.ZERO - snap = Vector3.ZERO - if is_on_floor() and ground_check.is_colliding(): - #snap = -get_floor_normal() + snap = -get_floor_normal() medium = "ground" gravity_vec = Vector3.ZERO else: - #snap = Vector3.DOWN + snap = Vector3.DOWN medium = "air" gravity_vec += Vector3.DOWN * gravity * delta diff --git a/Game/Assets/HUD/Crosshair.gd b/Game/Assets/HUD/Crosshair.gd index eae53ff..92899db 100644 --- a/Game/Assets/HUD/Crosshair.gd +++ b/Game/Assets/HUD/Crosshair.gd @@ -9,11 +9,3 @@ func hit(): func kill(): aplayer.stop() aplayer.play("Kill") - -#func hide(): -# aplayer.stop() -# aplayer.play("Hide") -## -#func show(): -# aplayer.stop() -# aplayer.play("Show") diff --git a/Game/Assets/HUD/Vignette.png b/Game/Assets/HUD/Vignette.png index 17c99a6..293a311 100644 Binary files a/Game/Assets/HUD/Vignette.png and b/Game/Assets/HUD/Vignette.png differ diff --git a/Game/Main.tscn b/Game/Main.tscn index 72aad29..efeabe0 100644 --- a/Game/Main.tscn +++ b/Game/Main.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=24 format=2] +[gd_scene load_steps=17 format=2] [ext_resource path="res://Assets/Characters/Player.tscn" type="PackedScene" id=1] [ext_resource path="res://Assets/HUD/Crosshair.png" type="Texture2D" id=2] @@ -61,23 +61,6 @@ tracks/0/keys = { } [sub_resource type="Animation" id=7] -resource_name = "Hide" -length = 0.2 -step = 0.05 -tracks/0/type = "value" -tracks/0/path = NodePath("Crosshair:modulate") -tracks/0/interp = 1 -tracks/0/loop_wrap = true -tracks/0/imported = false -tracks/0/enabled = true -tracks/0/keys = { -"times": PackedFloat32Array( 0, 0.2 ), -"transitions": PackedFloat32Array( 1, 1 ), -"update": 0, -"values": [ Color( 1, 1, 1, 1 ), Color( 1, 1, 1, 0 ) ] -} - -[sub_resource type="Animation" id=8] length = 0.2 step = 0.05 tracks/0/type = "value" @@ -107,7 +90,7 @@ tracks/1/keys = { "times": PackedFloat32Array( 0 ) } -[sub_resource type="Animation" id=9] +[sub_resource type="Animation" id=8] length = 0.5 step = 0.05 tracks/0/type = "value" @@ -137,90 +120,6 @@ tracks/1/keys = { "times": PackedFloat32Array( 0 ) } -[sub_resource type="Animation" id=10] -resource_name = "Show" -length = 0.2 -step = 0.05 -tracks/0/type = "value" -tracks/0/path = NodePath("Crosshair:modulate") -tracks/0/interp = 1 -tracks/0/loop_wrap = true -tracks/0/imported = false -tracks/0/enabled = true -tracks/0/keys = { -"times": PackedFloat32Array( 0, 0.2 ), -"transitions": PackedFloat32Array( 1, 1 ), -"update": 0, -"values": [ Color( 1, 1, 1, 0 ), Color( 1, 1, 1, 1 ) ] -} - -[sub_resource type="VisualShaderNodeFloatUniform" id=11] -default_input_values = [ ] -uniform_name = "Factor" -hint = 1 -default_value_enabled = true - -[sub_resource type="VisualShaderNodeInput" id=12] -output_port_for_preview = 0 -default_input_values = [ ] -input_name = "color" - -[sub_resource type="VisualShaderNodeMix" id=13] -default_input_values = [ 0, Vector3( 1, 1, 1 ), 1, Vector3( 1, 1, 1 ), 2, 0.5 ] -op_type = 2 - -[sub_resource type="VisualShader" id=14] -code = "shader_type canvas_item; -render_mode blend_mul; - -uniform float Factor : hint_range(0, 1) = 0; - - - -void vertex() { -// Output:0 - -} - -void fragment() { -// Input:3 - vec3 n_out3p0 = COLOR.rgb; - -// FloatUniform:2 - float n_out2p0 = Factor; - -// Mix:4 - vec3 n_in4p0 = vec3(1.00000, 1.00000, 1.00000); - vec3 n_out4p0 = mix(n_in4p0, n_out3p0, n_out2p0); - -// Output:0 - COLOR.rgb = n_out4p0; - -} - -void light() { -// Output:0 - -} -" -graph_offset = Vector2( -113, 35 ) -version = "4.0" -mode = 1 -modes/blend = 3 -flags/light_only = false -nodes/fragment/0/position = Vector2( 400, 180 ) -nodes/fragment/2/node = SubResource( 11 ) -nodes/fragment/2/position = Vector2( -440, 300 ) -nodes/fragment/3/node = SubResource( 12 ) -nodes/fragment/3/position = Vector2( -400, 120 ) -nodes/fragment/4/node = SubResource( 13 ) -nodes/fragment/4/position = Vector2( 60, 180 ) -nodes/fragment/connections = PackedInt32Array( 4, 0, 0, 0, 2, 0, 4, 2, 3, 0, 4, 1 ) - -[sub_resource type="ShaderMaterial" id=15] -shader = SubResource( 14 ) -shader_param/Factor = 0.0 - [node name="Game" type="Node3D"] script = null @@ -291,10 +190,8 @@ __meta__ = { [node name="AnimationPlayer" type="AnimationPlayer" parent="HUD/Crosshair"] autoplay = "Default" anims/Default = SubResource( 6 ) -anims/Hide = SubResource( 7 ) -anims/Hit = SubResource( 8 ) -anims/Kill = SubResource( 9 ) -anims/Show = SubResource( 10 ) +anims/Hit = SubResource( 7 ) +anims/Kill = SubResource( 8 ) blend_times = [ ] script = null @@ -303,7 +200,6 @@ stream = ExtResource( 6 ) script = null [node name="Vignette" type="TextureRect" parent="HUD"] -material = SubResource( 15 ) anchor_right = 1.0 anchor_bottom = 1.0 texture = ExtResource( 8 ) diff --git a/Game/project.godot b/Game/project.godot index e24c6a1..8a2cb1e 100644 --- a/Game/project.godot +++ b/Game/project.godot @@ -58,7 +58,7 @@ trigger_secondary={ } view_zoom={ "deadzone": 0.5, -"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":16777240,"physical_keycode":0,"unicode":0,"echo":false,"script":null) +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":90,"physical_keycode":0,"unicode":0,"echo":false,"script":null) ] } move_special={ @@ -100,4 +100,5 @@ weapon_3={ global_illumination/sdfgi/probe_ray_count=2 global_illumination/sdfgi/frames_to_converge=0 global_illumination/sdfgi/frames_to_update_lights=4 +anti_aliasing/quality/use_debanding=true environment/defaults/default_environment="res://default_env.tres"