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# Example of a makefile to bulk export aseprite art onto a game. | |
# For windows, it is necessary to install some version of make such as: | |
# http://gnuwin32.sourceforge.net/packages/make.htm | |
# | |
# Details and specialized use of make are beyond this example. That's | |
# a whole different can of worms... Here I'm using the most simple of | |
# simples but any experts looking at this are welcome to improve. | |
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extends Camera2D | |
const SCREEN_SIZE := Vector2( 320, 180 ) | |
var cur_screen := Vector2( 0, 0 ) | |
func _ready(): | |
set_as_toplevel( true ) | |
global_position = get_parent().global_position | |
_update_screen( cur_screen ) |
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tool | |
extends TileSet | |
const EMPTY_AUTOTILE = Vector2( 4, 0 ) | |
var block_tiles = [ "blocks" ] | |
func _forward_subtile_selection(autotile_id : int, _bitmask : int, tilemap : Object, tile_location : Vector2 ): | |
if block_tiles.find( tile_get_name( autotile_id ) ) < 0: |
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shader_type canvas_item; | |
uniform sampler2D spritesheet; // Should be a slice image as exported from Magica Voxel | |
uniform int slice_count = 1; // The number of slices | |
uniform vec2 camera_vec = vec2( 1., 1. ); // Recomend using (1,1) or (1,1.5) | |
uniform float camera_ang = 0.0; // change this to change the view angle of the object | |
const vec2 center = vec2( 0.5 ); | |
bool scale_and_rotate_with_offset( inout vec2 uv, vec2 sxy, float ang, vec2 cent, vec2 offset ) |
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@echo off | |
set ASEPRITE="C:\Program Files (x86)\Steam\steamapps\common\Aseprite\Aseprite.exe" | |
%ASEPRITE% -b "tileset.aseprite" --save-as ..\game\assets\tileset.png | |
%ASEPRITE% -b "trees.aseprite" --save-as ..\game\assets\trees.png | |
%ASEPRITE% -b "player_punch_mask.aseprite" --save-as ..\game\assets\player_punch_mask.png | |
%ASEPRITE% -b "player.aseprite" --sheet "..\game\assets\player.png" --sheet-width 256 --sheet-height 512 | |
%ASEPRITE% -b "player_wolf_transformation.aseprite" --sheet "..\game\assets\player_wolf_transformation.png" --sheet-width 256 | |
%ASEPRITE% -b "death_animation.aseprite" --sheet "..\game\assets\death_animation.png" --sheet-width 256 | |
%ASEPRITE% -b "wolf.aseprite" --sheet "..\game\assets\wolf.png" --sheet-width 256 --sheet-height 256 |
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extends Camera | |
var transform_origin | |
var offset = Vector2() | |
var _duration = 0.0 | |
var _period_in_ms = 0.0 | |
var _amplitude = 0.0 |
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extends "res://scripts/controllable.gd" | |
signal player_dead | |
#const BULLET_VEL = 250 | |
var cur_bullet = 0 | |
const BULLET_DELAYS = [ 0.15, 0.07 ] | |
var bullet_scn = preload( "res://player/bullet.tscn" ) | |
var bullet_blast_scn = preload( "res://player/bullet_blast.tscn" ) |
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# Update the object velocity with vel += steering( position, target_position, vel, delta ) | |
# adjust MAX_VEL and MAX_FORCE values to control how the motion looks like | |
func steering( cur_pos, target_pos, cur_vel, delta ): | |
var distance_to_target = target_pos - cur_pos | |
var desired_vel = distance_to_target.normalized() * MAX_VEL | |
steering_force = ( desired_vel - cur_vel ) / delta | |
steering_force = steering_force.clamped( MAX_FORCE ) | |
return steering_force * delta |
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shader_type canvas_item; | |
//inputs | |
uniform float AMT = 0.7; //0 - 1 glitch amount | |
uniform float SPEED = 0.6; //0 - 1 speed | |
//2D (returns 0 - 1) | |
float random2d(vec2 n) { | |
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); | |
} |
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[gd_scene load_steps=4 format=1] | |
[ext_resource path="res://bubble_shader.tres" type="Shader" id=1] | |
[ext_resource path="res://bubble.png" type="Texture" id=2] | |
[sub_resource type="CanvasItemMaterial" id=1] | |
shader/shader = ExtResource( 1 ) | |
shader/shading_mode = 0 |
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