SLAPPENING
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f498d08238
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dbae4ba248
33
Player.gd
33
Player.gd
@ -8,7 +8,8 @@ export var normal_acceleration = 6
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export var gravity = 100
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export var jump = 30
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var slap = 0.0
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var isSlap = false
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var chargeSlap = false
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var isSlap = false;
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export var mouse_sensitivity = 0.03
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@ -66,25 +67,23 @@ func _physics_process(delta):
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direction -= transform.basis.x
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elif Input.is_action_pressed("move_right"):
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direction += transform.basis.x
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if Input.is_action_just_released("slap"):
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isSlap = false;
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elif Input.is_action_just_pressed("slap"):
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# Slappening
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if Input.is_action_just_pressed("slap"):
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chargeSlap = true;
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elif Input.is_action_just_released("slap"):
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chargeSlap = false;
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isSlap = true;
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if (isSlap):
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slap += delta;
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else:
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isSlap = false;
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if (chargeSlap):
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slap += delta * 1.5;
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else:
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slap -= delta * 4.0;
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slap = clamp(slap, 0.0, 1.1)
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if (slap > 1.0 && isSlap):
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isSlap = false
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slap = 0.0;
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slap -= delta * 8.0;
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slap = clamp(slap, 0.0, 1.0)
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get_node("/root/Spatial/HUD/ActualHUD/SlapGauge").fill = slap;
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direction = direction.normalized()
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h_velocity = h_velocity.linear_interpolate(direction * speed, h_acceleration * delta)
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movement.z = h_velocity.z + gravity_vec.z
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@ -69,13 +69,23 @@ uniform vec4 bkgcol = vec4(0.0, 0.0, 0.0, 0.3);
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uniform vec4 kilcol = vec4(0.5, 0.0, 0.0, 0.3);
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void fragment() {
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bool is = false;
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if (fill >= UV.x) {
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COLOR = vec4(UV.x,-UV.x + .5,-UV.x + 1.0,1.0);
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COLOR.rgb *= vec3(cos(UV.y * 2.0) / 1.5,cos(UV.y * 2.0) / 1.5,cos(UV.y * 2.0) / 1.5);
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is = true;
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if (kill >= UV.x)
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COLOR.rgb += vec3(0.1,0.1,0.1);
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}
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else if (UV.x >= kill)
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else if (UV.x > kill + 0.001)
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COLOR = kilcol;
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else COLOR = bkgcol;
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if ((UV.y < .2 || UV.y > 0.8) && (UV.x > kill + 0.001 || UV.x < kill - 0.001) && !is)
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COLOR.a = 0.05;
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}"
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[sub_resource type="ShaderMaterial" id=7]
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