SLAPPENING

This commit is contained in:
MarcEricMartel 2022-10-11 13:08:21 -04:00
parent f498d08238
commit dbae4ba248
2 changed files with 27 additions and 18 deletions

View File

@ -8,7 +8,8 @@ export var normal_acceleration = 6
export var gravity = 100
export var jump = 30
var slap = 0.0
var isSlap = false
var chargeSlap = false
var isSlap = false;
export var mouse_sensitivity = 0.03
@ -67,24 +68,22 @@ func _physics_process(delta):
elif Input.is_action_pressed("move_right"):
direction += transform.basis.x
if Input.is_action_just_released("slap"):
isSlap = false;
elif Input.is_action_just_pressed("slap"):
# Slappening
if Input.is_action_just_pressed("slap"):
chargeSlap = true;
elif Input.is_action_just_released("slap"):
chargeSlap = false;
isSlap = true;
if (isSlap):
slap += delta;
else:
slap -= delta * 4.0;
slap = clamp(slap, 0.0, 1.1)
if (slap > 1.0 && isSlap):
isSlap = false
slap = 0.0;
isSlap = false;
if (chargeSlap):
slap += delta * 1.5;
else:
slap -= delta * 8.0;
slap = clamp(slap, 0.0, 1.0)
get_node("/root/Spatial/HUD/ActualHUD/SlapGauge").fill = slap;
direction = direction.normalized()
h_velocity = h_velocity.linear_interpolate(direction * speed, h_acceleration * delta)
movement.z = h_velocity.z + gravity_vec.z

View File

@ -69,13 +69,23 @@ uniform vec4 bkgcol = vec4(0.0, 0.0, 0.0, 0.3);
uniform vec4 kilcol = vec4(0.5, 0.0, 0.0, 0.3);
void fragment() {
bool is = false;
if (fill >= UV.x) {
COLOR = vec4(UV.x,-UV.x + .5,-UV.x + 1.0,1.0);
COLOR.rgb *= vec3(cos(UV.y * 2.0) / 1.5,cos(UV.y * 2.0) / 1.5,cos(UV.y * 2.0) / 1.5);
is = true;
if (kill >= UV.x)
COLOR.rgb += vec3(0.1,0.1,0.1);
}
else if (UV.x >= kill)
else if (UV.x > kill + 0.001)
COLOR = kilcol;
else COLOR = bkgcol;
if ((UV.y < .2 || UV.y > 0.8) && (UV.x > kill + 0.001 || UV.x < kill - 0.001) && !is)
COLOR.a = 0.05;
}"
[sub_resource type="ShaderMaterial" id=7]