add scrolling bg + fix tile data
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beabc319e5
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fe0d76e370
@ -34,7 +34,8 @@ enum TileID {
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TileUnknown = 30,
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TileCoopBoss = 31,
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TileDamage = 32,
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TileDamagex2 = 33
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TileDamagex2 = 33,
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TileMud = 34
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}
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static func get_tile_texture(id: int):
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@ -61,10 +62,11 @@ static func get_tile_texture(id: int):
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24: return "mass_warpmoveL2.dat"
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25: return "mass_snow0.dat"
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26: return "mass_snow0.dat"
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27: return "mass_heal0.dat"
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27: return "mass_heal.dat"
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28: return "mass_healL2.dat"
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29: return "mass_common0.dat"
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30: return "mass_common0.dat"
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31: return "mass_boss.dat"
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32: return "mass_damage.dat"
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33: return "mass_damageL2.dat"
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32: return "mass_damage0.dat"
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33: return "mass_damageL2.dat"
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34: return "mass_mud.dat"
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@ -13,6 +13,7 @@ func _init():
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# Called when the node enters the scene tree for the first time.
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func _ready():
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$BGSprite.texture = PakAssetLoader.load_file("user://data/fields.pak/practice_l.dat")
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homes = tiles.filter(is_home)
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$Unit.position = homes[0].position
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next_home = homes[1].position
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@ -44,11 +45,9 @@ func create_from_buffer(bytes: PackedByteArray):
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for i in range(0, num_tiles):
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var tile = load("res://Field/tile.tscn").instantiate()
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tile.id = bytes.decode_u32(i * 8)
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var exit_bits = bytes.decode_u8((i * 8) + 4)
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# var exit_bits = bytes.decode_u8((i * 8) + 4)
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add_child.call_deferred(tile)
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tile.position = Vector2(((i % width) * 158) + 64, (j * 158) + 64)
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tiles.append(tile)
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if i % height == height - 1:
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j += 1
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#print(bytes)
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pass
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@ -1,9 +1,23 @@
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[gd_scene load_steps=3 format=3 uid="uid://qipfodwbk1gf"]
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[gd_scene load_steps=5 format=3 uid="uid://qipfodwbk1gf"]
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[ext_resource type="Script" path="res://Field/field.gd" id="1_6uvjw"]
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[ext_resource type="PackedScene" uid="uid://dtm0201qhcn4d" path="res://Player/player.tscn" id="2_oi7aa"]
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[ext_resource type="PackedScene" uid="uid://dtm0201qhcn4d" path="res://Unit/unit.tscn" id="2_jhvjp"]
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[ext_resource type="Shader" path="res://PanningCamera/background.gdshader" id="3_l3ah4"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_jb3sl"]
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shader = ExtResource("3_l3ah4")
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[node name="Field" type="Node2D"]
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script = ExtResource("1_6uvjw")
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metadata/_edit_group_ = true
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[node name="BGSprite" type="Sprite2D" parent="."]
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texture_repeat = 2
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material = SubResource("ShaderMaterial_jb3sl")
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position = Vector2(900, 900)
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scale = Vector2(2, 2)
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offset = Vector2(2.08165e-12, 2.08165e-12)
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region_enabled = true
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region_rect = Rect2(2.08165e-12, -704, 6000, 6000)
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[node name="Unit" parent="." instance=ExtResource("2_jhvjp")]
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@ -22,5 +22,5 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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func _process(_delta):
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pass
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14
PanningCamera/background.gdshader
Normal file
14
PanningCamera/background.gdshader
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@ -0,0 +1,14 @@
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shader_type canvas_item;
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const float y_speed = 0.5 / 3.0;
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const float x_speed = 0.1 / 3.0;
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void fragment() {
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vec2 new_uv = vec2(UV.x + TIME * x_speed, UV.y + TIME * y_speed);
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COLOR = texture(TEXTURE, new_uv);
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}
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//void light() {
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// Called for every pixel for every light affecting the CanvasItem.
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// Uncomment to replace the default light processing function with this one.
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//}
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