Initial commit

This commit is contained in:
Luke Hubmayer-Werner 2020-04-18 23:04:50 +09:30
commit 8f60694745
46 changed files with 2174 additions and 0 deletions

268
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<!DOCTYPE html>
<html xmlns='http://www.w3.org/1999/xhtml' lang='' xml:lang=''>
<head>
<meta charset='utf-8' />
<meta name='viewport' content='width=device-width, user-scalable=no' />
<link id='-gd-engine-icon' rel='icon' type='image/png' href='favicon.png' />
<title></title>
<style type='text/css'>
body {
touch-action: none;
margin: 0;
border: 0 none;
padding: 0;
text-align: center;
background-color: black;
}
#canvas {
display: block;
margin: 0;
color: white;
}
#canvas:focus {
outline: none;
}
.godot {
font-family: 'Noto Sans', 'Droid Sans', Arial, sans-serif;
color: #e0e0e0;
background-color: #3b3943;
background-image: linear-gradient(to bottom, #403e48, #35333c);
border: 1px solid #45434e;
box-shadow: 0 0 1px 1px #2f2d35;
}
/* Status display
* ============== */
#status {
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
display: flex;
justify-content: center;
align-items: center;
/* don't consume click events - make children visible explicitly */
visibility: hidden;
}
#status-progress {
width: 366px;
height: 7px;
background-color: #38363A;
border: 1px solid #444246;
padding: 1px;
box-shadow: 0 0 2px 1px #1B1C22;
border-radius: 2px;
visibility: visible;
}
@media only screen and (orientation:portrait) {
#status-progress {
width: 61.8%;
}
}
#status-progress-inner {
height: 100%;
width: 0;
box-sizing: border-box;
transition: width 0.5s linear;
background-color: #202020;
border: 1px solid #222223;
box-shadow: 0 0 1px 1px #27282E;
border-radius: 3px;
}
#status-indeterminate {
visibility: visible;
position: relative;
}
#status-indeterminate > div {
width: 4.5px;
height: 0;
border-style: solid;
border-width: 9px 3px 0 3px;
border-color: #2b2b2b transparent transparent transparent;
transform-origin: center 21px;
position: absolute;
}
#status-indeterminate > div:nth-child(1) { transform: rotate( 22.5deg); }
#status-indeterminate > div:nth-child(2) { transform: rotate( 67.5deg); }
#status-indeterminate > div:nth-child(3) { transform: rotate(112.5deg); }
#status-indeterminate > div:nth-child(4) { transform: rotate(157.5deg); }
#status-indeterminate > div:nth-child(5) { transform: rotate(202.5deg); }
#status-indeterminate > div:nth-child(6) { transform: rotate(247.5deg); }
#status-indeterminate > div:nth-child(7) { transform: rotate(292.5deg); }
#status-indeterminate > div:nth-child(8) { transform: rotate(337.5deg); }
#status-notice {
margin: 0 100px;
line-height: 1.3;
visibility: visible;
padding: 4px 6px;
visibility: visible;
}
</style>
</head>
<body>
<canvas id='canvas'>
HTML5 canvas appears to be unsupported in the current browser.<br />
Please try updating or use a different browser.
</canvas>
<div id='status'>
<div id='status-progress' style='display: none;' oncontextmenu='event.preventDefault();'><div id ='status-progress-inner'></div></div>
<div id='status-indeterminate' style='display: none;' oncontextmenu='event.preventDefault();'>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
</div>
<div id='status-notice' class='godot' style='display: none;'></div>
</div>
<script type='text/javascript' src='LD46.js'></script>
<script type='text/javascript'>//<![CDATA[
var engine = new Engine;
var setStatusMode;
var setStatusNotice;
(function() {
const EXECUTABLE_NAME = 'LD46';
const MAIN_PACK = 'LD46.pck';
const INDETERMINATE_STATUS_STEP_MS = 100;
var canvas = document.getElementById('canvas');
var statusProgress = document.getElementById('status-progress');
var statusProgressInner = document.getElementById('status-progress-inner');
var statusIndeterminate = document.getElementById('status-indeterminate');
var statusNotice = document.getElementById('status-notice');
var initializing = true;
var statusMode = 'hidden';
var animationCallbacks = [];
function animate(time) {
animationCallbacks.forEach(callback => callback(time));
requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
function adjustCanvasDimensions() {
var scale = window.devicePixelRatio || 1;
var width = window.innerWidth;
var height = window.innerHeight;
canvas.width = width * scale;
canvas.height = height * scale;
canvas.style.width = width + "px";
canvas.style.height = height + "px";
}
animationCallbacks.push(adjustCanvasDimensions);
adjustCanvasDimensions();
setStatusMode = function setStatusMode(mode) {
if (statusMode === mode || !initializing)
return;
[statusProgress, statusIndeterminate, statusNotice].forEach(elem => {
elem.style.display = 'none';
});
animationCallbacks = animationCallbacks.filter(function(value) {
return (value != animateStatusIndeterminate);
});
switch (mode) {
case 'progress':
statusProgress.style.display = 'block';
break;
case 'indeterminate':
statusIndeterminate.style.display = 'block';
animationCallbacks.push(animateStatusIndeterminate);
break;
case 'notice':
statusNotice.style.display = 'block';
break;
case 'hidden':
break;
default:
throw new Error('Invalid status mode');
}
statusMode = mode;
}
function animateStatusIndeterminate(ms) {
var i = Math.floor(ms / INDETERMINATE_STATUS_STEP_MS % 8);
if (statusIndeterminate.children[i].style.borderTopColor == '') {
Array.prototype.slice.call(statusIndeterminate.children).forEach(child => {
child.style.borderTopColor = '';
});
statusIndeterminate.children[i].style.borderTopColor = '#dfdfdf';
}
}
setStatusNotice = function setStatusNotice(text) {
while (statusNotice.lastChild) {
statusNotice.removeChild(statusNotice.lastChild);
}
var lines = text.split('\n');
lines.forEach((line) => {
statusNotice.appendChild(document.createTextNode(line));
statusNotice.appendChild(document.createElement('br'));
});
};
engine.setProgressFunc((current, total) => {
if (total > 0) {
statusProgressInner.style.width = current/total * 100 + '%';
setStatusMode('progress');
if (current === total) {
// wait for progress bar animation
setTimeout(() => {
setStatusMode('indeterminate');
}, 500);
}
} else {
setStatusMode('indeterminate');
}
});
function displayFailureNotice(err) {
var msg = err.message || err;
console.error(msg);
setStatusNotice(msg);
setStatusMode('notice');
initializing = false;
};
if (!Engine.isWebGLAvailable()) {
displayFailureNotice('WebGL not available');
} else {
setStatusMode('indeterminate');
engine.setCanvas(canvas);
engine.startGame(EXECUTABLE_NAME, MAIN_PACK).then(() => {
setStatusMode('hidden');
initializing = false;
}, displayFailureNotice);
}
})();
//]]></script>
</body>
</html>

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After

Width:  |  Height:  |  Size: 21 KiB

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/LD46.png-9f075517b7d77b51e5947dc133b0204f.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://LD46.png"
dest_files=[ "res://.import/LD46.png-9f075517b7d77b51e5947dc133b0204f.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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assets/NotoSans-Regular.ttf Normal file

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[gd_resource type="DynamicFontData" format=2]
[resource]
font_path = "res://assets/NotoSans-Regular.ttf"

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[gd_resource type="TileSet" load_steps=52 format=2]
[ext_resource path="res://spritesheet.png" type="Texture" id=1]
[sub_resource type="ConvexPolygonShape2D" id=2]
points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
[sub_resource type="ConvexPolygonShape2D" id=3]
points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 0, 0, 8, 0, 8, 8, 0, 8 )
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points = PoolVector2Array( 0, 0, 8, 0, 8, 8, 0, 8 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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3/z_index = 0

View File

@ -0,0 +1,6 @@
[gd_resource type="DynamicFont" load_steps=2 format=2]
[sub_resource type="DynamicFontData" id=1]
[resource]
font_data = SubResource( 1 )

6
assets/belt.shader Normal file
View File

@ -0,0 +1,6 @@
shader_type canvas_item;
uniform float rps = 1.0;
void vertex() {
UV.x -= mod(TIME*rps, 1.0)/32.0;
}

14
assets/machine.shader Normal file
View File

@ -0,0 +1,14 @@
shader_type canvas_item;
uniform float rps = 1.0;
uniform vec3 bg_color = vec3(0.251);
void vertex() {
UV.y -= floor(mod(TIME*rps, 1.0)*4.0)/16.0;
}
void fragment(){
// if (COLOR.rgb == bg_color){
// COLOR.r = 1.0;
// }
// else COLOR = COLOR;
}

View File

@ -0,0 +1,16 @@
[gd_resource type="AnimatedTexture" load_steps=5 format=2]
[ext_resource path="res://assets/sprites/2x2belt_0.tres" type="Texture" id=1]
[ext_resource path="res://assets/sprites/2x2belt_2.tres" type="Texture" id=2]
[ext_resource path="res://assets/sprites/2x2belt_1.tres" type="Texture" id=3]
[ext_resource path="res://assets/sprites/2x2belt_3.tres" type="Texture" id=4]
[resource]
frames = 4
frame_0/texture = ExtResource( 1 )
frame_1/texture = ExtResource( 3 )
frame_1/delay_sec = 0.0
frame_2/texture = ExtResource( 2 )
frame_2/delay_sec = 0.0
frame_3/texture = ExtResource( 4 )
frame_3/delay_sec = 0.0

View File

@ -0,0 +1,7 @@
[gd_resource type="AtlasTexture" load_steps=2 format=2]
[ext_resource path="res://spritesheet.png" type="Texture" id=1]
[resource]
atlas = ExtResource( 1 )
region = Rect2( 0, 224, 16, 16 )

View File

@ -0,0 +1,7 @@
[gd_resource type="AtlasTexture" load_steps=2 format=2]
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View File

@ -0,0 +1,7 @@
[gd_resource type="AtlasTexture" load_steps=2 format=2]
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View File

@ -0,0 +1,7 @@
[gd_resource type="AtlasTexture" load_steps=2 format=2]
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View File

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[ext_resource path="res://spritesheet.png" type="Texture" id=1]
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atlas = ExtResource( 1 )
region = Rect2( 0, 224, 16, 16 )
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atlas = ExtResource( 1 )
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View File

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View File

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View File

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View File

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[gd_resource type="AtlasTexture" load_steps=2 format=2]
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View File

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View File

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[gd_resource type="AtlasTexture" load_steps=2 format=2]
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View File

@ -0,0 +1,27 @@
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atlas = ExtResource( 1 )
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atlas = ExtResource( 1 )
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animations = [ {
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"name": "default",
"speed": 10.0
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View File

@ -0,0 +1,7 @@
[gd_resource type="AtlasTexture" load_steps=2 format=2]
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View File

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View File

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View File

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View File

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View File

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View File

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View File

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7
default_env.tres Normal file
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@ -0,0 +1,7 @@
[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
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background_mode = 2
background_sky = SubResource( 1 )

222
export_presets.cfg Normal file
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@ -0,0 +1,222 @@
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platform="HTML5"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="./LD46.html"
patch_list=PoolStringArray( )
script_export_mode=1
script_encryption_key=""
[preset.0.options]
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=false
html/custom_html_shell=""
html/head_include=""
custom_template/release=""
custom_template/debug=""
[preset.1]
name="Android"
platform="Android"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path=""
patch_list=PoolStringArray( )
script_export_mode=1
script_encryption_key=""
[preset.1.options]
graphics/32_bits_framebuffer=true
xr_features/xr_mode=0
xr_features/degrees_of_freedom=0
xr_features/hand_tracking=0
one_click_deploy/clear_previous_install=false
custom_template/debug=""
custom_template/release=""
custom_template/use_custom_build=false
command_line/extra_args=""
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version/name="1.0"
package/unique_name="org.godotengine.$genname"
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launcher_icons/main_192x192=""
launcher_icons/adaptive_foreground_432x432=""
launcher_icons/adaptive_background_432x432=""
keystore/debug=""
keystore/debug_user=""
keystore/debug_password=""
keystore/release=""
keystore/release_user=""
keystore/release_password=""
apk_expansion/enable=false
apk_expansion/SALT=""
apk_expansion/public_key=""
architectures/armeabi-v7a=true
architectures/arm64-v8a=true
architectures/x86=false
architectures/x86_64=false
permissions/custom_permissions=PoolStringArray( )
permissions/access_checkin_properties=false
permissions/access_coarse_location=false
permissions/access_fine_location=false
permissions/access_location_extra_commands=false
permissions/access_mock_location=false
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permissions/change_component_enabled_state=false
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permissions/device_power=false
permissions/diagnostic=false
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permissions/global_search=false
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62
item.gd Normal file
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@ -0,0 +1,62 @@
extends Sprite
var held = false
onready var beltmap = $"../BeltTiles"
var dir_vectors = [Vector2(1,0), Vector2(0,-1), Vector2(-1,0), Vector2(0,1)]
var cx := 5 # offset for edge feet
var cy := 5 # offset for edge feet
var foot_vectors = [Vector2(0,0), Vector2(cx,cy), Vector2(cx,-cy), Vector2(-cx,-cy), Vector2(-cx,cy)]
var foot_weights = [3, 1, 1, 1, 1]
var total_weight = 7
#var stuck_vec = null
#var stuck_dir = -1 # For going off the end of belts
func get_belt_direction(tx, ty):
var xflip = beltmap.is_cell_x_flipped(tx, ty)
var tp = beltmap.is_cell_transposed(tx, ty)
return int(tp) + int(xflip)*2
func get_belt_rect(vec):
var origin = beltmap.map_to_world(vec)
return Rect2(to_local(origin), Vector2(8, 8))
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var belt_speed = delta * 8
var direction = Vector2(0, 0)
for i in len(foot_vectors):
var vec = beltmap.world_to_map(position + foot_vectors[i])
if beltmap.get_cell(vec.x, vec.y) >= 0:
direction += dir_vectors[get_belt_direction(vec.x, vec.y)] * foot_weights[i]
position += direction/total_weight * belt_speed
# var vec = beltmap.world_to_map(position)
# if stuck_vec:
# if get_rect().intersects(get_belt_rect(stuck_vec)):
# position += dir_vectors[stuck_dir] * belt_speed
# return
# else:
# stuck_vec = null
# stuck_dir = -1
# var tx = vec[0]
# var ty = vec[1]
# if beltmap.get_cell(tx, ty) >= 0:
# stuck_dir = get_belt_direction(tx, ty)
# stuck_vec = vec
# position += dir_vectors[stuck_dir] * belt_speed
func _input(event):
if event is InputEventMouseButton:
if not event.pressed:
held = false
elif get_rect().has_point(to_local(event.position)):
held = true
elif event is InputEventMouseMotion:
if held:
position += event.relative

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="LD46"
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"
[debug]
settings/fps/force_fps=60
[display]
window/size/width=480
window/size/height=360
window/stretch/mode="2d"
window/stretch/aspect="keep"
[rendering]
quality/driver/driver_name="GLES2"
vram_compression/import_etc=true
vram_compression/import_etc2=false
environment/default_environment="res://default_env.tres"

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/spritesheet.png-59f7dfdebfc035c80a63445e3bd8a9bd.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://spritesheet.png"
dest_files=[ "res://.import/spritesheet.png-59f7dfdebfc035c80a63445e3bd8a9bd.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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