Deletions missed by previous commits

This commit is contained in:
Luke Hubmayer-Werner 2020-04-20 20:01:50 +09:30
parent 190a995167
commit 97b0946c06
8 changed files with 0 additions and 851 deletions

268
LD46.html
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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>

419
LD46.js

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LD46.pck

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LD46.wasm

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Width:  |  Height:  |  Size: 3.2 KiB

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/favicon.png-05a5f25b7b35b567a640a7daf7751a8e.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://favicon.png"
dest_files=[ "res://.import/favicon.png-05a5f25b7b35b567a640a7daf7751a8e.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

46
item.gd
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extends Sprite
var held = false
onready var beltmap = $"../BeltTiles"
var dir_vectors = [Vector2(1,0), Vector2(0,-1), Vector2(-1,0), Vector2(0,1)]
export var cx := 5 # offset for edge feet
export var cy := 5 # offset for edge feet
onready 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].rotated(rotation))
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
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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extends KinematicBody2D
var held = false
var grabbed_vector = null
onready var beltmap = $"../BeltTiles"
var dir_vectors = [Vector2(1,0), Vector2(0,-1), Vector2(-1,0), Vector2(0,1)]
const max_speed := 200
export var rungs := 13
export var cx := 2.0 # offset for edge feet
export var cy := 5.0 # offset for edge feet
var foot_vectors
var foot_weights
var total_weight
#var stuck_vec = null
#var stuck_dir = -1 # For going off the end of belts
func _ready():
total_weight = 1 + rungs*4
foot_vectors = [Vector2(0, 0)]
foot_weights = [3]
for i in rungs:
foot_vectors.append(Vector2(cx*(i+1), cy))
foot_vectors.append(Vector2(-cx*(i+1), cy))
foot_vectors.append(Vector2(cx*(i+1), -cy))
foot_vectors.append(Vector2(-cx*(i+1), -cy))
foot_weights.append(1)
foot_weights.append(1)
foot_weights.append(1)
foot_weights.append(1)
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 _physics_process(delta):
var belt_speed = 8
var direction = Vector2(0, 0)
for i in len(foot_vectors):
var vec = beltmap.world_to_map(position + foot_vectors[i].rotated(rotation))
if beltmap.get_cell(vec.x, vec.y) >= 0:
direction += dir_vectors[get_belt_direction(vec.x, vec.y)] * foot_weights[i]
direction /= total_weight*0.5
direction.x = clamp(direction.x, -1, 1)
direction.y = clamp(direction.y, -1, 1)
move_and_slide(direction * belt_speed)
if held: # Cursor drag code
var ggv = to_global(grabbed_vector)
var dv = get_global_mouse_position() - ggv
var dvn = dv.normalized()
var dvm = dv.length()
var velo = dvn * min(dvm*dvm, max_speed)
# move_and_slide(dvn * min(dvm*dvm, max_speed)) # Simple movement
var collision = move_and_collide(velo*delta)
if collision and collision.remainder.length_squared()>0:
if collision.collider is KinematicBody2D:
var col2 = collision.collider.move_and_collide(collision.remainder)
if col2 and col2.remainder.length_squared()>0:
if col2.collider is KinematicBody2D:
col2.collider.move_and_collide(col2.remainder)
collision.collider.move_and_collide(col2.remainder)
move_and_collide(col2.remainder)
move_and_collide(collision.remainder)
else:
move_and_collide(collision.remainder.slide(collision.normal))
func _input(event):
if event is InputEventMouseButton:
if not event.pressed:
held = false
elif $sprite.get_rect().has_point(to_local(event.position)):
held = true
grabbed_vector = to_local(event.position)