Fix subsampling to be independent of screen resolution
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parent
ed114f2101
commit
14ebaf2f1e
12
main.tscn
12
main.tscn
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@ -184,10 +184,10 @@ grow_vertical = 2
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size_flags_horizontal = 3
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size_flags_vertical = 3
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min_value = 0.1
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max_value = 2.0
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step = 0.01
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max_value = 1.0
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step = 0.05
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value = 1.0
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tick_count = 3
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tick_count = 9
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ticks_on_borders = true
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__meta__ = {
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"_edit_use_anchors_": false
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@ -203,10 +203,10 @@ grow_vertical = 2
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size_flags_horizontal = 3
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size_flags_vertical = 3
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min_value = 0.1
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max_value = 2.0
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step = 0.01
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max_value = 1.0
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step = 0.05
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value = 1.0
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tick_count = 3
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tick_count = 9
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ticks_on_borders = true
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__meta__ = {
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"_edit_use_anchors_": false
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@ -132,6 +132,14 @@ const COLOR_ARRAY_DOUBLE_MISS_8 := PoolColorArray([
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COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS, COLOR_DOUBLE_MISS
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])
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# Normal vertex arrays for our sprites. Might be unnecessary?
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const DEFAULT_NORMAL := Vector3(0, 0, 1)
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const NORMAL_ARRAY_4 := PoolVector3Array([DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL])
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const NORMAL_ARRAY_8 := PoolVector3Array([
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DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL,
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DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL
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])
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var screen_filter_min_alpha := 0.2
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var screen_filter := Color(0.0, 0.0, 0.0, screen_filter_min_alpha)
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signal screen_filter_changed()
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@ -44,15 +44,6 @@ var slide_trail_mesh_instances := {}
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var noteline_array_image := Image.new()
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# Normal vertex arrays for our sprites. Might be unnecessary?
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const DEFAULT_NORMAL := Vector3(0, 0, 1)
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var NORMAL_ARRAY_4 := PoolVector3Array([DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL])
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var NORMAL_ARRAY_8 := PoolVector3Array([
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DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL,
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DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL, DEFAULT_NORMAL
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])
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# Text UVs
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var text_UV_arrays := []
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func make_text_UV(row: int, column: int) -> PoolVector2Array:
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@ -125,7 +116,6 @@ func make_tap_mesh(mesh: ArrayMesh, note_center: Vector2, scale:=1.0, color_arra
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var arrays = []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = vertex_array
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# arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_4
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arrays[Mesh.ARRAY_TEX_UV] = GameTheme.UV_ARRAY_TAP
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arrays[Mesh.ARRAY_COLOR] = color_array
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
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@ -148,7 +138,6 @@ func make_hold_mesh(mesh: ArrayMesh, note_center: Vector2, note_center_rel: Vect
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var arrays = []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = vertex_array
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# arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_8
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arrays[Mesh.ARRAY_TEX_UV] = GameTheme.UV_ARRAY_HOLD
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arrays[Mesh.ARRAY_COLOR] = color_array
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
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@ -166,7 +155,6 @@ func make_star_mesh(mesh: ArrayMesh, note_center: Vector2, scale:=1.0, angle:=0.
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var arrays = []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = vertex_array
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# arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_4
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arrays[Mesh.ARRAY_TEX_UV] = GameTheme.UV_ARRAY_STAR
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arrays[Mesh.ARRAY_COLOR] = color_array
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
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@ -175,7 +163,6 @@ func make_star_mesh(mesh: ArrayMesh, note_center: Vector2, scale:=1.0, angle:=0.
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# var arrays = []
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# arrays.resize(Mesh.ARRAY_MAX)
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# arrays[Mesh.ARRAY_VERTEX] = vertex_array
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## arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_4
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# arrays[Mesh.ARRAY_TEX_UV] = UV_ARRAY_ARROW
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# arrays[Mesh.ARRAY_COLOR] = color_array
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# mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
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@ -481,7 +468,6 @@ func make_noteline_mesh_old() -> ArrayMesh:
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var arrays = []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = vertex_array_playfield
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arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_4
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arrays[Mesh.ARRAY_TEX_UV] = uv_array_playfield
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mesh_playfield.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
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return mesh_playfield
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@ -1,16 +1,17 @@
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extends Viewport
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func set_render_scale(scale: Vector2):
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size = Vector2(1080, 1080) * scale
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var ws = OS.window_size
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var dim = min(ws.x, ws.y)
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size = Vector2(dim, dim) * scale
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$Center.position = size * 0.5
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$Center.scale = scale
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$Center.scale = size/1080
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func slider_slot(arg1):
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set_render_scale(Vector2($"/root/main/InputHandler/SSXSlider".value, $"/root/main/InputHandler/SSYSlider".value))
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# Called when the node enters the scene tree for the first time.
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func _ready():
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# set_render_scale(Vector2(0.5, 1.0))
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$"/root/main/InputHandler/SSXSlider".connect("value_changed", self, "slider_slot")
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$"/root/main/InputHandler/SSYSlider".connect("value_changed", self, "slider_slot")
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slider_slot(1)
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