Square-based scene. Auto-centering. Silder demonstration for receptor mesh.
This commit is contained in:
parent
794e9dd4a0
commit
5a4def27b0
31
Bezel.gd
31
Bezel.gd
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@ -1,15 +1,29 @@
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extends "res://main.gd"
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tool
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extends Node2D
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# Draw the bezel for radial gamemode
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var center := Vector2(0.0, 0.0)
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func _draw():
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var bezel_colors := PoolColorArray([GameTheme.bezel_color])
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var bezel_points: PoolVector2Array
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var screen_height2 := screen_height/2.0
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func arc_point_list(center: Vector2, radius: float, angle_from:=0.0, angle_to:=360.0, points:=20) -> PoolVector2Array:
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var point_list = PoolVector2Array()
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for i in range(points):
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var angle = deg2rad(angle_from + i * (angle_to - angle_from) / (points-1))
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# point_list.push_back(center + Vector2(cos(angle), sin(angle)) * radius)
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point_list.push_back(center + polar2cartesian(radius, angle))
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return point_list
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draw_rect(Rect2(-screen_height2, -screen_height2, -x_margin, screen_height), GameTheme.bezel_color)
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draw_rect(Rect2(screen_height2, -screen_height2, x_margin, screen_height), GameTheme.bezel_color)
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func _draw():
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# var bezel_colors := PoolColorArray([GameTheme.bezel_color])
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var bezel_colors := PoolColorArray([Color.red])
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var bezel_points: PoolVector2Array
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var screen_size = $"/root".get_visible_rect().size
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var screen_height = 1080 # min(screen_size.x, screen_size.y)
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var screen_height2 = screen_height/2.0
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# draw_rect(Rect2(-screen_height2, -screen_height2, -x_margin, screen_height), GameTheme.bezel_color)
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# draw_rect(Rect2(screen_height2, -screen_height2, x_margin, screen_height), GameTheme.bezel_color)
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bezel_points = arc_point_list(center, screen_height2, 0, -90)
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bezel_points.push_back(Vector2(screen_height2, -screen_height2))
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@ -26,3 +40,6 @@ func _draw():
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bezel_points = arc_point_list(center, screen_height2, -270, -360)
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bezel_points.push_back(Vector2(screen_height2, screen_height2))
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draw_polygon(bezel_points, bezel_colors)
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func _ready():
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$"/root".connect("size_changed", self, "update")
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@ -1,3 +1,4 @@
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tool
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extends Node
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var receptor_ring_radius := 460.0
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@ -17,6 +17,11 @@ const TOUCHBUTTON_MAX_DIST := 1.05
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const BUTTON_MIN_DIST := TOUCHBUTTON_MAX_DIST
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const BUTTON_MAX_DIST := 1.25
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func resize():
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var screen_size = $"/root".get_visible_rect().size
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rect_position = -screen_size*0.5
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rect_size = screen_size
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func _init():
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buttons_pressed.resize(Rules.COLS)
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touchbuttons_pressed.resize(Rules.COLS)
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@ -28,6 +33,8 @@ func _ready():
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set_process_unhandled_input(true) # process user input
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set_fingers(0)
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# connect("button_pressed", self, "print_pressed")
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$"/root".connect("size_changed", self, "resize")
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resize()
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func print_pressed(col: int):
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25
Menu.gd
25
Menu.gd
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@ -1,3 +1,4 @@
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tool
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extends Node2D
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var song_defs = {}
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@ -289,7 +290,7 @@ func _draw_score_screen(center: Vector2) -> Array:
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notecount_total += score # Kinda redundant, will probably refactor eventually
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note_count += score
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note_score += score * judge_scores[j]
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draw_string_centered(TitleFont, Vector2(x2+x_spacing*(len(judgestrs)+1), y_row), "%2.2f%%"%(note_score/note_count*100.0), Color(0.95, 0.95, 1.0))
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draw_string_centered(TitleFont, Vector2(x2+x_spacing*(len(judgestrs)+1), y_row), "%2.2f%%"%(note_score/max(note_count, 1)*100.0), Color(0.95, 0.95, 1.0))
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total_score += note_score * notetype_weights[i]
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total_scoremax += note_count * notetype_weights[i]
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@ -325,6 +326,17 @@ func _draw_score_screen(center: Vector2) -> Array:
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draw_string_centered(TitleFont, Vector2(x-210, 320), "Saved", Color(0.95, 0.95, 1.0))
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return touchrects
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func _draw_gameplay(center: Vector2) -> Array:
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var touchrects = []
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var x = center.x
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var y = center.y
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var rect_songselect := Rect2(-960.0, 440.0, 100.0, 100.0)
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draw_rect(rect_songselect, Color.red)
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draw_string_centered(TitleFont, Vector2(-910, 470), "Stop", Color(0.95, 0.95, 1.0))
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touchrects.append({rect=rect_songselect, action="stop"})
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return touchrects
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func _draw():
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var songs = len(song_defs)
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@ -373,6 +385,7 @@ func _draw():
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pass
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MenuMode.GAMEPLAY:
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GameTheme.set_screen_filter_alpha(0.0)
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touch_rects[menu_mode] = _draw_gameplay(center)
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MenuMode.SCORE_SCREEN:
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GameTheme.set_screen_filter_alpha(1.0)
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touch_rects[menu_mode] = _draw_score_screen(center)
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@ -402,6 +415,12 @@ func touch_select_chart(touchdict):
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self.selected_difficulty = touchdict.chart_idx
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, -4.5)
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func touch_gameplay(touchdict):
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if touchdict.has("action"):
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
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if touchdict.action == "stop":
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$"/root/main/NoteHandler".stop()
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func touch_score_screen(touchdict):
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if touchdict.has("next_menu"):
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
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@ -436,6 +455,10 @@ func _input(event):
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for d in touch_rects[MenuMode.CHART_SELECT]:
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if d.rect.has_point(pos):
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touch_select_chart(d)
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MenuMode.GAMEPLAY:
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for d in touch_rects[MenuMode.GAMEPLAY]:
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if d.rect.has_point(pos):
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touch_gameplay(d)
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MenuMode.SCORE_SCREEN:
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for d in touch_rects[MenuMode.SCORE_SCREEN]:
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if d.rect.has_point(pos):
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@ -1,4 +1,6 @@
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extends "res://main.gd"
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extends Node2D
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var screen_height := 1080
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# This script will draw all note events.
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signal finished_song(song_key, score_data)
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@ -537,6 +539,11 @@ func load_track(data: Dictionary, difficulty_idx: int):
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$meshinstance.material.set_shader_param("screen_size", get_viewport().get_size())
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$meshinstance.set_texture(tex)
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func stop():
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$"/root/main/music".stop()
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$"/root/main/video".stop()
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# running = false
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next_note_to_load = 1000000 # Hacky but whatever
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func intro_click():
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_count_in)
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@ -656,7 +663,7 @@ func _process(delta):
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# if (len(active_notes) < 1) and (next_note_to_load >= len(all_notes)) and (time > 10.0) and not get_node("/root/main/video").is_playing():
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# time = -10.0
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# next_note_to_load = 0
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if (len(active_notes) < 1) and (next_note_to_load >= len(all_notes)) and not get_node("/root/main/music").is_playing():
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if (len(active_notes) < 1) and (next_note_to_load >= len(all_notes)) and not get_node("/root/main/music").is_playing() and (len(active_judgement_texts) < 1):
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self.running = false
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self.timers_set = false
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emit_signal("finished_song", song_key, scores)
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83
Receptors.gd
83
Receptors.gd
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@ -1,4 +1,5 @@
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extends "res://main.gd"
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tool
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extends Node2D
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var ring_px := 4
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var receptor_px := 24
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@ -6,25 +7,83 @@ var shadow_px := 5
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var shadow_color := Color.black
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var center := Vector2(0.0, 0.0)
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func _draw():
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# Screen filter
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draw_rect(Rect2(-screen_height/2, -screen_height/2, screen_height, screen_height), GameTheme.screen_filter)
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func make_ring_mesh(inner_vertices: int, thickness: float, radius: float, skew=0.5):
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# This makes a trianglestrip around the ring, consisting of chords on the inside and tangents on the outside.
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# The goal is to exchange some fragment and vertex processing load:
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# - a full quad of the ring would be the maximum fragment load and minimum vertex load
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# - a complex mesh closely following the outline of the ring would minimize discarded fragments at the cost of increased vertex processing
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# - the ideal workload ratio is probably different for each GPU and also depends on other things our program is doing
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assert(inner_vertices >= 3)
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assert(thickness > 0.0)
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assert(radius > 0.0)
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# While values of 3 and 4 are mathematically possible, they result in half of the trianglestrip being degenerate for thin lines.
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# Only values of 5 and above should be used practically.
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var vertices = inner_vertices * 2
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# For simplicity's sake, the width of the ring will be the full thickness at the receptor points.
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# For high vertex counts a slightly more optimal mesh could be constructed based on the thickness at each arc of the ring and where it would be intersected by the outer tangent.
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# Essentially, we will be making an inner polygon and an outer polygon.
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var angle_increment = TAU/float(inner_vertices)
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var angle_outer_offset = skew*angle_increment
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var r1 = radius - thickness*0.5
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# Outer polygon side-length = inner side-length / sin(inside angle/2)
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# inside angle for a polygon is pi-tau/n. We already precalculated tau/n for other purposes.
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var r2 = (radius + thickness*0.5)/sin((PI-angle_increment)/2)
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var vertex_list = PoolVector2Array()
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for i in inner_vertices:
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var angle_i = i * angle_increment
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var angle_o = angle_i + angle_outer_offset
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vertex_list.push_back(polar2cartesian(r1, angle_i))
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vertex_list.push_back(polar2cartesian(r2, angle_o))
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return vertex_list
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func triangle_area(a: Vector2, b: Vector2, c: Vector2) -> float:
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return 0.5 * abs((a.x-c.x)*(b.y-a.y) - (a.x-b.x)*(c.y-a.y))
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func arc_point_list(center: Vector2, radius: float, angle_from:=0.0, angle_to:=360.0, points:=90) -> PoolVector2Array:
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var point_list = PoolVector2Array()
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for i in range(points):
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var angle = deg2rad(angle_from + i * (angle_to - angle_from) / (points-1))
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# point_list.push_back(center + Vector2(cos(angle), sin(angle)) * radius)
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point_list.push_back(center + polar2cartesian(radius, angle))
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return point_list
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func _draw():
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# Receptor ring
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var receptor_circle := arc_point_list(center, GameTheme.receptor_ring_radius, 0.0, 360.0, 360)
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var receptor_centers := arc_point_list(center, GameTheme.receptor_ring_radius, Rules.FIRST_COLUMN_ANGLE_DEG, Rules.FIRST_COLUMN_ANGLE_DEG+360.0-Rules.COLS_ANGLE_DEG, Rules.COLS)
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# Shadows
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for i in range(len(receptor_circle)-1):
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draw_line(receptor_circle[i], receptor_circle[i+1], shadow_color, ring_px + shadow_px, true)
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for i in range(len(receptor_centers)):
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draw_circle(receptor_centers[i], (receptor_px + shadow_px)/2, shadow_color)
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# Foregrounds
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# # Shadows
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# for i in range(len(receptor_circle)-1):
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# draw_line(receptor_circle[i], receptor_circle[i+1], shadow_color, ring_px + shadow_px, true)
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## draw_line(receptor_circle[i], receptor_circle[i+1], shadow_color)
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# for i in range(len(receptor_centers)):
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# draw_circle(receptor_centers[i], (receptor_px + shadow_px)/2, shadow_color)
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#
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# # Foregrounds
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for i in range(len(receptor_circle)-1):
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draw_line(receptor_circle[i], receptor_circle[i+1], GameTheme.receptor_color, ring_px, true)
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# draw_line(receptor_circle[i], receptor_circle[i+1], GameTheme.receptor_color)
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for i in range(len(receptor_centers)):
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draw_circle(receptor_centers[i], receptor_px/2, GameTheme.receptor_color)
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var mesh_v = $VerticesSlider.value
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var skew = $SkewSlider.value
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var dbg_color = Color.red
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var ring_vertices = make_ring_mesh(mesh_v, receptor_px + shadow_px, GameTheme.receptor_ring_radius, skew)
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var estimated_area = 0.0
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var ideal_ring_area = PI * (pow(GameTheme.receptor_ring_radius+(receptor_px+shadow_px)/2, 2) - pow(GameTheme.receptor_ring_radius-(receptor_px+shadow_px)/2, 2))
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var l = len(ring_vertices)
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for i in l:
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draw_line(ring_vertices[i], ring_vertices[(i+1)%l], dbg_color)
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draw_line(ring_vertices[i], ring_vertices[(i+2)%l], dbg_color, 2.0)
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estimated_area += triangle_area(ring_vertices[i], ring_vertices[(i+1)%l], ring_vertices[(i+2)%l])
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var quad_area = 4*pow(GameTheme.receptor_ring_radius+(receptor_px+shadow_px)/2, 2)
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$"/root/main/InputHandler".text = "Vertices: %d*2 Skew: %.3f\nArea: %.0f\n(%.0f%% ideal ring)\n(%.0f%% quad)"%[mesh_v, skew, estimated_area, 100.0*estimated_area/ideal_ring_area, 100.0*estimated_area/quad_area]
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func _ready():
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GameTheme.connect("screen_filter_changed", self, "update")
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$"/root".connect("size_changed", self, "update")
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func _process(delta):
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if not Engine.editor_hint:
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update()
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extends Node2D
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func _draw():
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var screen_size = $"/root".get_visible_rect().size
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var screen_height = max(screen_size.x, screen_size.y)
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draw_rect(Rect2(-screen_height/2, -screen_height/2, screen_height, screen_height), GameTheme.screen_filter)
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func _ready():
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GameTheme.connect("screen_filter_changed", self, "update")
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30
main.gd
30
main.gd
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@ -2,24 +2,20 @@ extends Node2D
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# member variables
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var screen_height := 1080
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var x_margin := (1920 - screen_height)/2
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var x_margin := 0.0
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var y_margin := 0.0
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var screen_center := Vector2(1920/2, screen_height/2)
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func arc_point_list(center: Vector2, radius: float, angle_from:=0.0, angle_to:=360.0, points:=90) -> PoolVector2Array:
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var point_list = PoolVector2Array()
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for i in range(points):
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var angle = deg2rad(angle_from + i * (angle_to - angle_from) / (points-1))
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# point_list.push_back(center + Vector2(cos(angle), sin(angle)) * radius)
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point_list.push_back(center + polar2cartesian(radius, angle))
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return point_list
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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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# pass # Replace with function body.
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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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# pass
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func resize():
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var screen_size = $"/root".get_visible_rect().size
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screen_center = screen_size*0.5
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position = screen_center
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screen_height = screen_size.y
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x_margin = max((screen_size.x - screen_size.y)/2.0, 0.0)
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y_margin = max((screen_size.y - screen_size.x)/2.0, 0.0)
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func _ready():
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$"/root".connect("size_changed", self, "resize")
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resize()
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88
main.tscn
88
main.tscn
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@ -1,21 +1,22 @@
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[gd_scene load_steps=16 format=2]
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[gd_scene load_steps=17 format=2]
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[ext_resource path="res://main.gd" type="Script" id=1]
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[ext_resource path="res://video.gd" type="Script" id=2]
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[ext_resource path="res://Receptors.gd" type="Script" id=3]
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[ext_resource path="res://NoteHandler.gd" type="Script" id=4]
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[ext_resource path="res://assets/text-4k.png" type="Texture" id=5]
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[ext_resource path="res://shaders/notelines.shader" type="Shader" id=6]
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[ext_resource path="res://shaders/notemesh.shader" type="Shader" id=7]
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[ext_resource path="res://Menu.gd" type="Script" id=8]
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[ext_resource path="res://shaders/scoretext.tres" type="Material" id=9]
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[ext_resource path="res://ScoreText.gd" type="Script" id=10]
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[ext_resource path="res://Bezel.gd" type="Script" id=11]
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[ext_resource path="res://assets/NotoSans.tres" type="DynamicFont" id=12]
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[ext_resource path="res://InputHandler.gd" type="Script" id=13]
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[ext_resource path="res://ScreenFilter.gd" type="Script" id=3]
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[ext_resource path="res://Receptors.gd" type="Script" id=4]
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[ext_resource path="res://NoteHandler.gd" type="Script" id=5]
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[ext_resource path="res://assets/text-4k.png" type="Texture" id=6]
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[ext_resource path="res://shaders/notelines.shader" type="Shader" id=7]
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[ext_resource path="res://shaders/notemesh.shader" type="Shader" id=8]
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[ext_resource path="res://Menu.gd" type="Script" id=9]
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[ext_resource path="res://shaders/scoretext.tres" type="Material" id=10]
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[ext_resource path="res://ScoreText.gd" type="Script" id=11]
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[ext_resource path="res://Bezel.gd" type="Script" id=12]
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[ext_resource path="res://assets/NotoSans.tres" type="DynamicFont" id=13]
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[ext_resource path="res://InputHandler.gd" type="Script" id=14]
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[sub_resource type="ShaderMaterial" id=1]
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shader = ExtResource( 6 )
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shader = ExtResource( 7 )
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shader_param/line_color = Plane( 0.8, 0.8, 1, 0.8 )
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shader_param/line_color_double = Plane( 1, 1, 0.6, 0.9 )
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shader_param/dot_color = Plane( 1, 1, 1, 0.8 )
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|
@ -27,18 +28,18 @@ shader_param/dot_fullbright_thickness = 0.013
|
|||
shader_param/max_angle = 1.0708
|
||||
|
||||
[sub_resource type="ShaderMaterial" id=2]
|
||||
shader = ExtResource( 7 )
|
||||
shader = ExtResource( 8 )
|
||||
shader_param/bps = null
|
||||
shader_param/star_color = null
|
||||
shader_param/held_color = null
|
||||
shader_param/screen_size = null
|
||||
|
||||
[node name="main" type="Node2D"]
|
||||
position = Vector2( 960, 540 )
|
||||
position = Vector2( 540, 540 )
|
||||
script = ExtResource( 1 )
|
||||
__meta__ = {
|
||||
"_edit_horizontal_guides_": [ ],
|
||||
"_edit_vertical_guides_": [ 420.85, 1500.91 ]
|
||||
"_edit_vertical_guides_": [ ]
|
||||
}
|
||||
|
||||
[node name="music" type="AudioStreamPlayer" parent="."]
|
||||
|
@ -58,16 +59,44 @@ __meta__ = {
|
|||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="Receptors" type="Node2D" parent="."]
|
||||
[node name="ScreenFilter" type="Node2D" parent="."]
|
||||
script = ExtResource( 3 )
|
||||
|
||||
[node name="NoteHandler" type="Node2D" parent="."]
|
||||
[node name="Receptors" type="Node2D" parent="."]
|
||||
script = ExtResource( 4 )
|
||||
|
||||
[node name="SkewSlider" type="HSlider" parent="Receptors"]
|
||||
margin_left = -200.0
|
||||
margin_top = -30.0
|
||||
margin_right = 200.0
|
||||
margin_bottom = 30.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
max_value = 1.0
|
||||
step = 0.001
|
||||
tick_count = 3
|
||||
ticks_on_borders = true
|
||||
|
||||
[node name="VerticesSlider" type="HSlider" parent="Receptors"]
|
||||
margin_left = -200.0
|
||||
margin_top = -100.0
|
||||
margin_right = 200.0
|
||||
margin_bottom = -84.0
|
||||
min_value = 3.0
|
||||
max_value = 72.0
|
||||
value = 8.0
|
||||
tick_count = 2
|
||||
ticks_on_borders = false
|
||||
|
||||
[node name="NoteHandler" type="Node2D" parent="."]
|
||||
script = ExtResource( 5 )
|
||||
|
||||
[node name="SlideTrailHandler" type="Node2D" parent="NoteHandler"]
|
||||
|
||||
[node name="JudgeText" type="MeshInstance2D" parent="NoteHandler"]
|
||||
texture = ExtResource( 5 )
|
||||
texture = ExtResource( 6 )
|
||||
|
||||
[node name="notelines" type="MeshInstance2D" parent="NoteHandler"]
|
||||
material = SubResource( 1 )
|
||||
|
@ -76,20 +105,23 @@ material = SubResource( 1 )
|
|||
material = SubResource( 2 )
|
||||
|
||||
[node name="Menu" type="Node2D" parent="."]
|
||||
script = ExtResource( 8 )
|
||||
script = ExtResource( 9 )
|
||||
|
||||
[node name="ScoreText" type="Node2D" parent="Menu"]
|
||||
material = ExtResource( 9 )
|
||||
script = ExtResource( 10 )
|
||||
|
||||
[node name="Bezel" type="Node2D" parent="."]
|
||||
material = ExtResource( 10 )
|
||||
script = ExtResource( 11 )
|
||||
|
||||
[node name="Bezel" type="Node2D" parent="."]
|
||||
script = ExtResource( 12 )
|
||||
|
||||
[node name="InputHandler" type="Label" parent="."]
|
||||
margin_left = -960.0
|
||||
margin_left = -540.0
|
||||
margin_top = -540.0
|
||||
margin_right = 960.0
|
||||
margin_right = 540.0
|
||||
margin_bottom = 540.0
|
||||
custom_fonts/font = ExtResource( 12 )
|
||||
custom_fonts/font = ExtResource( 13 )
|
||||
text = "Fingers on the screen:"
|
||||
script = ExtResource( 13 )
|
||||
script = ExtResource( 14 )
|
||||
__meta__ = {
|
||||
"_edit_lock_": true
|
||||
}
|
||||
|
|
|
@ -44,12 +44,12 @@ gdscript/warnings/integer_division=false
|
|||
|
||||
[display]
|
||||
|
||||
window/size/width=1920
|
||||
window/size/width=1080
|
||||
window/size/height=1080
|
||||
window/size/fullscreen=true
|
||||
window/handheld/orientation="sensor"
|
||||
window/stretch/mode="2d"
|
||||
window/stretch/aspect="keep_height"
|
||||
window/stretch/aspect="expand"
|
||||
|
||||
[gdnative]
|
||||
|
||||
|
|
Loading…
Reference in New Issue