Add subtle bobbling to platforms

This commit is contained in:
Spencer Killen 2022-12-30 12:49:08 -07:00
parent 06542eed2c
commit 2a65df8279
Signed by: sjkillen
GPG Key ID: F307025B65C860BA
9 changed files with 157 additions and 27 deletions

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@ -17,7 +17,7 @@ var label : Label
func _ready() -> void:
label = Label.new()
add_child(label)
get_tree().get_root().connect("size_changed", self, "update_position")
var _ignore = get_tree().get_root().connect("size_changed", self, "update_position")
update_position()
# pos should be of type Position

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@ -5,7 +5,7 @@ content_margin_left = 10.0
content_margin_right = 10.0
content_margin_top = 10.0
content_margin_bottom = 10.0
bg_color = Color( 0.03, 0.21, 0.26, 1 )
bg_color = Color( 0.2, 0.23, 0.31, 1 )
border_width_left = 1
border_width_top = 1
border_width_right = 1

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@ -0,0 +1,79 @@
[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://assets/meat_creek/meat_platform_texture.tres" type="Texture" id=1]
[sub_resource type="Shader" id=1]
code = "// NOTE: Shader automatically converted from Godot Engine 3.5.1.stable.mono's SpatialMaterial.
shader_type spatial;
render_mode world_vertex_coords,async_visible,blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
uniform sampler2D bubble_curve;
uniform float bubble_speed : hint_range(0.0, 20.0, 0.1);
uniform float seed;
float random( vec2 p )
{
// e^pi (Gelfond's constant)
// 2^sqrt(2) (GelfondSchneider constant)
vec2 K1 = vec2( 23.14069263277926, 2.665144142690225 );
//return fract( cos( mod( 12345678., 256. * dot(p,K1) ) ) ); // ver1
//return fract(cos(dot(p,K1)) * 123456.); // ver2
return fract(cos(dot(p,K1)) * 12345.6789); // ver3
}
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
float x = mod(TIME+seed, bubble_speed) / bubble_speed;
float w = texture(bubble_curve, vec2(x, 0.0)).r;
VERTEX.y -= w;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = roughness;
SPECULAR = specular;
}
"
[sub_resource type="Curve" id=2]
max_value = 0.3
_data = [ Vector2( 0, 0 ), 0.0, 0.0, 0, 0, Vector2( 0.505236, 0.0821591 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), 0.0, 0.0, 0, 0 ]
[sub_resource type="CurveTexture" id=3]
curve = SubResource( 2 )
[resource]
resource_name = "creek_platform_material"
shader = SubResource( 1 )
shader_param/albedo = Color( 1, 1, 1, 1 )
shader_param/specular = 0.5
shader_param/metallic = 0.0
shader_param/roughness = 0.0
shader_param/point_size = 1.0
shader_param/uv1_scale = Vector3( 1, 1, 1 )
shader_param/uv1_offset = Vector3( 0, 0, 0 )
shader_param/uv2_scale = Vector3( 1, 1, 1 )
shader_param/uv2_offset = Vector3( 0, 0, 0 )
shader_param/bubble_speed = 3.0
shader_param/seed = null
shader_param/texture_albedo = ExtResource( 1 )
shader_param/bubble_curve = SubResource( 3 )