added the game

This commit is contained in:
JHDev2006
2025-09-13 16:30:32 +01:00
parent 5ef689109b
commit 3773bdaf64
3616 changed files with 263702 additions and 0 deletions

View File

@@ -0,0 +1,110 @@
[gd_scene load_steps=5 format=3 uid="uid://d2c5ut4rtjf3p"]
[ext_resource type="Script" uid="uid://cit6racuc8c60" path="res://Scripts/Parts/DropShadowRendererSmooth.gd" id="1_sh8t5"]
[sub_resource type="Shader" id="Shader_xx2dm"]
code = "shader_type canvas_item;
uniform vec3 shadow_colour: source_color;
uniform float transparency = 0.0;
void fragment() {
if (COLOR.a >= 0.025)
{
COLOR = vec4(shadow_colour.r, shadow_colour.g, shadow_colour.b, transparency * COLOR.a);
}
}
//void light() {
// Called for every pixel for every light affecting the CanvasItem.
// Uncomment to replace the default light processing function with this one.
//}
"
[sub_resource type="ShaderMaterial" id="ShaderMaterial_o48cx"]
shader = SubResource("Shader_xx2dm")
shader_parameter/shadow_colour = Color(0.368102, 0.368102, 0.368102, 1)
shader_parameter/transparency = 0.25
[sub_resource type="GDScript" id="GDScript_tdilq"]
script/source = "# https://github.com/godotengine/godot/issues/77149
class_name SubViewportContainerBug77149
extends SubViewportContainer
@export var stretch_without_bug_77149 : bool
func _ready() -> void:
_on_resized()
get_window().size_changed.connect(_on_resized)
var _dont_recurse : bool
func _on_resized() -> void:
assert(not stretch)
if not stretch_without_bug_77149 or _dont_recurse:
return
var window := get_window()
var viewport_size := Vector2(window.size)
var reference_size := Vector2(window.content_scale_size)
var viewport_scale := viewport_size / reference_size
var size_scale := minf(viewport_scale.x, viewport_scale.y)
var scaled_size := Vector2i((size * scale * size_scale).round()) / stretch_shrink
if Vector2i(size.round()) == scaled_size:
return
_dont_recurse = true
# we need to set the container's size first or it'll get resized by the viewport resize (ugh)
scale = Vector2(1.0 / size_scale, 1.0 / size_scale)
size = scaled_size
for subviewport : SubViewport in find_children(\"*\", \"SubViewport\", false, false):
# avoid reallocating textures we don't need to reallocate
if subviewport.size != scaled_size:
subviewport.size = scaled_size
_dont_recurse = false
"
[node name="DropShadowRenderer" type="Node"]
physics_interpolation_mode = 1
script = ExtResource("1_sh8t5")
[node name="Point" type="Node2D" parent="."]
unique_name_in_owner = true
physics_interpolation_mode = 1
visibility_layer = 2
z_index = -45
position = Vector2(4, 0)
[node name="Container" type="SubViewportContainer" parent="Point"]
unique_name_in_owner = true
physics_interpolation_mode = 1
visibility_layer = 2
material = SubResource("ShaderMaterial_o48cx")
offset_left = -240.0
offset_top = -135.0
offset_right = 240.0
offset_bottom = 135.0
localize_numeral_system = false
mouse_filter = 2
script = SubResource("GDScript_tdilq")
stretch_without_bug_77149 = true
metadata/_edit_use_anchors_ = true
[node name="SubViewport" type="SubViewport" parent="Point/Container"]
unique_name_in_owner = true
transparent_bg = true
handle_input_locally = false
canvas_item_default_texture_filter = 0
canvas_cull_mask = 4293918721
size = Vector2i(480, 270)
size_2d_override = Vector2i(1440, 810)
render_target_update_mode = 4
[node name="Camera" type="Camera2D" parent="Point/Container/SubViewport"]
unique_name_in_owner = true
offset = Vector2(-3, -3)
zoom = Vector2(3, 3)
process_callback = 0