15 Commits

Author SHA1 Message Date
9ff7fee53c Merge branch 'Visual-overhaul' 2026-03-10 21:14:05 -07:00
cd4f527ab1 Code cleanup
Cleaned up various things in the code to make it easier for the next person
2026-03-10 18:26:21 -07:00
2c1c865e3d Added Creature
Added the creature from Mika's art and also implemented the animations as well
2026-03-09 18:57:18 -07:00
743899be33 Improved outline preservation
Did basically anti aliasing but for the sake of making the outlines more clear.

It worked but I'm gonna continue to noodle on this solution in the future

Also incidentally fixed a minor visual glitch with the projectile directions after bounce
2026-03-09 00:43:54 -07:00
5fe0a716ce Added shader test scene
Added shader test scene
Added shaders
Added Mikas wizzard asset
Added some debugging assets
2026-03-08 23:59:00 -07:00
6dd20aff97 merged changes to main, didn't test thoroughly just skimmed hopefully it works :P 2026-03-08 19:48:00 -07:00
894f77e3cd Cleanup
Cleaning up the messy sections of my code and making the debug console output easier to read
2026-03-04 13:11:51 -08:00
bbda9768a2 Fixed projectile rotation
Fixed minor visual glitch where projectiles wouldn't be at the correct rotation after being deflected
2026-03-03 17:04:12 -08:00
ebff6dfa3e Projectiles+bounce
I hate github desktop oh my god just let me create a new branch

i gave up on creating a new branch

It wont let me move to a new branch cause it thinks there are conflicts. what the fuck is the point of that

It may say that there are conflicting files. push them through anyways, git is tweaking. I tested it myself, and the last commit to main was also from me so there's nothing to be conflicting with
2026-03-02 02:19:20 -08:00
4e127b091c Merge pull request 'enemy+wraparound' (#2) from enemy+wraparound into main
Reviewed-on: #2
2026-02-16 23:49:24 -08:00
d3eac34147 Merge pull request 'added mouse look and added a depressed elmo png for later' (#1) from Mouse-Look into main
Reviewed-on: #1
2026-02-16 23:47:46 -08:00
a93f163b85 Added a basic monk enemy that always looks at the player
Also added a feature so it will wrap around if the player gets too far
2026-02-16 20:09:20 -08:00
dfbbdca8e9 added mouse look and added a depressed elmo png for later 2026-02-16 17:11:11 -08:00
50d1ded380 finished movement
normalized movement vectors, added controller support
2026-02-12 16:41:40 -08:00
2a4a745419 Added basic environment
Added temp sprite for player, background, and default template for
movement
2026-02-12 14:28:04 -08:00
308 changed files with 7617 additions and 4 deletions

57
TedsNotepad.txt Normal file
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x1*x2+y1*y2
along normal speedx*sp
var proje_normal = global_transform.x.normalized()
#proje_normal.y = -proje_normal.y
print("Proje Normal: ", proje_normal)
var speed_perp: float = proje_normal.dot(normal)
var perp_line: Vector2 = Vector2(normal.y,-normal.x)
var speed_para: float = proje_normal.dot(perp_line)
print("speed perp: ", speed_perp)
print("speed para: ", speed_para)
# this is just to check my math
# should be aproximately 1 (there will be some bit depth precision errors)
print("speed hype: ", speed_para*speed_para + speed_perp*speed_perp)
var newDirection: Vector2 = Vector2(
(speed_perp * normal.x) + (speed_para * normal.y),
(speed_perp * normal.y) + (speed_para *-normal.x))
var projectile_velocity = area.get_parent().get_facing_direction()
print("projectile speed......................", projectile_velocity)
var shield_normal = global_transform.x.normalized()
print("Shield Normal: ", shield_normal)
#shield_normal.y = -shield_normal.y
# if abs(projectile_velocity.y)>abs(projectile_velocity.x):
# shield_normal = global_transform.y.normalized()
#shield_normal.y = -shield_normal.y
#shield_normal.x = -shield_normal.x
# var shield_perp = Vector2(shield_normal.y,-shield_normal.x)
# if area.has_method("bounce"):
# if projectile_velocity.dot(shield_perp) < 0:
# area.bounce(shield_normal)
if area.has_method("bounce"):
#if projectile_velocity.dot(shield_normal) < 0:
area.bounce(shield_normal)

4
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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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shader_type canvas_item;
uniform sampler2D palette_texture : filter_nearest;
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uniform sampler2D screen_texture : hint_screen_texture, filter_nearest;
uniform float pixel_size = 256.0; // This now represents the "Height" resolution
uniform float color_levels : hint_range(2.0, 256.0) = 2.0;
uniform float PXwidth = 640;
uniform float PXheight = 360;
void fragment() {
float aspect_ratio = SCREEN_PIXEL_SIZE.y / SCREEN_PIXEL_SIZE.x;
vec2 uv = SCREEN_UV;
uv.x = round(uv.x * pixel_size * aspect_ratio) / (pixel_size * aspect_ratio);
uv.y = round(uv.y * pixel_size) / pixel_size;
// 3. Sample and Posterize
vec4 rgba = texture(screen_texture, uv);
vec3 crushed_color = floor(rgba.rgb * color_levels) / (color_levels - 1.0);
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shader_type canvas_item;
// This grabs the screen texture automatically in Godot 4
uniform sampler2D screen_texture : hint_screen_texture, filter_nearest;
uniform sampler2D palette_texture : filter_nearest;
uniform int palette_size = 16;
uniform float pixel_size = 256.0;
uniform float color_levels : hint_range(2.0, 256.0) = 2.0;
uniform float black_bias : hint_range(0.0, 1.0) = 1.0; // Lower = stronger preference for black
uniform float outline_sensitivity : hint_range(0.0, 1.0) = 0.25; // Higher = grabs more grey
uniform vec2 target_resolution = vec2(640.0, 360.0);
void fragment() {
vec2 uv = floor(SCREEN_UV * target_resolution) / target_resolution;
vec2 v_pixel_size = 1.0 / target_resolution;
vec2 offset = v_pixel_size * 0.5;
// check center and 4 small offsets to see if black is nearby
vec3 col0 = texture(screen_texture, uv).rgb;
vec3 col1 = texture(screen_texture, uv + vec2(offset.x, 0.0)).rgb;
vec3 col2 = texture(screen_texture, uv - vec2(offset.x, 0.0)).rgb;
vec3 col3 = texture(screen_texture, uv + vec2(0.0, offset.y)).rgb;
vec3 col4 = texture(screen_texture, uv - vec2(0.0, offset.y)).rgb;
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float b1 = dot(col1, vec3(0.299, 0.587, 0.114));
float b2 = dot(col2, vec3(0.299, 0.587, 0.114));
float b3 = dot(col3, vec3(0.299, 0.587, 0.114));
float b4 = dot(col4, vec3(0.299, 0.587, 0.114));
float min_brightness = min(b0, min(b1, min(b2, min(b3, b4))));
vec3 final_rgb;
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// If ANY sampled pixel in this area is dark, force it to black immediately
if (min_brightness < outline_sensitivity) {
final_rgb = vec3(0.0, 0.0, 0.0);
} else {
// 3. Normal Palette Snapping
vec3 rgba = col0; // Use center sample for normal colors
float best_dist = 10.0;
vec3 best_color = rgba;
for (int i = 0; i < palette_size; i++) {
float x_coord = (float(i) + 0.5) / float(palette_size);
vec3 p_color = texture(palette_texture, vec2(x_coord, 0.5)).rgb;
float dist = distance(rgba, p_color);
/*
// Apply bias in the loop as a secondary safety measure
if (length(p_color) < 0.1) {
dist *= black_bias;
}
//*/
if (dist < best_dist) {
best_dist = dist;
best_color = p_color;
}
}
final_rgb = best_color;
}
COLOR = vec4(final_rgb, 1.0);
}
void vertex() {
// Called for every vertex the material is visible on.
}
//void light() {
// // Called for every pixel for every light affecting the CanvasItem.
// // Uncomment to replace the default light processing function with this one.
//}
/*
// test posteriser instead of the for loop:
float levels = 8.0; // Number of color steps per channel
rgba.rgb = floor(rgba.rgb * levels) / levels;
COLOR = vec4(rgba.rgb, 1.0);
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