Add remaining rooms and add collision
Add floor list
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@@ -1,17 +0,0 @@
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shader_type canvas_item;
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uniform float inner_radius = 0.1;
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uniform float outer_radius = 1;
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uniform float vignette_strength = 1.0;
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uniform float dither_strength = 0.03;
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uniform vec4 vignette_color: source_color;
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void fragment() {
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float dist = distance(UV, vec2(0.5));
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float vignette = smoothstep(inner_radius, outer_radius, dist) * vignette_strength;
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float dither = fract(sin(dot(UV, vec2(12.9898, 78.233))) * 43758.5453123) * dither_strength;
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COLOR = vec4(vignette_color.rgb, vignette + dither);
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}
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@@ -1 +0,0 @@
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uid://drxmjjymehlcc
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@@ -31,9 +31,6 @@ public partial class Player : CharacterBody3D, IPlayer
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#region Dependencies
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[Dependency]
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public IAppRepo AppRepo => this.DependOn<IAppRepo>();
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[Dependency]
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public IGame Game => this.DependOn<IGame>();
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@@ -123,7 +120,6 @@ public partial class Player : CharacterBody3D, IPlayer
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PlayerLogic = new PlayerLogic();
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PlayerLogic.Set(this as IPlayer);
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PlayerLogic.Set(Settings);
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PlayerLogic.Set(AppRepo);
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PlayerLogic.Set(Stats);
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var defaultWeapon = new Weapon();
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File diff suppressed because one or more lines are too long
@@ -1,11 +1,11 @@
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@startuml PlayerLogic
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state "PlayerLogic State" as GameJamDungeon_PlayerLogic_State {
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state "Disabled" as GameJamDungeon_PlayerLogic_State_Disabled
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state "Alive" as GameJamDungeon_PlayerLogic_State_Alive {
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state "Attacking" as GameJamDungeon_PlayerLogic_State_Attacking
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state "Idle" as GameJamDungeon_PlayerLogic_State_Idle
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state "Attacking" as GameJamDungeon_PlayerLogic_State_Attacking
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}
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state "Dead" as GameJamDungeon_PlayerLogic_State_Dead
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state "Disabled" as GameJamDungeon_PlayerLogic_State_Disabled
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}
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GameJamDungeon_PlayerLogic_State_Alive --> GameJamDungeon_PlayerLogic_State_Alive : PhysicsTick
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