Added many player.tscn animated sprite2Ds
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@@ -1,4 +1,4 @@
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<Project Sdk="Godot.NET.Sdk/4.4.0">
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<Project Sdk="Godot.NET.Sdk/4.4.1">
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<PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<TargetFramework>net8.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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@@ -43,27 +43,27 @@ public partial class MainMenu : Control, IMainMenu
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public void OnReady()
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public void OnReady()
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{
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{
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StartGameButton.Pressed += OnStartGamePressed;
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StartGameButton.Pressed += OnStartGamePressed;
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EnemyViewerButton.Pressed += EnemyViewerButton_Pressed;
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EnemyViewerButton.Pressed += EnemyViewerButton_Pressed;
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GalleryButton.Pressed += GalleryButton_Pressed;
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GalleryButton.Pressed += GalleryButton_Pressed;
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OptionsButton.Pressed += OptionsButton_Pressed;
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OptionsButton.Pressed += OptionsButton_Pressed;
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QuitButton.Pressed += OnQuitPressed;
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QuitButton.Pressed += OnQuitPressed;
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StartGameButton.GrabFocus();
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StartGameButton.GrabFocus();
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}
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}
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public void FadeIn()
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public void FadeIn()
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{
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{
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StartGameButton.GrabFocus();
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StartGameButton.GrabFocus();
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Show();
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Show();
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}
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}
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public void OnExitTree()
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public void OnExitTree()
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{
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{
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StartGameButton.Pressed -= OnStartGamePressed;
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StartGameButton.Pressed -= OnStartGamePressed;
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EnemyViewerButton.Pressed -= EnemyViewerButton_Pressed;
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EnemyViewerButton.Pressed -= EnemyViewerButton_Pressed;
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GalleryButton.Pressed -= GalleryButton_Pressed;
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GalleryButton.Pressed -= GalleryButton_Pressed;
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OptionsButton.Pressed -= OptionsButton_Pressed;
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OptionsButton.Pressed -= OptionsButton_Pressed;
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QuitButton.Pressed -= OnQuitPressed;
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QuitButton.Pressed -= OnQuitPressed;
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}
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}
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public void OnStartGamePressed() => EmitSignal(SignalName.StartGame);
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public void OnStartGamePressed() => EmitSignal(SignalName.StartGame);
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Before Width: | Height: | Size: 42 MiB After Width: | Height: | Size: 19 MiB |
@@ -35,4 +35,4 @@ void fragment() {
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vec2 squiggle_uv = UV + direction * strength * 0.005;
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vec2 squiggle_uv = UV + direction * strength * 0.005;
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COLOR = texture(TEXTURE, squiggle_uv) * modulate;
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COLOR = texture(TEXTURE, squiggle_uv) * modulate;
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}
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}
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