Added many player.tscn animated sprite2Ds

This commit is contained in:
Pal
2025-12-04 20:21:24 -08:00
parent 76f4adc5be
commit f39bd8ecdb
5 changed files with 11773 additions and 47 deletions

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@@ -1,4 +1,4 @@
<Project Sdk="Godot.NET.Sdk/4.4.0"> <Project Sdk="Godot.NET.Sdk/4.4.1">
<PropertyGroup> <PropertyGroup>
<TargetFramework>net8.0</TargetFramework> <TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading> <EnableDynamicLoading>true</EnableDynamicLoading>

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@@ -43,27 +43,27 @@ public partial class MainMenu : Control, IMainMenu
public void OnReady() public void OnReady()
{ {
StartGameButton.Pressed += OnStartGamePressed; StartGameButton.Pressed += OnStartGamePressed;
EnemyViewerButton.Pressed += EnemyViewerButton_Pressed; EnemyViewerButton.Pressed += EnemyViewerButton_Pressed;
GalleryButton.Pressed += GalleryButton_Pressed; GalleryButton.Pressed += GalleryButton_Pressed;
OptionsButton.Pressed += OptionsButton_Pressed; OptionsButton.Pressed += OptionsButton_Pressed;
QuitButton.Pressed += OnQuitPressed; QuitButton.Pressed += OnQuitPressed;
StartGameButton.GrabFocus(); StartGameButton.GrabFocus();
} }
public void FadeIn() public void FadeIn()
{ {
StartGameButton.GrabFocus(); StartGameButton.GrabFocus();
Show(); Show();
} }
public void OnExitTree() public void OnExitTree()
{ {
StartGameButton.Pressed -= OnStartGamePressed; StartGameButton.Pressed -= OnStartGamePressed;
EnemyViewerButton.Pressed -= EnemyViewerButton_Pressed; EnemyViewerButton.Pressed -= EnemyViewerButton_Pressed;
GalleryButton.Pressed -= GalleryButton_Pressed; GalleryButton.Pressed -= GalleryButton_Pressed;
OptionsButton.Pressed -= OptionsButton_Pressed; OptionsButton.Pressed -= OptionsButton_Pressed;
QuitButton.Pressed -= OnQuitPressed; QuitButton.Pressed -= OnQuitPressed;
} }
public void OnStartGamePressed() => EmitSignal(SignalName.StartGame); public void OnStartGamePressed() => EmitSignal(SignalName.StartGame);

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@@ -35,4 +35,4 @@ void fragment() {
vec2 squiggle_uv = UV + direction * strength * 0.005; vec2 squiggle_uv = UV + direction * strength * 0.005;
COLOR = texture(TEXTURE, squiggle_uv) * modulate; COLOR = texture(TEXTURE, squiggle_uv) * modulate;
} }