Initial commit

This commit is contained in:
scorpion21211-cmd
2026-10-03 23:29:41 -04:00
commit 72ca74c67f
10586 changed files with 1388168 additions and 0 deletions
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[gd_scene format=3 uid="uid://bvkkotlj71pqa"]
[ext_resource type="Script" uid="uid://b0cad7dyjyqlb" path="res://addons/Assets/VFX/Explosion_01/explosion.gd" id="1_45qx7"]
[ext_resource type="Shader" uid="uid://bspjwxt1hotc" path="res://addons/Assets/VFX/Explosion_01/explosion01_particle.tres" id="2_2f3gd"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_2w3i7"]
render_priority = 0
shader = ExtResource("2_2f3gd")
shader_parameter/base_color = Color(0.152941, 0.152941, 0.152941, 1)
shader_parameter/alpha = 0.75
shader_parameter/emission_color = Color(1, 0.333333, 0, 1)
[sub_resource type="SphereMesh" id="SphereMesh_a4utb"]
material = SubResource("ShaderMaterial_2w3i7")
[sub_resource type="SphereShape3D" id="SphereShape3D_utnhs"]
[node name="Explosion" type="Area3D"]
script = ExtResource("1_45qx7")
target_scale = Vector3(7, 7, 7)
duration = 0.6
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("SphereMesh_a4utb")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("SphereShape3D_utnhs")
[connection signal="area_entered" from="." to="." method="_on_area_entered"]
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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extends Area3D
@export var target_scale : Vector3
@export var duration : float
@export var damage_amount : float = 6.0
@export var damage_force : float = 10.0
@export var explode_on_spawn : bool = true
var col_shape : Shape3D
var is_exploding : bool = false
var explosion_time : float = 0
@onready var mesh_instance_3d: MeshInstance3D = $MeshInstance3D
@onready var collision_shape_3d: CollisionShape3D = $CollisionShape3D
#size starts at 1
#in 1sec i want it to grow to 5
#how much does it have to grow each delta?
#
#growth_factor = delta/size
func _ready() -> void:
# Hiding mesh, getting collision shape reference and setting it to radius zero
if mesh_instance_3d:
mesh_instance_3d.hide()
col_shape = collision_shape_3d.shape as SphereShape3D
#col_shape.radius = 0.1
if explode_on_spawn:
explode.call_deferred()
func explode() -> void:
mesh_instance_3d.show()
is_exploding = true
var explosion_tween = create_tween()
var collision_tween = create_tween()
var initial_scale = mesh_instance_3d.transform.basis.get_scale()
explosion_tween.tween_method(
_apply_scale.bind(mesh_instance_3d),
initial_scale,
target_scale,
duration,
).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_OUT)
collision_tween.tween_property(col_shape, "radius", target_scale.x/2, duration).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_OUT)
await explosion_tween.finished
finish()
func finish():
self.queue_free()
func _apply_scale(scale: Vector3, obj: Node3D):
var transform = obj.transform
transform.basis = transform.basis.scaled(scale / transform.basis.get_scale())
obj.transform = transform
func _on_body_entered(collider: Node3D) -> void:
var damage_dir = self.global_position.direction_to(collider.global_position)
if collider is CogitoPlayer:
#TODO This should be done via signals.
collider.apply_external_force(damage_dir * damage_force)
CogitoGlobals.debug_log(true,"Explosion","Damaging player. Applying vector " + str(damage_dir * damage_force) + " to target. Target.main_velocity = " + str(collider.main_velocity) )
collider.decrease_attribute("health", damage_amount)
if collider.has_signal("damage_received"):
if !collider.cogito_properties: # Case where neither projectile nor the object hit have properties defined.
CogitoGlobals.debug_log(true, "Explosion", "Collider nor projectile have CogitoProperties, damaging as usual.")
deal_damage(collider,damage_dir)
return
if collider.cogito_properties: # Case were only collider has properties.
CogitoGlobals.debug_log(true, "Explosion", "Collider has CogitoProperties, currently ignoring these and damaging as usual.")
deal_damage(collider,damage_dir)
func deal_damage(collider: Node,damage_dir):
collider.damage_received.emit(damage_amount,damage_dir,Vector3.ZERO)
@@ -0,0 +1 @@
uid://b0cad7dyjyqlb
@@ -0,0 +1,91 @@
[gd_resource type="VisualShader" load_steps=10 format=3 uid="uid://bspjwxt1hotc"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_hhiyf"]
noise_type = 0
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_amqgm"]
noise = SubResource("FastNoiseLite_hhiyf")
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_ba5aa"]
texture = SubResource("NoiseTexture2D_amqgm")
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_p4a78"]
function = 15
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_6tsw5"]
parameter_name = "alpha"
default_value_enabled = true
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_5avp8"]
operator = 2
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_64l8b"]
parameter_name = "emission_color"
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_c3kiw"]
parameter_name = "base_color"
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_haxxy"]
parameter_name = "emission_strength"
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_disabled, diffuse_lambert, specular_schlick_ggx, depth_prepass_alpha;
uniform vec4 base_color : source_color;
uniform sampler2D tex_frg_2;
uniform float alpha = 0.0;
uniform vec4 emission_color : source_color;
void fragment() {
// ColorParameter:7
vec4 n_out7p0 = base_color;
// Texture2D:2
vec4 n_out2p0 = texture(tex_frg_2, UV);
// FloatParameter:4
float n_out4p0 = alpha;
// FloatOp:5
float n_out5p0 = n_out2p0.x * n_out4p0;
// FloatFunc:3
float n_out3p0 = round(n_out5p0);
// ColorParameter:6
vec4 n_out6p0 = emission_color;
// Output:0
ALBEDO = vec3(n_out7p0.xyz);
ALPHA = n_out3p0;
EMISSION = vec3(n_out6p0.xyz);
}
"
modes/cull = 2
flags/depth_prepass_alpha = true
nodes/fragment/2/node = SubResource("VisualShaderNodeTexture_ba5aa")
nodes/fragment/2/position = Vector2(-400, 80)
nodes/fragment/3/node = SubResource("VisualShaderNodeFloatFunc_p4a78")
nodes/fragment/3/position = Vector2(120, 180)
nodes/fragment/4/node = SubResource("VisualShaderNodeFloatParameter_6tsw5")
nodes/fragment/4/position = Vector2(-440, 320)
nodes/fragment/5/node = SubResource("VisualShaderNodeFloatOp_5avp8")
nodes/fragment/5/position = Vector2(-60, 160)
nodes/fragment/6/node = SubResource("VisualShaderNodeColorParameter_64l8b")
nodes/fragment/6/position = Vector2(-440, 540)
nodes/fragment/7/node = SubResource("VisualShaderNodeColorParameter_c3kiw")
nodes/fragment/7/position = Vector2(-120, -80)
nodes/fragment/9/node = SubResource("VisualShaderNodeFloatParameter_haxxy")
nodes/fragment/9/position = Vector2(-440, 720)
nodes/fragment/connections = PackedInt32Array(4, 0, 5, 1, 2, 0, 5, 0, 5, 0, 3, 0, 3, 0, 0, 1, 7, 0, 0, 0, 6, 0, 0, 5)