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Commit 42069947 authored by Jannik Rosendahl's avatar Jannik Rosendahl
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add black_white shader

adds a black and white shader to the player animated sprite. toggle with set_black_white(bool)
parent 1c2bf60a
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......@@ -68,7 +68,10 @@ func _ready():
$Control/HealthBar.tint_progress = Color.green
$MeleeDetector.monitoring = false
print("ready")
set_black_white(false)
func _process(delta):
if not is_alive:
......@@ -245,7 +248,6 @@ func take_damage(n : int):
is_alive = false
update_animation()
func take_damage_player(n : int):
take_damage(n)
......@@ -281,7 +283,11 @@ func update_animation():
$InfoLabel.text = "is_moving: " + str(is_moving) + "\nis_jumping: " + str(is_jumping) + "\nis_attacking: " + str(is_attacking) + "\nvh: " + str(velocity.x) + "\nvv" + str(velocity.y) + "\nhp: " + str(hitpoints)
func set_black_white(boolean: bool):
if boolean:
$AnimatedSprite.material = load("res://src/actors/player/PlayerShader.tres")
else:
$AnimatedSprite.material = null
""" SECTION SIGNAL FUNCTIONS """
......
[gd_scene load_steps=55 format=2]
[gd_scene load_steps=56 format=2]
[ext_resource path="res://src/assets/actors/Player/player_attack_melee.png" type="Texture" id=1]
[ext_resource path="res://src/actors/player/Player.gd" type="Script" id=2]
......@@ -11,6 +11,7 @@
[ext_resource path="res://src/assets/actors/Player/health-bar-under.png" type="Texture" id=9]
[ext_resource path="res://src/assets/actors/Player/health-bar-over.png" type="Texture" id=10]
[ext_resource path="res://src/assets/actors/Player/health_bar_health.png" type="Texture" id=11]
[ext_resource path="res://src/actors/player/PlayerShader.tres" type="Material" id=12]
[sub_resource type="AtlasTexture" id=1]
flags = 4
......@@ -259,10 +260,11 @@ collision/safe_margin = 0.01
script = ExtResource( 2 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
material = ExtResource( 12 )
position = Vector2( 10, -24 )
frames = SubResource( 38 )
animation = "melee"
frame = 7
frame = 5
playing = true
[node name="Camera2D" type="Camera2D" parent="."]
......
[gd_resource type="ShaderMaterial" load_steps=2 format=2]
[sub_resource type="Shader" id=52]
code = "shader_type canvas_item;
render_mode unshaded;
void fragment() {
COLOR = texture(TEXTURE, UV);
float lumi = (COLOR.r + COLOR.g + COLOR.b) / 3f;
COLOR.rgb = vec3(lumi);
}"
[resource]
shader = SubResource( 52 )
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