InitCommit

update 1.4.2 source code
This commit is contained in:
kaia 2024-02-03 18:36:09 -06:00
commit ece4ffd123
216 changed files with 79783 additions and 0 deletions

5
ui_scenes/VolumeBar.gd Normal file
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extends TextureProgressBar
func _process(delta):
value = Global.volume

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extends Control
var micName = ""
func _ready():
$Label.text = micName
func _on_button_pressed():
if !get_parent().get_parent().get_parent().visible:
return
AudioServer.input_device = micName
Global.deleteAllMics()
Global.currentMicrophone = null
get_parent().get_parent().get_parent().visible = false
await get_tree().create_timer(1.0).timeout
Global.createMicrophone()

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extends Node2D
var text = ""
@onready var label = $Tooltip/Label
@onready var area = $Area2D
func _ready():
Global.mouse = self
func _process(delta):
if Global.main.editMode:
if text != "":
label.text = text
visible = true
else:
visible = false
global_position = get_global_mouse_position()
if Input.is_action_just_pressed("mouse_left"):
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else:
visible = false
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extends Node2D
@onready var vbox = $VBoxContainer
var tick = 0
func _ready():
Global.updatePusherNode = self
set_process(false)
func pushUpdate(text):
var label = Label.new()
label.text = text
label.add_theme_color_override("font_outline_color",Color.BLACK)
label.add_theme_constant_override("outline_size",6)
vbox.add_child(label)
var count = vbox.get_children().size()
if count > 5:
vbox.get_child(0).queue_free()
modulate.a = 1.0
tick = 0
set_process(true)
func _process(delta):
tick += 1
if tick >= 240:
modulate.a -= delta
if modulate.a <= 0.0:
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@ -0,0 +1,391 @@
extends Node2D
var type = "sprite"
#Passed Variables
var imageData = null
var tex = null
@export var path = ""
var loadedImageData = null
var id = 0
var parentId = null
var parentSprite = null
var imageSize = Vector2.ZERO
#Node Reference
@onready var sprite = $WobbleOrigin/DragOrigin/Sprite
@onready var grabArea = $WobbleOrigin/DragOrigin/Grab
@onready var dragOrigin = $WobbleOrigin/DragOrigin
@onready var dragger = $WobbleOrigin/Dragger
@onready var originSprite = $WobbleOrigin/DragOrigin/Sprite/Origin
@onready var wob = $WobbleOrigin
@onready var outlineScene = preload("res://ui_scenes/selectedSprite/outline.tscn")
#Visuals
var mouseOffset = Vector2.ZERO
var grabDelay = 0
var size = Vector2(1,1)
var showOnTalk = 0
var showOnBlink = 0
var z = 0
#Movement
var heldTicks = 0
var dragSpeed = 0
#Origin
var origTick = 0
var offset = Vector2.ZERO
#Wobble
var xFrq = 0.0
var xAmp = 0.0
var yFrq = 0.0
var yAmp = 0.0
#Rotational Drag
var rdragStr = 0
var rLimitMax = 180
var rLimitMin = -180
#Layer
var costumeLayers = [1,1,1,1,1,1,1,1,1,1]
#Stretch
var stretchAmount = 0.0
#Ignore Bounce
var ignoreBounce = false
#Animation
var frames = 1
var animSpeed = 0
var remadePolygon = false
var clipped = false
var tick = 0
func _ready():
var img = Image.new()
var err = img.load(path)
if err != OK:
#Runs if image import fails. Needs error dialog box at some point
if loadedImageData == null:
Global.epicFail(err)
print_debug("Failed to load image.")
queue_free()
return
else:
var data = Marshalls.base64_to_raw(loadedImageData)
var errr = img.load_png_from_buffer(data)
if errr != OK:
Global.epicFail(err)
print_debug("Failed to load image.")
queue_free()
return
var texture = ImageTexture.new()
texture = ImageTexture.create_from_image(img)
tex = texture
imageData = img
imageSize = img.get_size()
sprite.texture = tex
var bitmap = BitMap.new()
bitmap.create_from_image_alpha(imageData)
var polygons = bitmap.opaque_to_polygons(Rect2(Vector2(0, 0), bitmap.get_size()),4.0) #bitmap.get_size()
var b = false
for polygon in polygons:
b = true
var collider = CollisionPolygon2D.new()
collider.polygon = polygon
grabArea.add_child(collider)
var outline = outlineScene.instantiate()
outline.points = polygon
outline.add_point(outline.points[0])
grabArea.add_child(outline)
size = imageData.get_size()
grabArea.position = size*-0.5
sprite.offset = offset
grabArea.position = (size*-0.5) + offset
changeFrames()
setZIndex()
if frames > 1:
remakePolygon()
if !b:
remakePolygon()
add_to_group(str(id))
await get_tree().create_timer(0.1).timeout
if parentId != null:
var nodes = get_tree().get_nodes_in_group(str(parentId))
get_parent().remove_child(self)
nodes[0].sprite.add_child(self)
parentSprite = nodes[0]
set_owner(nodes[0].sprite)
setClip(clipped)
if Global.filtering:
sprite.texture_filter = 2
func replaceSprite(pathNew):
var img = Image.new()
var err = img.load(pathNew)
if err != OK:
#Runs if image import fails.
Global.epicFail(err)
print_debug("Failed to load image.")
return
path = pathNew
var texture = ImageTexture.new()
texture = ImageTexture.create_from_image(img)
tex = texture
imageData = img
sprite.texture = tex
var bitmap = BitMap.new()
bitmap.create_from_image_alpha(imageData)
var polygons = bitmap.opaque_to_polygons(Rect2(Vector2(0, 0), bitmap.get_size()))
for i in grabArea.get_children():
i.queue_free()
var b = false
for polygon in polygons:
b = true
var collider = CollisionPolygon2D.new()
collider.polygon = polygon
grabArea.add_child(collider)
var outline = outlineScene.instantiate()
outline.points = polygon
outline.add_point(outline.points[0])
grabArea.add_child(outline)
size = imageData.get_size()
sprite.offset = offset
grabArea.position = (size*-0.5) + offset
if !b:
remakePolygon()
func _process(delta):
tick += 1
if Global.heldSprite == self:
grabArea.visible = true
originSprite.visible = true
else:
grabArea.visible = false
originSprite.visible = false
var glob = dragger.global_position
if ignoreBounce:
glob.y -= Global.main.bounceChange
drag(delta)
wobble()
var length = (glob.y - dragger.global_position.y)
rotationalDrag(length,delta)
stretch(length,delta)
if grabDelay > 0:
grabDelay -= 1
talkBlink()
animation()
func animation():
var speed = max(float(animSpeed),Engine.max_fps*6.0)
if animSpeed > 0 and frames > 1:
if Global.animationTick % int((speed)/float(animSpeed)) == 0:
if sprite.frame == frames - 1:
sprite.frame = 0
else:
sprite.frame += 1
if frames > 1:
remakePolygon()
func setZIndex():
sprite.z_index = z
func talkBlink():
var faded = 0.2 * int(Global.main.editMode)
var value = (showOnTalk + (showOnBlink*3)) + (int(Global.speaking)*10) + (int(Global.blink)*20)
var yes = [0,10,20,30,1,21,12,32,3,13,4,15,26,36,27,38].has(int(value))
sprite.self_modulate.a = max(int(yes),faded)
func delete():
queue_free()
func _physics_process(delta):
if Global.heldSprite == self:
var dir = pressingDirection()
if Input.is_action_pressed("origin"):
moveOrigin(dir)
else:
moveSprite(dir)
else:
set_physics_process(false)
func pressingDirection():
var dir = Vector2.ZERO
dir.x = Input.get_action_strength("move_left") - Input.get_action_strength("move_right")
dir.y = Input.get_action_strength("move_up") - Input.get_action_strength("move_down")
return dir
func moveSprite(dir):
if dir != Vector2.ZERO:
heldTicks += 1
else:
heldTicks = 0
if heldTicks > 30 or heldTicks == 1:
var multiplier = 2
if heldTicks == 1:
multiplier = 1
position -= dir * multiplier
position = Vector2(int(position.x),int(position.y))
func moveOrigin(dir):
if dir != Vector2.ZERO:
origTick += 1
else:
origTick = 0
if origTick > 30 or origTick == 1:
var multiplier = 2
if origTick == 1:
multiplier = 1
offset += dir * multiplier
position -= dir * multiplier
offset = Vector2(int(offset.x),int(offset.y))
sprite.offset = offset
grabArea.position = (size*-0.5) + offset
func drag(delta):
if dragSpeed == 0:
dragger.global_position = wob.global_position
else:
dragger.global_position = lerp(dragger.global_position,wob.global_position,(delta*20)/dragSpeed)
dragOrigin.global_position = dragger.global_position
func wobble():
wob.position.x = sin(tick*xFrq)*xAmp
wob.position.y = sin(tick*yFrq)*yAmp
func rotationalDrag(length,delta):
var yvel = (length * rdragStr)
#Calculate Max angle
yvel = clamp(yvel,rLimitMin,rLimitMax)
sprite.rotation = lerp_angle(sprite.rotation,deg_to_rad(yvel),0.25)
func stretch(length,delta):
var yvel = (length * stretchAmount * 0.01)
var target = Vector2(1.0-yvel,1.0+yvel)
sprite.scale = lerp(sprite.scale,target,0.5)
func changeCollision(enable):
grabArea.monitorable = enable
grabArea.monitorable = enable
func changeFrames():
sprite.hframes = frames
sprite.frame = 0
func remakePolygon():
if remadePolygon:
return
for c in grabArea.get_children():
c.queue_free()
var collider = CollisionShape2D.new()
var shape = RectangleShape2D.new()
shape.size = Vector2(imageSize.y,imageSize.y)
collider.shape = shape
collider.position = Vector2(imageSize.x,imageSize.y) * Vector2(0.5,0.5)
grabArea.add_child(collider)
var p = imageSize.y * 0.5
var outline = outlineScene.instantiate()
outline.add_point(Vector2(-p,-p))
outline.add_point(Vector2(p,-p))
outline.add_point(Vector2(p,p))
outline.add_point(Vector2(-p,p))
outline.add_point(Vector2(-p,-p))
outline.position = collider.position
grabArea.add_child(outline)
remadePolygon = true
func setClip(toggle):
if toggle:
sprite.clip_children = CLIP_CHILDREN_AND_DRAW
for node in getAllLinkedSprites():
node.z = z
node.setZIndex()
else:
sprite.clip_children = CLIP_CHILDREN_DISABLED
clipped = toggle
func getAllLinkedSprites():
var nodes = get_tree().get_nodes_in_group("saved")
var linkedSprites = []
for node in nodes:
if node.parentId == id:
linkedSprites.append(node)
return linkedSprites

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[ext_resource type="Script" path="res://ui_scenes/selectedSprite/spriteObject.gd" id="1_r8clt"]
[ext_resource type="Texture2D" uid="uid://b0qvkbedini2y" path="res://ui_scenes/selectedSprite/origin.png" id="4_i4lmg"]
[node name="Sprite" type="Node2D" groups=["saved"]]
script = ExtResource("1_r8clt")
[node name="WobbleOrigin" type="Node2D" parent="."]
[node name="Dragger" type="Node2D" parent="WobbleOrigin"]
top_level = true
[node name="DragOrigin" type="Node2D" parent="WobbleOrigin"]
[node name="Sprite" type="Sprite2D" parent="WobbleOrigin/DragOrigin"]
z_as_relative = false
texture_repeat = 1
[node name="Origin" type="Sprite2D" parent="WobbleOrigin/DragOrigin/Sprite"]
z_index = 2100
position = Vector2(-16, -16)
texture = ExtResource("4_i4lmg")
centered = false
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extends Node2D
var awaitingCostumeInput = -1
var hasMouse = false
func setvalues():
$Background/ColorPickerButton.color = Global.backgroundColor
if Global.backgroundColor == Color(0.0,0.0,0.0,0.0):
$Background/ColorPickerButton.color = Color(1.0,1.0,1.0,1.0)
$MaxFPS/fpslabel.text = str(Engine.max_fps)
$MaxFPS/fpsDrag.value = Engine.max_fps
if Engine.max_fps == 0:
$MaxFPS/fpslabel.text = "Unlimited"
$MaxFPS/fpsDrag.value = 241
$BounceForce/bounce.text = str(Saving.settings["bounce"])
$BounceForce/bounceForce.value = Saving.settings["bounce"]
$BounceGravity/bounce.text = str(Saving.settings["gravity"])
$BounceGravity/bounceGravity.value = Saving.settings["gravity"]
_on_check_box_toggled(Global.filtering)
$BlinkSpeed/blinkSpeed.value = int(1.0/Global.blinkSpeed)
$BlinkSpeed/Label.text = "blink speed: " + str(int(1.0/Global.blinkSpeed))
$BlinkChance/blinkChance.value = Global.blinkChance
$BlinkChance/Label.text = "blink chance: 1 in " + str(Global.blinkChance)
$bounceOnCostume/costumeCheck.button_pressed = Global.main.bounceOnCostumeChange
var costumeLabels = [$CostumeInputs/ScrollContainer/VBoxContainer/costumeButton1/Label,$CostumeInputs/ScrollContainer/VBoxContainer/costumeButton2/Label,$CostumeInputs/ScrollContainer/VBoxContainer/costumeButton3/Label,$CostumeInputs/ScrollContainer/VBoxContainer/costumeButton4/Label,$CostumeInputs/ScrollContainer/VBoxContainer/costumeButton5/Label,$CostumeInputs/ScrollContainer/VBoxContainer/costumeButton6/Label,$CostumeInputs/ScrollContainer/VBoxContainer/costumeButton7/Label,$CostumeInputs/ScrollContainer/VBoxContainer/costumeButton8/Label,$CostumeInputs/ScrollContainer/VBoxContainer/costumeButton9/Label,$CostumeInputs/ScrollContainer/VBoxContainer/costumeButton10/Label,]
var tag = 1
for label in costumeLabels:
label.text = "costume " + str(tag) + " key: \"" + Global.main.costumeKeys[tag-1] + "\""
tag += 1
func _on_color_picker_button_color_changed(color):
get_viewport().transparent_bg = false
RenderingServer.set_default_clear_color(color)
Global.backgroundColor = color
Saving.settings["backgroundColor"] = var_to_str(color)
Global.pushUpdate("Background color set to CUSTOM COLOR.")
func _on_button_pressed():
get_viewport().transparent_bg = true
Global.backgroundColor = Color(0.0,0.0,0.0,0.0)
Saving.settings["backgroundColor"] = var_to_str(Color(0.0,0.0,0.0,0.0))
Global.pushUpdate("Background color set to TRANSPARENT.")
func _on_color_picker_button_picker_created():
get_viewport().transparent_bg = false
RenderingServer.set_default_clear_color($Background/ColorPickerButton.color)
func _on_fps_drag_value_changed(value):
if $MaxFPS/fpsDrag.value == 241:
$MaxFPS/fpslabel.text = "Unlimited"
return
$MaxFPS/fpslabel.text = str(value)
func _on_confirm_pressed():
if $MaxFPS/fpsDrag.value == 241:
Engine.max_fps = 0
Saving.settings["maxFPS"] = 0
Global.pushUpdate("Max fps set to unlimited.")
return
Engine.max_fps = $MaxFPS/fpsDrag.value
Saving.settings["maxFPS"] = $MaxFPS/fpsDrag.value
Global.pushUpdate("Max fps set to " + str(Engine.max_fps) + ".")
func _on_green_button_pressed():
get_viewport().transparent_bg = false
Global.backgroundColor = Color(0.0,1.0,0.0,1.0)
Saving.settings["backgroundColor"] = var_to_str(Color(0.0,1.0,0.0,1.0))
RenderingServer.set_default_clear_color(Color(0.0,1.0,0.0,1.0))
Global.pushUpdate("Background color set to GREEN.")
func _on_blue_button_pressed():
get_viewport().transparent_bg = false
Global.backgroundColor = Color(0.0,0.0,1.0,1.0)
Saving.settings["backgroundColor"] = var_to_str(Color(0.0,0.0,1.0,1.0))
RenderingServer.set_default_clear_color(Color(0.0,0.0,1.0,1.0))
Global.pushUpdate("Background color set to BLUE.")
func _on_magenta_button_pressed():
get_viewport().transparent_bg = false
Global.backgroundColor = Color(1.0,0.0,1.0,1.0)
Saving.settings["backgroundColor"] = var_to_str(Color(1.0,0.0,1.0,1.0))
RenderingServer.set_default_clear_color(Color(1.0,0.0,1.0,1.0))
Global.pushUpdate("Background color set to MAGENTA.")
func _on_check_box_toggled(button_pressed):
var new = 0
if button_pressed:
new = 2
var nodes = get_tree().get_nodes_in_group("saved")
for sprite in nodes:
sprite.sprite.texture_filter = new
Global.filtering = button_pressed
Saving.settings["filtering"] = button_pressed
$AntiAliasing/CheckBox.button_pressed = button_pressed
Global.pushUpdate("Texture filtering set to: " + str(button_pressed))
func _on_bounce_force_value_changed(value):
$BounceForce/bounce.text = str(value)
Global.main.bounceSlider = value
Saving.settings["bounce"] = value
Global.pushUpdate("Bounce force value changed.")
func _on_bounce_gravity_value_changed(value):
$BounceGravity/bounce.text = str(value)
Global.main.bounceGravity = value
Saving.settings["gravity"] = value
Global.pushUpdate("Bounce gravity value changed.")
func costumeButtonsPressed(label,id):
label.text = "AWAITING INPUT"
await Global.main.emptiedCapture
awaitingCostumeInput = id - 1
await Global.main.pressedKey
label.text = "costume " + str(id) + " key: \"" + Global.main.costumeKeys[id - 1] + "\""
await Global.main.emptiedCapture
awaitingCostumeInput = -1
func _on_costume_button_1_pressed():
var label = $CostumeInputs/ScrollContainer/VBoxContainer/costumeButton1/Label
costumeButtonsPressed(label,1)
func _on_costume_button_2_pressed():
var label = $CostumeInputs/ScrollContainer/VBoxContainer/costumeButton2/Label
costumeButtonsPressed(label,2)
func _on_costume_button_3_pressed():
var label = $CostumeInputs/ScrollContainer/VBoxContainer/costumeButton3/Label
costumeButtonsPressed(label,3)
func _on_costume_button_4_pressed():
var label = $CostumeInputs/ScrollContainer/VBoxContainer/costumeButton4/Label
costumeButtonsPressed(label,4)
func _on_costume_button_5_pressed():
var label = $CostumeInputs/ScrollContainer/VBoxContainer/costumeButton5/Label
costumeButtonsPressed(label,5)
func _on_costume_button_6_pressed():
var label = $CostumeInputs/ScrollContainer/VBoxContainer/costumeButton6/Label
costumeButtonsPressed(label,6)
func _on_costume_button_7_pressed():
var label = $CostumeInputs/ScrollContainer/VBoxContainer/costumeButton7/Label
costumeButtonsPressed(label,7)
func _on_costume_button_8_pressed():
var label = $CostumeInputs/ScrollContainer/VBoxContainer/costumeButton8/Label
costumeButtonsPressed(label,8)
func _on_costume_button_9_pressed():
var label = $CostumeInputs/ScrollContainer/VBoxContainer/costumeButton9/Label
costumeButtonsPressed(label,9)
func _on_costume_button_10_pressed():
var label = $CostumeInputs/ScrollContainer/VBoxContainer/costumeButton10/Label
costumeButtonsPressed(label,10)
func _on_blink_speed_value_changed(value):
if value == 0:
Global.blinkSpeed = 0.0
Saving.settings["blinkSpeed"] = 0.0
$BlinkSpeed/Label.text = "blink speed: 0"
return
Global.blinkSpeed = 1.0/float(value)
Saving.settings["blinkSpeed"] = 1.0/float(value)
$BlinkSpeed/Label.text = "blink speed: " + str(value)
func _on_blink_chance_value_changed(value):
Global.blinkChance = value
Saving.settings["blinkChance"] = value
$BlinkChance/Label.text = "blink chance: 1 in " + str(value)
func _on_costume_check_toggled(button_pressed):
Global.main.bounceOnCostumeChange = button_pressed
Saving.settings["bounceOnCostumeChange"] = button_pressed
func _process(delta):
var g = to_local(get_global_mouse_position())
if g.x < 0 or g.y < 0 or g.x > $NinePatchRect.size.x or g.y > $NinePatchRect.size.y:
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extends Node2D
@onready var line = $Line2D
@onready var plug = $Plug
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Global.chain = self
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ohYeah()
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if Global.heldSprite != null:
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line.add_point(to_local(get_global_mouse_position()))
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plug.look_at(global_position)
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ohYeah()
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