Added pause and mute.

Improved fonts and font scaling
Added level editor
This commit is contained in:
2024-05-05 22:36:32 +01:00
parent fef3ae9d8e
commit 81d8e14746
355 changed files with 3231 additions and 5428 deletions

13
AllCapsEntry.gd Normal file
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@@ -0,0 +1,13 @@
extends LineEdit
func _ready() -> void:
text_changed.connect(_on_text_changed)
text_submitted.connect(_on_text_submitted)
func _on_text_changed(new_text : String) -> void:
var caret_pos = caret_column
text = new_text.to_upper().replace(" ", "")
caret_column = caret_pos
func _on_text_submitted(new_text : String) -> void:
release_focus()

29
BackgroundSelector.gd Normal file
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@@ -0,0 +1,29 @@
extends OptionButton
func _ready() -> void:
update_background_list()
func update_background_list() -> void:
clear()
var i : int = 0
for file in DirAccess.get_files_at("res://Backgrounds"):
if file.ends_with(".png"):
add_item(file.left(-4), i)
set_item_metadata(i, "res://Backgrounds/%s" % file)
i += 1
for file in DirAccess.get_files_at("user://Backgrounds"):
if file.ends_with(".png"):
add_item(file.left(-4), i)
set_item_metadata(i, "user://Backgrounds/%s" % file)
i += 1
func select_by_name(name : String) -> void:
for i in item_count:
if get_item_text(i) == name:
selected = i
func get_selected_filename() -> String:
return get_item_metadata(selected)
func get_selected_text() -> String:
return get_item_text(selected)

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roughness/src_normal=""
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@@ -1,6 +1,7 @@
extends RigidBody2D extends RigidBody2D
const MIN_SPEED = 100.0 const MIN_SPEED = 50.0
const MAX_SPEED = 500.0
signal hit_brick(ball : Node, brick : Node) signal hit_brick(ball : Node, brick : Node)
signal hit_paddle(ball : Node) signal hit_paddle(ball : Node)
@@ -11,8 +12,10 @@ var captured : bool = false
var capture_object : Node2D var capture_object : Node2D
var capture_offset : Vector2 = Vector2.ZERO var capture_offset : Vector2 = Vector2.ZERO
var speed : float = 100
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
angular_velocity = 0 # angular_velocity = 0
rotation = 0 rotation = 0
if captured: if captured:
PhysicsServer2D.body_set_state( PhysicsServer2D.body_set_state(
@@ -23,39 +26,13 @@ func _physics_process(delta: float) -> void:
linear_velocity = Vector2.ZERO linear_velocity = Vector2.ZERO
angular_velocity = 0 angular_velocity = 0
else: else:
if linear_velocity.length() < MIN_SPEED: if linear_velocity.length() != speed:
linear_damp = 0 linear_velocity = linear_velocity.normalized() * speed
linear_velocity = linear_velocity.normalized() * MIN_SPEED
func _on_body_entered(body: Node) -> void: func _on_body_entered(body: Node) -> void:
if body is Brick: pass
if not body.visible:
return
#linear_velocity = (linear_velocity.normalized() + (Vector2(randf() - 0.5, randf() - 0.5) / 2.0)).normalized() * linear_velocity.length()
$BrickSound.play()
body.hit()
hit_brick.emit(self, body)
return
if body is Paddle:
var diff = (position.x - body.position.x) / (body.width/2)
linear_velocity = (Vector2(diff, -1).normalized()) * linear_velocity.length()
$PaddleSound.play()
body.hit()
hit_paddle.emit(self)
return
if body is Wall:
if abs(linear_velocity.y) < 0.01:
linear_velocity.y = randf() * 10.0
elif abs(linear_velocity.y) < 1:
linear_velocity.y *= 10.0
#linear_velocity = (linear_velocity.normalized() + (Vector2(randf() - 0.5, randf() - 0.5) / 5.0)).normalized() * linear_velocity.length()
$WallSound.play()
hit_wall.emit(self)
return
if body is Floor:
#$FloorSound.play()
hit_floor.emit(self)
return
func capture(ob : Node2D, offset : Vector2 = Vector2.ZERO) -> void: func capture(ob : Node2D, offset : Vector2 = Vector2.ZERO) -> void:
captured = true captured = true
@@ -65,7 +42,40 @@ func capture(ob : Node2D, offset : Vector2 = Vector2.ZERO) -> void:
func release() -> void: func release() -> void:
global_position = capture_object.global_position - capture_offset global_position = capture_object.global_position - capture_offset
var diff = (global_position.x - capture_object.global_position.x) / (capture_object.width/2) var diff = (global_position.x - capture_object.global_position.x) / (capture_object.width/2)
linear_velocity = Vector2(diff, -1).normalized() * 100 # linear_velocity = Vector2(diff, -1).normalized() * 100
apply_central_impulse(Vector2(diff, -1).normalized() * 1)
captured = false captured = false
capture_object = null capture_object = null
func _on_body_exited(body: Node) -> void:
if body is Brick:
if not body.visible:
return
$BrickSound.play()
body.hit()
hit_brick.emit(self, body)
speed += 1
return
if body is Paddle:
var diff = (position.x - body.position.x) / (body.width/2)
linear_velocity = (Vector2(diff, -1).normalized()) * speed
$PaddleSound.play()
body.hit()
hit_paddle.emit(self)
return
if body is Wall:
if abs(linear_velocity.y) < 0.01:
linear_velocity.y = randf() * 10.0
elif abs(linear_velocity.y) < 1:
linear_velocity.y *= 10.0
$WallSound.play()
hit_wall.emit(self)
return
if body is Floor:
hit_floor.emit(self)
return
func slowdown() -> void:
speed = 100

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@@ -1,23 +1,21 @@
[gd_scene load_steps=8 format=3 uid="uid://clfo2nrropg8y"] [gd_scene load_steps=8 format=3 uid="uid://clfo2nrropg8y"]
[ext_resource type="Script" path="res://Ball/Ball.gd" id="1_2xu4j"] [ext_resource type="Script" path="res://Ball/Ball.gd" id="1_2xu4j"]
[ext_resource type="PhysicsMaterial" uid="uid://cql6t5hd40fgn" path="res://CorePhysics.tres" id="1_vk3rj"]
[ext_resource type="Texture2D" uid="uid://wye1kea3ts48" path="res://Ball/Ball.png" id="2_cpnep"] [ext_resource type="Texture2D" uid="uid://wye1kea3ts48" path="res://Ball/Ball.png" id="2_cpnep"]
[ext_resource type="AudioStream" uid="uid://7kjt62y3t8lc" path="res://Sounds/WallHit.wav" id="3_bwkax"] [ext_resource type="AudioStream" uid="uid://7kjt62y3t8lc" path="res://Sounds/WallHit.wav" id="3_bwkax"]
[ext_resource type="AudioStream" uid="uid://b6vosap1la1ts" path="res://Sounds/BrickHit.wav" id="4_ly8mo"] [ext_resource type="AudioStream" uid="uid://b6vosap1la1ts" path="res://Sounds/BrickHit.wav" id="4_ly8mo"]
[ext_resource type="AudioStream" uid="uid://d3g30x1n2ncjj" path="res://Sounds/PaddleHit.wav" id="5_f8nt3"] [ext_resource type="AudioStream" uid="uid://d3g30x1n2ncjj" path="res://Sounds/PaddleHit.wav" id="5_f8nt3"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_tqihs"]
rough = true
bounce = 1.0
[sub_resource type="CircleShape2D" id="CircleShape2D_nwcsc"] [sub_resource type="CircleShape2D" id="CircleShape2D_nwcsc"]
radius = 3.0 radius = 3.0
[node name="Ball" type="RigidBody2D"] [node name="Ball" type="RigidBody2D"]
collision_layer = 0 collision_layer = 0
physics_material_override = SubResource("PhysicsMaterial_tqihs") mass = 0.01
physics_material_override = ExtResource("1_vk3rj")
gravity_scale = 0.0 gravity_scale = 0.0
continuous_cd = 1 continuous_cd = 2
max_contacts_reported = 5 max_contacts_reported = 5
contact_monitor = true contact_monitor = true
script = ExtResource("1_2xu4j") script = ExtResource("1_2xu4j")
@@ -49,3 +47,4 @@ max_polyphony = 5
stream = ExtResource("5_f8nt3") stream = ExtResource("5_f8nt3")
[connection signal="body_entered" from="." to="." method="_on_body_entered"] [connection signal="body_entered" from="." to="." method="_on_body_entered"]
[connection signal="body_exited" from="." to="." method="_on_body_exited"]

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@@ -3,7 +3,8 @@ class_name Brick
enum { enum {
NORMAL, NORMAL,
SHINY, SILVER,
GOLD,
INVULNERABLE INVULNERABLE
} }
@@ -32,8 +33,8 @@ func hit() -> void:
get_tree().create_timer(5).timeout.connect(_show_block) get_tree().create_timer(5).timeout.connect(_show_block)
return return
brick_destroyed.emit(self) brick_destroyed.emit(self)
get_parent().remove_child(self) get_parent().call_deferred("remove_child", self)
queue_free() call_deferred("queue_free")
else: else:
var tween = create_tween() var tween = create_tween()
$TextureRect.modulate = Color(1, 1, 1) $TextureRect.modulate = Color(1, 1, 1)
@@ -56,11 +57,16 @@ func type(base : int, color : Color) -> void:
$TextureRect.modulate = color $TextureRect.modulate = color
hits = 1 hits = 1
value = 100 value = 100
SHINY: SILVER:
$TextureRect.texture = load("res://Brick/ShinyBrick.png") $TextureRect.texture = load("res://Brick/ShinyBrick.png")
$TextureRect.modulate = color $TextureRect.modulate = color
hits = 2 hits = 2
value = 200 value = 200
GOLD:
$TextureRect.texture = load("res://Brick/ShinyBrick.png")
$TextureRect.modulate = color
hits = 3
value = 500
INVULNERABLE: INVULNERABLE:
$TextureRect.texture = load("res://Brick/InvulBrick.png") $TextureRect.texture = load("res://Brick/InvulBrick.png")
$TextureRect.modulate = color $TextureRect.modulate = color

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@@ -1,19 +1,15 @@
[gd_scene load_steps=5 format=3 uid="uid://wld2y5cseki8"] [gd_scene load_steps=5 format=3 uid="uid://wld2y5cseki8"]
[ext_resource type="Script" path="res://Brick/Brick.gd" id="1_eylhu"] [ext_resource type="Script" path="res://Brick/Brick.gd" id="1_eylhu"]
[ext_resource type="PhysicsMaterial" uid="uid://cql6t5hd40fgn" path="res://CorePhysics.tres" id="1_it5u2"]
[ext_resource type="Texture2D" uid="uid://cipjurqgguse7" path="res://Brick/BaseBrick.png" id="2_v230s"] [ext_resource type="Texture2D" uid="uid://cipjurqgguse7" path="res://Brick/BaseBrick.png" id="2_v230s"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_s6ufd"]
rough = true
bounce = 10.0
[sub_resource type="RectangleShape2D" id="RectangleShape2D_xxkpg"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_xxkpg"]
size = Vector2(32, 16) size = Vector2(32, 16)
[node name="Brick" type="StaticBody2D"] [node name="Brick" type="StaticBody2D"]
input_pickable = true input_pickable = true
physics_material_override = SubResource("PhysicsMaterial_s6ufd") physics_material_override = ExtResource("1_it5u2")
constant_linear_velocity = Vector2(0, 50)
script = ExtResource("1_eylhu") script = ExtResource("1_eylhu")
[node name="Shadow" type="ColorRect" parent="."] [node name="Shadow" type="ColorRect" parent="."]

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5
CorePhysics.tres Normal file
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@@ -0,0 +1,5 @@
[gd_resource type="PhysicsMaterial" format=3 uid="uid://cql6t5hd40fgn"]
[resource]
friction = 0.0
bounce = 0.5

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@@ -15,87 +15,9 @@ enum {
} }
var mode = MODE_WAIT var mode = MODE_WAIT
var round : int = 0
signal update_lives signal update_lives
const levels = {
"TEST": {
"data": [
" ",
" ",
" R ",
],
"left": "RAINBOW",
"right": "SATERRANOID",
"round": 1
},
"DUNKANOID": {
"data": [
" ",
" ",
"sssssssssssss",
"YYYBYYsCCRCCC",
"YYBBYYsCCRRCC",
"YBBBBBsRRRRRC",
"BBBBBBsRRRRRR",
"YBBBBBsRRRRRC",
"YYBBYYsCCRRCC",
"YYYBYYsCCRCCC",
"ssisssssssiss"
],
"left": "RAINBOW",
"right": "SATERRANOID",
"round": 1
},
"RAINBOW": {
"data": [
" ",
" ",
" RRRRR ",
" RRRRRRR ",
" RROOOOORR ",
" RROOOOORR ",
" RROOYYYOORR ",
" ROOYBBBYOOR ",
" ROYBBBBBYOR ",
"RROYB BYORR",
"ROYBg gBYOR",
"ROYB BYOR",
"ROYB BYOR",
"ROYB BYOR",
"ROYB BYOR",
"ROYB BYOR",
"sssss s sssss"
],
"left": "DUNKANOID",
"right": "DUNKANOID",
"round": 2
},
"SATERRANOID": {
"data": [
" ",
" ",
"WWOOCCgGGRRBB",
"WWOOCCgGGRRBB",
"OOCCGGgRRBBMM",
"OOCCGGgRRBBMM",
"CCGGRRgBBMMYY",
"CCGGRRgBBMMYY",
"GGRRBBgMMYYWW",
"GGRRBBgMMYYWW",
"RRBBMMgYYWWOO",
"RRBBMMgYYWWOO",
"BBMMYYgWWOOCC",
"BBMMYYgWWOOCC",
"MMYYWWgOOCCGG",
"MMYYWWgOOCCGG"
],
"left": "DUNKANOID",
"right": "DUNKANOID",
"round": 2
}
}
var capture_mode : bool = false var capture_mode : bool = false
var lives : int = 3 : var lives : int = 3 :
set(x): set(x):
@@ -104,25 +26,35 @@ var lives : int = 3 :
var level : String = "DUNKANOID" var level : String = "DUNKANOID"
var level_data : Dictionary = {}
var leave_direction : int = 0 var leave_direction : int = 0
var paused : bool = false
func _ready() -> void: func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN) Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)
EventBus.update_score.connect(_on_update_score) EventBus.update_score.connect(_on_update_score)
new_level() new_level()
func _process(delta : float) -> void: func _process(delta : float) -> void:
if OS.has_feature("editor"):
if Input.is_action_just_pressed("cheat"):
for i in 10:
add_ball()
if mode == MODE_EXIT: if mode == MODE_EXIT:
if $Paddle.global_position.x == 32: if $Paddle.global_position.x - ($Paddle.width / 2) <= 20:
level = levels[level].left level = level_data.left
leave(-1) leave(-1)
if $Paddle.global_position.x == 416: if $Paddle.global_position.x + ($Paddle.width / 2) >= 412:
level = levels[level].right level = level_data.right
leave(+1) leave(+1)
if mode == MODE_LEAVE: if mode == MODE_LEAVE:
$Paddle.global_position.x += (delta * leave_direction * 20.0) $Paddle.global_position.x += (delta * leave_direction * 20.0)
if $Paddle.global_position.x < -16 or $Paddle.global_position.x > 448: if $Paddle.global_position.x < -16 or $Paddle.global_position.x > 428:
if not $Sounds/RoundWon.playing: if not $Sounds/RoundWon.playing:
new_level() new_level()
@@ -132,6 +64,7 @@ func leave(dir : int) -> void:
leave_direction = dir leave_direction = dir
func new_level() -> void: func new_level() -> void:
$Paddle.normal()
mode = MODE_WAIT mode = MODE_WAIT
$Exits.visible = false $Exits.visible = false
for ball in balls: for ball in balls:
@@ -142,10 +75,13 @@ func new_level() -> void:
remove_child(brick) remove_child(brick)
brick.queue_free() brick.queue_free()
bricks.clear() bricks.clear()
round += 1
level_data = load_level_from_disk(level)
$Start/Title.text = level $Start/Title.text = level
$Start/Round.text = "ROUND %3d" % [levels[level].round] $Start/Round.text = "ROUND %3d" % [round]
load_level(levels[level].data) $Background.texture = load("res://Backgrounds/%s.png" % level_data.background)
load_level(level_data.data)
var ball = _Ball.instantiate() var ball = _Ball.instantiate()
ball.capture($Paddle, Vector2((randf() * 32) - 16, 8)) ball.capture($Paddle, Vector2((randf() * 32) - 16, 8))
ball.hit_paddle.connect(_on_hit_paddle) ball.hit_paddle.connect(_on_hit_paddle)
@@ -163,13 +99,17 @@ func _brick_destroyed(brick) -> void:
var upgrade = _Upgrade.instantiate() var upgrade = _Upgrade.instantiate()
upgrade.position = brick.position upgrade.position = brick.position
upgrade.upgrade_collected.connect(_on_upgrade_collected) upgrade.upgrade_collected.connect(_on_upgrade_collected)
match randi() % 3: match randi() % 5:
0: 0:
upgrade.set_upgrade("C", Color.BLUE) upgrade.set_upgrade("C", Color.BLUE)
1: 1:
upgrade.set_upgrade("T", Color.GREEN) upgrade.set_upgrade("T", Color.GREEN)
2: 2:
upgrade.set_upgrade("X", Color.RED) upgrade.set_upgrade("S", Color.CYAN)
3:
upgrade.set_upgrade("E", Color.DARK_SEA_GREEN)
4:
upgrade.set_upgrade("R", Color.LIGHT_CORAL)
add_child(upgrade) add_child(upgrade)
bricks.erase(brick) bricks.erase(brick)
var brick_count = 0 var brick_count = 0
@@ -194,9 +134,11 @@ func _brick_destroyed(brick) -> void:
func _input(event: InputEvent) -> void: func _input(event: InputEvent) -> void:
if paused:
return
if event is InputEventMouseMotion: if event is InputEventMouseMotion:
if mode != MODE_LEAVE: if mode != MODE_LEAVE:
$Paddle.position = Vector2(min(max(32, event.position.x), 432-16), 340) $Paddle.position = Vector2(min(max(16 + $Paddle.width/2, event.position.x), 432-$Paddle.width/2), 340)
if event is InputEventMouseButton: if event is InputEventMouseButton:
if mode != MODE_PLAY: if mode != MODE_PLAY:
return return
@@ -251,19 +193,24 @@ func _on_upgrade_collected(code : String) -> void:
"T": "T":
add_ball() add_ball()
add_ball() add_ball()
"X": "S":
for i in 10: for ball in balls:
add_ball() ball.slowdown()
"E":
$Paddle.big()
"R":
$Paddle.small()
func add_ball() -> void: func add_ball() -> void:
if balls.size() == 0: if balls.size() == 0:
return return
var newball = _Ball.instantiate() var newball = _Ball.instantiate()
newball.position = balls[0].position newball.position = balls[0].position
newball.linear_velocity = (balls[0].linear_velocity - Vector2((randf() - 0.5) * 100 , 0)).normalized() * balls[0].linear_velocity.length() newball.linear_velocity = (balls[0].linear_velocity - Vector2((randf() - 0.5) * 180 , 0)).normalized() * balls[0].linear_velocity.length()
newball.angular_velocity = 0 newball.angular_velocity = 0
newball.hit_paddle.connect(_on_hit_paddle) newball.hit_paddle.connect(_on_hit_paddle)
newball.hit_floor.connect(_on_hit_floor) newball.hit_floor.connect(_on_hit_floor)
newball.speed = balls[0].speed
if balls[0].captured: if balls[0].captured:
newball.capture($Paddle, Vector2((randf() - 0.5) * 32, 8)) newball.capture($Paddle, Vector2((randf() - 0.5) * 32, 8))
add_child(newball) add_child(newball)
@@ -293,7 +240,7 @@ func load_level(data) -> void:
"Y": "Y":
brick.type(Brick.NORMAL, Color.YELLOW) brick.type(Brick.NORMAL, Color.YELLOW)
"B": "B":
brick.type(Brick.NORMAL, Color.BLUE) brick.type(Brick.NORMAL, Color.ROYAL_BLUE)
"M": "M":
brick.type(Brick.NORMAL, Color.MAGENTA) brick.type(Brick.NORMAL, Color.MAGENTA)
"C": "C":
@@ -303,9 +250,9 @@ func load_level(data) -> void:
"O": "O":
brick.type(Brick.NORMAL, Color.ORANGE) brick.type(Brick.NORMAL, Color.ORANGE)
"s": "s":
brick.type(Brick.SHINY, Color.SILVER) brick.type(Brick.SILVER, Color.SILVER)
"g": "g":
brick.type(Brick.SHINY, Color.GOLD) brick.type(Brick.GOLD, Color.GOLD)
"i": "i":
brick.type(Brick.INVULNERABLE, Color.GRAY) brick.type(Brick.INVULNERABLE, Color.GRAY)
@@ -323,3 +270,10 @@ func _on_start_round_finished() -> void:
func _on_update_lives() -> void: func _on_update_lives() -> void:
$LivesBox.text = "%d" % lives $LivesBox.text = "%d" % lives
func load_level_from_disk(name : String) -> Dictionary:
if FileAccess.file_exists("user://Levels/%s.json" % name):
return JSON.parse_string(FileAccess.get_file_as_string("user://Levels/%s.json" % name))
if FileAccess.file_exists("res://Levels/%s.json" % name):
return JSON.parse_string(FileAccess.get_file_as_string("res://Levels/%s.json" % name))
return JSON.parse_string(FileAccess.get_file_as_string("res://Levels/NOTFOUND.json"))

View File

@@ -1,20 +1,18 @@
[gd_scene load_steps=17 format=3 uid="uid://4q0epdnb0x4s"] [gd_scene load_steps=18 format=3 uid="uid://4q0epdnb0x4s"]
[ext_resource type="Script" path="res://Dunkanoid.gd" id="1_kv4if"] [ext_resource type="Script" path="res://Dunkanoid.gd" id="1_kv4if"]
[ext_resource type="PackedScene" uid="uid://dndemjw7up2r6" path="res://Paddle/Paddle.tscn" id="2_26c5i"] [ext_resource type="PackedScene" uid="uid://dndemjw7up2r6" path="res://Paddle/Paddle.tscn" id="2_26c5i"]
[ext_resource type="Texture2D" uid="uid://14rcfdux2hkr" path="res://Backgrounds/dark-green-2790337_640.png" id="2_ke5lc"]
[ext_resource type="Script" path="res://Wall.gd" id="4_evt42"] [ext_resource type="Script" path="res://Wall.gd" id="4_evt42"]
[ext_resource type="Texture2D" uid="uid://3r13ufv5sq3w" path="res://Backgrounds/BlueSlash.png" id="5_j5mmn"]
[ext_resource type="AudioStream" uid="uid://bkw4xksukx0dd" path="res://Sounds/Fail.wav" id="5_p5ta8"] [ext_resource type="AudioStream" uid="uid://bkw4xksukx0dd" path="res://Sounds/Fail.wav" id="5_p5ta8"]
[ext_resource type="Script" path="res://Floor.gd" id="5_sravy"] [ext_resource type="Script" path="res://Floor.gd" id="5_sravy"]
[ext_resource type="AudioStream" uid="uid://818gpo5mes22" path="res://Sounds/Start.wav" id="6_s0pha"] [ext_resource type="AudioStream" uid="uid://818gpo5mes22" path="res://Sounds/Start.wav" id="6_s0pha"]
[ext_resource type="PhysicsMaterial" uid="uid://cql6t5hd40fgn" path="res://CorePhysics.tres" id="7_300m5"]
[ext_resource type="AudioStream" uid="uid://bh2blx1uovmyt" path="res://Sounds/Win.wav" id="7_xrjor"] [ext_resource type="AudioStream" uid="uid://bh2blx1uovmyt" path="res://Sounds/Win.wav" id="7_xrjor"]
[ext_resource type="AudioStream" uid="uid://bojc0es7165ed" path="res://Sounds/Collected.wav" id="8_fpbsr"] [ext_resource type="AudioStream" uid="uid://bojc0es7165ed" path="res://Sounds/Collected.wav" id="8_fpbsr"]
[ext_resource type="Theme" uid="uid://cfvww0geatnnk" path="res://MainTheme.tres" id="8_wcf7g"] [ext_resource type="Theme" uid="uid://cfvww0geatnnk" path="res://MainTheme.tres" id="8_wcf7g"]
[ext_resource type="Material" uid="uid://bv4vhjg83fqpn" path="res://ArkanoidMaterial.tres" id="9_ouuij"] [ext_resource type="Material" uid="uid://bv4vhjg83fqpn" path="res://ArkanoidMaterial.tres" id="9_ouuij"]
[ext_resource type="Script" path="res://Paused.gd" id="12_8qv0d"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_yf4r2"]
rough = true
bounce = 1.0
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_jsudl"] [sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_jsudl"]
normal = Vector2(0, 1) normal = Vector2(0, 1)
@@ -35,22 +33,44 @@ distance = -360.0
texture_filter = 1 texture_filter = 1
script = ExtResource("1_kv4if") script = ExtResource("1_kv4if")
[node name="Paused" type="Node2D" parent="."]
process_mode = 3
visible = false
z_index = 2
script = ExtResource("12_8qv0d")
[node name="ColorRect" type="ColorRect" parent="Paused"]
offset_right = 448.0
offset_bottom = 360.0
color = Color(0, 0, 0, 0.247059)
[node name="Label" type="Label" parent="Paused"]
material = ExtResource("9_ouuij")
offset_right = 448.0
offset_bottom = 360.0
theme = ExtResource("8_wcf7g")
theme_type_variation = &"Arkanoid"
text = "PAUSED"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Background" type="TextureRect" parent="."] [node name="Background" type="TextureRect" parent="."]
z_index = -2 z_index = -2
texture_repeat = 2 texture_repeat = 2
clip_contents = true clip_contents = true
offset_right = 640.0 offset_right = 640.0
offset_bottom = 640.0 offset_bottom = 514.0
scale = Vector2(0.7, 0.7) scale = Vector2(0.7, 0.7)
texture = ExtResource("2_ke5lc") texture = ExtResource("5_j5mmn")
stretch_mode = 1 stretch_mode = 1
[node name="Paddle" parent="." instance=ExtResource("2_26c5i")] [node name="Paddle" parent="." instance=ExtResource("2_26c5i")]
position = Vector2(39, 340) position = Vector2(39, 340)
input_pickable = false input_pickable = false
physics_material_override = SubResource("PhysicsMaterial_yf4r2") physics_material_override = null
[node name="Wall" type="StaticBody2D" parent="."] [node name="Wall" type="StaticBody2D" parent="."]
physics_material_override = ExtResource("7_300m5")
script = ExtResource("4_evt42") script = ExtResource("4_evt42")
[node name="Top" type="CollisionShape2D" parent="Wall"] [node name="Top" type="CollisionShape2D" parent="Wall"]
@@ -174,7 +194,6 @@ horizontal_alignment = 1
vertical_alignment = 1 vertical_alignment = 1
[node name="Exits" type="Node2D" parent="."] [node name="Exits" type="Node2D" parent="."]
visible = false
[node name="Left" type="ColorRect" parent="Exits"] [node name="Left" type="ColorRect" parent="Exits"]
offset_top = 312.0 offset_top = 312.0
@@ -189,6 +208,13 @@ offset_right = 448.0
offset_bottom = 360.0 offset_bottom = 360.0
color = Color(0, 0, 1, 1) color = Color(0, 0, 1, 1)
[node name="ColorRect4" type="ColorRect" parent="."]
offset_left = 448.0
offset_top = 312.0
offset_right = 641.0
offset_bottom = 360.0
color = Color(0, 0, 0, 1)
[connection signal="update_lives" from="." to="." method="_on_update_lives"] [connection signal="update_lives" from="." to="." method="_on_update_lives"]
[connection signal="finished" from="Sounds/StartRound" to="." method="_on_start_round_finished"] [connection signal="finished" from="Sounds/StartRound" to="." method="_on_start_round_finished"]
[connection signal="finished" from="Sounds/RoundWon" to="." method="_on_round_won_finished"] [connection signal="finished" from="Sounds/RoundWon" to="." method="_on_round_won_finished"]

Binary file not shown.

View File

@@ -2,18 +2,18 @@
importer="font_data_dynamic" importer="font_data_dynamic"
type="FontFile" type="FontFile"
uid="uid://mduic7knx6ys" uid="uid://by778rb8miy2e"
path="res://.godot/imported/ARKANOID.TTF-e56b7bb26971286406fa1fd81ff60299.fontdata" path="res://.godot/imported/Ac437_Trident_9x16.ttf-0d70ff9fe9bf5cfb2ba2856958a74f71.fontdata"
[deps] [deps]
source_file="res://Fonts/arkanoid/ARKANOID.TTF" source_file="res://Fonts/Ac437_Trident_9x16.ttf"
dest_files=["res://.godot/imported/ARKANOID.TTF-e56b7bb26971286406fa1fd81ff60299.fontdata"] dest_files=["res://.godot/imported/Ac437_Trident_9x16.ttf-0d70ff9fe9bf5cfb2ba2856958a74f71.fontdata"]
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@@ -13,7 +13,7 @@ dest_files=["res://.godot/imported/Arka_solid.ttf-ab8598b9789dfaf2a40c59663eefac
[params] [params]
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View File

@@ -1,27 +0,0 @@
"Arkanoid" - TrueType Font
(c) 2000 by ck! [Freaky Fonts]
The personal, non-commercial use of my font is free.
But Donations are accepted and highly appreciated!
The use of my fonts for commercial and profit purposes is prohibited,
unless a small donation is send to me.
Contact: ck@freakyfonts.de
These font files may not be modified or renamed.
This readme file must be included with each font, unchanged.
Redistribute? Sure, but send me an e-mail.
If you like the font, please mail:
ck@freakyfonts.de
Visit .:Freaky Fonts:. for updates and new fonts (PC & MAC) :
http://www.freakyfonts.de
http://www.geocities.com/Area51/Shadowlands/7677/
Thanks to {ths} for the Mac conversion.
ths@higoto.de or visit: http://www.higoto.de/ths
Note:
Font based on the ARKANOID Logo, the #1 arcade breakout game, by TAITO Corporation
http://www.taito.co.jp
play some JAVA Arkanoid Games:
http://www.arkanoid.net

View File

@@ -1,6 +0,0 @@
Arkanoid vs. Iomanoid
During the development of this font the well known fontdesigner Ray Larabie
http://www.larabiefonts.com
also published an Arkanoid related font: Imanoid.
Sadly only some days before i finished my own independent font-creation. ;(

View File

@@ -1,95 +0,0 @@
Copyright (c) 2017, keshikan (http://www.keshikan.net),
with Reserved Font Name "DSEG".
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

View File

@@ -1,33 +0,0 @@
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