Format files using updated file_format.sh

This commit is contained in:
Aaron Franke
2020-10-01 14:23:54 -04:00
parent fe9fd7d7e4
commit 918a289ee2
79 changed files with 512 additions and 512 deletions

View File

@@ -36,9 +36,9 @@ onready var camera2 = viewport2.get_node(@"Camera2")
func _ready():
_on_size_changed()
_update_splitscreen()
get_viewport().connect("size_changed", self, "_on_size_changed")
view.material.set_shader_param("viewport1", viewport1.get_texture())
view.material.set_shader_param("viewport2", viewport2.get_texture())
@@ -50,7 +50,7 @@ func _process(_delta):
func _move_cameras():
var position_difference = _compute_position_difference_in_world()
var distance = clamp(_compute_horizontal_length(position_difference), 0, max_separation)
position_difference = position_difference.normalized() * distance
@@ -66,7 +66,7 @@ func _update_splitscreen():
var screen_size = get_viewport().get_visible_rect().size
var player1_position = camera1.unproject_position(player1.translation) / screen_size
var player2_position = camera2.unproject_position(player2.translation) / screen_size
var thickness
if adaptive_split_line_thickness:
var position_difference = _compute_position_difference_in_world()
@@ -75,7 +75,7 @@ func _update_splitscreen():
thickness = clamp(thickness, 0, split_line_thickness)
else:
thickness = split_line_thickness
view.material.set_shader_param("split_active", _get_split_state())
view.material.set_shader_param("player1_position", player1_position)
view.material.set_shader_param("player2_position", player2_position)
@@ -93,10 +93,10 @@ func _get_split_state():
func _on_size_changed():
var screen_size = get_viewport().get_visible_rect().size
$Viewport1.size = screen_size
$Viewport2.size = screen_size
view.material.set_shader_param("viewport_size", screen_size)

View File

@@ -12,5 +12,5 @@ func _physics_process(_delta):
velocity.z += Input.get_action_strength("move_down_player" + str(player_id))
velocity.x = -Input.get_action_strength("move_left_player" + str(player_id))
velocity.x += Input.get_action_strength("move_right_player" + str(player_id))
move_and_slide(velocity.normalized() * walk_speed)

View File

@@ -24,22 +24,22 @@ void fragment() {
float width = viewport_size.x;
float height = viewport_size.y;
if (split_active) {
vec2 dx = player2_position - player1_position;
float split_slope;
if (dx.y != 0.0) {
split_slope = dx.x / dx.y;
} else {
split_slope = 100000.0; // High value (vertical split) if dx.y = 0
}
vec2 split_origin = vec2(0.5, 0.5);
vec2 split_line_start = vec2(0.0, height * ((split_origin.x - 0.0) * split_slope + split_origin.y));
vec2 split_line_end = vec2(width, height * ((split_origin.x - 1.0) * split_slope + split_origin.y));
float distance_to_split_line = distanceToLine(split_line_start, split_line_end, vec2(UV.x * width, UV.y * height));
// Draw split border if close enough
if (distance_to_split_line < split_line_thickness) {
COLOR = split_line_color;

View File

@@ -10,5 +10,5 @@ func _ready():
for wall in walls:
var material = SpatialMaterial.new()
material.albedo_color = Color(randf(), randf(), randf())
wall.material_override = material