Port 2D demos to Godot 3.1

Opened them, saved all scenes, ran the project. Did necessary fixes here and there,
fixed some warnings (but some remain in bigger demos).

Did not port JRPG demo yet (#306) nor the two platformer demos.
This commit is contained in:
Rémi Verschelde
2019-02-26 14:22:02 +01:00
parent a6ce6dbf4c
commit faae60ac2f
90 changed files with 718 additions and 3515 deletions

View File

@@ -1,101 +1,14 @@
[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
radiance_size = 4
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
sky_curve = 0.25
sky_energy = 1.0
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
ground_curve = 0.01
ground_energy = 1.0
sun_color = Color( 1, 1, 1, 1 )
sun_latitude = 35.0
sun_longitude = 0.0
sun_angle_min = 1.0
sun_angle_max = 100.0
sun_curve = 0.05
sun_energy = 16.0
texture_size = 2
[resource]
background_mode = 2
background_sky = SubResource( 1 )
background_sky_custom_fov = 0.0
background_color = Color( 0, 0, 0, 1 )
background_energy = 1.0
background_canvas_max_layer = 0
ambient_light_color = Color( 0, 0, 0, 1 )
ambient_light_energy = 1.0
ambient_light_sky_contribution = 1.0
fog_enabled = false
fog_color = Color( 0.5, 0.6, 0.7, 1 )
fog_sun_color = Color( 1, 0.9, 0.7, 1 )
fog_sun_amount = 0.0
fog_depth_enabled = true
fog_depth_begin = 10.0
fog_depth_curve = 1.0
fog_transmit_enabled = false
fog_transmit_curve = 1.0
fog_height_enabled = false
fog_height_min = 0.0
fog_height_max = 100.0
fog_height_curve = 1.0
tonemap_mode = 0
tonemap_exposure = 1.0
tonemap_white = 1.0
auto_exposure_enabled = false
auto_exposure_scale = 0.4
auto_exposure_min_luma = 0.05
auto_exposure_max_luma = 8.0
auto_exposure_speed = 0.5
ss_reflections_enabled = false
ss_reflections_max_steps = 64
ss_reflections_fade_in = 0.15
ss_reflections_fade_out = 2.0
ss_reflections_depth_tolerance = 0.2
ss_reflections_roughness = true
ssao_enabled = false
ssao_radius = 1.0
ssao_intensity = 1.0
ssao_radius2 = 0.0
ssao_intensity2 = 1.0
ssao_bias = 0.01
ssao_light_affect = 0.0
ssao_color = Color( 0, 0, 0, 1 )
ssao_quality = 0
ssao_blur = 3
ssao_edge_sharpness = 4.0
dof_blur_far_enabled = false
dof_blur_far_distance = 10.0
dof_blur_far_transition = 5.0
dof_blur_far_amount = 0.1
dof_blur_far_quality = 1
dof_blur_near_enabled = false
dof_blur_near_distance = 2.0
dof_blur_near_transition = 1.0
dof_blur_near_amount = 0.1
dof_blur_near_quality = 1
glow_enabled = false
glow_levels/1 = false
glow_levels/2 = false
glow_levels/3 = true
glow_levels/4 = false
glow_levels/5 = true
glow_levels/6 = false
glow_levels/7 = false
glow_intensity = 0.8
glow_strength = 1.0
glow_bloom = 0.0
glow_blend_mode = 2
glow_hdr_threshold = 1.0
glow_hdr_scale = 2.0
glow_bicubic_upscale = false
adjustment_enabled = false
adjustment_brightness = 1.0
adjustment_contrast = 1.0
adjustment_saturation = 1.0

View File

@@ -6,7 +6,12 @@
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=3
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -1,420 +1,322 @@
[gd_scene load_steps=23 format=2]
[gd_scene load_steps=22 format=2]
[ext_resource path="res://godotea.png" type="Texture" id=1]
[sub_resource type="Shader" id=1]
code = "shader_type canvas_item;
uniform float outline_width=2.0;
uniform vec4 outline_color: hint_color;
void fragment(){
vec4 col = texture(TEXTURE,UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
float a;
float maxa=col.a;
float mina=col.a;
a=texture(TEXTURE,UV+vec2(0,-outline_width)*ps).a;
maxa=max(a,maxa);
mina=min(a,mina);
a=texture(TEXTURE,UV+vec2(0,outline_width)*ps).a;
maxa=max(a,maxa);
mina=min(a,mina);
a=texture(TEXTURE,UV+vec2(-outline_width,0)*ps).a;
maxa=max(a,maxa);
mina=min(a,mina);
a=texture(TEXTURE,UV+vec2(outline_width,0)*ps).a;
maxa=max(a,maxa);
mina=min(a,mina);
uniform float outline_width = 2.0;
uniform vec4 outline_color : hint_color;
COLOR=mix(col,outline_color,maxa-mina);
void fragment() {
vec4 col = texture(TEXTURE, UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
float a;
float maxa = col.a;
float mina = col.a;
a = texture(TEXTURE, UV + vec2(0.0, -outline_width) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(0.0, outline_width) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-outline_width, 0.0) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(outline_width, 0.0) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
COLOR = mix(col, outline_color, maxa - mina);
}"
[sub_resource type="ShaderMaterial" id=2]
render_priority = 0
shader = SubResource( 1 )
shader_param/outline_width = null
shader_param/outline_width = 2.0
shader_param/outline_color = Color( 0, 1, 0.109375, 1 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="ShaderMaterial" id=3]
render_priority = 0
[sub_resource type="Shader" id=4]
code = "shader_type canvas_item;
uniform float outline_width = 2.0;
uniform vec4 outline_color: hint_color;
void fragment(){
vec4 col = texture(TEXTURE, UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
float a;
float maxa = col.a;
float mina = col.a;
a = texture(TEXTURE, UV + vec2(0, -outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(0, outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-outline_width,0)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(outline_width, 0)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
COLOR = mix(col, outline_color, maxa-mina);
}"
[sub_resource type="ShaderMaterial" id=5]
render_priority = 0
shader = SubResource( 4 )
[sub_resource type="ShaderMaterial" id=4]
shader = SubResource( 1 )
shader_param/outline_width = 4.0
shader_param/outline_color = Color( 0, 0, 0, 1 )
_sections_unfolded = [ "Resource", "shader_param" ]
[sub_resource type="Shader" id=6]
[sub_resource type="Shader" id=5]
code = "shader_type canvas_item;
render_mode blend_premul_alpha;
//this shader only works properly with premultiplied alpha blend mode
// This shader only works properly with premultiplied alpha blend mode
uniform float aura_width = 2.0;
uniform vec4 aura_color:hint_color;
uniform vec4 aura_color : hint_color;
void fragment(){
void fragment() {
vec4 col = texture(TEXTURE, UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
float a;
float maxa = col.a;
float mina = col.a;
a = texture(TEXTURE, UV + vec2(0, -aura_width)*ps).a;
maxa = max(a, maxa);
a = texture(TEXTURE, UV + vec2(0.0, -aura_width) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(0, aura_width)*ps).a;
maxa = max(a, maxa);
a = texture(TEXTURE, UV + vec2(0.0, aura_width) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-aura_width, 0)*ps).a;
maxa = max(a, maxa);
a = texture(TEXTURE, UV + vec2(-aura_width, 0.0) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(aura_width, 0)*ps).a;
maxa = max(a, maxa);
a = texture(TEXTURE, UV + vec2(aura_width, 0.0) * ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
col.rgb *= col.a;
COLOR = col;
float auraa = (maxa-mina);
COLOR.rgb += aura_color.rgb*(auraa);
}"
COLOR.rgb += aura_color.rgb * (maxa - mina);
}"
[sub_resource type="ShaderMaterial" id=7]
render_priority = 0
shader = SubResource( 6 )
[sub_resource type="ShaderMaterial" id=6]
shader = SubResource( 5 )
shader_param/aura_width = 6.0
shader_param/aura_color = Color( 0.143326, 0.33235, 0.677765, 0.442 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=8]
[sub_resource type="Shader" id=7]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform float radius = 4.0;
void fragment(){
void fragment() {
vec4 col = texture(TEXTURE, UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
col += texture(TEXTURE, UV + vec2(0, -radius)*ps);
col += texture(TEXTURE, UV + vec2(0, radius)*ps);
col += texture(TEXTURE, UV + vec2(-radius, 0)*ps);
col += texture(TEXTURE, UV + vec2(radius, 0)*ps);
col += texture(TEXTURE, UV + vec2(0.0, -radius) * ps);
col += texture(TEXTURE, UV + vec2(0.0, radius) * ps);
col += texture(TEXTURE, UV + vec2(-radius, 0.0) * ps);
col += texture(TEXTURE, UV + vec2(radius, 0.0) * ps);
col /= 5.0;
COLOR = col;
}"
}"
[sub_resource type="ShaderMaterial" id=9]
render_priority = 0
shader = SubResource( 8 )
[sub_resource type="ShaderMaterial" id=8]
shader = SubResource( 7 )
shader_param/radius = 4.0
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=10]
[sub_resource type="Shader" id=9]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform float fattyness = 2.0;
void fragment(){
vec2 ruv = UV - vec2(0.5,0.5);
void fragment() {
vec2 ruv = UV - vec2(0.5, 0.5);
vec2 dir = normalize(ruv);
float len = length(ruv);
len = pow(len*2.0, fattyness)*0.5;
ruv = len*dir;
len = pow(len * 2.0, fattyness) * 0.5;
ruv = len * dir;
vec4 col = texture(TEXTURE, ruv + vec2(0.5, 0.5));
COLOR = col;
}"
[sub_resource type="ShaderMaterial" id=11]
render_priority = 0
shader = SubResource( 10 )
[sub_resource type="ShaderMaterial" id=10]
shader = SubResource( 9 )
shader_param/fattyness = 3.0
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=12]
[sub_resource type="Shader" id=11]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform float radius = 5.0;
uniform vec4 modulate:hint_color;
uniform vec4 modulate : hint_color;
void fragment(){
void fragment() {
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 shadow = texture(TEXTURE, UV + vec2(-radius, -radius)*ps);
shadow += texture(TEXTURE, UV + vec2(-radius, 0)*ps);
shadow += texture(TEXTURE, UV + vec2(-radius, radius)*ps);
shadow += texture(TEXTURE, UV + vec2(0, -radius)*ps);
shadow += texture(TEXTURE, UV + vec2(0, radius)*ps);
shadow += texture(TEXTURE, UV + vec2(radius, -radius)*ps);
shadow += texture(TEXTURE, UV + vec2(radius, 0)*ps);
shadow += texture(TEXTURE, UV + vec2(radius, radius)*ps);
vec4 shadow = texture(TEXTURE, UV + vec2(-radius, -radius) * ps);
shadow += texture(TEXTURE, UV + vec2(-radius, 0.0) * ps);
shadow += texture(TEXTURE, UV + vec2(-radius, radius) * ps);
shadow += texture(TEXTURE, UV + vec2(0.0, -radius) * ps);
shadow += texture(TEXTURE, UV + vec2(0.0, radius) * ps);
shadow += texture(TEXTURE, UV + vec2(radius, -radius) * ps);
shadow += texture(TEXTURE, UV + vec2(radius, 0.0) * ps);
shadow += texture(TEXTURE, UV + vec2(radius, radius) * ps);
shadow /= 8.0;
shadow *= modulate;
vec4 col = texture(TEXTURE, UV);
COLOR = mix(shadow, col, col.a);
}"
}"
[sub_resource type="ShaderMaterial" id=13]
render_priority = 0
shader = SubResource( 12 )
[sub_resource type="ShaderMaterial" id=12]
shader = SubResource( 11 )
shader_param/radius = 8.0
shader_param/modulate = Color( 0, 0, 0, 0.501961 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=14]
[sub_resource type="Shader" id=13]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform vec2 offset = vec2(8,8);
uniform vec4 modulate:hint_color;
uniform vec2 offset = vec2(8.0, 8.0);
uniform vec4 modulate : hint_color;
void fragment(){
void fragment() {
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 shadow = vec4(modulate.rgb, texture(TEXTURE, UV - offset*ps).a*modulate.a);
vec4 shadow = vec4(modulate.rgb, texture(TEXTURE, UV - offset * ps).a * modulate.a);
vec4 col = texture(TEXTURE, UV);
COLOR = mix(shadow, col, col.a);
}"
}"
[sub_resource type="ShaderMaterial" id=15]
render_priority = 0
shader = SubResource( 14 )
[sub_resource type="ShaderMaterial" id=14]
shader = SubResource( 13 )
shader_param/offset = Vector2( 20, 20 )
shader_param/modulate = Color( 0.90625, 0.269043, 0.746948, 1 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=16]
[sub_resource type="Shader" id=15]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform vec4 modulate:hint_color;
uniform vec4 modulate : hint_color;
void fragment(){
COLOR = vec4(modulate.rgb, texture(TEXTURE, UV).a*modulate.a);
}"
void fragment() {
COLOR = vec4(modulate.rgb, texture(TEXTURE, UV).a * modulate.a);
}"
[sub_resource type="ShaderMaterial" id=17]
render_priority = 0
shader = SubResource( 16 )
[sub_resource type="ShaderMaterial" id=16]
shader = SubResource( 15 )
shader_param/modulate = Color( 1, 0.0234375, 0.481201, 0.596706 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=18]
[sub_resource type="Shader" id=17]
code = "shader_type canvas_item;
render_mode blend_premul_alpha;
uniform float radius = 2.0;
uniform float amount = 0.6;
void fragment(){
void fragment() {
float r = radius;
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 col = texture(TEXTURE, UV);
vec4 glow = col;
glow += texture(TEXTURE, UV + vec2(-r, -r)*ps);
glow += texture(TEXTURE, UV + vec2(-r, 0)*ps);
glow += texture(TEXTURE, UV + vec2(-r, r)*ps);
glow += texture(TEXTURE, UV + vec2(0, -r)*ps);
glow += texture(TEXTURE, UV + vec2(0, r)*ps);
glow += texture(TEXTURE, UV + vec2(r, -r)*ps);
glow += texture(TEXTURE, UV + vec2(r, 0)*ps);
glow += texture(TEXTURE, UV + vec2(r, r)*ps);
glow += texture(TEXTURE, UV + vec2(-r, -r) * ps);
glow += texture(TEXTURE, UV + vec2(-r, 0.0) * ps);
glow += texture(TEXTURE, UV + vec2(-r, r) * ps);
glow += texture(TEXTURE, UV + vec2(0.0, -r) * ps);
glow += texture(TEXTURE, UV + vec2(0.0, r) * ps);
glow += texture(TEXTURE, UV + vec2(r, -r) * ps);
glow += texture(TEXTURE, UV + vec2(r, 0.0) * ps);
glow += texture(TEXTURE, UV + vec2(r, r) * ps);
r *= 2.0;
glow += texture(TEXTURE, UV + vec2(-r, -r)*ps);
glow += texture(TEXTURE, UV + vec2(-r, 0)*ps);
glow += texture(TEXTURE, UV + vec2(-r, r)*ps);
glow += texture(TEXTURE, UV + vec2(0, -r)*ps);
glow += texture(TEXTURE, UV + vec2(0, r)*ps);
glow += texture(TEXTURE, UV + vec2(r, -r)*ps);
glow += texture(TEXTURE, UV + vec2(r, 0)*ps);
glow += texture(TEXTURE, UV + vec2(r, r)*ps);
glow += texture(TEXTURE, UV + vec2(-r, -r) * ps);
glow += texture(TEXTURE, UV + vec2(-r, 0.0) * ps);
glow += texture(TEXTURE, UV + vec2(-r, r) * ps);
glow += texture(TEXTURE, UV + vec2(0.0, -r) * ps);
glow += texture(TEXTURE, UV + vec2(0.0, r) * ps);
glow += texture(TEXTURE, UV + vec2(r, -r) * ps);
glow += texture(TEXTURE, UV + vec2(r, 0.0) * ps);
glow += texture(TEXTURE, UV + vec2(r, r) * ps);
glow /= 17.0;
glow *= amount;
col.rgb *= col.a;
COLOR = glow + col;
}"
}"
[sub_resource type="ShaderMaterial" id=19]
render_priority = 0
shader = SubResource( 18 )
[sub_resource type="ShaderMaterial" id=18]
shader = SubResource( 17 )
shader_param/radius = 12.0
shader_param/amount = 0.5
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=20]
[sub_resource type="Shader" id=19]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform float amount = 20.0;
void fragment(){
vec2 uv = UV*0.05;
float a = fract(sin(dot(UV, vec2(12.9898, 78.233)))*438.5453);
void fragment() {
vec2 uv = UV * 0.05;
float a = fract(sin(dot(UV, vec2(12.9898, 78.233))) * 438.5453);
vec4 col = texture(TEXTURE, UV);
col.a *= pow(a, amount);
COLOR = col;
}"
}"
[sub_resource type="ShaderMaterial" id=21]
render_priority = 0
shader = SubResource( 20 )
[sub_resource type="ShaderMaterial" id=20]
shader = SubResource( 19 )
shader_param/amount = 4.0
_sections_unfolded = [ "shader_param" ]
[node name="shaders" type="Node2D" index="0"]
[node name="shaders" type="Node2D"]
material = SubResource( 2 )
position = Vector2( 263.737, 179.444 )
scale = Vector2( 0.3, 0.3 )
_sections_unfolded = [ "Material", "Region", "Transform" ]
[node name="normal" type="Sprite" parent="." index="0"]
[node name="normal" type="Sprite" parent="."]
material = SubResource( 3 )
position = Vector2( -2.16144, 0 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Offset" ]
[node name="outline" type="Sprite" parent="." index="1"]
material = SubResource( 5 )
[node name="outline" type="Sprite" parent="."]
material = SubResource( 4 )
position = Vector2( 400, 0 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="aura" type="Sprite" parent="." index="2"]
material = SubResource( 7 )
[node name="aura" type="Sprite" parent="."]
material = SubResource( 6 )
position = Vector2( 800, 0 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Animation", "Material", "Offset", "Region", "Transform", "Visibility", "Z Index" ]
[node name="blur" type="Sprite" parent="." index="3"]
material = SubResource( 9 )
[node name="blur" type="Sprite" parent="."]
material = SubResource( 8 )
position = Vector2( 1200, 0 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="fatty" type="Sprite" parent="." index="4"]
material = SubResource( 11 )
[node name="fatty" type="Sprite" parent="."]
material = SubResource( 10 )
position = Vector2( 1600, 0 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="dropshadow" type="Sprite" parent="." index="5"]
material = SubResource( 13 )
[node name="dropshadow" type="Sprite" parent="."]
material = SubResource( 12 )
position = Vector2( 0, 800 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="offsetshadow" type="Sprite" parent="." index="6"]
material = SubResource( 15 )
[node name="offsetshadow" type="Sprite" parent="."]
material = SubResource( 14 )
position = Vector2( 400, 800 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="silouette" type="Sprite" parent="." index="7"]
material = SubResource( 17 )
[node name="silouette" type="Sprite" parent="."]
material = SubResource( 16 )
position = Vector2( 800, 800 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="glow" type="Sprite" parent="." index="8"]
material = SubResource( 19 )
[node name="glow" type="Sprite" parent="."]
material = SubResource( 18 )
position = Vector2( 1200, 800 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform", "Z Index" ]
[node name="dissintegrate" type="Sprite" parent="." index="9"]
material = SubResource( 21 )
[node name="dissintegrate" type="Sprite" parent="."]
material = SubResource( 20 )
position = Vector2( 1600, 800 )
texture = ExtResource( 1 )
region_rect = Rect2( 141, 115, 39, 6 )
_sections_unfolded = [ "Material", "Transform" ]