This commit is contained in:
2026-09-04 12:38:53 -04:00
parent 3de654d982
commit 7c567ec9dc
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/**************************************************************************/
/* godot.audio.position.worklet.js */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
class GodotPositionReportingProcessor extends AudioWorkletProcessor {
static get parameterDescriptors() {
return [
{
name: 'reset',
defaultValue: 0,
minValue: 0,
maxValue: 1,
automationRate: 'k-rate',
},
];
}
constructor(...args) {
super(...args);
this.position = 0;
}
process(inputs, _outputs, parameters) {
if (parameters['reset'][0] > 0) {
this.position = 0;
}
if (inputs.length > 0) {
const input = inputs[0];
if (input.length > 0) {
this.position += input[0].length;
this.port.postMessage({ type: 'position', data: this.position });
}
}
return true;
}
}
registerProcessor('godot-position-reporting-processor', GodotPositionReportingProcessor);
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/**************************************************************************/
/* audio.worklet.js */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
class RingBuffer {
constructor(p_buffer, p_state, p_threads) {
this.buffer = p_buffer;
this.avail = p_state;
this.threads = p_threads;
this.rpos = 0;
this.wpos = 0;
}
data_left() {
return this.threads ? Atomics.load(this.avail, 0) : this.avail;
}
space_left() {
return this.buffer.length - this.data_left();
}
read(output) {
const size = this.buffer.length;
let from = 0;
let to_write = output.length;
if (this.rpos + to_write > size) {
const high = size - this.rpos;
output.set(this.buffer.subarray(this.rpos, size));
from = high;
to_write -= high;
this.rpos = 0;
}
if (to_write) {
output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from);
}
this.rpos += to_write;
if (this.threads) {
Atomics.add(this.avail, 0, -output.length);
Atomics.notify(this.avail, 0);
} else {
this.avail -= output.length;
}
}
write(p_buffer) {
const to_write = p_buffer.length;
const mw = this.buffer.length - this.wpos;
if (mw >= to_write) {
this.buffer.set(p_buffer, this.wpos);
this.wpos += to_write;
if (mw === to_write) {
this.wpos = 0;
}
} else {
const high = p_buffer.subarray(0, mw);
const low = p_buffer.subarray(mw);
this.buffer.set(high, this.wpos);
this.buffer.set(low);
this.wpos = low.length;
}
if (this.threads) {
Atomics.add(this.avail, 0, to_write);
Atomics.notify(this.avail, 0);
} else {
this.avail += to_write;
}
}
}
class GodotProcessor extends AudioWorkletProcessor {
constructor() {
super();
this.threads = false;
this.running = true;
this.lock = null;
this.notifier = null;
this.output = null;
this.output_buffer = new Float32Array();
this.input = null;
this.input_buffer = new Float32Array();
this.port.onmessage = (event) => {
const cmd = event.data['cmd'];
const data = event.data['data'];
this.parse_message(cmd, data);
};
}
process_notify() {
if (this.notifier) {
Atomics.add(this.notifier, 0, 1);
Atomics.notify(this.notifier, 0);
}
}
parse_message(p_cmd, p_data) {
if (p_cmd === 'start' && p_data) {
const state = p_data[0];
let idx = 0;
this.threads = true;
this.lock = state.subarray(idx, ++idx);
this.notifier = state.subarray(idx, ++idx);
const avail_in = state.subarray(idx, ++idx);
const avail_out = state.subarray(idx, ++idx);
this.input = new RingBuffer(p_data[1], avail_in, true);
this.output = new RingBuffer(p_data[2], avail_out, true);
} else if (p_cmd === 'stop') {
this.running = false;
this.output = null;
this.input = null;
this.lock = null;
this.notifier = null;
} else if (p_cmd === 'start_nothreads') {
this.output = new RingBuffer(p_data[0], p_data[0].length, false);
} else if (p_cmd === 'chunk') {
this.output.write(p_data);
}
}
static array_has_data(arr) {
return arr.length && arr[0].length && arr[0][0].length;
}
process(inputs, outputs, parameters) {
if (!this.running) {
return false; // Stop processing.
}
if (this.output === null) {
return true; // Not ready yet, keep processing.
}
const process_input = GodotProcessor.array_has_data(inputs);
if (process_input) {
const input = inputs[0];
const chunk = input[0].length * input.length;
if (this.input_buffer.length !== chunk) {
this.input_buffer = new Float32Array(chunk);
}
if (!this.threads) {
GodotProcessor.write_input(this.input_buffer, input);
this.port.postMessage({ 'cmd': 'input', 'data': this.input_buffer });
} else if (this.input.space_left() >= chunk) {
GodotProcessor.write_input(this.input_buffer, input);
this.input.write(this.input_buffer);
} else {
// this.port.postMessage('Input buffer is full! Skipping input frame.'); // Uncomment this line to debug input buffer.
}
}
const process_output = GodotProcessor.array_has_data(outputs);
if (process_output) {
const output = outputs[0];
const chunk = output[0].length * output.length;
if (this.output_buffer.length !== chunk) {
this.output_buffer = new Float32Array(chunk);
}
if (this.output.data_left() >= chunk) {
this.output.read(this.output_buffer);
GodotProcessor.write_output(output, this.output_buffer);
if (!this.threads) {
this.port.postMessage({ 'cmd': 'read', 'data': chunk });
}
} else {
// this.port.postMessage('Output buffer has not enough frames! Skipping output frame.'); // Uncomment this line to debug output buffer.
}
}
this.process_notify();
return true;
}
static write_output(dest, source) {
const channels = dest.length;
for (let ch = 0; ch < channels; ch++) {
for (let sample = 0; sample < dest[ch].length; sample++) {
dest[ch][sample] = source[sample * channels + ch];
}
}
}
static write_input(dest, source) {
const channels = source.length;
for (let ch = 0; ch < channels; ch++) {
for (let sample = 0; sample < source[ch].length; sample++) {
dest[sample * channels + ch] = source[ch][sample];
}
}
}
}
registerProcessor('godot-processor', GodotProcessor);
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1.0">
<title>scavgame</title>
<style>
html, body, #canvas {
margin: 0;
padding: 0;
border: 0;
}
body {
color: white;
background-color: black;
overflow: hidden;
touch-action: none;
}
#canvas {
display: block;
}
#canvas:focus {
outline: none;
}
#status, #status-splash, #status-progress {
position: absolute;
left: 0;
right: 0;
}
#status, #status-splash {
top: 0;
bottom: 0;
}
#status {
background-color: #242424;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
visibility: hidden;
}
#status-splash {
max-height: 100%;
max-width: 100%;
margin: auto;
}
#status-splash.show-image--false {
display: none;
}
#status-splash.fullsize--true {
height: 100%;
width: 100%;
object-fit: contain;
}
#status-splash.use-filter--false {
image-rendering: pixelated;
}
#status-progress, #status-notice {
display: none;
}
#status-progress {
bottom: 10%;
width: 50%;
margin: 0 auto;
}
#status-notice {
background-color: #5b3943;
border-radius: 0.5rem;
border: 1px solid #9b3943;
color: #e0e0e0;
font-family: 'Noto Sans', 'Droid Sans', Arial, sans-serif;
line-height: 1.3;
margin: 0 2rem;
overflow: hidden;
padding: 1rem;
text-align: center;
z-index: 1;
}
</style>
<link rel="manifest" href="scavgame.manifest.json">
</head>
<body>
<canvas id="canvas">
Your browser does not support the canvas tag.
</canvas>
<noscript>
Your browser does not support JavaScript.
</noscript>
<div id="status">
<img id="status-splash" class="show-image--false fullsize--true use-filter--true" src="scavgame.png" alt="">
<progress id="status-progress"></progress>
<div id="status-notice"></div>
</div>
<script src="scavgame.js"></script>
<script>
const GODOT_CONFIG = {"args":[],"canvasResizePolicy":2,"emscriptenPoolSize":8,"ensureCrossOriginIsolationHeaders":true,"executable":"scavgame","experimentalVK":false,"fileSizes":{"scavgame.pck":200656,"scavgame.wasm":1601069},"focusCanvas":true,"gdextensionLibs":[],"godotPoolSize":4,"serviceWorker":"scavgame.service.worker.js"};
const GODOT_THREADS_ENABLED = true;
const engine = new Engine(GODOT_CONFIG);
(function () {
const statusOverlay = document.getElementById('status');
const statusProgress = document.getElementById('status-progress');
const statusNotice = document.getElementById('status-notice');
let initializing = true;
let statusMode = '';
function setStatusMode(mode) {
if (statusMode === mode || !initializing) {
return;
}
if (mode === 'hidden') {
statusOverlay.remove();
initializing = false;
return;
}
statusOverlay.style.visibility = 'visible';
statusProgress.style.display = mode === 'progress' ? 'block' : 'none';
statusNotice.style.display = mode === 'notice' ? 'block' : 'none';
statusMode = mode;
}
function setStatusNotice(text) {
while (statusNotice.lastChild) {
statusNotice.removeChild(statusNotice.lastChild);
}
const lines = text.split('\n');
lines.forEach((line) => {
statusNotice.appendChild(document.createTextNode(line));
statusNotice.appendChild(document.createElement('br'));
});
}
function displayFailureNotice(err) {
console.error(err);
if (err instanceof Error) {
setStatusNotice(err.message);
} else if (typeof err === 'string') {
setStatusNotice(err);
} else {
setStatusNotice('An unknown error occurred.');
}
setStatusMode('notice');
initializing = false;
}
const missing = Engine.getMissingFeatures({
threads: GODOT_THREADS_ENABLED,
});
if (missing.length !== 0) {
if (GODOT_CONFIG['serviceWorker'] && GODOT_CONFIG['ensureCrossOriginIsolationHeaders'] && 'serviceWorker' in navigator) {
let serviceWorkerRegistrationPromise;
try {
serviceWorkerRegistrationPromise = navigator.serviceWorker.getRegistration();
} catch (err) {
serviceWorkerRegistrationPromise = Promise.reject(new Error('Service worker registration failed.'));
}
// There's a chance that installing the service worker would fix the issue
Promise.race([
serviceWorkerRegistrationPromise.then((registration) => {
if (registration != null) {
return Promise.reject(new Error('Service worker already exists.'));
}
return registration;
}).then(() => engine.installServiceWorker()),
// For some reason, `getRegistration()` can stall
new Promise((resolve) => {
setTimeout(() => resolve(), 2000);
}),
]).then(() => {
// Reload if there was no error.
window.location.reload();
}).catch((err) => {
console.error('Error while registering service worker:', err);
});
} else {
// Display the message as usual
const missingMsg = 'Error\nThe following features required to run Godot projects on the Web are missing:\n';
displayFailureNotice(missingMsg + missing.join('\n'));
}
} else {
setStatusMode('progress');
engine.startGame({
'onProgress': function (current, total) {
if (current > 0 && total > 0) {
statusProgress.value = current;
statusProgress.max = total;
} else {
statusProgress.removeAttribute('value');
statusProgress.removeAttribute('max');
}
},
}).then(() => {
setStatusMode('hidden');
}, displayFailureNotice);
}
}());
</script>
</body>
</html>
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{"background_color":"#000000","display":"standalone","icons":[{"sizes":"144x144","src":"scavgame.144x144.png","type":"image/png"},{"sizes":"180x180","src":"scavgame.180x180.png","type":"image/png"},{"sizes":"512x512","src":"scavgame.512x512.png","type":"image/png"}],"name":"scavgame","orientation":"any","start_url":"./scavgame.html"}
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>You are offline</title>
<style>
html {
background-color: #000000;
color: #ffffff;
}
body {
font-family: system-ui, -apple-system, "Segoe UI", Roboto, "Helvetica Neue", Arial, "Noto Sans", sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji";
margin: 2rem;
}
p {
margin-block: 1rem;
}
button {
display: block;
padding: 1rem 2rem;
margin: 3rem auto 0;
}
</style>
</head>
<body>
<h1>You are offline</h1>
<p>This application requires an Internet connection to run for the first time.</p>
<p>Press the button below to try reloading:</p>
<button type="button">Reload</button>
<script>
document.querySelector('button').addEventListener('click', () => {
window.location.reload();
});
</script>
</body>
</html>
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// This service worker is required to expose an exported Godot project as a
// Progressive Web App. It provides an offline fallback page telling the user
// that they need an Internet connection to run the project if desired.
// Incrementing CACHE_VERSION will kick off the install event and force
// previously cached resources to be updated from the network.
/** @type {string} */
const CACHE_VERSION = '1788537868|6220518696';
/** @type {string} */
const CACHE_PREFIX = 'scavgame-sw-cache-';
const CACHE_NAME = CACHE_PREFIX + CACHE_VERSION;
/** @type {string} */
const OFFLINE_URL = 'scavgame.offline.html';
/** @type {boolean} */
const ENSURE_CROSSORIGIN_ISOLATION_HEADERS = true;
// Files that will be cached on load.
/** @type {string[]} */
const CACHED_FILES = ["scavgame.html","scavgame.js","scavgame.offline.html","scavgame.audio.worklet.js","scavgame.audio.position.worklet.js"];
// Files that we might not want the user to preload, and will only be cached on first load.
/** @type {string[]} */
const CACHEABLE_FILES = ["scavgame.wasm","scavgame.pck","scavgame.side.wasm"];
const FULL_CACHE = CACHED_FILES.concat(CACHEABLE_FILES);
self.addEventListener('install', (event) => {
event.waitUntil(caches.open(CACHE_NAME).then((cache) => cache.addAll(CACHED_FILES)));
});
self.addEventListener('activate', (event) => {
event.waitUntil(caches.keys().then(
function (keys) {
// Remove old caches.
return Promise.all(keys.filter((key) => key.startsWith(CACHE_PREFIX) && key !== CACHE_NAME).map((key) => caches.delete(key)));
}
).then(function () {
// Enable navigation preload if available.
return ('navigationPreload' in self.registration) ? self.registration.navigationPreload.enable() : Promise.resolve();
}));
});
/**
* Ensures that the response has the correct COEP/COOP headers
* @param {Response} response
* @returns {Response}
*/
function ensureCrossOriginIsolationHeaders(response) {
if (response.headers.get('Cross-Origin-Embedder-Policy') === 'require-corp'
&& response.headers.get('Cross-Origin-Opener-Policy') === 'same-origin') {
return response;
}
const crossOriginIsolatedHeaders = new Headers(response.headers);
crossOriginIsolatedHeaders.set('Cross-Origin-Embedder-Policy', 'require-corp');
crossOriginIsolatedHeaders.set('Cross-Origin-Opener-Policy', 'same-origin');
const newResponse = new Response(response.body, {
status: response.status,
statusText: response.statusText,
headers: crossOriginIsolatedHeaders,
});
return newResponse;
}
/**
* Calls fetch and cache the result if it is cacheable
* @param {FetchEvent} event
* @param {Cache} cache
* @param {boolean} isCacheable
* @returns {Response}
*/
async function fetchAndCache(event, cache, isCacheable) {
// Use the preloaded response, if it's there
/** @type { Response } */
let response = await event.preloadResponse;
if (response == null) {
// Or, go over network.
response = await self.fetch(event.request);
}
if (ENSURE_CROSSORIGIN_ISOLATION_HEADERS) {
response = ensureCrossOriginIsolationHeaders(response);
}
if (isCacheable) {
// And update the cache
cache.put(event.request, response.clone());
}
return response;
}
self.addEventListener(
'fetch',
/**
* Triggered on fetch
* @param {FetchEvent} event
*/
(event) => {
const isNavigate = event.request.mode === 'navigate';
const url = event.request.url || '';
const referrer = event.request.referrer || '';
const base = referrer.slice(0, referrer.lastIndexOf('/') + 1);
const local = url.startsWith(base) ? url.replace(base, '') : '';
const isCacheable = FULL_CACHE.some((v) => v === local) || (base === referrer && base.endsWith(CACHED_FILES[0]));
if (isNavigate || isCacheable) {
event.respondWith((async () => {
// Try to use cache first
const cache = await caches.open(CACHE_NAME);
if (isNavigate) {
// Check if we have full cache during HTML page request.
/** @type {Response[]} */
const fullCache = await Promise.all(FULL_CACHE.map((name) => cache.match(name)));
const missing = fullCache.some((v) => v === undefined);
if (missing) {
try {
// Try network if some cached file is missing (so we can display offline page in case).
const response = await fetchAndCache(event, cache, isCacheable);
return response;
} catch (e) {
// And return the hopefully always cached offline page in case of network failure.
console.error('Network error: ', e); // eslint-disable-line no-console
return caches.match(OFFLINE_URL);
}
}
}
let cached = await cache.match(event.request);
if (cached != null) {
if (ENSURE_CROSSORIGIN_ISOLATION_HEADERS) {
cached = ensureCrossOriginIsolationHeaders(cached);
}
return cached;
}
// Try network if don't have it in cache.
const response = await fetchAndCache(event, cache, isCacheable);
return response;
})());
} else if (ENSURE_CROSSORIGIN_ISOLATION_HEADERS) {
event.respondWith((async () => {
let response = await fetch(event.request);
response = ensureCrossOriginIsolationHeaders(response);
return response;
})());
}
}
);
self.addEventListener('message', (event) => {
// No cross origin
if (event.origin !== self.origin) {
return;
}
const id = event.source.id || '';
const msg = event.data || '';
// Ensure it's one of our clients.
self.clients.get(id).then(function (client) {
if (!client) {
return; // Not a valid client.
}
if (msg === 'claim') {
self.skipWaiting().then(() => self.clients.claim());
} else if (msg === 'clear') {
caches.delete(CACHE_NAME);
} else if (msg === 'update') {
self.skipWaiting().then(() => self.clients.claim()).then(() => self.clients.matchAll()).then((all) => all.forEach((c) => c.navigate(c.url)));
}
});
});
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+1
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4.6.2.stable
+24
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extends Area3D
class_name DynRoom
@export var processWhileUnloaded = false
@export var loadedOnReady = false
func _ready() -> void:
connect("body_entered", entered)
connect("body_exited", exited)
self.disable_mode=CollisionObject3D.DISABLE_MODE_KEEP_ACTIVE
self.collision_layer=0
self.collision_mask=2
if not loadedOnReady:
exited(self)
func entered(body: Node3D) -> void:
visible=true
if not processWhileUnloaded:
process_mode=Node.PROCESS_MODE_INHERIT
func exited(body: Node3D) -> void:
visible=false
if not processWhileUnloaded:
process_mode=Node.PROCESS_MODE_DISABLED
+1
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@@ -0,0 +1 @@
uid://bllooqekhtqdd
+1
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@@ -0,0 +1 @@
class_name Menu
+1
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@@ -0,0 +1 @@
uid://ks1q5xbtjx2w
+11
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@@ -0,0 +1,11 @@
extends Node
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
+1
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uid://dmtakahgdc3k4
+26
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@tool
extends SpotLight3D
class_name VolumetricLight3D
var node:MeshInstance3D=MeshInstance3D.new()
var mesh:CylinderMesh=CylinderMesh.new()
@export var material:Material=Material.new()
func _ready() -> void:
mesh.top_radius=0
mesh.material=material
node.mesh=mesh
node.rotation_degrees.x=90
self.add_child(node)
mesh.height=self.spot_range
node.position.z=-(self.spot_range/2)
var angle_rad=deg_to_rad(self.spot_angle)
mesh.bottom_radius=self.spot_range * tan(angle_rad)
func _process(delta: float) -> void:
if Engine.is_editor_hint():
mesh.height=self.spot_range
node.position.z=-(self.spot_range/2)
var angle_rad=deg_to_rad(self.spot_angle)
mesh.bottom_radius=self.spot_range * tan(angle_rad)
else:
self.process_mode=Node.PROCESS_MODE_DISABLED
+1
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@@ -0,0 +1 @@
uid://c82vy0xj7s130
+28
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@@ -0,0 +1,28 @@
[gd_scene format=3 uid="uid://cjwfyvtoeaqid"]
[ext_resource type="Script" uid="uid://bq8bvyjfj3qvb" path="res://main.gd" id="1_glv2v"]
[node name="Main" type="Control" unique_id=1743375033]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_glv2v")
[node name="start" type="Button" parent="." unique_id=678881491]
layout_mode = 0
offset_left = 43.0
offset_top = 557.0
offset_right = 195.0
offset_bottom = 606.0
text = "Start"
[node name="tutorial" type="Button" parent="." unique_id=74274404]
layout_mode = 0
offset_left = 48.0
offset_top = 638.0
offset_right = 288.0
offset_bottom = 681.0
text = "Tutorial"
+97
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extends CharacterBody3D
const SPEED := 5.0
const JUMP_VELOCITY := 4.5
const MOUSE_SENSITIVITY := 0.003
const ACCEL := 20.0
const DECEL := 15.0
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _input(event: InputEvent) -> void:
if event is InputEventKey:
if event.keycode == KEY_ESCAPE and event.pressed:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
return
if event.keycode == KEY_SPACE and event.pressed and is_on_floor():
velocity.y = JUMP_VELOCITY
if event.keycode == KEY_E and event.pressed and not event.echo:
var node = $yaw/pitch/Facing.get_collider()
if node and node.has_method("interact"):
node.interact(self)
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
$yaw.rotate_y(-event.relative.x * MOUSE_SENSITIVITY)
$yaw/pitch.rotate_x(-event.relative.y * MOUSE_SENSITIVITY)
$yaw/pitch.rotation.x = clamp(
$yaw/pitch.rotation.x,
deg_to_rad(-89.0),
deg_to_rad(89.0)
)
func _physics_process(delta: float) -> void:
# Gravity
if not is_on_floor():
velocity += get_gravity() * delta
# Read keyboard state directly
var input_x := 0.0
var input_z := 0.0
if Input.is_key_pressed(KEY_A):
input_x -= 1.0
if Input.is_key_pressed(KEY_D):
input_x += 1.0
if Input.is_key_pressed(KEY_W):
input_z -= 1.0
if Input.is_key_pressed(KEY_S):
input_z += 1.0
# Create movement vector
var input_direction := Vector3(input_x, 0.0, input_z)
# Prevent diagonal movement from being faster
if input_direction.length_squared() > 0.0:
input_direction = input_direction.normalized()
# Rotate movement relative to yaw
var direction : Vector3 = $yaw.global_transform.basis * input_direction
direction.y = 0.0
if direction.length_squared() > 0.0:
direction = direction.normalized()
# Target velocity
var target := direction * SPEED
var acceleration := ACCEL
if direction.length_squared() == 0.0:
acceleration = DECEL
# Smooth movement toward target
velocity.x = move_toward(
velocity.x,
target.x,
acceleration * delta
)
velocity.z = move_toward(
velocity.z,
target.z,
acceleration * delta
)
move_and_slide()
+1
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uid://b67gm64fy3356
+4
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@@ -0,0 +1,4 @@
extends Node2D
func set_tooltip(text: String) -> void:
$Tooltip.text=text
+1
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@@ -0,0 +1 @@
uid://chpnva3g1fuvr
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+13
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extends RayCast3D
func _process(delta: float) -> void:
if is_colliding():
var node = get_collider()
if node.has_method("get_tooltip"):
$"../Camera/Hud".set_tooltip(node.get_tooltip())
else:
$"../Camera/Hud".set_tooltip("")
else:
$"../Camera/Hud".set_tooltip("")
+1
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@@ -0,0 +1 @@
uid://b6upjj7qsbibf
+47
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@@ -0,0 +1,47 @@
shader_type spatial;
render_mode blend_add, cull_disabled, unshaded;
uniform sampler2D dust : source_color;
uniform float dust_speed = 0.03;
uniform vec4 color : source_color;
uniform float intensity = 2.75;
uniform float softness = 3.0;
// Godot 4 explicit texture hints
uniform sampler2D depth_texture : hint_depth_texture, filter_linear_mipmap;
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
uniform float proximity_fade_distance = 0.5;
uniform float distance_fade_min = 1.0;
uniform float distance_fade_max = 2.0;
varying vec3 obj_vertex;
void vertex() {
obj_vertex = VERTEX;
}
void fragment() {
// Dust texture sampling using screen coordinates
vec2 dust_uv = vec2(SCREEN_UV.x + dust_speed * TIME, SCREEN_UV.y);
vec4 dust_overlay = texture(dust, dust_uv);
float attenuation = clamp(1.0 + obj_vertex.y / intensity, 0.0, 1.0);
float soft_edge = clamp(pow(dot(NORMAL, normalize(VERTEX)), softness), 0.0, 1.0);
ALBEDO = dust_overlay.rgb * color.rgb * attenuation * soft_edge;
// Proximity Fade calculation in Godot 4
float depth_raw = texture(depth_texture, SCREEN_UV).r;
vec4 ndc = vec4(SCREEN_UV * 2.0 - 1.0, depth_raw, 1.0);
vec4 view_pos = INV_PROJECTION_MATRIX * ndc;
view_pos.xyz /= view_pos.w;
float depth_diff = -VERTEX.z - (-view_pos.z);
float proximity_alpha = clamp(depth_diff / proximity_fade_distance, 0.0, 1.0);
// Distance Fade calculation
float dist_alpha = clamp(smoothstep(distance_fade_min, distance_fade_max, -VERTEX.z), 0.0, 1.0);
ALPHA = proximity_alpha * dist_alpha;
}
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uid://cs208ro8enkms
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process/fix_alpha_border=true
process/premult_alpha=false
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process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0
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[runnable_presets]
Web="Web"
[preset.0]
name="Web"
platform="Web"
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter="Build/*"
export_path="Build/scavgame.html"
patches=PackedStringArray()
patch_delta_encoding=false
patch_delta_compression_level_zstd=19
patch_delta_min_reduction=0.1
patch_delta_include_filters="*"
patch_delta_exclude_filters=""
encryption_include_filters=""
encryption_exclude_filters=""
seed=0
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.0.options]
custom_template/debug=""
custom_template/release=""
variant/extensions_support=true
variant/thread_support=true
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=false
html/export_icon=false
html/custom_html_shell=""
html/head_include=""
html/canvas_resize_policy=2
html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=false
progressive_web_app/enabled=true
progressive_web_app/ensure_cross_origin_isolation_headers=true
progressive_web_app/offline_page=""
progressive_web_app/display=1
progressive_web_app/orientation=0
progressive_web_app/icon_144x144=""
progressive_web_app/icon_180x180=""
progressive_web_app/icon_512x512=""
progressive_web_app/background_color=Color(0, 0, 0, 1)
threads/emscripten_pool_size=8
threads/godot_pool_size=4
dotnet/include_scripts_content=true
dotnet/include_debug_symbols=true
dotnet/embed_build_outputs=true
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svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false
+11
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@@ -0,0 +1,11 @@
extends Control
func _ready() -> void:
$start.connect("pressed",start_pressed)
$tutorial.connect("pressed",tutorial_pressed)
func start_pressed() -> void:
get_tree().change_scene_to_file("res://Stations/Dev_test/dev_test.scn")
func tutorial_pressed() -> void:
get_tree().change_scene_to_file("res://Stations/TutorialStation/TutorialStation.scn")
+1
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@@ -0,0 +1 @@
uid://bq8bvyjfj3qvb
+41
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@@ -0,0 +1,41 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="scavgame"
run/main_scene="uid://cjwfyvtoeaqid"
config/use_custom_user_dir=true
config/features=PackedStringArray("4.7")
boot_splash/show_image=false
config/icon="res://icon.svg"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
[dotnet]
project/assembly_name="Scavenger"
[layer_names]
3d_physics/layer_1="Physics"
3d_physics/layer_2="Player"
[physics]
2d/run_on_separate_thread=true
3d/run_on_separate_thread=true
[rendering]
renderer/rendering_method="mobile"
+6
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@@ -0,0 +1,6 @@
extends Node
@export var tooltip := ""
func get_tooltip() -> String:
return tooltip
+1
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