Add 2D sprite at center of flag
This is a placeholder for the future shine effect
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3706fa6774
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@ -1067,3 +1067,7 @@ scene={
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"nodes/root_type": "Spatial",
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"nodes/root_type": "Spatial",
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"nodes/storage": 0
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"nodes/storage": 0
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}
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}
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[rendering]
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environment/default_environment="res://levels/Level_01_env.tres"
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@ -5,4 +5,10 @@ func _ready():
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func collided(body):
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func collided(body):
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if body.has_method("reach_goal"):
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if body.has_method("reach_goal"):
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body.reach_goal()
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body.reach_goal()
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# Should be done in vertex shader
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#func _process(delta):
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# var camera_pos = get_viewport().get_camera().global_transform.origin
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# camera_pos.y = 0
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# look_at(camera_pos, Vector3(0, 1, 0))
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@ -1,17 +1,52 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://models/flag.glb" type="PackedScene" id=1]
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[ext_resource path="res://models/flag.glb" type="PackedScene" id=1]
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[ext_resource path="res://scenes/Goal.gd" type="Script" id=2]
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[ext_resource path="res://scenes/Goal.gd" type="Script" id=2]
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[sub_resource type="BoxShape" id=1]
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[sub_resource type="BoxShape" id=1]
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extents = Vector3( 0.584547, 2.22627, 0.659734 )
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extents = Vector3( 0.584547, 2.22627, 0.659734 )
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[sub_resource type="Shader" id=6]
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code = "shader_type spatial;
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// TODO: Billboard effect
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//void vertex() {
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// UV=UV*uv1_scale.xy+uv1_offset.xy;
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// MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)),0.0),WORLD_MATRIX[3]);
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//}
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void fragment() {
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ALBEDO = vec3(1.0, 0.0, 0.0); // use red for material albedo;
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}
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"
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[sub_resource type="ShaderMaterial" id=7]
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render_priority = 0
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shader = SubResource( 6 )
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[sub_resource type="Gradient" id=4]
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offsets = PoolRealArray( 0, 1 )
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colors = PoolColorArray( 0, 0, 0, 1, 1, 1, 1, 1 )
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[sub_resource type="GradientTexture" id=5]
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flags = 4
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gradient = SubResource( 4 )
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width = 2
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_sections_unfolded = [ "Resource" ]
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[node name="Scene Root" index="0" instance=ExtResource( 1 )]
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[node name="Scene Root" index="0" instance=ExtResource( 1 )]
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script = ExtResource( 2 )
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script = ExtResource( 2 )
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[node name="Pole" parent="." index="0"]
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editor/display_folded = true
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[node name="Flag" parent="Pole" index="0"]
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[node name="Flag" parent="Pole" index="0"]
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transform = Transform( 5, 0, 0, 0, -4.37114e-08, -0.5, 0, 1, -2.18557e-08, 4.02201, 0.453122, 0 )
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transform = Transform( 5, 0, 0, 0, -4.37114e-08, -0.5, 0, 1, -2.18557e-08, 4.02201, 0.453122, 0 )
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@ -60,4 +95,36 @@ transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.2251, 0 )
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shape = SubResource( 1 )
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shape = SubResource( 1 )
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disabled = false
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disabled = false
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[node name="Sprite3D" type="Sprite3D" parent="." index="4"]
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transform = Transform( 250, 0, 0, 0, 500, 0, 0, 0, 1, 0, 0, 0 )
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layers = 1
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material_override = SubResource( 7 )
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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centered = true
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offset = Vector2( 0, 0 )
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flip_h = false
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flip_v = false
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modulate = Color( 1, 1, 1, 1 )
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opacity = 1.0
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pixel_size = 0.01
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axis = 2
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transparent = true
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shaded = false
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double_sided = true
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alpha_cut = 0
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texture = SubResource( 5 )
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vframes = 1
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hframes = 1
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frame = 0
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region_enabled = false
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region_rect = Rect2( 0, 0, 0, 0 )
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_sections_unfolded = [ "Animation", "Flags", "Geometry", "LOD", "Pause", "Region", "Transform", "Visibility" ]
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