diff --git a/Characters/Player/PillCameras.gd b/Characters/Player/PillCameras.gd index b12f92c..2d4569f 100644 --- a/Characters/Player/PillCameras.gd +++ b/Characters/Player/PillCameras.gd @@ -5,6 +5,6 @@ onready var screen_texture = get_node("ScreenTexture") as ColorRect func _process(delta: float) -> void: - # The factor is 0 when the level is between 0% and 20%; 1 when the level is between 80% and 100%; lerp inbetween - var factor = clamp((Pills.get_level() / Pills.get_max() * 1.4 - 0.2), 0.0, 1.0) + # The factor is 0 when the level is between 0% and 25%; 1 when the level is between 75% and 100%; lerp inbetween + var factor = clamp((Pills.get_level() / Pills.get_max() * 1.5 - 0.25), 0.0, 1.0) screen_texture.material.set_shader_param("mask_factor", factor) \ No newline at end of file diff --git a/Characters/Player/Player.gd b/Characters/Player/Player.gd index 39fd975..82957a1 100644 --- a/Characters/Player/Player.gd +++ b/Characters/Player/Player.gd @@ -106,11 +106,10 @@ func process_animations(): func process_collision_layers(): var new_layer: int = 6 - if Pills.get_level() >= Pills.LEVELS.LOW: + if Pills.get_level() >= Pills.LEVELS.VERY_LOW: # If the masked view is almost invisible, collision with masked objects is disabled new_layer -= 1 # See collision layer names in editor - print(new_layer) collision_layer = new_layer collision_mask = new_layer diff --git a/Characters/Player/Player.tscn b/Characters/Player/Player.tscn index e1d1ec9..d819dfc 100644 --- a/Characters/Player/Player.tscn +++ b/Characters/Player/Player.tscn @@ -92,20 +92,26 @@ current = true [node name="TrueView" type="Viewport" parent="Body/PillCameras"] size = Vector2( 1024, 600 ) render_target_update_mode = 3 +shadow_atlas_size = 4 [node name="TrueCamera" type="Camera" parent="Body/PillCameras/TrueView"] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0625, 1.85, 0 ) cull_mask = 2 current = true +fov = 80.0 +far = 2000.0 [node name="MaskedView" type="Viewport" parent="Body/PillCameras"] size = Vector2( 1024, 600 ) render_target_update_mode = 3 +shadow_atlas_size = 4 [node name="MaskedCamera" type="Camera" parent="Body/PillCameras/MaskedView"] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0625, 1.85, 0 ) cull_mask = 1 current = true +fov = 80.0 +far = 2000.0 [node name="ScreenTexture" type="ColorRect" parent="Body/PillCameras"] material = SubResource( 6 ) diff --git a/Level/Buildings/Factory.tscn b/Level/Buildings/Factory.tscn index 67ebc89..907a411 100644 --- a/Level/Buildings/Factory.tscn +++ b/Level/Buildings/Factory.tscn @@ -1,6 +1,6 @@ [gd_scene load_steps=2 format=2] -[sub_resource type="CylinderMesh" id=4] +[sub_resource type="CylinderMesh" id=1] top_radius = 20.0 bottom_radius = 35.0 height = 100.0 @@ -10,15 +10,15 @@ transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -185, 0, -191 ) [node name="MeshInstance" type="MeshInstance" parent="."] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 50, 0 ) -mesh = SubResource( 4 ) +mesh = SubResource( 1 ) material/0 = null [node name="MeshInstance2" type="MeshInstance" parent="."] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 30, 50, 60 ) -mesh = SubResource( 4 ) +mesh = SubResource( 1 ) material/0 = null [node name="MeshInstance3" type="MeshInstance" parent="."] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 30, 50, -60 ) -mesh = SubResource( 4 ) +mesh = SubResource( 1 ) material/0 = null diff --git a/Level/World.tscn b/Level/World.tscn index 207342f..5a9c343 100644 --- a/Level/World.tscn +++ b/Level/World.tscn @@ -208,7 +208,7 @@ transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 73, 0, -88 ) [node name="Ground" type="MeshInstance" parent="NavigationMeshInstance"] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -83.9196, -0.0216179, -105.861 ) -layers = 7 +layers = 3 mesh = SubResource( 2 ) material/0 = null