Gnomisme et Gigantisation
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@ -28,5 +28,43 @@ shape = SubResource( 1 )
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position = Vector2( 221.278, 126.847 )
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[node name="Clopinette" parent="." instance=ExtResource( 3 )]
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position = Vector2( 149.267, 34.1946 )
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position = Vector2( 90.0584, 291.46 )
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scriptName = "res://Scripts/PaintEffects/Invisibility.gd"
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[node name="Clopinette2" parent="." instance=ExtResource( 3 )]
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position = Vector2( 354.897, 298.002 )
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scriptName = "res://Scripts/PaintEffects/Upscale.gd"
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[node name="Clopinette3" parent="." instance=ExtResource( 3 )]
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position = Vector2( 589.812, 295.726 )
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scriptName = "res://Scripts/PaintEffects/Downscale.gd"
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[node name="Label" type="Label" parent="."]
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margin_left = 60.8618
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margin_top = 252.548
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margin_right = 128.862
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margin_bottom = 266.548
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text = "Invisibilité"
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Label2" type="Label" parent="."]
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margin_left = 313.979
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margin_top = 250.273
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margin_right = 397.979
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margin_bottom = 264.273
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text = "Gigantisation"
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Label3" type="Label" parent="."]
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margin_left = 551.169
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margin_top = 251.979
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margin_right = 635.169
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margin_bottom = 265.979
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text = "Gnomisme"
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__meta__ = {
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"_edit_use_anchors_": false
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}
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49
Scripts/PaintEffects/Downscale.gd
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49
Scripts/PaintEffects/Downscale.gd
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@ -0,0 +1,49 @@
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extends Node
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#The time, in seconds, it should take for the character to grow down
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export var GrowDownTime = 2.0
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export var IsSmallTime = 5.0
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export var GrowBigTime = 1.0
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#How much smaller should the player become
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export var GrowDownFactor = 5
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#How much faster should the player become
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export var FastFactor = 8
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func DwarfRoutine(player, delta):
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var elapsed = delta
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var fast_speed = player.MAX_SPEED * FastFactor
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var slow_speed = player.MAX_SPEED
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var fast_acc = player.ACCELERATION * (FastFactor / 2)
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var slow_acc = player.ACCELERATION
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var small_scale = player.transform.get_scale() / GrowDownFactor
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var big_scale = player.transform.get_scale()
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var sprite = player.get_node("Sprite")
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var coll = player.get_node("CollisionShape2D")
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while elapsed < GrowDownTime:
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player.MAX_SPEED = lerp(slow_speed, fast_speed, elapsed / GrowDownTime)
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player.ACCELERATION = lerp(slow_acc, fast_acc, elapsed / GrowDownTime)
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setScale(sprite, coll, lerp(big_scale, small_scale, elapsed / GrowDownTime))
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elapsed += yield()
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elapsed -= GrowDownTime;
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while elapsed < IsSmallTime:
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elapsed += yield()
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elapsed -= IsSmallTime;
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while elapsed < GrowBigTime:
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player.MAX_SPEED = lerp(fast_speed, slow_speed, elapsed / GrowBigTime)
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player.ACCELERATION = lerp(fast_acc, slow_acc, elapsed / GrowBigTime)
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setScale(sprite, coll, lerp(small_scale, big_scale, elapsed / GrowBigTime))
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elapsed += yield()
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func setScale(sprite, coll, scale):
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sprite.scale = scale;
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coll.scale = scale;
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func StartEffect(player):
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var rout = DwarfRoutine(player, 0)
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return rout
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@ -3,10 +3,10 @@ extends Node
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#The time, in seconds, it should take for the character to fade to FadeOutValue
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export var FadeOutTime = 2.0
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export var InvisTime = 5.0
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export var FadeInTime = 2.0
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export var FadeInTime = 1.0
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#The alpha value we aim for when fading out
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export var FadeOutValue = 0.05
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export var FadeOutValue = 0.025
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func AlmostFadeOutRoutine(player, delta):
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var sprite : Sprite = player.get_node("Sprite")
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49
Scripts/PaintEffects/Upscale.gd
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49
Scripts/PaintEffects/Upscale.gd
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@ -0,0 +1,49 @@
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extends Node
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#The time, in seconds, it should take for the character to grow up
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export var GrowUpTime = 2.0
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export var IsBigTime = 5.0
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export var GrowDownTime = 1.0
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#How much bigger should the player become
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export var GrowUpFactor = 5
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#How much slower should the player become
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export var SlowFactor = 8
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func GiantRoutine(player, delta):
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var elapsed = delta
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var fast_speed = player.MAX_SPEED
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var slow_speed = player.MAX_SPEED / SlowFactor
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var fast_acc = player.ACCELERATION
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var slow_acc = player.ACCELERATION / SlowFactor
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var small_scale = player.transform.get_scale()
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var big_scale = player.transform.get_scale() * GrowUpFactor
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var sprite = player.get_node("Sprite")
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var coll = player.get_node("CollisionShape2D")
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while elapsed < GrowUpTime:
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player.MAX_SPEED = lerp(fast_speed, slow_speed, elapsed / GrowUpTime)
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player.ACCELERATION = lerp(fast_acc, slow_acc, elapsed / GrowUpTime)
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setScale(sprite, coll, lerp(small_scale, big_scale, elapsed / GrowUpTime))
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elapsed += yield()
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elapsed -= GrowUpTime;
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while elapsed < IsBigTime:
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elapsed += yield()
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elapsed -= IsBigTime;
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while elapsed < GrowDownTime:
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player.MAX_SPEED = lerp(slow_speed, fast_speed, elapsed / GrowDownTime)
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player.ACCELERATION = lerp(slow_acc, fast_acc, elapsed / GrowDownTime)
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setScale(sprite, coll, lerp(big_scale, small_scale, elapsed / GrowDownTime))
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elapsed += yield()
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func setScale(sprite, coll, scale):
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sprite.scale = scale;
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coll.scale = scale;
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func StartEffect(player):
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var rout = GiantRoutine(player, 0)
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return rout
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@ -1,9 +1,9 @@
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extends KinematicBody2D
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const MAX_SPEED = 200
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const ACCELERATION = 1000
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const FRICTION = 1000
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const MAX_LIFE = 30
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var MAX_SPEED = 200
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var ACCELERATION = 1000
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var FRICTION = 1000
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var MAX_LIFE = 30
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var vel = Vector2.ZERO
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var curLife = MAX_LIFE
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