Files
CodenameEngine/assets/songs/thorns/scripts/aberration.hx
T
6e23da8e86 Add more stuff from the OG game and more PART 1 (#228)
* senpai fucking dies

* final flash fadeout

* made cutscene not play on restart

* winter horrorland + fixes

* fix for pixel perfect shader

* trail + fixes

* better + shaking

last update about it, i swear

* never fucking mind + repacks + accuracy

* more fixes + chromatic aberration

* i hate how pixel shader fucks everything up

* aberration in the cutscene & its cool twitch

* camera beats when twitching

* tank stuff pt1

now the cutscenes look 99% like og (still gotta freeze the stage animated sprites n stuff)
PS: Deleting the lipSycn function in ugh and guns cutscenes cause its not needed + sometimes breaks the animations so lets just leave it in stress only like it was in og

* week 5 completed + retrocompatibility with altanim

now chrima parents work

* philly train

* gameplay shaders option

better adding it now

* tank stuff pt2

* blue balled text (death counter)

* winter horrorland better rework WIP

colored vignette usable by everyone (you can change its color, amount and strength)
wip cuz i wanna edit the amount/strength based on the zoom, i'll do later, now i dont have time gotta do christmas irl stuff yay

* winter horrorland better rework completed

* seen cutscene variable

finally

* even better cutscenes

* oops

* tank stuff pt3

* tank stuff pt4

WIP running tanks

Co-Authored-By: Ne_Eo <NeeEoo@users.noreply.github.com>

* tankstuff pt4.5

imma check tmr why do some tankmen spawn too much up

* tank stuff pt4.75

* dumb

* tank stuff pt 4.9

* type on xml sprite type fix and more

Co-Authored-By: Ne_Eo <NeeEoo@users.noreply.github.com>

---------

Co-authored-by: Ne_Eo <NeeEoo@users.noreply.github.com>
Co-authored-by: lunarcleint <88809950+lunarcleint@users.noreply.github.com>
2024-02-04 00:54:00 -07:00

37 lines
1.2 KiB
Haxe

var aberration:CustomShader = null;
function create() {
if(!Options.gameplayShaders) return;
aberration = new CustomShader('chromaticAberration');
setGeneralIntensity(Options.week6PixelPerfect ? 0.0005 : 0.005);
camGame.addShader(aberration);
}
var intens:Float = 0;
function setGeneralIntensity(val:Float) {
intens = val;
aberration.redOff = [intens, 0];
aberration.blueOff = [-intens, 0];
}
var canBump:Bool = false;
function aberrationCoolThing() {
canBump = !canBump;
if(!canBump) {
if(Options.gameplayShaders) setGeneralIntensity(Options.week6PixelPerfect ? 0.0005 : 0.005); // Just to make sure if anything goes wrong
maxCamZoom = 1.35;
} else maxCamZoom = 0;
}
function update(elapsed:Float) {
if(Options.gameplayShaders && canBump && intens > (Options.week6PixelPerfect ? 0.0005 : 0.005)) setGeneralIntensity(intens - (Options.week6PixelPerfect ? 0.0001 : 0.001));
}
function beatHit(curBeat:Float) {
if(canBump && curBeat % 2 != 0) {
if(Options.gameplayShaders) setGeneralIntensity(Options.week6PixelPerfect ? 0.005 : 0.05);
if(Options.camZoomOnBeat) {
FlxG.camera.zoom += 0.015 * camZoomingStrength;
camHUD.zoom += 0.03 * camZoomingStrength;
}
}
}