initial commit

This commit is contained in:
Brazly
2026-01-13 03:47:51 +00:00
commit b58b59eb96
43 changed files with 3202 additions and 0 deletions

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extends OmniLight3D
@onready var light: OmniLight3D = get_node(".")
@onready var timer: Timer = get_node('Timer')
var randomRange: float = 0.0
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
light.light_energy = lerp(light.light_energy, randomRange, 0.3)
pass
func _on_timer_timeout() -> void:
randomRange = randf_range(1.5, 4)
timer.wait_time = randf_range(0.2, 0.5)
pass # Replace with function body.

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uid://bfsaxhnb0qpuk

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extends Node
@export var cameraSensitivity: float = 0.001

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uid://ctroo2h1bbcyv

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extends Camera3D
var rayRange = 2000
@onready var crosshair = %CrosshairCenter
@export var terminal: TerminalControls
func _physics_process(delta: float) -> void:
Get_Camera_Collision()
func Get_Camera_Collision():
var centre = get_viewport().get_size()/2
var rayOrigin = project_ray_origin(centre)
var rayEnd = rayOrigin + project_ray_normal(centre)*rayRange
var newIntersection = PhysicsRayQueryParameters3D.create(rayOrigin, rayEnd)
var intersection = get_world_3d().direct_space_state.intersect_ray(newIntersection)
var is_highlighted = not intersection.is_empty()
if crosshair and is_instance_valid(crosshair):
crosshair.set_highlight(is_highlighted)
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and crosshair.is_highlighted:
if event.is_echo(): return
if event.keycode == KEY_BACKSPACE:
terminal.InputDelChar()
if event.unicode > 31:
var character = char(event.unicode)
if terminal: # Check that you assigned the node in the Inspector
terminal.InputChar(character)
if event.keycode == KEY_ENTER:
terminal.EnterCommand()

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uid://55cgjgncpb53

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extends Node3D
@onready var camera: Camera3D = $Camera3D
@export var verticalLookLimit: float = deg_to_rad(50)
@export var psxScene: PackedScene
var psxInstance: Node = null
var togglePsxEffect: bool = false
#@export var horizontalLookRightLimit: float = deg_to_rad(290)
#@export var horizontalLookLeftLimit: float = deg_to_rad(-196)
var cameraPitch: float = 0.0
var cameraYaw: float = 0.0
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
var currentRot = camera.rotation
cameraPitch = currentRot.x
cameraYaw = currentRot.y
camera.rotation.z = 0.0
func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
cameraPitch -= event.screen_relative.y * GlobalSettings.cameraSensitivity
cameraYaw -= event.screen_relative.x * GlobalSettings.cameraSensitivity
#cameraPitch = clamp(cameraPitch, -verticalLookLimit, verticalLookLimit)
#cameraYaw = clamp(cameraYaw, -horizontalLookLeftLimit, horizontalLookRightLimit)
cameraPitch = clamp(cameraPitch, -verticalLookLimit, verticalLookLimit)
camera.rotation = Vector3(cameraPitch, cameraYaw, 0)
if Input.is_action_just_released("PSX Theme toggle"):
togglePsxEffect = !togglePsxEffect
if togglePsxEffect:
psxInstance = psxScene.instantiate()
add_child(psxInstance)
else:
psxInstance.queue_free()
psxInstance = null

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uid://dmtpstry0o0a3

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shader_type canvas_item;
uniform sampler2D screen_texture : hint_screen_texture;
uniform float pixel_resolution : hint_range(64.0, 512.0) = 240.0;
uniform int color_steps : hint_range(2, 64) = 16;
uniform float noise_strength : hint_range(0.0, 1.0) = 0.1;
uniform bool enable_dither = true;
uniform float dither_strength : hint_range(0.0, 1.0) = 0.3;
uniform bool enable_glow = true;
uniform float glow_strength : hint_range(0.0, 1.0) = 0.4;
uniform float glow_spread : hint_range(0.001, 0.01) = 0.005;
uniform bool enable_vintage = true; // Toggle
uniform float vintage_strength : hint_range(0.0, 1.0) = 0.8;
float random(vec2 co) {
return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
}
float bayer_dither(vec2 pos) {
int x = int(mod(pos.x, 4.0));
int y = int(mod(pos.y, 4.0));
int index = x + y * 4;
float bayer[16] = float[](
0.0, 8.0, 2.0, 10.0,
12.0, 4.0, 14.0, 6.0,
3.0, 11.0, 1.0, 9.0,
15.0, 7.0, 13.0, 5.0
);
return bayer[index] / 16.0;
}
vec3 get_glow(vec2 uv) {
vec3 col = vec3(0.0);
float total = 0.0;
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
vec2 offset = vec2(float(x), float(y)) * glow_spread;
col += texture(screen_texture, uv + offset).rgb;
total += 1.0;
}
}
return col / total;
}
vec3 apply_black_vintage_edges(vec3 color, vec2 uv) {
// Distance from screen center
float dist = distance(uv, vec2(0.5));
// Mask: only affects edges
float edge_mask = smoothstep(0.4, 0.8, dist);
// Blend edges to black
color = mix(color, vec3(0.0), edge_mask * vintage_strength);
return color;
}
void fragment() {
vec2 pixel_uv = floor(UV * pixel_resolution) / pixel_resolution;
vec3 color = texture(screen_texture, pixel_uv).rgb;
if (enable_glow) {
vec3 blurred = get_glow(UV);
color += blurred * glow_strength;
}
float steps = float(color_steps);
color = floor(color * steps + 0.5) / steps;
float noise = (random(UV + TIME) - 0.5) * noise_strength;
color += noise;
if (enable_dither) {
float threshold = bayer_dither(FRAGCOORD.xy);
color += (dither_strength * (threshold - 0.5));
}
// Black vintage only on edges
if (enable_vintage) {
color = apply_black_vintage_edges(color, UV);
}
COLOR.rgb = clamp(color, 0.0, 1.0);
}

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uid://uo56rpfskail

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extends CenterContainer
@export var dotRadius: float = 1
@export var dotColor: Color = Color.WHITE
var current_radius: float
var is_highlighted: bool = false
var tween: Tween
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
queue_redraw()
pass # Replace with function body.
# This function is called by the Camera script
func set_highlight(active: bool) -> void:
is_highlighted = active
_animate_radius()
queue_redraw()
func _animate_radius():
# Kill any existing tween so they don't fight each other
if tween and tween.is_running():
tween.kill()
tween = create_tween()
# Determine target based on state
var target = dotRadius * 3 if is_highlighted else dotRadius
# Transition from current_radius to target over 0.3 seconds
tween.tween_property(self, "current_radius", target, 0.1)\
.set_trans(Tween.TRANS_SINE)\
.set_ease(Tween.EASE_OUT)
func _draw():
draw_circle(Vector2(0,0),current_radius,dotColor)

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uid://chb1dyhl7cyg1

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extends Node
@onready var colorRect = $ColorRect
@onready var animationPlayer = $AnimationPlayer
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
colorRect.visible = true
animationPlayer.play("fade_in")
await get_tree().create_timer(5.0).timeout
queue_free()
pass # Replace with function body.

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uid://cs6mhxw52ldo1

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extends Control
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
pass # Replace with function body.
func _on_new_game_button_pressed() -> void:
get_tree().change_scene_to_file("res://Scenes/Levels/office.tscn")
print("changed")
pass # Replace with function body.

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uid://2sxp2yxkv5k2

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extends Control
var paused = false
var showMouse = false
func _ready() -> void:
self.visible = paused
func _input(_event: InputEvent) -> void:
if Input.is_action_just_pressed("Pause"):
print("paused")
_pause_and_unpause()
func _pause_and_unpause():
paused = !paused
showMouse = !showMouse
get_tree().paused = paused
self.visible = paused
$MarginContainer/VBoxContainer/CameraSensitivityLabel/HSlider.value = GlobalSettings.cameraSensitivity
if showMouse:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _on_resume_game_button_pressed() -> void:
_pause_and_unpause()
func _on_quit_game_button_pressed() -> void:
get_tree().quit()
func _on_h_slider_value_changed(value: float) -> void:
GlobalSettings.cameraSensitivity = value
print(GlobalSettings.cameraSensitivity)
pass # Replace with function body.

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uid://cnw8764a6hljr

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extends Node
class_name TerminalControls
@onready var historyContainer = $MarginContainer/ScrollContainer/VBoxContainer
@onready var caret = $MarginContainer/ScrollContainer/VBoxContainer/Label/Caret
@onready var blink_timer = $MarginContainer/ScrollContainer/VBoxContainer/Label/CaretTimer
@export var terminalLine: Label
var command: String
var directory: String = "~/"
var fileSystem: Dictionary = {
"documents": {
"special": {
"notes.txt": "test",
"secrets": {
"password.txt": 123
}
}
},
"bin": {
"sh": "binary data",
}
}
func _ready() -> void:
terminalLine.text = "user@work "+ directory + " "
UpdateCaretPos()
blink_timer.start()
# --- Caret Blinking Logic ---
func _on_caret_timer_timeout() -> void:
caret.visible = !caret.visible
func reset_blink() -> void:
caret.visible = true
blink_timer.start() # Resets the countdown
# --- Input Handling ---
func InputChar(input) -> void:
if input == null:
return
command = input
terminalLine.text += command
UpdateCaretPos()
reset_blink()
func InputDelChar() -> void:
if terminalLine.text.length() > ("user@work " + directory).length() + 1:
terminalLine.text = terminalLine.text.left(-1)
UpdateCaretPos()
reset_blink()
func EnterCommand() -> void:
var fullText = terminalLine.text
var userInput = fullText.trim_prefix("user@work " + directory).strip_edges()
if historyContainer.get_child_count() <22:
CreateHistoryEntry(fullText)
var parts = userInput.split(" ")
match parts[0]:
"ls":
var currentDirData
if parts.size() > 1:
currentDirData = GetDirAtPath(directory + parts[1])
else:
currentDirData = GetDirAtPath(directory)
if currentDirData is Dictionary:
var list = ""
for key in currentDirData.keys():
list += key + " "
CreateHistoryEntry(list)
else:
CreateHistoryEntry("error: Directory not found")
"cd":
if parts.size() > 1:
var targetPath = parts[1]
var newDir = ResolvePath(directory, targetPath)
if GetDirAtPath(newDir) != null:
directory = newDir
else:
CreateHistoryEntry("cd: no such directory: " + targetPath)
else:
directory = "~/"
"cat":
if parts.size() > 1:
RetrieveData(parts[1])
else:
CreateHistoryEntry("usage: cat [filename]")
"clear":
for child in historyContainer.get_children():
if child != terminalLine:
child.queue_free()
"":
pass
_:
CreateHistoryEntry("Command not found: " + userInput)
terminalLine.text = "user@work "+ directory + " "
# Handle UI scrolling correctly
var scrollBox = historyContainer.get_parent() as ScrollContainer
historyContainer.force_update_transform()
await get_tree().process_frame
scrollBox.scroll_vertical = int(scrollBox.get_v_scroll_bar().max_value)
UpdateCaretPos()
# --- History and FileSystem Helpers ---
func CreateHistoryEntry(content: String) -> void:
var label = Label.new()
label.text = content
label.label_settings = LabelSettings.new()
label.label_settings.font_size = 42
label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
label.custom_minimum_size = Vector2(1400, 0)
if terminalLine.text.length() > 200:
for child in historyContainer.get_children():
if child != terminalLine:
child.queue_free()
historyContainer.add_child(label)
historyContainer.move_child(label, historyContainer.get_child_count() - 2)
# Limit history to 15 entries + 1 active line
if historyContainer.get_child_count() > 22:
historyContainer.get_child(0).queue_free()
func ResolvePath(current: String, target: String) -> String:
if target.begins_with("~/"):
return target if target.ends_with("/") else target + "/"
if target == "..":
if current == "~/": return "~/"
var parts = current.trim_suffix("/").rsplit("/", true, 1)
return parts[0] + "/"
var joined = current + target
return joined if joined.ends_with("/") else joined + "/"
func GetDirAtPath(path: String):
if path == "~/": return fileSystem
var cleanPath = path.trim_prefix("~/").trim_suffix("/")
var folders = cleanPath.split("/")
var current = fileSystem
for folder in folders:
if current is Dictionary and current.has(folder) and current[folder] is Dictionary:
current = current[folder]
else:
return null
return current if current is Dictionary else null
func RetrieveData(filename: String):
var currentData = GetDirAtPath(directory)
if currentData == null:
CreateHistoryEntry("Error: Current directory invalid.")
return
if currentData.has(filename):
var content = currentData[filename]
if content is Dictionary:
CreateHistoryEntry("cat: " + filename + ": is a directory")
else:
CreateHistoryEntry(str(content))
else:
CreateHistoryEntry("cat: " + filename + ": no such file")
func UpdateCaretPos():
var last_char_index = terminalLine.text.length() - 1
var char_rect = terminalLine.get_character_bounds(max(0, last_char_index))
caret.position.x = char_rect.end.x + 1
caret.position.y = char_rect.position.y

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