[gd_scene load_steps=18 format=2] [ext_resource path="res://resources/graphics/backgrounds/scene6/Day3.webp" type="Texture" id=1] [ext_resource path="res://resources/graphics/backgrounds/scene6/Cloud.webp" type="Texture" id=2] [ext_resource path="res://resources/graphics/backgrounds/scene6/Day2.webp" type="Texture" id=3] [ext_resource path="res://resources/graphics/backgrounds/scene6/Night3.webp" type="Texture" id=4] [ext_resource path="res://resources/graphics/backgrounds/scene6/Night1.webp" type="Texture" id=5] [ext_resource path="res://resources/graphics/backgrounds/scene6/CloudNight.webp" type="Texture" id=6] [ext_resource path="res://resources/graphics/backgrounds/scene6/Night2.webp" type="Texture" id=7] [ext_resource path="res://resources/graphics/backgrounds/scene6/NightBack.webp" type="Texture" id=8] [ext_resource path="res://scripts/backround_scenes_scripts/Scene6.gd" type="Script" id=9] [ext_resource path="res://resources/graphics/GUI/SelectLanguage/noise.webp" type="Texture" id=10] [ext_resource path="res://resources/graphics/backgrounds/drop1.webp" type="Texture" id=11] [ext_resource path="res://resources/customControls/Cat.tscn" type="PackedScene" id=12] [ext_resource path="res://resources/graphics/backgrounds/scene6/Day1.webp" type="Texture" id=13] [ext_resource path="res://resources/graphics/backgrounds/scene6/DayBack.webp" type="Texture" id=14] [sub_resource type="ParticlesMaterial" id=1] lifetime_randomness = 0.1 trail_divisor = 2 emission_shape = 2 emission_box_extents = Vector3( 5000, 100, 1 ) flag_align_y = true flag_disable_z = true gravity = Vector3( 0, 98, 0 ) orbit_velocity = 0.0 orbit_velocity_random = 0.0 radial_accel = 49.05 scale = 1.5 [sub_resource type="Shader" id=2] code = "shader_type canvas_item; // Gonkee's fog shader for Godot 3 - full tutorial https://youtu.be/QEaTsz_0o44 // If you use this shader, I would prefer it if you gave credit to me and my channel uniform vec3 color = vec3(0.10, 0.10, 0.1); uniform int OCTAVES = 4; float rand(vec2 coord){ return fract(sin(dot(coord, vec2(56, 78)) * 1000.0) * 1000.0); } float noise(vec2 coord){ vec2 i = floor(coord); vec2 f = fract(coord); // 4 corners of a rectangle surrounding our point float a = rand(i); float b = rand(i + vec2(1.0, 0.0)); float c = rand(i + vec2(0.0, 1.0)); float d = rand(i + vec2(1.0, 1.0)); vec2 cubic = f * f * (3.0 - 2.0 * f); return mix(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } float fbm(vec2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < OCTAVES; i++){ value += noise(coord) * scale; coord *= 1.5; scale *= 0.7; } return value; } void fragment() { vec2 coord = UV * 20.0; vec2 motion = vec2( fbm(coord + vec2(TIME * -0.5, TIME * 0.5)) ); float final = fbm(coord + motion); COLOR = vec4(color, final * 0.5); }" [sub_resource type="ShaderMaterial" id=3] shader = SubResource( 2 ) shader_param/color = Vector3( 0.1, 0.1, 0.1 ) shader_param/OCTAVES = 4 [node name="Scene6" type="Node2D"] script = ExtResource( 9 ) [node name="Day" type="Node2D" parent="."] [node name="back" type="Sprite" parent="Day"] scale = Vector2( 2, 2 ) texture = ExtResource( 14 ) centered = false [node name="cloud" type="Sprite" parent="Day"] texture = ExtResource( 2 ) centered = false [node name="parking2" type="Sprite" parent="Day"] texture = ExtResource( 1 ) centered = false [node name="parking_lowcars" type="Sprite" parent="Day"] visible = false texture = ExtResource( 3 ) centered = false [node name="parking_nocars" type="Sprite" parent="Day"] visible = false texture = ExtResource( 13 ) centered = false [node name="Night" type="Node2D" parent="."] visible = false [node name="back" type="Sprite" parent="Night"] scale = Vector2( 2, 2 ) texture = ExtResource( 8 ) centered = false [node name="cloud" type="Sprite" parent="Night"] texture = ExtResource( 6 ) centered = false [node name="parking" type="Sprite" parent="Night"] visible = false texture = ExtResource( 4 ) centered = false [node name="parking_lowcars" type="Sprite" parent="Night"] texture = ExtResource( 7 ) centered = false [node name="parking_nocars" type="Sprite" parent="Night"] visible = false texture = ExtResource( 5 ) centered = false [node name="rain" type="Node2D" parent="Night"] [node name="Particles2D" type="Particles2D" parent="Night/rain"] position = Vector2( 5000, -400 ) amount = 3000 lifetime = 8.0 preprocess = 10.0 speed_scale = 5.0 visibility_rect = Rect2( -3000, 300, 200, 200 ) process_material = SubResource( 1 ) texture = ExtResource( 11 ) [node name="Cat" parent="." instance=ExtResource( 12 )] z_index = 999 [node name="Fog" type="Polygon2D" parent="."] visible = false material = SubResource( 3 ) position = Vector2( -178, -15 ) texture = ExtResource( 10 ) polygon = PoolVector2Array( 0, 0, 19200, 0, 19200, 10800, 0, 10800 )