did a lot of stuff holy shit
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142
scenes/autoloads/level_manager.tscn
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142
scenes/autoloads/level_manager.tscn
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[gd_scene load_steps=7 format=3 uid="uid://d0c5hrutllyqx"]
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[ext_resource type="Script" path="res://scripts/autoloads/level_manager.gd" id="1_r0vey"]
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[ext_resource type="PackedScene" uid="uid://ckad8stc13n83" path="res://scenes/levels/lvl_1.tscn" id="2_tl22s"]
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[ext_resource type="PackedScene" uid="uid://c17x7kmjmqdk3" path="res://scenes/levels/lvl_2.tscn" id="3_i56tx"]
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[sub_resource type="Shader" id="Shader_6md8p"]
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code = "shader_type canvas_item;
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const float REPEAT = 5.0;
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mat2 rot(float a) {
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float c = cos(a), s = sin(a);
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return mat2(vec2(c,s),vec2(-s,c));
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}
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float sdBox( vec3 p, vec3 b )
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{
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vec3 q = abs(p) - b;
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return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
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}
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float box(vec3 pos, float scale) {
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pos *= scale;
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float base = sdBox(pos, vec3(.4,.4,.1)) /1.5;
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pos.xy *= 5.;
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pos.y -= 3.5;
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pos.xy *= rot(.75);
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float result = -base;
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return result;
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}
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float box_set(vec3 pos, float iTime,float gTime) {
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vec3 pos_origin = pos;
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pos = pos_origin;
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pos .y += sin(gTime * 0.4) * 2.5;
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pos.xy *= rot(.8);
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float box1 = box(pos,2. - abs(sin(gTime * 0.4)) * 1.5);
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pos = pos_origin;
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pos .y -=sin(gTime * 0.4) * 2.5;
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pos.xy *= rot(.8);
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float box2 = box(pos,2. - abs(sin(gTime * 0.4)) * 1.5);
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pos = pos_origin;
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pos .x +=sin(gTime * 0.4) * 2.5;
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pos.xy *= rot(.8);
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float box3 = box(pos,2. - abs(sin(gTime * 0.4)) * 1.5);
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pos = pos_origin;
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pos .x -=sin(gTime * 0.4) * 2.5;
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pos.xy *= rot(.8);
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float box4 = box(pos,2. - abs(sin(gTime * 0.4)) * 1.5);
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pos = pos_origin;
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pos.xy *= rot(.8);
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float box5 = box(pos,.5) * 6.;
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pos = pos_origin;
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float box6 = box(pos,.5) * 6.;
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float result = max(max(max(max(max(box1,box2),box3),box4),box5),box6);
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return result;
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}
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float map(vec3 pos, float iTime, float gTime) {
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vec3 pos_origin = pos;
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float box_set1 = box_set(pos, iTime, gTime);
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return box_set1;
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}
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void fragment() {
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vec2 iResolution = 1.0 / SCREEN_PIXEL_SIZE;
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float iTime = TIME;
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float gTime = 0.0;
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vec2 p = (FRAGCOORD.xy * 2. - iResolution.xy) / min(iResolution.x, iResolution.y);
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vec3 ro = vec3(0., -0.2 ,iTime * 4.);
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vec3 ray = normalize(vec3(p, 1.5));
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ray.xy = ray.xy * rot(sin(iTime * .03) * 5.);
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ray.yz = ray.yz * rot(sin(iTime * .05) * .2);
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float t = 0.1;
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vec3 col = vec3(0.);
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float ac = 0.0;
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for (int i = 0; i < 99; i++){
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vec3 pos = ro + ray * t;
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pos = mod(pos-2., 4.) -2.;
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gTime = iTime -float(i) * 0.01;
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float d = map(pos, iTime, gTime);
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d = max(abs(d), 0.01);
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ac += exp(-d*23.);
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t += d* 0.55;
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}
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col = vec3(ac * 0.02);
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col +=vec3(0.,0.2 * abs(sin(iTime)),0.5 + sin(iTime) * 0.2);
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COLOR = vec4(col ,1.0 - t * (0.02 + 0.02 * sin (iTime)));
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}"
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_xt4fu"]
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shader = SubResource("Shader_6md8p")
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[sub_resource type="LabelSettings" id="LabelSettings_v50fi"]
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font_size = 48
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[node name="LevelManager" type="Node"]
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script = ExtResource("1_r0vey")
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levels = Array[PackedScene]([ExtResource("2_tl22s"), ExtResource("3_i56tx")])
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[node name="Transition" type="CanvasLayer" parent="."]
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layer = 2
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visible = false
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[node name="ColorRect" type="ColorRect" parent="Transition"]
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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color = Color(0, 0, 0, 1)
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[node name="Shader" type="ColorRect" parent="Transition"]
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material = SubResource("ShaderMaterial_xt4fu")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="Label" type="Label" parent="Transition"]
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anchors_preset = 2
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = 19.0
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offset_top = -78.0
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offset_right = 789.0
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offset_bottom = -18.0
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grow_vertical = 0
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text = "Keine Panik! Die Simulation lädt..."
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label_settings = SubResource("LabelSettings_v50fi")
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