Pixelated

This commit is contained in:
2025-05-08 21:49:21 -05:00
parent f079f43664
commit 703f70bcf0
11 changed files with 245 additions and 11 deletions

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[remap]
importer="font_data_dynamic"
type="FontFile"
uid="uid://bnodbj3rhtd8v"
path="res://.godot/imported/IllusionBook-Regular.otf-a48250df46ace3f831871b997ec2974c.fontdata"
[deps]
source_file="res://fonts/IllusionBook/IllusionBook-Regular.otf"
dest_files=["res://.godot/imported/IllusionBook-Regular.otf-a48250df46ace3f831871b997ec2974c.fontdata"]
[params]
Rendering=null
antialiasing=0
generate_mipmaps=false
disable_embedded_bitmaps=true
multichannel_signed_distance_field=false
msdf_pixel_range=8
msdf_size=48
allow_system_fallback=false
force_autohinter=false
hinting=2
subpixel_positioning=0
keep_rounding_remainders=true
oversampling=0.0
Fallbacks=null
fallbacks=[]
Compress=null
compress=true
preload=[{
"chars": [],
"glyphs": [],
"name": "New Configuration",
"size": Vector2i(16, 0),
&"variation_embolden": 0.0
}]
language_support={}
script_support={}
opentype_features={}

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Copyright (c) 2024, Steven Liu (mojang1314@outlook.com),
with Reserved Font Name Illusion Book.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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@@ -0,0 +1,72 @@
![banner](docs/Cover(640x320).png)
# 幻象像素书体 Illusion Book
> 一款尝试在像素世界中寻铅字时代的温润的字体。
[![License OFL](https://img.shields.io/badge/license-OFL--1.1-orange)](https://openfontlicense.org)
[![Realeases](https://img.shields.io/badge/releases-v1.0-blue)](https://github.com/StevenLZH/IllusionBook/releases/)
[![Itch.io](https://img.shields.io/badge/itch.io-illusion--book-FF2449?logo=itch.io&logoColor=white)](https://steven-liu.itch.io/illusion-book)
> [!WARNING]
>
> 由于目前仍在学习字体技术,所以该字体可能或多或少的会包含一些错误。
>
> 如果在使用过程中发现了错误,请及时在 Issues 中反馈。
> [!IMPORTANT]
>
> 这是一个开源项目,字体可以免费商用。
>
> 如果这个项目对您有帮助,请考虑在 [爱发电](#) 或 [Patreon](#) 上来支持开发工作。
## 预览 Preview
请参见 [itch.io](#)[Behance](#) 或该字体的 [主页](#)。
## 注意事项 Notice
由于本字体在字距调整时并未完全采用整数倍单元格大小的数值,这可能导致在某些情况下字体不能正确地渲染。在允许的情况下,请关闭任何的抗锯齿设置以及过滤模式,并将字距微调和追踪皆设为`0`
## 涵盖的字符集 Covered Character Sets
- 基本拉丁语
- 拉丁语增补
- 拉丁语扩展-A
- 希腊语和科普特语
- 西里尔字母
- 西里尔字母补充;
以及零星的
- 拉丁语扩展-B
- 拉丁语扩充增补
- 广义标点
- 货币符号
- 类似字母的符号
- 数学运算符。
## OpenType 特性 OpenType Features
- 标准连字`liga`
- 自由连字`dlig`
- 历史连字`hlig`
- 斜线零`zero`
- 小型大写`smcp`
- 大写转小型大写`c2sc`
- 旧式数字`onum`
- 历史形式`hist`
- 上下文替换`calt`
- 词尾样式`fina`
- 花饰字`swsh`
- 字偶距`kern`
## 尺寸 Size
该字体基于 12px 的大小设计。
字体的 `UPM``Units Per Em`,每个字面框包含的设计单位的数量)按照像素尺寸的 100 倍来转化,即:`1 px = 100 units`
该字体的 `UPM``1200`,故为了保证最佳的渲染效果,请以 12 的整数倍对字体进行缩放。
## 授权许可 License
本字体采用的是 [SIL 开源字体协议](https://openfontlicense.org/)。
## 程序依赖 Program Dependencies
- [FontForge](https://github.com/fontforge/fontforge)
- [AFDKO](https://github.com/adobe-type-tools/afdko)
- [Aseprite](https://github.com/aseprite/aseprite)

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@@ -27,6 +27,13 @@ SCENE_MANAGER="*res://scripts/Singleton/SceneManager.gd"
UI="*res://scenes/Singletons/UI.tscn"
VN="*res://scripts/Singleton/VN.gd"
[display]
window/size/viewport_width=480
window/size/viewport_height=270
window/stretch/mode="viewport"
window/stretch/scale_mode="integer"
[dotnet]
project/assembly_name="Dawn Godot"
@@ -35,6 +42,12 @@ project/assembly_name="Dawn Godot"
import/blender/enabled=false
[gui]
fonts/dynamic_fonts/use_oversampling=false
theme/custom="uid://dm7ee4aqjr2dl"
theme/custom_font="uid://bnodbj3rhtd8v"
[input]
left={
@@ -94,5 +107,6 @@ run={
[rendering]
textures/canvas_textures/default_texture_filter=0
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

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@@ -22,10 +22,11 @@ shader_parameter/direction = 1
[node name="Rosa" type="CharacterBody3D"]
script = ExtResource("1_3g383")
[node name="Rosa Camera" type="Camera3D" parent="."]
[node name="Rosa Camera" type="Camera3D" parent="." node_paths=PackedStringArray("follow")]
transform = Transform3D(1, 0, 0, 0, 0.130388, 0.991463, 0, -0.991463, 0.130388, 0, 3.14994, 0.404846)
fov = 30.0
script = ExtResource("2_tr66j")
follow = NodePath("..")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_ls7r8")

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@@ -22,10 +22,9 @@ sky_material = SubResource("ProceduralSkyMaterial_e1h75")
sky = SubResource("Sky_weucl")
ambient_light_source = 1
[node name="TestMap" type="Node3D" node_paths=PackedStringArray("mapEnterEvent")]
[node name="TestMap" type="Node3D"]
script = ExtResource("1_ru75d")
mapName = "My cool map"
mapEnterEvent = NodePath("")
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_nyivo")

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@@ -11,7 +11,7 @@ script = ExtResource("1_pcsq6")
[node name="MainMenu" type="Button" parent="."]
layout_mode = 2
text = "Prototype Main Menu"
text = "Prototype Main Menub"
[node name="OverworldOption" type="HBoxContainer" parent="."]
layout_mode = 2

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@@ -1,6 +1,8 @@
extends Camera3D
const PIXEL_SCALE:float = 2.0;
@export var pixelScale:float = 1.0;
@export var follow:Node;
const WORLD_UNITS:float = 32.0;
func _ready() -> void:
@@ -8,17 +10,20 @@ func _ready() -> void:
func _process(delta: float) -> void:
# I tried a few things but this is most consistent for both backbuffer and
# framebuffer viewports.
var viewportHeight = get_viewport().get_visible_rect().size.y;
var unitScale = pixelScale * WORLD_UNITS;
var z:float = (
tan((deg_to_rad(180) - deg_to_rad(fov)) / 2.0) *
(get_viewport().size.y / 2.0)
) / PIXEL_SCALE / WORLD_UNITS;
(viewportHeight / 2.0)
) / unitScale;
var rosa = get_node("..");
var look = rosa.position;
var look = follow.position;
var position = Vector3(0, 0, 2) + look;
look_at_from_position(
Vector3(position.x, position.y + z, position.z),
look
);
pass

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@@ -8,6 +8,7 @@ uniform int direction;
const int FRAMES = 1;
const int DIRECTIONS = 4;
const float PIXEL_UNIT = 1.0 / 32.0; // Define pixel-perfect unit
void vertex() {
vec2 tileSize = vec2(1.0 / float(DIRECTIONS), 1.0 / float(FRAMES));
@@ -26,6 +27,9 @@ void vertex() {
} else if(VERTEX_ID == 0) {
UV = bottomRight;
}
// Round UV to the nearest pixel-perfect unit
UV = floor(UV / PIXEL_UNIT + 0.5) * PIXEL_UNIT;
}
void fragment() {

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@@ -9,6 +9,9 @@ axis_stretch_horizontal = 1
axis_stretch_vertical = 1
[resource]
Button/font_sizes/font_size = 12
Label/constants/shadow_offset_y = 1
Label/font_sizes/font_size = 12
MarginContainer/constants/margin_bottom = 8
MarginContainer/constants/margin_left = 8
MarginContainer/constants/margin_right = 8