Pixelated
This commit is contained in:
BIN
fonts/IllusionBook/IllusionBook-Regular.otf
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fonts/IllusionBook/IllusionBook-Regular.otf
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fonts/IllusionBook/IllusionBook-Regular.otf.import
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fonts/IllusionBook/IllusionBook-Regular.otf.import
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[remap]
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importer="font_data_dynamic"
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type="FontFile"
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uid="uid://bnodbj3rhtd8v"
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path="res://.godot/imported/IllusionBook-Regular.otf-a48250df46ace3f831871b997ec2974c.fontdata"
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[deps]
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source_file="res://fonts/IllusionBook/IllusionBook-Regular.otf"
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dest_files=["res://.godot/imported/IllusionBook-Regular.otf-a48250df46ace3f831871b997ec2974c.fontdata"]
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[params]
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Rendering=null
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antialiasing=0
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generate_mipmaps=false
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disable_embedded_bitmaps=true
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multichannel_signed_distance_field=false
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msdf_pixel_range=8
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msdf_size=48
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allow_system_fallback=false
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force_autohinter=false
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hinting=2
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subpixel_positioning=0
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keep_rounding_remainders=true
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oversampling=0.0
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Fallbacks=null
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fallbacks=[]
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Compress=null
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compress=true
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preload=[{
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"chars": [],
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"glyphs": [],
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"name": "New Configuration",
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"size": Vector2i(16, 0),
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&"variation_embolden": 0.0
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}]
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language_support={}
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script_support={}
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opentype_features={}
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95
fonts/IllusionBook/LICENSE.md
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95
fonts/IllusionBook/LICENSE.md
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@@ -0,0 +1,95 @@
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Copyright (c) 2024, Steven Liu (mojang1314@outlook.com),
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with Reserved Font Name Illusion Book.
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
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https://openfontlicense.org
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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The OFL allows the licensed fonts to be used, studied, modified and
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redistributed freely as long as they are not sold by themselves. The
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fonts, including any derivative works, can be bundled, embedded,
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redistributed and/or sold with any software provided that any reserved
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Reserved Font Name" refers to any names specified as such after the
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copyright statement(s).
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"Original Version" refers to the collection of Font Software components as
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distributed by the Copyright Holder(s).
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"Modified Version" refers to any derivative made by adding to, deleting,
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or substituting -- in part or in whole -- any of the components of the
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Original Version, by changing formats or by porting the Font Software to a
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new environment.
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
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redistribute, and sell modified and unmodified copies of the Font
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Software, subject to the following conditions:
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1) Neither the Font Software nor any of its individual components,
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in Original or Modified Versions, may be sold by itself.
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2) Original or Modified Versions of the Font Software may be bundled,
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redistributed and/or sold with any software, provided that each copy
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contains the above copyright notice and this license. These can be
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included either as stand-alone text files, human-readable headers or
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in the appropriate machine-readable metadata fields within text or
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binary files as long as those fields can be easily viewed by the user.
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3) No Modified Version of the Font Software may use the Reserved Font
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Name(s) unless explicit written permission is granted by the corresponding
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Copyright Holder. This restriction only applies to the primary font name as
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presented to the users.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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Modified Version, except to acknowledge the contribution(s) of the
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Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
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5) The Font Software, modified or unmodified, in part or in whole,
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must be distributed entirely under this license, and must not be
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distributed under any other license. The requirement for fonts to
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remain under this license does not apply to any document created
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using the Font Software.
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TERMINATION
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This license becomes null and void if any of the above conditions are
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not met.
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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OTHER DEALINGS IN THE FONT SOFTWARE.
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72
fonts/IllusionBook/README.md
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72
fonts/IllusionBook/README.md
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@@ -0,0 +1,72 @@
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.png)
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# 幻象像素书体 Illusion Book
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> 一款尝试在像素世界中寻铅字时代的温润的字体。
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[](https://openfontlicense.org)
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[](https://github.com/StevenLZH/IllusionBook/releases/)
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[](https://steven-liu.itch.io/illusion-book)
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> [!WARNING]
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>
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> 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。
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>
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> 如果在使用过程中发现了错误,请及时在 Issues 中反馈。
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> [!IMPORTANT]
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>
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> 这是一个开源项目,字体可以免费商用。
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>
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> 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。
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## 预览 Preview
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请参见 [itch.io](#),[Behance](#) 或该字体的 [主页](#)。
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## 注意事项 Notice
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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`。
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## 涵盖的字符集 Covered Character Sets
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- 基本拉丁语
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- 拉丁语增补
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- 拉丁语扩展-A
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- 希腊语和科普特语
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- 西里尔字母
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- 西里尔字母补充;
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以及零星的
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- 拉丁语扩展-B
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- 拉丁语扩充增补
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- 广义标点
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- 货币符号
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- 类似字母的符号
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- 数学运算符。
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## OpenType 特性 OpenType Features
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- 标准连字`liga`
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- 自由连字`dlig`
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- 历史连字`hlig`
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- 斜线零`zero`
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- 小型大写`smcp`
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- 大写转小型大写`c2sc`
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- 旧式数字`onum`
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- 历史形式`hist`
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- 上下文替换`calt`
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- 词尾样式`fina`
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- 花饰字`swsh`
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- 字偶距`kern`
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## 尺寸 Size
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该字体基于 12px 的大小设计。
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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` 。
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该字体的 `UPM` 为 `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。
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## 授权许可 License
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本字体采用的是 [SIL 开源字体协议](https://openfontlicense.org/)。
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## 程序依赖 Program Dependencies
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- [FontForge](https://github.com/fontforge/fontforge)
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- [AFDKO](https://github.com/adobe-type-tools/afdko)
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- [Aseprite](https://github.com/aseprite/aseprite)
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@@ -27,6 +27,13 @@ SCENE_MANAGER="*res://scripts/Singleton/SceneManager.gd"
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UI="*res://scenes/Singletons/UI.tscn"
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VN="*res://scripts/Singleton/VN.gd"
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[display]
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window/size/viewport_width=480
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window/size/viewport_height=270
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window/stretch/mode="viewport"
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window/stretch/scale_mode="integer"
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[dotnet]
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project/assembly_name="Dawn Godot"
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@@ -35,6 +42,12 @@ project/assembly_name="Dawn Godot"
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import/blender/enabled=false
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[gui]
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fonts/dynamic_fonts/use_oversampling=false
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theme/custom="uid://dm7ee4aqjr2dl"
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theme/custom_font="uid://bnodbj3rhtd8v"
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[input]
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left={
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@@ -94,5 +107,6 @@ run={
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[rendering]
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textures/canvas_textures/default_texture_filter=0
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renderer/rendering_method="gl_compatibility"
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renderer/rendering_method.mobile="gl_compatibility"
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@@ -22,10 +22,11 @@ shader_parameter/direction = 1
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[node name="Rosa" type="CharacterBody3D"]
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script = ExtResource("1_3g383")
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[node name="Rosa Camera" type="Camera3D" parent="."]
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[node name="Rosa Camera" type="Camera3D" parent="." node_paths=PackedStringArray("follow")]
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transform = Transform3D(1, 0, 0, 0, 0.130388, 0.991463, 0, -0.991463, 0.130388, 0, 3.14994, 0.404846)
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fov = 30.0
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script = ExtResource("2_tr66j")
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follow = NodePath("..")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("CapsuleShape3D_ls7r8")
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@@ -22,10 +22,9 @@ sky_material = SubResource("ProceduralSkyMaterial_e1h75")
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sky = SubResource("Sky_weucl")
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ambient_light_source = 1
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[node name="TestMap" type="Node3D" node_paths=PackedStringArray("mapEnterEvent")]
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[node name="TestMap" type="Node3D"]
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script = ExtResource("1_ru75d")
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mapName = "My cool map"
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mapEnterEvent = NodePath("")
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_nyivo")
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@@ -11,7 +11,7 @@ script = ExtResource("1_pcsq6")
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[node name="MainMenu" type="Button" parent="."]
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layout_mode = 2
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text = "Prototype Main Menu"
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text = "Prototype Main Menub"
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[node name="OverworldOption" type="HBoxContainer" parent="."]
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layout_mode = 2
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@@ -1,6 +1,8 @@
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extends Camera3D
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const PIXEL_SCALE:float = 2.0;
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@export var pixelScale:float = 1.0;
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@export var follow:Node;
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const WORLD_UNITS:float = 32.0;
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func _ready() -> void:
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@@ -8,17 +10,20 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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# I tried a few things but this is most consistent for both backbuffer and
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# framebuffer viewports.
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var viewportHeight = get_viewport().get_visible_rect().size.y;
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var unitScale = pixelScale * WORLD_UNITS;
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var z:float = (
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tan((deg_to_rad(180) - deg_to_rad(fov)) / 2.0) *
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(get_viewport().size.y / 2.0)
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) / PIXEL_SCALE / WORLD_UNITS;
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(viewportHeight / 2.0)
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) / unitScale;
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var rosa = get_node("..");
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var look = rosa.position;
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var look = follow.position;
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var position = Vector3(0, 0, 2) + look;
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look_at_from_position(
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Vector3(position.x, position.y + z, position.z),
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look
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);
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pass
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@@ -8,6 +8,7 @@ uniform int direction;
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const int FRAMES = 1;
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const int DIRECTIONS = 4;
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const float PIXEL_UNIT = 1.0 / 32.0; // Define pixel-perfect unit
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void vertex() {
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vec2 tileSize = vec2(1.0 / float(DIRECTIONS), 1.0 / float(FRAMES));
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@@ -26,6 +27,9 @@ void vertex() {
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} else if(VERTEX_ID == 0) {
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UV = bottomRight;
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}
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// Round UV to the nearest pixel-perfect unit
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UV = floor(UV / PIXEL_UNIT + 0.5) * PIXEL_UNIT;
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}
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void fragment() {
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|
@@ -9,6 +9,9 @@ axis_stretch_horizontal = 1
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axis_stretch_vertical = 1
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[resource]
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Button/font_sizes/font_size = 12
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Label/constants/shadow_offset_y = 1
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Label/font_sizes/font_size = 12
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MarginContainer/constants/margin_bottom = 8
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MarginContainer/constants/margin_left = 8
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MarginContainer/constants/margin_right = 8
|
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|
Reference in New Issue
Block a user