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Improve talking, add random battles, add multiple enemies per battle
Add ridiculous shader
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I'm an old man. | ||
Me? | ||
Oh! There's nothing interesting about me... | ||
Along you go... |
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I'm a king. | ||
Ahh hello there Valiant Hero�! | ||
Although, saying that, your hair is not that of a hero... hopefully that will change, yes? | ||
I was wondering if you could help us with a little problem... | ||
The Wizard Knowall on the lake should be able to fill you in on the details. |
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@@ -1 +1,3 @@ | ||
I'm a queen. | ||
Here, let me tend to your wounds... | ||
... | ||
All better! I hope I see you again soon! |
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@@ -1,3 +1,4 @@ | ||
Oh, you're awake! | ||
No, it's not weird that I stood over your unconscious body instead of taking you to a hospital... | ||
Anyway, you just kinda appeared here, so you should probably go and talk to someone old and wise. | ||
Anyway, you just kinda appeared here, so you should probably go and talk to someone old and wise. | ||
Like the king to the east! |
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@@ -1 +1,10 @@ | ||
I'm a wizard. | ||
The King Allmight sent you did he? | ||
We need your help opening a strange door in our world... | ||
It is said that mighty foes in other, connected, worlds must be slain to empty it... | ||
I believe you have THE POWER to change your world. | ||
Why you? Because you're the playable character, that's why! | ||
You may press [ENTER] to choose an adjacent world to our own! | ||
Before you leave, you may wish to train in the slime pen to the south! | ||
If you need healing, I am sure the queen will, urm, see to you... | ||
Once you have slain all 5 all powerful world bosses... | ||
Return to this world and see what lies beyond the door! |
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/* This shader is derived from shaders on shadertoy.com, which supply no licesning information and thus fall under the below license: | ||
* This shader is licensed under the creative commons Attribution-NonCommercial-ShareAlike 3.0 Unported license. | ||
* | ||
* For more details see the LICENSE file. | ||
* The original shaders can be found at | ||
* https://www.shadertoy.com/view/Xdl3WH | ||
* https://www.shadertoy.com/view/MdXGzr | ||
*/ | ||
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#ifdef GL_ES | ||
#define LOWP lowp | ||
precision mediump float; | ||
#else | ||
#define LOWP | ||
#endif | ||
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#define PI 3.1416 | ||
#define WAVE_SIZE 0.5 | ||
#define SPEED 4.0 | ||
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varying LOWP vec4 v_color; | ||
varying vec2 v_texCoords; | ||
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uniform vec2 iResolution; | ||
uniform sampler2D u_texture; | ||
uniform float vortexFlag; | ||
uniform float transitionTime; | ||
uniform float expectedTransitionTime; | ||
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void main() { | ||
if(vortexFlag > 0.5) { | ||
/* | ||
vec2 p = (2.0 * gl_FragCoord.xy / iResolution.xy - 1.0) | ||
* vec2(iResolution.x / iResolution.y, 1.0); | ||
vec2 uv = vec2(atan(p.y, p.x) * 1.0/PI, 1.0 / sqrt(dot(p, p))) * vec2(2.0, 1.0); | ||
uv.x += sin(2.0 * uv.y + transitionTime * 60.0); | ||
vec3 c = texture2D(u_texture, uv).xyz / (uv.y * 0.5 + 1.0); | ||
float mod = transitionTime * 20.0; | ||
gl_FragColor = vec4(c/mod, 1.0); | ||
*/ | ||
vec2 rcpResolution = 1.0 / iResolution.xy; | ||
vec2 uv = gl_FragCoord.xy * rcpResolution; | ||
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vec4 mouseNDC = -1.0 + vec4(0.5, 0.5, uv) * 2.0; | ||
vec2 diff = mouseNDC.zw - mouseNDC.xy; | ||
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float dist = length(diff); | ||
float angle = PI * dist * WAVE_SIZE + transitionTime * SPEED; | ||
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vec3 sincos; | ||
sincos.x = sin(angle); | ||
sincos.y = cos(angle); | ||
sincos.z = -sincos.x; | ||
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vec2 newUV; | ||
mouseNDC.zw -= mouseNDC.xy; | ||
newUV.x = dot(mouseNDC.zw, sincos.yz); | ||
newUV.y = dot(mouseNDC.zw, sincos.xy); | ||
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vec3 col = texture2D( u_texture, newUV.xy ).xyz; | ||
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//float mod = (newUV.y * 0.5 + 1.0) * 1.0/(transitionTime/expectedTransitionTime); | ||
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float mod = clamp(iResolution.x/gl_FragCoord.x + iResolution.y/gl_FragCoord.y ,0.01, 0.5); | ||
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gl_FragColor = vec4(col*mod, 1); | ||
} else { | ||
gl_FragColor = v_color * texture2D(u_texture, v_texCoords); | ||
} | ||
}; |
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