Retro VFX! (also airboarder works now) (#780)

* Super Retro VFX!

* Updated Screen Jump default

* also airboarder works now

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
wookywok
2024-03-11 16:21:51 -05:00
committed by GitHub
parent bc93a7ab94
commit 92962fef26
915 changed files with 32248 additions and 73 deletions

View File

@ -1096,6 +1096,7 @@ namespace HeavenStudio
}),
}
},
new GameAction("colorGrading", "Color Grading")
{
resizable = true,
@ -1128,6 +1129,124 @@ namespace HeavenStudio
}),
}
},
new GameAction("gaussBlur", "Gaussian Blur")
{
resizable = true,
parameters = new()
{
new("intenStart", new EntityTypes.Float(0f, 5f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
new("intenEnd", new EntityTypes.Float(0f, 5f, 1f), "End Intensity", "Set the intensity at the end of the event."),
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Linear, new string[] { "intenStart" })
}),
}
},
new GameAction("retroTv", "Retro TV")
{
resizable = true,
parameters = new()
{
new("intenStart", new EntityTypes.Float(0f, 1f, 0f), "Start Distortion", "Set the distortion at the start of the event."),
new("intenEnd", new EntityTypes.Float(0f, 1f, 0.2f), "End Distortion", "Set the distortion at the end of the event."),
new("rgbStart", new EntityTypes.Float(0f, 1f, 1f), "Start RGB Blend", "Set the RGB blend at the start of the event."),
new("rgbEnd", new EntityTypes.Float(0f, 1f, 1f), "End RGB Blend", "Set the RGB blend at the end of the event."),
new("bottomStart", new EntityTypes.Float(0f, 1f, 0f), "Start Bottom Collapse", "Set the bottom collapse at the start of the event."),
new("bottomEnd", new EntityTypes.Float(0f, 1f, 0.02f), "End Bottom Collapse", "Set the bottom collapse at the end of the event."),
new("noiseStart", new EntityTypes.Float(0f, 1f, 0f), "Start Noise", "Set the noise at the start of the event."),
new("noiseEnd", new EntityTypes.Float(0f, 1f, 0.3f), "End Noise", "Set the noise knee at the end of the event."),
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "rgbStart", "bottomStart", "noiseStart"})
}),
}
},
new GameAction("scanJitter", "Scan Line Jitter")
{
resizable = true,
parameters = new()
{
new("intenStart", new EntityTypes.Float(0f, 1f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
new("intenEnd", new EntityTypes.Float(0f, 1f, 0.1f), "End Intensity", "Set the intensity at the end of the event."),
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart" })
}),
}
},
new GameAction("analogNoise", "Analog Noise")
{
resizable = true,
parameters = new()
{
new("intenStart", new EntityTypes.Float(0f, 1f, 0f), "Start Speed", "Set the speed at the start of the event."),
new("intenEnd", new EntityTypes.Float(0f, 1f, 0.5f), "End Speed", "Set the speed at the end of the event."),
new("fadingStart", new EntityTypes.Float(0f, 1f, 0f), "Start Fading", "Set the fading at the start of the event."),
new("fadingEnd", new EntityTypes.Float(0f, 1f, 0.1f), "End Fading", "Set the fading at the end of the event."),
new("thresholdStart", new EntityTypes.Float(0f, 1f, 0f), "Start Threshold", "Set the threshold at the start of the event."),
new("thresholdEnd", new EntityTypes.Float(0f, 1f, 0.8f), "End Threshold", "Set the threshold at the end of the event."),
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "fadingStart", "thresholdStart"})
}),
}
},
new GameAction("screenJump", "Screen Jump")
{
resizable = true,
parameters = new()
{
new("intenStart", new EntityTypes.Float(0f, 1f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
new("intenEnd", new EntityTypes.Float(0f, 1f, 0.01f), "End Intensity", "Set the intensity at the end of the event."),
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart" })
}),
}
},
new GameAction("sobelNeon", "Neon")
{
resizable = true,
parameters = new()
{
new("intenStart", new EntityTypes.Float(0.1f, 1f, 0.1f), "Start Intensity", "Set the edge fade at the start of the event."),
new("intenEnd", new EntityTypes.Float(0.1f, 1f, 1f), "End Intensity", "Set the edge fade at the end of the event."),
new("edgeWidthStart", new EntityTypes.Float(0.05f, 5f, 0.05f), "Start Edge Width", "Set the edge width at the start of the event."),
new("edgeWidthEnd", new EntityTypes.Float(0.05f, 5f, 2f), "End Edge Width", "Set the edge width at the end of the event."),
new("bgFadeStart", new EntityTypes.Float(0f, 1f, 0f), "Start Background Presence", "Set the background presence at the start of the event."),
new("bgFadeEnd", new EntityTypes.Float(0f, 1f, 0f), "End Background Presence", "Set the background presence at the end of the event."),
new("brightnessStart", new EntityTypes.Float(0f, 2f, 0f), "Start Brightness", "Set the brightness at the start of the event."),
new("brightnessEnd", new EntityTypes.Float(0f, 2f, 1f), "End Brightness", "Set the brightness at the end of the event."),
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "edgeWidthStart", "bgFadeStart", "brightnessStart" })
}),
}
},
new GameAction("screenTiling", "Tile Screen")
{
resizable = true,
@ -1159,7 +1278,9 @@ namespace HeavenStudio
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xScrollStart", "yScrollStart" })
}),
}
}
},
}),
new Minigame("advanced", "Advanced", "", false, true, new List<GameAction>()