First commit of the starter kit.
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42 changed files with 1853 additions and 0 deletions
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assets/clicker_the_dog-1024.png
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assets/clicker_the_dog-1024.png
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assets/clicker_treat_bone.png
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assets/clicker_treat_bone.png
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assets/config.json
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assets/config.json
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{
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"sounds": {
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"ui_click": "assets/sounds/ui_click.ogg",
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"ui_hover": "assets/sounds/ui_hover.ogg",
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"clicker_bark": "assets/sounds/clicker_bark.ogg",
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"blank": "assets/sounds/blank.ogg"
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},
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"sprites": {
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"textures_test":
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{"path": "assets/textures_test.png",
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"frame_width": 53,
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"frame_height": 34
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},
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"clicker_the_dog":
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{"path": "assets/clicker_the_dog-1024.png",
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"frame_width": 1024,
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"frame_height": 1024
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},
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"clicker_treat_bone":
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{"path": "assets/clicker_treat_bone.png",
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"frame_width": 256,
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"frame_height": 144
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}
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},
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"graphics": {
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"smooth_textures": false
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}
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}
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10
assets/shaders.json
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assets/shaders.json
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{
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"ui_shader": {
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"file_name": "assets/shaders/ui_shader.frag",
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"type": "fragment"
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},
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"ERROR": {
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"file_name": "assets/shaders/ui_error.frag",
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"type": "fragment"
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}
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}
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18
assets/shaders/ui_error.frag
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assets/shaders/ui_error.frag
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_duration;
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uniform float u_time;
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uniform float u_time_end;
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uniform sampler2D texture;
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uniform bool is_shape;
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void main() {
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if(is_shape) {
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vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
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gl_FragColor = gl_Color * color;
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} else {
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vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);
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vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
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gl_FragColor = gl_Color * color * pixel;
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}
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}
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assets/shaders/ui_shader.frag
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assets/shaders/ui_shader.frag
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_duration;
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uniform float u_time;
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uniform float u_time_end;
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uniform sampler2D texture;
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uniform bool is_shape;
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uniform bool hover;
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vec4 blink() {
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if(hover) {
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return vec4(0.95, 0.95, 1.0, 1.0);
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} else {
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float tick = (u_time_end - u_time) / u_duration;
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float blink = mix(0.5, 1.0, tick);
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return vec4(blink, blink, blink, 1.0);
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}
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}
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void main() {
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vec4 color = blink();
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if(!is_shape) {
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vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);
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color *= pixel;
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}
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gl_FragColor = gl_Color * color;
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}
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12
assets/shaders/ui_shape_shader.frag
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assets/shaders/ui_shape_shader.frag
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_duration;
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uniform float u_time;
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uniform float u_time_end;
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void main() {
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float tick = (u_time_end - u_time) / u_duration;
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float blink = smoothstep(1.0, 0.5, tick);
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vec4 color = vec4(blink, blink, blink, 1.0);
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gl_FragColor = gl_Color * color;
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}
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assets/sounds/blank.ogg
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assets/sounds/blank.ogg
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assets/sounds/clicker_bark.ogg
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assets/sounds/clicker_bark.ogg
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assets/sounds/ui_click.ogg
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assets/sounds/ui_click.ogg
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assets/sounds/ui_hover.ogg
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assets/sounds/ui_hover.ogg
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assets/text.otf
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assets/text.otf
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assets/textures_test.png
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assets/textures_test.png
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