Remove VisualScript demos

This commit is contained in:
Jonathan Nicholl
2022-08-25 13:00:17 -04:00
parent 8d726b52a9
commit 3d16659046
38 changed files with 0 additions and 605 deletions

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# VisualScript Demos
These demos are written in [VisualScript](https://docs.godotengine.org/en/latest/tutorials/scripting/visual_script/index.html).
Languages: All are [VisualScript](https://docs.godotengine.org/en/latest/tutorials/scripting/visual_script/index.html),
Multitouch View has some GDScript
Renderers: All are GLES 2

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[gd_scene load_steps=5 format=2]
[ext_resource path="res://white-circle.png" type="Texture2D" id=1]
[ext_resource path="res://CircleArea.vs" type="Script" id=2]
[sub_resource type="CanvasItemMaterial" id=1]
blend_mode = 1
[sub_resource type="CircleShape2D" id=2]
radius = 128.0
[node name="Sprite2D" type="Sprite2D"]
material = SubResource( 1 )
texture = ExtResource( 1 )
[node name="Area2D" type="Area2D" parent="."]
script = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource( 2 )

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://Main.vs" type="Script" id=1]
[node name="Main" type="Node2D"]
script = ExtResource( 1 )
[node name="Timer" type="Timer" parent="."]
autostart = true
[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]

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# Circle Pop
Demo of a simple game using visual script.
You must click the circles to "pop" them in
order to stop their invasion of the screen.
Language: [VisualScript](https://docs.godotengine.org/en/latest/tutorials/scripting/visual_script/index.html)
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/137
## Screenshots
![Screenshot](screenshots/circle.png)

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
[application]
config/name="CirclePop"
config/description="Demo of a simple game using visual script.
You must click the circles to 'pop' them in
order to stop their invasion of the screen."
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"
[gdnative]
singletons=[]
[rendering]
quality/driver/driver_name="GLES2"
vram_compression/import_etc=true
vram_compression/import_etc2=false
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[gd_scene load_steps=2 format=2]
[ext_resource path="res://Main.vs" type="Script" id=1]
[node name="Main" type="Node2D"]
script = ExtResource( 1 )

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# Multitouch View with VisualScript
Simple debugger for multitouch input.
Shows red dots everywhere you press.
Language: [VisualScript](https://docs.godotengine.org/en/latest/tutorials/scripting/visual_script/index.html)
Renderer: GLES 2
Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/misc/multitouch_view).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/135
## Screenshots
![Screenshot](../../misc/multitouch_view/screenshots/multitouch.png)

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extends Node
# This will track the position of every pointer in its public `state` property, which is a
# Dictionary, in which each key is a pointer index (integer) and each value its position (Vector2).
# It works by listening to input events not handled by other means.
# It also remaps the pointer indices coming from the OS to the lowest available to be friendlier.
# It can be conveniently setup as a singleton.
var state = {}
func _unhandled_input(event):
if event is InputEventScreenTouch:
if event.pressed: # Down.
state[event.index] = event.position
else: # Up.
state.erase(event.index)
get_tree().set_input_as_handled()
elif event is InputEventScreenDrag: # Movement.
state[event.index] = event.position
get_tree().set_input_as_handled()

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
[application]
config/name="Multitouch View with VisualScript"
config/description="Simple debugger for multitouch input.
Shows red dots everywhere you press."
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"
[autoload]
TouchHelper="*res://TouchHelper.gd"
[gdnative]
singletons=[]
[input_devices]
pointing/emulate_touch_from_mouse=true
[rendering]
quality/driver/driver_name="GLES2"
vram_compression/import_etc=true
vram_compression/import_etc2=false
environment/default_clear_color=Color(0.113725, 0.133333, 0.196078, 1)

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# Pong with VisualScript
A simple Pong game. This demo shows best practices
for game development in Godot, including
[signals](https://docs.godotengine.org/en/latest/getting_started/step_by_step/signals.html).
Language: [VisualScript](https://docs.godotengine.org/en/latest/tutorials/scripting/visual_script/index.html)
Renderer: GLES 2
Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/2d/pong).
Note: There is a C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/pong).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/136
## How does it work?
The walls, paddle, and ball are all
[`Area2D`](https://docs.godotengine.org/en/latest/classes/class_area2d.html)
nodes. When the ball touches the walls or the paddles,
they emit signals and modify the ball.
## Screenshots
![Screenshot](screenshots/pong.png)

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[gd_scene load_steps=12 format=2]
[ext_resource path="res://scripts/paddle.vs" type="Script" id=1]
[ext_resource path="res://paddle.png" type="Texture2D" id=2]
[ext_resource path="res://scripts/ball.vs" type="Script" id=4]
[ext_resource path="res://ball.png" type="Texture2D" id=5]
[ext_resource path="res://separator.png" type="Texture2D" id=6]
[ext_resource path="res://scripts/wall.vs" type="Script" id=7]
[ext_resource path="res://scripts/ceiling_floor.vs" type="Script" id=8]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2(4, 16)
[sub_resource type="RectangleShape2D" id=2]
extents = Vector2(4, 4)
[sub_resource type="RectangleShape2D" id=3]
extents = Vector2(10, 200)
[sub_resource type="RectangleShape2D" id=4]
extents = Vector2(320, 10)
[node name="Pong" type="Node2D"]
[node name="Background" type="ColorRect" parent="."]
offset_right = 640.0
offset_bottom = 400.0
color = Color(0.141176, 0.152941, 0.164706, 1)
__meta__ = {
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}
[node name="Left" type="Area2D" parent="."]
modulate = Color(0, 1, 1, 1)
position = Vector2(67.6285, 192.594)
script = ExtResource( 1 )
[node name="Sprite2D" type="Sprite2D" parent="Left"]
texture = ExtResource( 2 )
[node name="Collision" type="CollisionShape2D" parent="Left"]
shape = SubResource( 1 )
[node name="Right" type="Area2D" parent="."]
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[node name="Collision" type="CollisionShape2D" parent="Ball"]
shape = SubResource( 2 )
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[node name="LeftWall" type="Area2D" parent="."]
position = Vector2(-10, 200)
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[node name="Collision" type="CollisionShape2D" parent="LeftWall"]
shape = SubResource( 3 )
[node name="RightWall" type="Area2D" parent="."]
position = Vector2(650, 200)
script = ExtResource( 7 )
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shape = SubResource( 3 )
[node name="Ceiling" type="Area2D" parent="."]
position = Vector2(320, -10)
script = ExtResource( 8 )
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shape = SubResource( 4 )
[node name="Floor" type="Area2D" parent="."]
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script = ExtResource( 8 )
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[node name="Collision" type="CollisionShape2D" parent="Floor"]
shape = SubResource( 4 )
[node name="Camera2D" type="Camera2D" parent="."]
offset = Vector2(320, 200)
current = true
[connection signal="area_entered" from="Left" to="Left" method="_on_area_entered"]
[connection signal="area_entered" from="Right" to="Right" method="_on_area_entered"]
[connection signal="area_entered" from="LeftWall" to="LeftWall" method="_on_area_entered"]
[connection signal="area_entered" from="RightWall" to="RightWall" method="_on_area_entered"]
[connection signal="area_entered" from="Ceiling" to="Ceiling" method="_on_area_entered"]
[connection signal="area_entered" from="Floor" to="Floor" method="_on_area_entered"]

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
[application]
config/name="Pong with VisualScript"
config/description="A simple Pong game. This demo shows best practices
for game development in Godot, including signals."
run/main_scene="pong.tscn"
config/icon="res://icon.png"
[display]
window/size/width=640
window/size/height=400
window/dpi/allow_hidpi=true
window/stretch/mode="2d"
window/stretch/aspect="expand"
stretch_2d=true
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]
}
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]
}
right_move_down={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":16777234,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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]
}
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":16777232,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":1,"axis":1,"axis_value":-1.0,"script":null)
]
}
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2d/snapping/use_gpu_pixel_snap=true
vram_compression/import_etc=true
vram_compression/import_etc2=false
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