Update projects to Godot 3.5 (#827)

This commit is contained in:
M o t H
2023-01-23 18:24:56 +01:00
committed by GitHub
parent 4357b5b620
commit 9e68af38d9
332 changed files with 1034 additions and 904 deletions

View File

@@ -2,6 +2,7 @@ extends CanvasLayer
signal start_game
func show_message(text):
$MessageLabel.text = text
$MessageLabel.show()

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@@ -3,6 +3,7 @@ extends Node
export(PackedScene) var mob_scene
var score
func _ready():
randomize()
@@ -50,6 +51,7 @@ func _on_MobTimer_timeout():
# Spawn the mob by adding it to the Main scene.
add_child(mob)
func _on_ScoreTimer_timeout():
score += 1
$HUD.update_score(score)

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@@ -20,9 +20,6 @@ mob_scene = ExtResource( 2 )
anchor_right = 1.0
anchor_bottom = 1.0
color = Color( 0.219608, 0.372549, 0.380392, 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Player" parent="." instance=ExtResource( 3 )]

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@@ -1,5 +1,6 @@
extends RigidBody2D
func _ready():
$AnimatedSprite.playing = true
var mob_types = $AnimatedSprite.frames.get_animation_names()

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@@ -5,6 +5,7 @@ signal hit
export var speed = 400 # How fast the player will move (pixels/sec).
var screen_size # Size of the game window.
func _ready():
screen_size = get_viewport_rect().size
hide()

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@@ -17,5 +17,7 @@ force/max_rate=false
force/max_rate_hz=44100
edit/trim=true
edit/normalize=true
edit/loop=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=0

View File

@@ -7,9 +7,6 @@ anchor_left = 1.0
anchor_right = 1.0
margin_left = -220.0
margin_bottom = 170.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Keys" type="Label" parent="."]
anchor_right = 1.0

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@@ -2,6 +2,7 @@ extends Panel
onready var fsm_node = get_node("../../Player/StateMachine")
func _process(_delta):
var states_names = ""
var numbers = ""

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@@ -5,6 +5,7 @@ export(float) var speed = 1000.0
onready var root = get_tree().root
func _ready():
set_as_toplevel(true)

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@@ -2,6 +2,7 @@ extends Node2D
var bullet = preload("Bullet.tscn")
func _unhandled_input(event):
if event.is_action_pressed("fire"):
fire()

View File

@@ -7,6 +7,7 @@ signal direction_changed(new_direction)
var look_direction = Vector2.RIGHT setget set_look_direction
func take_damage(attacker, amount, effect = null):
if is_a_parent_of(attacker):
return

View File

@@ -6,6 +6,7 @@ onready var jump = $Jump
onready var stagger = $Stagger
onready var attack = $Attack
func _ready():
states_map = {
"idle": idle,

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@@ -1,5 +1,6 @@
extends "res://state_machine/state.gd"
func enter():
owner.get_node("AnimationPlayer").play("idle")

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@@ -3,6 +3,7 @@ extends "res://state_machine/state.gd"
# The animation only affects the Body Sprite's modulate property so it
# could stack with other animations if we had two AnimationPlayer nodes.
func enter():
owner.get_node("AnimationPlayer").play("stagger")

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@@ -2,6 +2,7 @@ extends Label
var start_position = Vector2()
func _ready():
start_position = rect_position

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@@ -1,5 +1,6 @@
extends "res://state_machine/state.gd"
# Initialize the state. E.g. change the animation.
func enter():
owner.set_dead(true)

View File

@@ -17,6 +17,7 @@ var horizontal_velocity = Vector2()
var vertical_speed = 0.0
var height = 0.0
func initialize(speed, velocity):
horizontal_speed = speed
if speed > 0.0:

View File

@@ -1,6 +1,7 @@
extends "res://state_machine/state.gd"
# Collection of important methods to handle direction and animation.
func handle_input(event):
if event.is_action_pressed("simulate_damage"):
emit_signal("finished", "stagger")

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@@ -1,5 +1,6 @@
extends "on_ground.gd"
func enter():
owner.get_node("AnimationPlayer").play("idle")

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@@ -1,7 +1,9 @@
extends "on_ground.gd"
export(float) var max_walk_speed = 450
export(float) var max_run_speed = 700
export(float) var max_walk_speed = 450.0
export(float) var max_run_speed = 700.0
func enter():
speed = 0.0

View File

@@ -4,6 +4,7 @@ extends "../motion.gd"
var speed = 0.0
var velocity = Vector2()
func handle_input(event):
if event.is_action_pressed("jump"):
emit_signal("finished", "jump")

View File

@@ -30,6 +30,7 @@ var combo = [{
var hit_objects = []
func _ready():
# warning-ignore:return_value_discarded
$AnimationPlayer.connect("animation_finished", self, "_on_animation_finished")

View File

@@ -2,6 +2,7 @@ extends Position2D
var z_index_start = 0
func _ready():
#warning-ignore:return_value_discarded
owner.connect("direction_changed", self, "_on_Parent_direction_changed")

View File

@@ -6,6 +6,7 @@ extends Node
# warning-ignore:unused_signal
signal finished(next_state_name)
# Initialize the state. E.g. change the animation.
func enter():
pass

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@@ -17,6 +17,7 @@ var states_stack = []
var current_state = null
var _active = false setget set_active
func _ready():
if not start_state:
start_state = get_child(0).get_path()

View File

@@ -48,6 +48,7 @@ var brush_shape = BrushShapes.CIRCLE;
# in the _draw function for more details).
var bg_color = Color.white
func _ready():
# Get the top left position node. We need this to find out whether or not the mouse is inside the canvas.
TL_node = get_node("TLPos")

View File

@@ -215,8 +215,7 @@ text = "Clear picture"
[node name="SaveFileDialog" type="FileDialog" parent="."]
margin_right = 600.0
margin_bottom = 400.0
rect_min_size = Vector2( 300, 105 )
resizable = true
access = 2
filters = PoolStringArray( "*.png" )
current_dir = "/home/aaronfranke/workspace/godot-demo-projects/2d/gd_paint"
current_path = "/home/aaronfranke/workspace/godot-demo-projects/2d/gd_paint/"

View File

@@ -10,6 +10,7 @@ onready var _parent = get_parent()
onready var save_dialog = _parent.get_node(@"SaveFileDialog")
onready var paint_control = _parent.get_node(@"PaintControl")
func _ready():
# warning-ignore-all:return_value_discarded
# Assign all of the needed signals for the oppersation buttons.

View File

@@ -4,6 +4,7 @@ const CAVE_LIMIT = 1000
onready var cave = $Cave
func _unhandled_input(event):
if event is InputEventMouseMotion and event.button_mask > 0:
var rel_x = event.relative.x

View File

@@ -3,6 +3,7 @@ extends KinematicBody2D
const MOTION_SPEED = 160 # Pixels/second.
const TAN30DEG = tan(deg2rad(30))
func _physics_process(_delta):
var motion = Vector2()
motion.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")

View File

@@ -2,6 +2,7 @@ extends Node2D
export(PackedScene) var ball_scene = preload("res://ball.tscn")
func _unhandled_input(event):
if event.is_echo():
return

View File

@@ -2,6 +2,7 @@ extends KinematicBody2D
const MOTION_SPEED = 160 # Pixels/second.
func _physics_process(_delta):
var motion = Vector2()
motion.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")

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@@ -1,5 +1,6 @@
extends Node
func _on_body_entered(body):
if body.name == "Player":
$"../WinText".show()

View File

@@ -9,6 +9,7 @@ var velocity = Vector2()
onready var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta):
# Horizontal movement code. First, get the player's input.
var walk = WALK_FORCE * (Input.get_action_strength("move_right") - Input.get_action_strength("move_left"))

View File

@@ -9,7 +9,7 @@ vertices = PoolVector2Array( 587.833, 271.924, 530.464, 284.878, 508.256, 281.17
polygons = [ PoolIntArray( 0, 1, 2, 3 ), PoolIntArray( 4, 5, 6 ), PoolIntArray( 7, 8, 9 ), PoolIntArray( 10, 11, 12, 13, 14 ), PoolIntArray( 15, 16, 17, 18, 19, 20 ), PoolIntArray( 21, 3, 2, 22, 23 ), PoolIntArray( 24, 25, 26, 27, 28 ), PoolIntArray( 25, 24, 29 ), PoolIntArray( 30, 25, 29, 31 ), PoolIntArray( 32, 33, 34, 35, 36 ), PoolIntArray( 37, 38, 39, 40 ), PoolIntArray( 41, 37, 40 ), PoolIntArray( 41, 40, 42, 43 ), PoolIntArray( 44, 45, 30, 31 ), PoolIntArray( 46, 12, 11, 7, 47 ), PoolIntArray( 47, 7, 9 ), PoolIntArray( 48, 10, 14, 49 ), PoolIntArray( 50, 6, 5, 51, 48 ), PoolIntArray( 52, 50, 48, 49 ), PoolIntArray( 53, 52, 49, 54, 55 ), PoolIntArray( 17, 56, 57, 58, 18 ), PoolIntArray( 59, 60, 61, 62, 63 ), PoolIntArray( 64, 65, 61, 66 ), PoolIntArray( 66, 61, 60, 67, 68 ), PoolIntArray( 68, 67, 69, 70 ), PoolIntArray( 68, 70, 35, 34 ), PoolIntArray( 71, 53, 55, 72 ), PoolIntArray( 71, 72, 73, 74 ), PoolIntArray( 4, 6, 75, 76 ), PoolIntArray( 63, 77, 74, 59 ), PoolIntArray( 78, 2, 1, 76, 75, 79, 80 ), PoolIntArray( 78, 80, 63, 62 ), PoolIntArray( 81, 59, 74, 73 ), PoolIntArray( 81, 73, 41, 82 ), PoolIntArray( 44, 31, 83, 84, 85 ), PoolIntArray( 18, 86, 47, 9, 19 ), PoolIntArray( 15, 20, 3, 21 ), PoolIntArray( 23, 22, 87, 88 ), PoolIntArray( 89, 28, 27, 90, 91 ), PoolIntArray( 89, 91, 92, 93 ), PoolIntArray( 36, 94, 95, 93, 92 ), PoolIntArray( 36, 92, 88 ), PoolIntArray( 36, 88, 87, 32 ), PoolIntArray( 36, 35, 85, 84 ), PoolIntArray( 42, 44, 85, 96 ), PoolIntArray( 42, 96, 43 ), PoolIntArray( 41, 43, 82 ) ]
outlines = [ PoolVector2Array( 221.41, 488.446, 147.386, 408.87, 145.584, 224.311, 202.904, 99.8167, 310.24, 62.8043, 310.24, 75.7586, 517.509, 55.4019, 537.866, 99.8167, 536.016, 175.692, 476.796, 207.152, 443.485, 192.348, 437.933, 170.14, 415.725, 177.543, 428.68, 246.015, 471.244, 251.567, 587.833, 179.393, 573.028, 140.53, 645.202, 159.036, 573.028, 94.2648, 582.281, 47.9994, 667.409, 75.7586, 710.106, 179.216, 700.721, 268.223, 682.214, 284.878, 695.169, 303.385, 706.272, 501.401, 669.26, 529.16, 602.638, 523.608, 571.177, 501.401, 536.407, 524.944, 371.311, 518.056, 300.441, 497.494, 317.643, 447.733, 182.548, 382.961, 193.651, 423.675, 245.469, 477.343 ), PoolVector2Array( 350.954, 447.733, 363.908, 351.501, 321.344, 338.546, 241.767, 327.443, 234.365, 244.165, 288.033, 231.211, 221.41, 171.991, 189.95, 231.211, 175.145, 332.995, 184.398, 349.65, 265.825, 407.019 ), PoolVector2Array( 267.676, 153.485, 310.24, 112.771, 308.39, 92.4142, 487.899, 85.0117, 502.704, 97.9661, 495.302, 164.588, 465.692, 179.393, 452.738, 166.439, 476.796, 149.783, 460.14, 123.875, 319.493, 190.497 ), PoolVector2Array( 397.219, 188.646, 345.402, 210.854, 360.207, 223.808, 297.286, 258.97, 299.136, 283.028, 352.804, 320.04, 424.978, 334.845, 421.277, 360.754, 384.265, 351.501, 376.862, 418.123, 480.497, 434.779, 508.256, 281.177, 421.277, 270.074 ), PoolVector2Array( 497.153, 255.269, 597.086, 192.348, 630.397, 212.704, 650.754, 251.567, 648.903, 321.891, 669.26, 297.833, 676.663, 493.998, 619.293, 510.654, 598.937, 492.148, 621.144, 486.596, 648.903, 394.065, 624.926, 359.595, 526.762, 342.248, 530.464, 284.878, 587.833, 271.924 ), PoolVector2Array( 325.228, 486.302, 332.441, 457.494, 366.441, 467.494, 373.441, 436.494, 476.441, 468.494, 496.638, 439.381, 524.608, 359.37, 620.443, 383.995, 605.437, 456.366, 538.077, 499.891, 395.879, 501.87 ) ]
[node name="Navigation2D" type="Navigation2D"]
[node name="Navigation2D" type="Node2D"]
script = ExtResource( 1 )
[node name="Navmesh" type="NavigationPolygonInstance" parent="."]

View File

@@ -1,10 +1,20 @@
extends Navigation2D
extends Node2D
export(float) var character_speed = 400.0
var path = []
var map
onready var character = $Character
func _ready():
# use call deferred to make sure the entire SceneTree Nodes are setup
# else yield on 'physics_frame' in a _ready() might get stuck
call_deferred("setup_navserver")
func _process(delta):
var walk_distance = character_speed * delta
move_along_path(walk_distance)
@@ -18,6 +28,26 @@ func _unhandled_input(event):
_update_navigation_path(character.position, get_local_mouse_position())
func setup_navserver():
# create a new navigation map
map = Navigation2DServer.map_create()
Navigation2DServer.map_set_active(map, true)
# create a new navigation region and add it to the map
var region = Navigation2DServer.region_create()
Navigation2DServer.region_set_transform(region, Transform())
Navigation2DServer.region_set_map(region, map)
# sets navigation mesh for the region
var navigation_poly = NavigationMesh.new()
navigation_poly = $Navmesh.navpoly
Navigation2DServer.region_set_navpoly(region, navigation_poly)
# wait for Navigation2DServer sync to adapt to made changes
yield(get_tree(), "physics_frame")
func move_along_path(distance):
var last_point = character.position
while path.size():
@@ -36,10 +66,10 @@ func move_along_path(distance):
func _update_navigation_path(start_position, end_position):
# get_simple_path is part of the Navigation2D class.
# map_get_path is part of the avigation2DServer class.
# It returns a PoolVector2Array of points that lead you
# from the start_position to the end_position.
path = get_simple_path(start_position, end_position, true)
path = Navigation2DServer.map_get_path(map,start_position, end_position, true)
# The first point is always the start_position.
# We don't need it in this example as it corresponds to the character's position.
path.remove(0)

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@@ -14,6 +14,7 @@ var _target_position = Vector2()
var _velocity = Vector2()
func _ready():
_change_state(States.IDLE)

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@@ -20,6 +20,7 @@ onready var astar_node = AStar.new()
onready var obstacles = get_used_cells_by_id(0)
onready var _half_cell_size = cell_size / 2
func _ready():
var walkable_cells_list = astar_add_walkable_cells(obstacles)
astar_connect_walkable_cells(walkable_cells_list)

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@@ -17,5 +17,7 @@ force/max_rate=false
force/max_rate_hz=44100
edit/trim=true
edit/normalize=true
edit/loop=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=0

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@@ -17,5 +17,7 @@ force/max_rate=false
force/max_rate_hz=44100
edit/trim=true
edit/normalize=true
edit/loop=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=0

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@@ -17,5 +17,7 @@ force/max_rate=false
force/max_rate_hz=44100
edit/trim=true
edit/normalize=true
edit/loop=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=0

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@@ -17,5 +17,7 @@ force/max_rate=false
force/max_rate_hz=44100
edit/trim=true
edit/normalize=true
edit/loop=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=0

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@@ -17,5 +17,7 @@ force/max_rate=false
force/max_rate_hz=44100
edit/trim=true
edit/normalize=true
edit/loop=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=0

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@@ -3,6 +3,7 @@ extends Area2D
var taken = false
func _on_body_enter(body):
if not taken and body is Player:
($AnimationPlayer as AnimationPlayer).play("taken")

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@@ -18,6 +18,7 @@ var Bullet = preload("res://player/bullet.gd")
onready var rc_left = $RaycastLeft
onready var rc_right = $RaycastRight
func _integrate_forces(s):
var lv = s.get_linear_velocity()
var new_anim = anim

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@@ -6,6 +6,7 @@ export var cycle = 1.0
var accum = 0.0
func _physics_process(delta):
accum += delta * (1.0 / cycle) * TAU
accum = fmod(accum, TAU)

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@@ -3,6 +3,7 @@ extends RigidBody2D
var disabled = false
func _ready():
($Timer as Timer).start()

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@@ -54,6 +54,7 @@ onready var sprite_smoke = sprite.get_node(@"Smoke")
onready var animation_player = $AnimationPlayer
onready var bullet_shoot = $BulletShoot
func _integrate_forces(s):
var lv = s.get_linear_velocity()
var step = s.get_step()

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@@ -21,6 +21,7 @@ func _ready():
options.add_menu_item(OPTION_TEST_CASE_DETECT_FLOOR_NO_SNAP)
options.add_menu_item(OPTION_TEST_CASE_DETECT_FLOOR_MOTION_CHANGES)
func _physics_process(_delta):
if _moving_body:
if _moving_body.is_on_floor():

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@@ -12,6 +12,3 @@ text = "TEST OPTIONS"
flat = false
align = 0
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}

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@@ -2,6 +2,10 @@
[ext_resource path="res://assets/theme/fonts/kenney_mini_square.tres" type="DynamicFontData" id=1]
[sub_resource type="DynamicFont" id=6]
size = 30
font_data = ExtResource( 1 )
[sub_resource type="StyleBoxFlat" id=1]
content_margin_left = 6.0
content_margin_right = 6.0
@@ -62,10 +66,6 @@ border_width_right = 1
border_width_bottom = 1
border_color = Color( 0.41, 0.61, 0.91, 1 )
[sub_resource type="DynamicFont" id=6]
size = 30
font_data = ExtResource( 1 )
[resource]
default_font = SubResource( 6 )
Button/colors/font_color = Color( 0.8, 0.8075, 0.8275, 1 )
@@ -75,7 +75,7 @@ Button/colors/font_color_pressed = Color( 0.411765, 0.611765, 0.909804, 1 )
Button/colors/icon_color_hover = Color( 1.15, 1.15, 1.15, 1 )
Button/colors/icon_color_pressed = Color( 0.4715, 0.7015, 1.0465, 1 )
Button/constants/hseparation = 2
Button/fonts/font = null
Button/fonts/font = SubResource( 6 )
Button/styles/disabled = SubResource( 1 )
Button/styles/focus = SubResource( 2 )
Button/styles/hover = SubResource( 3 )

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@@ -12,6 +12,7 @@ const FLOOR_NORMAL = Vector2.UP
var _velocity = Vector2.ZERO
# _physics_process is called after the inherited _physics_process function.
# This allows the Player and Enemy scenes to be affected by gravity.
func _physics_process(delta):

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@@ -15,11 +15,13 @@ onready var floor_detector_right = $FloorDetectorRight
onready var sprite = $Sprite
onready var animation_player = $AnimationPlayer
# This function is called when the scene enters the scene tree.
# We can initialize variables here.
func _ready():
_velocity.x = speed.x
# Physics process is a built-in loop in Godot.
# If you define _physics_process on a node, Godot will call it every frame.

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=13 format=2]
[gd_scene load_steps=14 format=2]
[ext_resource path="res://assets/art/player/bullet/bullet.png" type="Texture" id=1]
[ext_resource path="res://assets/audio/sfx/explode.wav" type="AudioStream" id=2]
@@ -8,6 +8,21 @@
[sub_resource type="CanvasItemMaterial" id=1]
[sub_resource type="Animation" id=8]
length = 0.001
tracks/0/type = "value"
tracks/0/path = NodePath("Explosion:scale_amount")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ 4.0 ]
}
[sub_resource type="Animation" id=2]
resource_name = "destroy"
length = 1.5
@@ -60,48 +75,36 @@ tracks/3/keys = {
"values": [ false, true ]
}
tracks/4/type = "value"
tracks/4/path = NodePath("Explosion:process_material:scale")
tracks/4/path = NodePath("Hit:playing")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/keys = {
"times": PoolRealArray( 0.6, 1 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ 1.0, 4.0 ]
}
tracks/5/type = "value"
tracks/5/path = NodePath("Hit:playing")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/imported = false
tracks/5/enabled = true
tracks/5/keys = {
"times": PoolRealArray( 0.00999999 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
tracks/6/type = "value"
tracks/6/path = NodePath("Explode:playing")
tracks/6/interp = 1
tracks/6/loop_wrap = true
tracks/6/imported = false
tracks/6/enabled = true
tracks/6/keys = {
tracks/5/type = "value"
tracks/5/path = NodePath("Explode:playing")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/imported = false
tracks/5/enabled = true
tracks/5/keys = {
"times": PoolRealArray( 0.8 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
tracks/7/type = "method"
tracks/7/path = NodePath(".")
tracks/7/interp = 1
tracks/7/loop_wrap = true
tracks/7/imported = false
tracks/7/enabled = true
tracks/7/keys = {
tracks/6/type = "method"
tracks/6/path = NodePath(".")
tracks/6/interp = 1
tracks/6/loop_wrap = true
tracks/6/imported = false
tracks/6/enabled = true
tracks/6/keys = {
"times": PoolRealArray( 1.5 ),
"transitions": PoolRealArray( 1 ),
"values": [ {
@@ -109,29 +112,41 @@ tracks/7/keys = {
"method": "queue_free"
} ]
}
tracks/8/type = "value"
tracks/8/path = NodePath(".:collision_layer")
tracks/8/interp = 1
tracks/8/loop_wrap = true
tracks/8/imported = false
tracks/8/enabled = true
tracks/8/keys = {
tracks/7/type = "value"
tracks/7/path = NodePath(".:collision_layer")
tracks/7/interp = 1
tracks/7/loop_wrap = true
tracks/7/imported = false
tracks/7/enabled = true
tracks/7/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 0 ]
}
tracks/8/type = "value"
tracks/8/path = NodePath("Sprite:position")
tracks/8/interp = 1
tracks/8/loop_wrap = true
tracks/8/imported = false
tracks/8/enabled = true
tracks/8/keys = {
"times": PoolRealArray( 0, 0.2, 0.4 ),
"transitions": PoolRealArray( 2.2974, 0.183011, 1 ),
"update": 0,
"values": [ Vector2( 0, 0 ), Vector2( 0, -32 ), Vector2( 0, 0 ) ]
}
tracks/9/type = "value"
tracks/9/path = NodePath("Sprite:position")
tracks/9/path = NodePath("Explosion:scale_amount")
tracks/9/interp = 1
tracks/9/loop_wrap = true
tracks/9/imported = false
tracks/9/enabled = true
tracks/9/keys = {
"times": PoolRealArray( 0, 0.2, 0.4 ),
"transitions": PoolRealArray( 2.2974, 0.183011, 1 ),
"times": PoolRealArray( 0.6, 1 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ Vector2( 0, 0 ), Vector2( 0, -32 ), Vector2( 0, 0 ) ]
"values": [ 1.0, 4.0 ]
}
[sub_resource type="Animation" id=3]
@@ -211,6 +226,7 @@ hframes = 8
frame = 7
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/RESET = SubResource( 8 )
anims/destroy = SubResource( 2 )
anims/idle = SubResource( 3 )
anims/walk = SubResource( 4 )
@@ -237,6 +253,7 @@ gravity = Vector2( 0, 250 )
initial_velocity = 120.0
initial_velocity_random = 0.5
angle_random = 1.0
scale_amount = 4.0
scale_amount_random = 1.0
color_ramp = SubResource( 7 )
hue_variation = 0.05

View File

@@ -1,10 +1,12 @@
extends Node2D
const LIMIT_LEFT = -315
const LIMIT_TOP = -250
const LIMIT_RIGHT = 955
const LIMIT_BOTTOM = 690
func _ready():
for child in get_children():
if child is Player:

View File

@@ -1,9 +1,11 @@
extends AudioStreamPlayer
const DOUBLE_VOLUME_DB = 6 # Do not change. Represents doubling of sound pressure.
export(int) var base_volume_db = -14
func _ready():
# To avoid AudioStreamPlayer2D sounds playing on top of each other and
# being very loud, let's decrease the volume for splitscreen mode, but

View File

@@ -2,6 +2,7 @@ class_name Coin
extends Area2D
# Collectible that disappears when the player touches it.
onready var animation_player = $AnimationPlayer
# The Coins only detects collisions with the Player thanks to its collision mask.

View File

@@ -1,5 +1,6 @@
extends Panel
var coins_collected = 0
onready var coins_label = $Label

View File

@@ -40,9 +40,6 @@ rect_min_size = Vector2( 100, 45 )
theme = ExtResource( 1 )
custom_styles/panel = SubResource( 1 )
script = ExtResource( 3 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Label" type="Label" parent="."]
anchor_right = 1.0

View File

@@ -1,5 +1,6 @@
extends Area2D
const DEFAULT_SPEED = 100
var _speed = DEFAULT_SPEED
@@ -7,6 +8,7 @@ var direction = Vector2.LEFT
onready var _initial_pos = position
func _process(delta):
_speed += delta * 2
position += _speed * delta * direction

View File

@@ -1,7 +1,9 @@
extends Area2D
export var _bounce_direction = 1
func _on_area_entered(area):
if area.name == "Ball":
area.direction = (area.direction + Vector2(0, _bounce_direction)).normalized()

View File

@@ -1,5 +1,6 @@
extends Area2D
const MOVE_SPEED = 100
var _ball_dir
@@ -8,6 +9,7 @@ var _down
onready var _screen_size_y = get_viewport_rect().size.y
func _ready():
var n = String(name).to_lower()
_up = n + "_move_up"

View File

@@ -1,5 +1,6 @@
extends Area2D
func _on_wall_area_entered(area):
if area.name == "Ball":
#oops, ball went out of game place, reset

View File

@@ -1,10 +1,12 @@
extends Node
const PLAYER_WIN = "res://dialogue/dialogue_data/player_won.json"
const PLAYER_LOSE = "res://dialogue/dialogue_data/player_lose.json"
export(NodePath) var combat_screen
export(NodePath) var exploration_screen
const PLAYER_WIN = "res://dialogue/dialogue_data/player_won.json"
const PLAYER_LOSE = "res://dialogue/dialogue_data/player_lose.json"
func _ready():
exploration_screen = get_node(exploration_screen)

View File

@@ -1,7 +1,9 @@
extends Node
signal combat_finished(winner, loser)
func initialize(combat_combatants):
for combatant in combat_combatants:
combatant = combatant.instance()

View File

@@ -1,10 +1,12 @@
extends Node
signal active_combatant_changed(active_combatant)
export(NodePath) var combatants_list
var queue = [] setget set_queue
var active_combatant = null setget _set_active_combatant
signal active_combatant_changed(active_combatant)
func _ready():
combatants_list = get_node(combatants_list)

View File

@@ -1,12 +1,16 @@
class_name Combatant
extends Node
export(int) var damage = 1
export(int) var defense = 1
var active = false setget set_active
signal turn_finished
export(int) var damage = 1
export(int) var defense = 1
var active = false setget set_active
func set_active(value):
active = value
set_process(value)

View File

@@ -1,5 +1,6 @@
extends Node
signal dead
signal health_changed(life)
@@ -8,6 +9,7 @@ export var max_life = 10
export var base_armor = 0
var armor = 0
func _ready():
armor = base_armor

View File

@@ -1,5 +1,6 @@
extends Combatant
func set_active(value):
.set_active(value)
if not active:

View File

@@ -7,9 +7,6 @@ margin_right = 409.0
margin_bottom = 239.0
size_flags_horizontal = 3
size_flags_vertical = 3
__meta__ = {
"_edit_use_anchors_": false
}
[node name="VBoxContainer" type="VBoxContainer" parent="."]
margin_left = 7.0

View File

@@ -1,8 +1,10 @@
extends Control
export(NodePath) var combatants_node
export(PackedScene) var info_scene
func _ready():
combatants_node = get_node(combatants_node)

View File

@@ -1,13 +1,15 @@
extends Node
signal dialogue_started
signal dialogue_finished
export(String, FILE, "*.json") var dialogue_file
var dialogue_keys = []
var dialogue_name = ""
var current = 0
var dialogue_text = ""
signal dialogue_started
signal dialogue_finished
func start_dialogue():
emit_signal("dialogue_started")

View File

@@ -1,7 +1,9 @@
extends Control
var dialogue_node = null
func _ready():
hide()

View File

@@ -9,9 +9,6 @@ margin_right = 1280.0
margin_bottom = 720.0
theme = ExtResource( 1 )
script = ExtResource( 2 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Name" type="RichTextLabel" parent="."]
margin_left = 40.0

View File

@@ -1,8 +1,10 @@
extends TileMap
enum CellType { ACTOR, OBSTACLE, OBJECT }
export(NodePath) var dialogue_ui
func _ready():
for child in get_children():
set_cellv(world_to_map(child.position), child.type)

View File

@@ -1,7 +1,9 @@
extends Pawn
onready var Grid = get_parent()
var lost = false
onready var Grid = get_parent()
func _ready():
update_look_direction(Vector2.RIGHT)

View File

@@ -1,9 +1,11 @@
extends Pawn
#warning-ignore:unused_class_variable
export(PackedScene) var combat_actor
#warning-ignore:unused_class_variable
var lost = false
func _ready():
set_process(false)

View File

@@ -1,12 +1,14 @@
class_name Pawn
extends Node2D
enum CellType { ACTOR, OBSTACLE, OBJECT }
#warning-ignore:unused_class_variable
export(CellType) var type = CellType.ACTOR
var active = true setget set_active
func set_active(value):
active = value
set_process(value)

View File

@@ -1,10 +1,12 @@
extends Pawn
onready var parent = get_parent()
#warning-ignore:unused_class_variable
export(PackedScene) var combat_actor
#warning-ignore:unused_class_variable
var lost = false
onready var parent = get_parent()
func _ready():
update_look_direction(Vector2.RIGHT)

View File

@@ -1,5 +1,6 @@
extends Control
onready var effect = $Effect
onready var effects = $Effects
onready var picture = $Picture

View File

@@ -1,10 +1,12 @@
extends Node2D
const LIMIT_LEFT = -315
const LIMIT_TOP = -250
const LIMIT_RIGHT = 955
const LIMIT_BOTTOM = 690
func _ready():
for child in get_children():
if child is Player:

View File

@@ -1,6 +1,7 @@
class_name Player
extends KinematicBody2D
# Keep this in sync with the AnimationTree's state names and numbers.
enum States {
IDLE = 0,

View File

@@ -1747,7 +1747,7 @@ nodes/walk_animation/node = SubResource( 21 )
nodes/walk_animation/position = Vector2( 0, 140 )
nodes/walk_timescale/node = SubResource( 22 )
nodes/walk_timescale/position = Vector2( 200, 120 )
node_connections = [ "state", 0, "idle_animation", "state", 1, "walk_timescale", "state", 2, "run_timescale", "state", 3, "fly_animation", "state", 4, "fall_animation", "output", 0, "land_hard", "land", 0, "jump", "land", 1, "land_animation", "jump", 0, "state", "jump", 1, "jump_animation", "land_hard", 0, "land", "land_hard", 1, "land_hard_animation", "run_timescale", 0, "run_animation", "walk_timescale", 0, "walk_animation" ]
node_connections = [ "jump", 0, "state", "jump", 1, "jump_animation", "land", 0, "jump", "land", 1, "land_animation", "land_hard", 0, "land", "land_hard", 1, "land_hard_animation", "run_timescale", 0, "run_animation", "walk_timescale", 0, "walk_animation", "state", 0, "idle_animation", "state", 1, "walk_timescale", "state", 2, "run_timescale", "state", 3, "fly_animation", "state", 4, "fall_animation", "output", 0, "land_hard" ]
[sub_resource type="RectangleShape2D" id=24]
extents = Vector2( 11, 16.4358 )
@@ -1878,7 +1878,7 @@ skeleton = NodePath("../../Skeleton2D")
polygon = PoolVector2Array( 237.601, 31.7394, 217.703, 30.1435, 183.732, 47.8469, 274.303, 49.2926, 271.111, 94.5053, 183.877, 89.7181, 185.505, 166.856, 248.688, 172.323, 242.541, 187.015, 189.46, 182.958, 190.308, 202.449, 180.383, 225.837, 201.435, 321.531, 242.841, 196.76, 256.334, 215.801, 276.077, 283.732, 295.215, 310.526, 272.249, 351.675, 216.746, 356.459 )
uv = PoolVector2Array( 235.407, 30.1435, 217.703, 30.1435, 183.732, 47.8469, 276.555, 49.2823, 274.641, 85.6459, 181.34, 83.7321, 184.689, 180.383, 253.11, 178.469, 243.541, 188.995, 188.038, 187.081, 188.995, 200, 180.383, 225.837, 201.435, 321.531, 244.976, 199.043, 259.809, 215.789, 276.077, 283.732, 295.215, 310.526, 272.249, 351.675, 216.746, 356.459 )
polygons = [ PoolIntArray( 0, 1, 2, 5, 4, 3 ), PoolIntArray( 4, 7, 6, 5 ), PoolIntArray( 8, 7, 6, 9 ), PoolIntArray( 13, 8, 9, 10 ), PoolIntArray( 13, 14, 11, 10 ), PoolIntArray( 14, 15, 12, 11 ), PoolIntArray( 15, 16, 17, 18, 12 ) ]
bones = [ NodePath("Hip"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/RightArm"), PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1, 0.5, 0.5, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/RightArm/RightForearm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0.5, 0.5, 1, 1, 0.5, 1, 1, 0.5, 0, 0, 0 ), NodePath("Hip/Chest/RightArm/RightForearm/RightHand"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.5, 0, 0, 0.5, 1, 1, 1 ), NodePath("Hip/Chest/Head"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/Head/Chin"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/LeftArm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/LeftArm/LeftForearm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/LeftArm/LeftForearm/LeftHand"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg/LeftLowerLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg/LeftLowerLeg/LeftFoot"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightLeg/RightLowerLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightLeg/RightLowerLeg/RightFoot"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ) ]
bones = [ "Hip", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/RightArm", PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1, 0.5, 0.5, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/RightArm/RightForearm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0.5, 0.5, 1, 1, 0.5, 1, 1, 0.5, 0, 0, 0 ), "Hip/Chest/RightArm/RightForearm/RightHand", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.5, 0, 0, 0.5, 1, 1, 1 ), "Hip/Chest/Head", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/Head/Chin", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/LeftArm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/LeftArm/LeftForearm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/LeftArm/LeftForearm/LeftHand", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg/LeftLowerLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg/LeftLowerLeg/LeftFoot", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightLeg/RightLowerLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightLeg/RightLowerLeg/RightFoot", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ) ]
internal_vertex_count = 19
[node name="RightLeg" type="Polygon2D" parent="Sprite/Polygons"]
@@ -1888,7 +1888,7 @@ skeleton = NodePath("../../Skeleton2D")
polygon = PoolVector2Array( 348.266, 400, 289.099, 380.833, 280.766, 435, 276.599, 470.833, 250.766, 515, 249.933, 604.167, 246.599, 690.833, 407.433, 695.833, 409.099, 659.167, 384.099, 606.667, 349.099, 599.167, 330.766, 550, 342.433, 476.667, 337.433, 442.5 )
uv = PoolVector2Array( 348.266, 400, 289.099, 380.833, 280.766, 435, 276.599, 470.833, 250.766, 515, 249.933, 604.167, 246.599, 690.833, 407.433, 695.833, 409.099, 659.167, 384.099, 606.667, 349.099, 599.167, 330.766, 550, 342.433, 476.667, 337.433, 442.5 )
polygons = [ PoolIntArray( 0, 1, 2, 13 ), PoolIntArray( 13, 12, 3, 2 ), PoolIntArray( 12, 11, 4, 3 ), PoolIntArray( 11, 10, 5, 4 ), PoolIntArray( 10, 9, 8, 7, 6, 5 ) ]
bones = [ NodePath("Hip"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/Head"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/Head/Chin"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftArm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftArm/LeftForearm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftArm/LeftForearm/LeftHand"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightArm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightArm/RightForearm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightArm/RightForearm/RightHand"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg/LeftLowerLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg/LeftLowerLeg/LeftFoot"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightLeg"), PoolRealArray( 1, 1, 1, 0.53, 0, 0, 0, 0, 0, 0, 0, 0, 0.53, 1 ), NodePath("Hip/RightLeg/RightLowerLeg"), PoolRealArray( 0, 0, 0, 0.53, 1, 1, 0, 0, 0, 0, 0, 1, 0.53, 0 ), NodePath("Hip/RightLeg/RightLowerLeg/RightFoot"), PoolRealArray( 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0.53, 0, 0, 0 ) ]
bones = [ "Hip", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/Head", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/Head/Chin", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftArm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftArm/LeftForearm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftArm/LeftForearm/LeftHand", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightArm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightArm/RightForearm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightArm/RightForearm/RightHand", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg/LeftLowerLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg/LeftLowerLeg/LeftFoot", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightLeg", PoolRealArray( 1, 1, 1, 0.53, 0, 0, 0, 0, 0, 0, 0, 0, 0.53, 1 ), "Hip/RightLeg/RightLowerLeg", PoolRealArray( 0, 0, 0, 0.53, 1, 1, 0, 0, 0, 0, 0, 1, 0.53, 0 ), "Hip/RightLeg/RightLowerLeg/RightFoot", PoolRealArray( 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0.53, 0, 0, 0 ) ]
internal_vertex_count = 14
[node name="Body" type="Polygon2D" parent="Sprite/Polygons"]
@@ -1898,7 +1898,7 @@ skeleton = NodePath("../../Skeleton2D")
polygon = PoolVector2Array( 473.936, 29.2553, 430.851, 19.6809, 384.043, 78.7234, 344.681, 107.447, 348.404, 192.553, 375.532, 240.426, 375, 255.319, 351.064, 269.681, 347.34, 294.681, 371.809, 334.574, 468.085, 347.872, 490.957, 296.809, 489.894, 276.596, 472.368, 259.211, 473.936, 245.745, 505.319, 222.34, 522.872, 179.787, 507.447, 121.809, 484.043, 84.0426, 398.404, 38.2979, 419.681, 344.149 )
uv = PoolVector2Array( 473.936, 29.2553, 430.851, 19.6809, 384.043, 78.7234, 344.681, 107.447, 348.404, 192.553, 375.532, 240.426, 375, 255.319, 351.064, 269.681, 347.34, 294.681, 371.809, 334.574, 468.085, 347.872, 490.957, 296.809, 489.894, 276.596, 472.368, 259.211, 473.936, 245.745, 505.319, 222.34, 522.872, 179.787, 507.447, 121.809, 484.043, 84.0426, 398.404, 38.2979, 419.681, 344.149 )
polygons = [ PoolIntArray( 2, 19, 1, 0, 18 ), PoolIntArray( 2, 3, 17, 18 ), PoolIntArray( 3, 4, 15, 16, 17 ), PoolIntArray( 4, 5, 14, 15 ), PoolIntArray( 5, 6, 13, 14 ), PoolIntArray( 6, 7, 12, 13 ), PoolIntArray( 7, 8, 11, 12 ), PoolIntArray( 8, 9, 20, 10, 11 ) ]
bones = [ NodePath("Hip"), PoolRealArray( 0, 0, 0, 0, 0, 0.51, 0.51, 1, 1, 1, 1, 1, 1, 0.51, 0.51, 0, 0, 0, 0, 0, 1 ), NodePath("Hip/Chest"), PoolRealArray( 1, 1, 1, 1, 1, 0.51, 0.51, 0, 0, 0, 0, 0, 0, 0.51, 0.51, 1, 1, 1, 1, 1, 0 ), NodePath("Hip/Chest/Head"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/Head/Chin"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftArm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftArm/LeftForearm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftArm/LeftForearm/LeftHand"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightArm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightArm/RightForearm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightArm/RightForearm/RightHand"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg/LeftLowerLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg/LeftLowerLeg/LeftFoot"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("RightLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("RightLeg/RightLowerLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("RightLeg/RightLowerLeg/RightFoot"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ) ]
bones = [ "Hip", PoolRealArray( 0, 0, 0, 0, 0, 0.51, 0.51, 1, 1, 1, 1, 1, 1, 0.51, 0.51, 0, 0, 0, 0, 0, 1 ), "Hip/Chest", PoolRealArray( 1, 1, 1, 1, 1, 0.51, 0.51, 0, 0, 0, 0, 0, 0, 0.51, 0.51, 1, 1, 1, 1, 1, 0 ), "Hip/Chest/Head", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/Head/Chin", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftArm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftArm/LeftForearm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftArm/LeftForearm/LeftHand", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightArm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightArm/RightForearm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightArm/RightForearm/RightHand", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg/LeftLowerLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg/LeftLowerLeg/LeftFoot", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "RightLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "RightLeg/RightLowerLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "RightLeg/RightLowerLeg/RightFoot", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ) ]
internal_vertex_count = 21
[node name="LeftLeg" type="Polygon2D" parent="Sprite/Polygons"]
@@ -1908,7 +1908,7 @@ skeleton = NodePath("../../Skeleton2D")
polygon = PoolVector2Array( 65.7658, 390, 92.4325, 386.667, 119.099, 398.333, 119.099, 426.667, 120.766, 477.5, 107.433, 551.667, 129.099, 592.5, 163.266, 604.167, 188.266, 675, 173.266, 692.5, 20.7658, 686.667, 25.7658, 648.333, 29.9325, 608.333, 24.0992, 530.833, 54.9325, 472.5 )
uv = PoolVector2Array( 65.7658, 390, 92.4325, 386.667, 119.099, 398.333, 119.099, 426.667, 120.766, 477.5, 107.433, 551.667, 129.099, 592.5, 163.266, 604.167, 188.266, 675, 173.266, 692.5, 20.7658, 686.667, 25.7658, 648.333, 29.9325, 608.333, 24.0992, 530.833, 54.9325, 472.5 )
polygons = [ PoolIntArray( 0, 1, 2, 3, 4, 14 ), PoolIntArray( 4, 5, 13, 14 ), PoolIntArray( 5, 6, 12, 13 ), PoolIntArray( 6, 7, 8, 9, 10, 11, 12 ) ]
bones = [ NodePath("Hip"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/Head"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/Head/Chin"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftArm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftArm/LeftForearm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftArm/LeftForearm/LeftHand"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightArm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightArm/RightForearm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightArm/RightForearm/RightHand"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg"), PoolRealArray( 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg/LeftLowerLeg"), PoolRealArray( 0, 0, 0, 0, 0.03, 1, 0, 0, 0, 0, 0, 0, 0.53, 0.5, 0.03 ), NodePath("Hip/LeftLeg/LeftLowerLeg/LeftFoot"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0.53, 1, 1, 1, 1, 1, 0, 0, 0 ), NodePath("RightLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("RightLeg/RightLowerLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("RightLeg/RightLowerLeg/RightFoot"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ) ]
bones = [ "Hip", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/Head", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/Head/Chin", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftArm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftArm/LeftForearm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftArm/LeftForearm/LeftHand", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightArm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightArm/RightForearm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightArm/RightForearm/RightHand", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg", PoolRealArray( 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg/LeftLowerLeg", PoolRealArray( 0, 0, 0, 0, 0.03, 1, 0, 0, 0, 0, 0, 0, 0.53, 0.5, 0.03 ), "Hip/LeftLeg/LeftLowerLeg/LeftFoot", PoolRealArray( 0, 0, 0, 0, 0, 0, 0.53, 1, 1, 1, 1, 1, 0, 0, 0 ), "RightLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "RightLeg/RightLowerLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "RightLeg/RightLowerLeg/RightFoot", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ) ]
internal_vertex_count = 15
[node name="Head" type="Polygon2D" parent="Sprite/Polygons"]
@@ -1918,7 +1918,7 @@ skeleton = NodePath("../../Skeleton2D")
polygon = PoolVector2Array( 616.26, 246.341, 555.285, 285.366, 508.13, 330.894, 482.114, 380.488, 482.114, 448.781, 492.683, 498.374, 552.846, 534.146, 656.911, 538.211, 773.984, 511.382, 807.317, 506.504, 813.821, 342.276, 789.431, 297.561, 757.724, 269.106, 669.106, 249.594 )
uv = PoolVector2Array( 616.26, 246.341, 555.285, 285.366, 508.13, 330.894, 482.114, 380.488, 482.114, 448.781, 492.683, 498.374, 552.846, 534.146, 656.911, 538.211, 773.984, 511.382, 807.317, 506.504, 813.821, 342.276, 789.431, 297.561, 757.724, 269.106, 669.106, 249.594 )
polygons = [ PoolIntArray( 10, 11, 12, 13, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 ) ]
bones = [ NodePath("Hip"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/Head"), PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ), NodePath("Hip/Chest/Head/Chin"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftArm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftArm/LeftForearm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftArm/LeftForearm/LeftHand"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightArm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightArm/RightForearm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightArm/RightForearm/RightHand"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg/LeftLowerLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg/LeftLowerLeg/LeftFoot"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("RightLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("RightLeg/RightLowerLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("RightLeg/RightLowerLeg/RightFoot"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ) ]
bones = [ "Hip", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/Head", PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ), "Hip/Chest/Head/Chin", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftArm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftArm/LeftForearm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftArm/LeftForearm/LeftHand", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightArm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightArm/RightForearm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightArm/RightForearm/RightHand", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg/LeftLowerLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg/LeftLowerLeg/LeftFoot", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "RightLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "RightLeg/RightLowerLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "RightLeg/RightLowerLeg/RightFoot", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ) ]
internal_vertex_count = 14
[node name="Chin" type="Polygon2D" parent="Sprite/Polygons"]
@@ -1929,7 +1929,7 @@ skeleton = NodePath("../../Skeleton2D")
polygon = PoolVector2Array( 486, 576, 812, 562, 823, 605, 790, 666, 722, 690, 547, 686, 493, 646 )
uv = PoolVector2Array( 486, 576, 812, 562, 823, 605, 790, 666, 722, 690, 547, 686, 493, 646 )
polygons = [ PoolIntArray( 0, 1, 2, 3, 4, 5, 6 ) ]
bones = [ NodePath("Hip"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/Head"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/Head/Chin"), PoolRealArray( 1, 1, 1, 1, 1, 1, 1 ), NodePath("Hip/LeftArm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftArm/LeftForearm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftArm/LeftForearm/LeftHand"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightArm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightArm/RightForearm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightArm/RightForearm/RightHand"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg/LeftLowerLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg/LeftLowerLeg/LeftFoot"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), NodePath("RightLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), NodePath("RightLeg/RightLowerLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), NodePath("RightLeg/RightLowerLeg/RightFoot"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ) ]
bones = [ "Hip", PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest", PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/Head", PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/Head/Chin", PoolRealArray( 1, 1, 1, 1, 1, 1, 1 ), "Hip/LeftArm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftArm/LeftForearm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftArm/LeftForearm/LeftHand", PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightArm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightArm/RightForearm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightArm/RightForearm/RightHand", PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg/LeftLowerLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg/LeftLowerLeg/LeftFoot", PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), "RightLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), "RightLeg/RightLowerLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ), "RightLeg/RightLowerLeg/RightFoot", PoolRealArray( 0, 0, 0, 0, 0, 0, 0 ) ]
internal_vertex_count = 7
[node name="LeftArm" type="Polygon2D" parent="Sprite/Polygons"]
@@ -1939,7 +1939,7 @@ skeleton = NodePath("../../Skeleton2D")
polygon = PoolVector2Array( 89.9521, 16.268, 77.5119, 15.7895, 55.5023, 25.8373, 39.2344, 29.1866, 33.9712, 59.3302, 27.2727, 154.545, 29.1865, 180.861, 33.4928, 196.172, 20.5741, 240.67, 36.842, 321.531, 61.244, 359.809, 125.837, 353.11, 137.799, 309.569, 122.967, 287.56, 106.22, 202.871, 92.3444, 191.866, 91.866, 179.426, 127.273, 70.3349, 134.928, 48.3254, 119.617, 30.622 )
uv = PoolVector2Array( 89.9521, 16.268, 77.5119, 15.7895, 55.5023, 25.8373, 39.2344, 29.1866, 33.9712, 59.3302, 27.2727, 154.545, 29.1865, 180.861, 33.4928, 196.172, 20.5741, 240.67, 36.842, 321.531, 61.244, 359.809, 125.837, 353.11, 137.799, 309.569, 122.967, 287.56, 106.22, 202.871, 92.3444, 191.866, 91.866, 179.426, 127.273, 70.3349, 134.928, 48.3254, 119.617, 30.622 )
polygons = [ PoolIntArray( 3, 2, 1, 0, 19, 18, 17, 4 ), PoolIntArray( 4, 5, 16, 17 ), PoolIntArray( 16, 15, 7, 6 ), PoolIntArray( 16, 6, 5 ), PoolIntArray( 7, 8, 14, 15 ), PoolIntArray( 14, 13, 9, 8 ), PoolIntArray( 13, 12, 11, 10, 9 ) ]
bones = [ NodePath("Hip"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/RightArm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/RightArm/RightForearm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/RightArm/RightForearm/RightHand"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/Head"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/Head/Chin"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/Chest/LeftArm"), PoolRealArray( 1, 1, 1, 1, 1, 0.5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.5, 1, 1, 1 ), NodePath("Hip/Chest/LeftArm/LeftForearm"), PoolRealArray( 0, 0, 0, 0, 0, 0, 1, 1, 1, 0.5, 0, 0, 0, 0.5, 1, 1, 0.5, 0, 0, 0 ), NodePath("Hip/Chest/LeftArm/LeftForearm/LeftHand"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.5, 1, 1, 1, 0.5, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg/LeftLowerLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/LeftLeg/LeftLowerLeg/LeftFoot"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightLeg/RightLowerLeg"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), NodePath("Hip/RightLeg/RightLowerLeg/RightFoot"), PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ) ]
bones = [ "Hip", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/RightArm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/RightArm/RightForearm", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/RightArm/RightForearm/RightHand", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/Head", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/Head/Chin", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/Chest/LeftArm", PoolRealArray( 1, 1, 1, 1, 1, 0.5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.5, 1, 1, 1 ), "Hip/Chest/LeftArm/LeftForearm", PoolRealArray( 0, 0, 0, 0, 0, 0, 1, 1, 1, 0.5, 0, 0, 0, 0.5, 1, 1, 0.5, 0, 0, 0 ), "Hip/Chest/LeftArm/LeftForearm/LeftHand", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.5, 1, 1, 1, 0.5, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg/LeftLowerLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/LeftLeg/LeftLowerLeg/LeftFoot", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightLeg/RightLowerLeg", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), "Hip/RightLeg/RightLowerLeg/RightFoot", PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ) ]
internal_vertex_count = 20
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]

View File

@@ -1,5 +1,6 @@
extends Control
const trans_list = ["Linear", "Sine", "Quint", "Quart", "Quad", "Expo", "Elastic", "Cubic", "Circ", "Bounce", "Back"]
const eases_list = ["In", "Out", "InOut", "OutIn"]
const modes_list = ["Move", "Color", "Scale", "Rotate", "Callback", "Follow", "Repeat", "Pause"]
@@ -29,6 +30,7 @@ onready var follow_mode = modes_vbox.get_node(@"Follow")
onready var repeat_mode = modes_vbox.get_node(@"Repeat")
onready var paused_mode = modes_vbox.get_node(@"Pause")
func _ready():
for index in range(trans_list.size()):
trans_vbox.get_node(trans_list[index]).connect("pressed", self, "on_trans_changed", [index])

View File

@@ -91,8 +91,8 @@ custom_constants/separation = 20
alignment = 1
[node name="Modes" type="VBoxContainer" parent="Controls"]
margin_left = 37.0
margin_right = 110.0
margin_left = 23.0
margin_right = 96.0
margin_bottom = 383.0
rect_min_size = Vector2( 70, 0 )
size_flags_vertical = 0
@@ -178,8 +178,8 @@ toggle_mode = true
text = "pause"
[node name="Transitions" type="VBoxContainer" parent="Controls"]
margin_left = 130.0
margin_right = 215.0
margin_left = 116.0
margin_right = 201.0
margin_bottom = 518.0
rect_min_size = Vector2( 70, 0 )
size_flags_vertical = 0
@@ -283,8 +283,8 @@ toggle_mode = true
text = "back"
[node name="Eases" type="VBoxContainer" parent="Controls"]
margin_left = 235.0
margin_right = 305.0
margin_left = 221.0
margin_right = 291.0
margin_bottom = 203.0
rect_min_size = Vector2( 70, 0 )
size_flags_vertical = 0
@@ -334,7 +334,7 @@ toggle_mode = true
text = "out_in"
[node name="ColorFrom" type="VBoxContainer" parent="Controls"]
margin_left = 325.0
margin_left = 311.0
margin_right = 646.0
margin_bottom = 570.0
rect_min_size = Vector2( 320, 570 )
@@ -349,7 +349,7 @@ text = "Color From:"
[node name="ColorPicker" type="ColorPicker" parent="Controls/ColorFrom"]
margin_top = 27.0
margin_right = 321.0
margin_right = 335.0
margin_bottom = 539.0
size_flags_horizontal = 2
size_flags_vertical = 2
@@ -359,7 +359,7 @@ __meta__ = {
[node name="ColorTo" type="VBoxContainer" parent="Controls"]
margin_left = 666.0
margin_right = 987.0
margin_right = 1001.0
margin_bottom = 570.0
rect_min_size = Vector2( 320, 570 )
rect_clip_content = true
@@ -374,7 +374,7 @@ text = "Color To:"
[node name="ColorPicker" type="ColorPicker" parent="Controls/ColorTo"]
margin_top = 27.0
margin_right = 321.0
margin_right = 335.0
margin_bottom = 539.0
size_flags_horizontal = 2
size_flags_vertical = 2

View File

@@ -1,5 +1,6 @@
extends Camera
const MOUSE_SENSITIVITY = 0.002
const MOVE_SPEED = 1.5

View File

@@ -1,5 +1,6 @@
extends Spatial
enum GIMode {
NONE,
BAKED_LIGHTMAP_ALL,
@@ -8,6 +9,13 @@ enum GIMode {
MAX, # Maximum value of the enum, used internally.
}
enum ReflectionProbeMode {
NONE,
ONCE,
ALWAYS,
MAX,
}
# Keep this in sync with the GIMode enum (except for MAX).
const GI_MODE_TEXTS = [
"Environment Lighting (Fastest)",
@@ -16,13 +24,6 @@ const GI_MODE_TEXTS = [
"GIProbe (Slow)",
]
enum ReflectionProbeMode {
NONE,
ONCE,
ALWAYS,
MAX,
}
# Keep this in sync with the ReflectionProbeMode enum (except for MAX).
const REFLECTION_PROBE_MODE_TEXTS = [
"Disabled - Using environment, VoxelGI or SDFGI reflections (Fastest)",
@@ -37,6 +38,7 @@ var use_ssao = false
onready var environment = preload("res://default_env.tres")
onready var gi_mode_label = $GIMode
onready var reflection_probe_mode_label = $ReflectionProbeMode
onready var ssao_label = $SSAO
onready var reflection_probe = $Camera/ReflectiveSphere/ReflectionProbe
@@ -141,6 +143,6 @@ func set_reflection_probe_mode(p_reflection_probe_mode):
func set_use_ssao(p_use_ssao):
use_ssao = p_use_ssao
reflection_probe_mode_label.text = "Screen-space ambient occlusion: %s" % "Enabled (Slow)" if use_ssao else "Disabled (Fastest)"
ssao_label.text = "Screen-space ambient occlusion: %s" % "Enabled (Slow)" if use_ssao else "Disabled (Fastest)"
environment.ssao_enabled = use_ssao

View File

@@ -167,11 +167,13 @@ text = "Screen-space ambient occlusion: Disabled (Fastest)"
anchor_top = 1.0
anchor_bottom = 1.0
margin_left = 16.0
margin_top = -50.0
margin_top = -89.0
margin_right = 496.0
margin_bottom = -16.0
margin_bottom = -15.0
custom_constants/line_spacing = 6
text = "Press Space to cycle between GI modes, R to cycle reflection probe modes
Press Esc or F10 to toggle mouse capture"
text = "Space: Cycle between GI modes
R: Cycle reflection probe modes
F: Cycle between screen-space lighting effect modes
Escape or F10: Toggle mouse capture"
[editable path="GlowingBox"]

View File

@@ -1,6 +1,7 @@
tool
extends Spatial
export(NodePath) var skeleton_path setget _set_skeleton_path
export(String) var bone_name = ""
export(int, "_process", "_physics_process", "_notification", "none") var update_mode = 0 setget _set_update

View File

@@ -1,6 +1,7 @@
tool
extends EditorPlugin
func _enter_tree():
# Plugin Initialization here!
add_custom_type("IK_LookAt", "Spatial", preload("ik_look_at.gd"), preload("ik_look_at.png"))

View File

@@ -1,5 +1,6 @@
extends Button
export(String, FILE) var scene_to_change_to = null

View File

@@ -60,6 +60,7 @@ __meta__ = {
skeleton_path = NodePath("../../../GodotBattleBot/Armature/Skeleton")
bone_name = "Head"
additional_rotation = Vector3( 90, 0, 0 )
additional_bone_length = 1
[node name="IK_FABRIK_Left_Arm" type="Spatial" parent="Camera/Targets"]
script = ExtResource( 8 )
@@ -121,6 +122,7 @@ __meta__ = {
skeleton_path = NodePath("../../../../../GodotBattleBot/Armature/Skeleton")
bone_name = "Right_Hand"
additional_rotation = Vector3( 0, 0, 90 )
additional_bone_length = 1
[node name="MiddleJoint" type="Spatial" parent="Camera/Targets/IK_FABRIK_Right_Arm"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -6.34515, 0, -3.7843 )

View File

@@ -1,5 +1,6 @@
extends KinematicBody
# Walking variables.
const norm_grav = -38.8
const MAX_SPEED = 22

View File

@@ -477,6 +477,7 @@ skeleton_path = NodePath("../../../../GodotBattleBot/Armature/Skeleton")
bone_name = "Chest"
look_at_axis = 2
additional_rotation = Vector3( -10, 0, 0 )
additional_bone_length = 1
[node name="Camera" type="Camera" parent="KinematicBody/CameraHolder/LeanPath/PathFollow/IK_LookAt_Chest"]
transform = Transform( -1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0 )
@@ -509,6 +510,7 @@ skeleton_path = NodePath("../../../../../../../../GodotBattleBot/Armature/Skelet
bone_name = "Left_Hand"
use_negative_our_rot = true
additional_rotation = Vector3( 0, 0, 90 )
additional_bone_length = 1
[node name="MiddleJoint" type="Spatial" parent="KinematicBody/CameraHolder/LeanPath/PathFollow/IK_LookAt_Chest/AimPos/IK_FABRIK"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 5.85263, -2.91316, -2.77555 )
@@ -530,7 +532,6 @@ __meta__ = {
skeleton_path = NodePath("../../../../../../GodotBattleBot/Armature/Skeleton")
bones_in_chain = PoolStringArray( "Right_UpperArm", "Right_LowerArm", "Right_Hand" )
bones_in_chain_lengths = PoolRealArray( 1.97, 3, 0.1 )
chain_iterations = 8
limit_chain_iterations = false
use_middle_joint_target = true
@@ -547,6 +548,7 @@ skeleton_path = NodePath("../../../../../../../../GodotBattleBot/Armature/Skelet
bone_name = "Right_Hand"
use_negative_our_rot = true
additional_rotation = Vector3( 0, 0, 90 )
additional_bone_length = 1
[node name="MiddleJoint" type="Spatial" parent="KinematicBody/CameraHolder/LeanPath/PathFollow/IK_LookAt_Chest/AimPos/IK_FABRIK_RightArm"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -5.73318, -2.91316, -2.77555 )
@@ -570,6 +572,7 @@ __meta__ = {
}
skeleton_path = NodePath("../../../../GodotBattleBot/Armature/Skeleton")
bone_name = "Head"
additional_bone_length = 1
[node name="AnimationPlayer" type="AnimationPlayer" parent="KinematicBody/CameraHolder"]
autoplay = "Start"

View File

@@ -1,5 +1,6 @@
extends RigidBody
const DESPAWN_TIME = 5
var timer = 0

View File

@@ -20,6 +20,7 @@ nodes/use_legacy_names=false
materials/location=0
materials/storage=0
materials/keep_on_reimport=true
meshes/octahedral_compression=true
meshes/compress=true
meshes/ensure_tangents=true
meshes/storage=0

View File

@@ -50,6 +50,7 @@ __meta__ = {
skeleton_path = NodePath("../../../GodotBattleBot/Armature/Skeleton")
bone_name = "Head"
additional_rotation = Vector3( 90, 0, 0 )
additional_bone_length = 1
[node name="IK_LookAt_LeftArm" type="Spatial" parent="Camera/Targets"]
script = ExtResource( 6 )
@@ -58,6 +59,7 @@ __meta__ = {
}
skeleton_path = NodePath("../../../GodotBattleBot/Armature/Skeleton")
bone_name = "Left_UpperArm"
additional_bone_length = 1
[node name="IK_LookAt_RightArm" type="Spatial" parent="Camera/Targets"]
script = ExtResource( 6 )
@@ -67,6 +69,7 @@ __meta__ = {
skeleton_path = NodePath("../../../GodotBattleBot/Armature/Skeleton")
bone_name = "Right_UpperArm"
additional_rotation = Vector3( 0, 0, 180 )
additional_bone_length = 1
[node name="Control" type="Control" parent="."]
anchor_right = 1.0

View File

@@ -20,6 +20,7 @@ nodes/use_legacy_names=false
materials/location=0
materials/storage=0
materials/keep_on_reimport=true
meshes/octahedral_compression=true
meshes/compress=true
meshes/ensure_tangents=true
meshes/storage=0

View File

@@ -25,7 +25,7 @@ window/stretch/aspect="expand"
[editor_plugins]
enabled=PoolStringArray( "res://addons/sade/plugin.cfg" )
enabled=PoolStringArray( )
[rendering]

View File

@@ -53,6 +53,7 @@ __meta__ = {
skeleton_path = NodePath("../../../GodotBattleBot/Armature/Skeleton")
bone_name = "Head"
additional_rotation = Vector3( 90, 0, 0 )
additional_bone_length = 1
[node name="1MeterCube" type="MeshInstance" parent="Camera/Targets"]
mesh = SubResource( 3 )

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