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116 Commits

Author SHA1 Message Date
Bojidar Marinov
c34a2b423b Merge pull request #348 from texaco/master
Fix seesaw falling plank from 2d demo
2019-10-16 10:26:48 +03:00
Manolo Texaco
98e60d4ff6 Fix seesaw falling plank from 2d demo
Seesaw did stand up in 2d Demo - Physics Platformer.

Add a pillar as static body and reasign PinJoin2D nodes
2019-10-16 10:23:30 +03:00
Rémi Verschelde
d29b987235 Merge pull request #353 from hbina/fix_quat_error
Fixed casting from Basis to Quat
2019-09-26 12:36:20 +02:00
Hanif Bin Ariffin
1e44578b1e Fixed basis -> quat casting
Noticed a lot of error spat out because of unnormalized basis.
I simply followed the suggestion to use get_rotation_quat() instead of using constructor of Quat(x).
2019-09-23 19:09:40 -04:00
Rémi Verschelde
9b2da1fa2f Merge pull request #343 from Faless/websocket/initial
Add 3 WebSocket demos
2019-08-22 14:34:03 +02:00
Fabio Alessandrelli
359ef78ee0 Add WebSocket high level multiplayer demo. 2019-07-28 15:25:36 +02:00
Fabio Alessandrelli
e9f02ff05f Add Websocket chat demo 2019-07-28 14:20:57 +02:00
Fabio Alessandrelli
949a9428eb Add websocket minimal demo 2019-07-28 14:13:19 +02:00
Rémi Verschelde
c2d2718cca Merge pull request #339 from Faless/mp/bomber_fix_pr
Use p2p in multiplayer bomber player exchange.
2019-07-11 08:33:15 +02:00
Fabio Alessandrelli
38bfaba92d Use p2p in multiplayer bomber player exchange.
We used to broadcast player info on connect and have the server relay it
to other clients.
With this approach, each peer (including server) sends its own info once
to other peers as soon as they connects.
When a new player connects, it is notified of all the already connected
peers by the `network_peer_connected` signal.
Any already connected peer is also notified of the newly connected peer
by the same signal.
2019-07-10 18:29:44 +02:00
Rémi Verschelde
85f36d6b3b Merge pull request #338 from kjav/master
Fixed typo in overlay instructions
2019-07-08 07:10:05 +02:00
Sam
bee90f6bd7 Fixed typo in overlay instructions 2019-07-06 00:59:21 +01:00
Rémi Verschelde
e691f98c18 Merge pull request #302 from kkmzero/patch-1
Automatic brake/reverse
2019-07-04 12:03:05 +02:00
Rémi Verschelde
99f6e67d40 Merge pull request #335 from Faless/webrtc/initial
Add two WebRTC demo
2019-06-19 14:27:39 +02:00
Fabio Alessandrelli
2a57c64c30 Add webrtc signaling example 2019-06-14 06:15:22 +02:00
Fabio Alessandrelli
0bbe5ef586 Add minimal connection demos 2019-06-14 04:14:53 +02:00
Rémi Verschelde
0db440bb55 Merge pull request #274 from Calinou/optimize-images
Optimize all images using `oxipng -o6 --strip all --zopfli`
2019-06-14 00:16:48 +02:00
Hugo Locurcio
184b0fe5f8 Optimize all images using oxipng -o6 --strip all --zopfli 2019-06-11 16:40:50 +02:00
Rémi Verschelde
6a9bb96ebd Merge pull request #332 from t-karcher/visual-script-patch
Visual Script demos converted to and tested with V3.1
2019-06-11 12:25:06 +02:00
Rémi Verschelde
4bb717c59f Merge pull request #220 from Calinou/increase-sky-radiance-size
Increase sky radiance size to 128 (from 64) in the Material Tester demo
2019-06-10 15:31:21 +02:00
Rémi Verschelde
f83706d306 Merge pull request #286 from williamd1k0/improve-godette-sprite
Improve Godette sprite in sprite_shaders demo
2019-06-10 10:49:21 +02:00
Hugo Locurcio
7f41a74a98 Increase sky radiance size to 128 (from 64) in the Material Tester demo
This makes reflections look nicer, especially on materials with low
roughness values.
2019-06-05 13:38:52 +02:00
Thomas Karcher
626b9178bb Converted to and tested with V3.1 2019-06-04 21:25:25 +02:00
Rémi Verschelde
47be86af93 Merge pull request #319 from wscalf/master
Updated rotation of Quad to be right side up
2019-06-03 21:31:54 +02:00
Rémi Verschelde
61c03933e4 Merge pull request #328 from t-karcher/patch-1
More projects converted to and tested with Godot 3.1
2019-06-03 21:17:03 +02:00
Thomas Karcher
1cfb3ee621 Small bugfix in 3D platformer
Gravity vector is zero in the first few frames, leading to errors in follow-up calculations expecting a normalized  vector. Fixed by assigning a default gravity in case those cases.
2019-05-15 21:57:35 +02:00
Thomas Karcher
39590fadd3 2D RPG converted to and tested with V3.1 2019-05-15 21:34:26 +02:00
Thomas Karcher
d21936b32d 3D projects converted to and tested with Godot 3.1 2019-05-15 19:26:16 +02:00
Thomas Karcher
d9a4d21e16 Updated latest Godot version (3.1) in README.md 2019-05-14 15:33:44 +02:00
Rémi Verschelde
b9bca13221 Merge pull request #326 from DevinPentecost/opensimplexnoise
Adding OpenSimplexNoise Viewer demo
2019-05-10 11:15:47 +02:00
Devin Pentecost
19c4d7311f Adding example NoiseTexture usage, as an example
Set the use_noise_texture flag to true to use it instead.
2019-05-08 21:58:10 -07:00
Devin Pentecost
27727fdde5 Adding OpenSimplexNoise Viewer demo 2019-05-04 23:50:24 -07:00
Juan Linietsky
ceefc33fe4 Improved tutorial for sync audio with music, use two approaches. 2019-04-27 15:26:48 -03:00
Juan Linietsky
e22a46f301 Add a BPM sync tutorial. 2019-04-27 14:14:17 -03:00
Juan Linietsky
c819e3b276 Demos for sound generation and audio spectrum analysis. 2019-04-10 12:26:55 -03:00
Rémi Verschelde
56a2b28c53 Merge pull request #322 from bojidar-bg/321-navigation-reach-end
Fix navigation demo not reaching the final point
2019-04-08 16:43:38 +02:00
Bojidar Marinov
55d1deeeac Fix navigation demo not reaching the final point
Fixes #321
2019-04-08 16:46:00 +03:00
William Scalf
cc0b002e6e Updated rotation of Quad to be right side up 2019-03-23 18:06:43 -04:00
Rémi Verschelde
17e80079e3 Merge pull request #318 from cbscribe/dodge_31_updates
Update Dodge demo to match 3.1 docs
2019-03-16 17:45:24 -07:00
Chris Bradfield
961c71d003 Update Dodge demo to match 3.1 docs 2019-03-16 17:26:56 -07:00
Rémi Verschelde
1a5517ae1a MicRecord: Improve UI for mobile, add status label 2019-03-08 15:39:49 +01:00
Rémi Verschelde
63392a3574 Port 3D kinematic char and materials tester to Godot 3.1 2019-03-07 23:36:30 +01:00
TestDotCom
2fb80980b9 2d/physics_platformer works flawlessly on Godot 3.1 beta 8 (#312)
* 2d/physics_platformer works flawlessly on Godot 3.1 beta 8
* fix warnings for inferred node type
* every script has a class_name
* formatted code for better clarity
* each files has its own subfolder
* bullet collisions and shooting have to be executed from call_deferred

* PascalCase naming for nodes
2019-03-04 12:12:33 +01:00
TestDotCom
81441c42b7 2d/platformer works flawlessly on Godot 3.1 beta 8 (#310)
* 2d/platformer works flawlessly on Godot 3.1 beta 8
* fix warnings for inferred node type
* every script has a class_name
* formatted code for better clarity
* each files has its own subfolder

* As suggested by @akien-mga
* states are back to const instead of enum
* class_name comes after extends
* better code style

* PascalCase for nodes
2019-03-04 12:12:08 +01:00
Rémi Verschelde
cfcc0f3964 Port misc and plugin demos to Godot 3.1 2019-02-26 15:13:08 +01:00
Rémi Verschelde
a38b315064 Port audio, gui, mono, networking and viewport demos to Godot 3.1 2019-02-26 14:50:18 +01:00
Rémi Verschelde
faae60ac2f Port 2D demos to Godot 3.1
Opened them, saved all scenes, ran the project. Did necessary fixes here and there,
fixed some warnings (but some remain in bigger demos).

Did not port JRPG demo yet (#306) nor the two platformer demos.
2019-02-26 14:22:02 +01:00
Ivan Kmeťo
bded14a506 Automatic brake/reverse
Value fwd_mps converts global velocity into a velocity vector which is rotated to cars local coordinate system (in this example x-axis).
Then if key "ui_down" is pressed and the fwd_mps value is greater or equal to -1 (which seems to be very good spot and represents car still moving forward but nearly standing still) the car reverses (negative engine_force_value). If this condition isn't met (which means the car is moving forward) then the car brakes.

Tested and working on Godot 3.1 Beta 3.

Suggestions:
In this case, if you want something more realistic, the -engine_force_value can be much lower because no car reverses in same speed as it goes forward but for the sake of demo project I left it as it is.

Created for my own project with help of user wombatstampede from godotdevelopers.org/forum
2019-02-06 05:59:45 +01:00
Toshio Araki
a6ce6dbf4c Updated 2D pathfinding for version 3.1 (#301) 2019-01-29 09:00:43 +01:00
Nathan Lovato
916c9c933c Merge pull request #298 from Rubonnek/fix-fsm-demo
Fixed Finite State Machine error with enums
2019-01-06 09:42:04 +09:00
Wilson E. Alvarez
974dbd6b88 Fixed Finite State Machine demo issues 2019-01-05 17:49:32 -05:00
Rémi Verschelde
eb27a35a2d Merge pull request #296 from marcelofg55/mic_record
Added MicRecord demo
2018-12-16 14:23:43 +01:00
Marcelo Fernandez
453405031c Added MicRecord demo 2018-12-15 14:45:28 -03:00
Rémi Verschelde
77f7afaba4 Fix window management demo for 3.0+ 2018-12-14 23:59:16 +01:00
Rémi Verschelde
da618f4f95 Merge pull request #288 from KellyThomas/dodge-the-creeps-cs
mono demo for dodge the creeps tutorial
2018-10-16 18:57:09 +02:00
Rémi Verschelde
bcc8f64d7a Platformer 2D: Simplify controller with proper is_on_floor usage 2018-10-16 11:02:47 +02:00
Nathan Lovato
3541aabc8e Merge pull request #289 from yleduc/patch-1
Fix a typo in GodotPayment(s)
2018-10-11 05:20:12 +09:00
Yannick LE DUC
eac8dfd6ed Fix a typo in GodotPayment(s)
Fix https://github.com/godotengine/godot/issues/22909
2018-10-10 16:21:23 +02:00
Kelly Thomas
7206f2d1f4 mono demo for dodge the creeps tutorial 2018-10-09 22:58:51 +08:00
Rémi Verschelde
01d2f78c13 Merge pull request #261 from GDquest/grid-based-movement-2d
Add 2d grid-based movement demo
2018-10-07 10:13:44 +02:00
William Tumeo
765ca64680 Improve Godette sprite in sprite_shaders demo 2018-10-02 00:58:08 -03:00
Nathan Lovato
8cb1dcdb91 Merge pull request #284 from LikeLakers2/file-thing
Fix the git tracking issue with Grid.gd and Pawn.gd on Windows
2018-09-27 08:41:11 +09:00
LikeLakers2
c972af3aab Re-add the proper Grid.gd and Pawn.gd files 2018-09-24 19:16:19 -04:00
LikeLakers2
a318ea10a2 Remove the Grid.gd and Pawn.gd files 2018-09-24 18:53:46 -04:00
Nathan Lovato
bbaca235b8 Fix weapon offset, stagger assert fail
Reparented the weapons (sword and bullet) to the body, tweaked related code
Fix #277
Prevented attack state from stacking on top of stagger
Fix 279
2018-09-23 11:17:52 +09:00
Henrique Campos
2c260e0103 Refactor RPG Demo
closes #263 

- Rename dialog to dialogue
- Give meaningful name to generic actors
- Move combat screen content to turn_combat folder
- Add new icon.png and .svg
- Change combat UI to not emit a signal from its parent, instead pass parameters to a function and let the combat work on them there
- Remove UI accessing deep layers on the hierarchy (get_parent().get_node("../etc/etc../etc...")
- Fix defend() stacking, making the player invulnerable, now evey turn the Health.armor resets to a base_armor value
- Remove useless Inventory button (maybe added again in the future when an inventory is added to the demo)
2018-09-23 11:07:46 +09:00
Rémi Verschelde
5b01dccc82 Android IAP: Check for singleton before getting
Fixes #273, fixes #212, fixes #godotengine/godot#22082.
2018-09-14 22:57:19 +02:00
Nathan Lovato
471b813911 Fix typos and add missing end lines JRPG demo 2018-09-12 10:33:50 +09:00
Henrique Campos
2709ddeb28 Add JRPGish demo (#267)
* Add JRPGish game

* Fix typo and signals connection

* Add missing last lines

* Remove unused files
2018-09-12 09:59:22 +09:00
Juan Linietsky
c6b481aaf0 Background Loading Demo 2018-07-22 19:29:02 -03:00
Rémi Verschelde
35f628e0a4 Merge pull request #265 from volzhs/android-iap-desc
Update description for setting up android iap
2018-07-19 08:20:06 +02:00
volzhs
ab07f94911 Update description for setting up android iap 2018-07-19 14:56:51 +09:00
Nathan Lovato
cfe4b0ec4e Merge pull request #262 from goodyttoor/finite_state_machine
Fix finite state demo warning
2018-06-22 22:32:38 +09:00
Unknown
ed08f6aeca Fix finite state demo warning
- Remove non existence autoload
- Not running state stack display in editor
2018-06-22 16:37:30 +07:00
Rémi Verschelde
1970ba4b68 Merge pull request #252 from GDquest/hfsm-demo
Add State pattern, HFSM and pushdown automaton demo
2018-06-22 09:40:19 +02:00
Nathan Lovato
1ef5373c4f Rewrite FSM demo to respect the single responsibility principle
Now there's a base state_machine script, the StateMachine is separate from the physics body.
I reworked the code to follow the GDscript guidelines in the official manual.
2018-06-22 15:16:20 +09:00
Nathan Lovato
b355e3937a Fix condition always true in navigation demo 2018-06-19 10:42:30 +09:00
Nathan
954b6f4990 Fix pawn direction code, add EMPTY constant to grid 2018-06-12 10:09:29 +09:00
Nathan
11af6c77c7 Add 2d grid-based movement demo 2018-06-12 08:34:00 +09:00
Nathan
5b744fa1e6 Add HFSM + pushdown automaton demo 2018-06-10 16:45:02 +09:00
Rémi Verschelde
4f40b0940c IAP: Use PoolStringArray for 3.0+ 2018-05-26 08:15:07 +02:00
Nathan Lovato
c81540aa23 Merge pull request #260 from Calinou/increase-fov-in-3d-demos
Use an higher FOV value in demos
2018-05-19 07:36:44 +09:00
Hugo Locurcio
86bf5060b3 Use an higher FOV value in demos
A vertical FOV of 74 degrees is roughly equivalent to a 90 degree
horizontal FOV on a 4:3 display (~106.26 degrees on 16:9), which
is the typical default FOV used in PC games.
2018-05-18 23:16:27 +02:00
Nathan Lovato
65ea563d57 Merge pull request #257 from TwistedTwigleg/IK_Linux_Fix
Fixed the materials using upper case names in the IK demo.
2018-05-02 08:43:49 +09:00
Nathan Lovato
334426403c Merge pull request #258 from 0ttoman/my-branch
checking array length beforehand
2018-05-02 08:41:51 +09:00
0ttoman
d09cc6af8b checking array length beforehand 2018-05-01 23:52:05 +02:00
TwistedTwigleg
532fbb4858 Fixed the materials using upper case names in the IK demo 2018-05-01 17:21:45 -04:00
Rémi Verschelde
840777aee3 Merge pull request #236 from GDquest/astar-demo
Add 2d/navigation_astar demo for grid-based pathfinding
2018-05-01 11:46:30 +02:00
Nathan Lovato
8d93b177e6 Merge pull request #254 from Calinou/remove-dead-code-in-kinematic-character-3d
Remove an unused variable declaration in Kinematic Character 3D
2018-04-29 08:33:38 +09:00
Hugo Locurcio
3e47fcd6c4 Remove an unused variable declaration in Kinematic Character 3D 2018-04-28 17:37:44 +02:00
Nathan
2c2c8e7e73 Add path-following character
Fix performance bug with 2-way connections in the Astar node
2018-04-26 10:03:41 +09:00
Nathan Lovato
de24bae61d Merge pull request #246 from TwistedTwigleg/IK_Linux_Fix
Linux IK demo fixes
2018-04-24 09:52:44 +09:00
TwistedTwigleg
01abbff26d Changed a few things in the IK demo to make it work on Linux.
Renamed the exported variables in the Look At IK to better follow Godot's API.
Removed all of the commented out constraint code for the FABRIK IK.
2018-04-23 11:09:06 -04:00
Rémi Verschelde
85c72987fc Merge pull request #238 from Vega-KH/master
Fix vehicle vibration and rolling issues.
2018-04-12 08:31:16 +02:00
Kyle Howard
38bb189b9f Fix vehicle vibration and rolling issues.
I think these issues are due to different calculations in the Bullet
Physics system.  This fixes the vibration and roll, but additional
settings on the suspension also should be looked into.
2018-04-06 10:11:55 -05:00
Nathan Lovato
c61351cad9 Merge pull request #210 from TwistedTwigleg/Platformer3D_TextureFix
Removed grey line in Platformer3D's tile texture
2018-04-02 11:30:32 +09:00
Nathan Lovato
fc08eda45b Merge pull request #226 from TwistedTwigleg/3D_IK_Demo
3D IK demo (fixed)
2018-03-31 12:05:26 +09:00
Nathan Lovato
d5d7382a27 Merge pull request #237 from jaggygames/sprite-shaders
Ported 2D Sprite Shaders from 2.1
2018-03-31 11:52:33 +09:00
jaggygames
b24ee4a44a ported over 2d sprite shaders to 3.0 2018-03-31 09:12:23 +07:00
Nathan Lovato
ff4da36c17 Merge pull request #223 from cbscribe/code_cleanup
Code cleanup
2018-03-31 06:52:23 +09:00
Nathan
b8fc28b0cd Add 2d/navigation_astar demo for grid-based pathfinding
This includes a commented version of the code for learning purposes
There's a bug in the console every time you call AStar.get_point_path(): Condition p_elem->_root is true
The demo still runs no problem but some help and feedback would be much appreciated.

closes #235
2018-03-29 10:06:39 +09:00
Rémi Verschelde
7f969fca7a Merge pull request #234 from GDquest/2d-navigation-demo
Rewrite the 2d/navigation demo so it's easier to understand
2018-03-27 10:41:09 +02:00
Nathan
7cc8afbd1f rewrite the 2d/navigation demo so it's easier to understand 2018-03-27 17:04:28 +09:00
Rémi Verschelde
03afee161a Merge pull request #231 from Calinou/improve-readme
Reorganize README and add a notice about engine version compatibility
2018-03-26 20:58:11 +02:00
Hugo Locurcio
245d72ca1f Reorganize README and add a notice about engine version compatibility 2018-03-26 18:40:50 +02:00
Poommetee Ketson
2b68f9bdb0 Merge pull request #228 from Noshyaar/Noshyaar-patch-1
Fix moved msaa config in Material Demo
2018-03-19 23:13:03 +07:00
Poommetee Ketson
0db64f6ea2 Fix moved msaa config in Material Demo 2018-03-19 23:01:38 +07:00
Noah Beard
14b6f3587b Added a 3D IK demo with the following IK solvers: Look at and FABRIK
Three scenes are included, one of which shows a example use case.
2018-03-17 11:44:06 -04:00
Chris Bradfield
9d66e8f2ef Code cleanup 2018-03-13 22:35:55 -07:00
Rémi Verschelde
1c2ec4c2e8 Merge pull request #222 from cbscribe/dodge_game
Add "Dodge the Creeps" tutorial game
2018-03-13 10:17:44 +01:00
Chris Bradfield
b6b75c67f3 Add "Dodge the Creeps" tutorial game 2018-03-12 08:52:33 -07:00
Rémi Verschelde
40e1ee39f3 Merge pull request #206 from BastiaanOlij/truck_town
Ported truck town to Godot 3.0
2018-02-15 10:48:11 +01:00
Bastiaan Olij
d9a6635c11 Ported truck town to Godot 3.0 2018-02-15 20:31:49 +11:00
Rémi Verschelde
0252492b78 Merge pull request #213 from gamergamesz/patch-1
Update iap.gd from projectsettings to engine for 3.0 users
2018-02-01 21:16:03 +01:00
Himanshu singh
d53dd01897 Update iap.gd 2018-02-02 01:42:10 +05:30
TwistedTwigleg
2da82c7a90 Fixed the the texture in Platformer3D to not include grey lines between tiles 2018-02-01 12:12:38 -05:00
1122 changed files with 29799 additions and 13243 deletions

2
2d/dodge_the_creeps/.gitignore vendored Normal file
View File

@@ -0,0 +1,2 @@
.import
logs/

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@@ -0,0 +1,7 @@
extends Button
func _on_Button_pressed() -> void:
if Input.is_mouse_button_pressed(BUTTON_LEFT):
print("Left mouse button")
if Input.is_mouse_button_pressed(BUTTON_RIGHT):
print("Right mouse button")

View File

@@ -0,0 +1,26 @@
extends CanvasLayer
signal start_game
func show_message(text):
$MessageLabel.text = text
$MessageLabel.show()
$MessageTimer.start()
func show_game_over():
show_message("Game Over")
yield($MessageTimer, "timeout")
$MessageLabel.text = "Dodge the\nCreeps"
$MessageLabel.show()
yield(get_tree().create_timer(1), 'timeout')
$StartButton.show()
func update_score(score):
$ScoreLabel.text = str(score)
func _on_StartButton_pressed():
$StartButton.hide()
emit_signal("start_game")
func _on_MessageTimer_timeout():
$MessageLabel.hide()

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@@ -0,0 +1,62 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://HUD.gd" type="Script" id=1]
[ext_resource path="res://fonts/Xolonium-Regular.ttf" type="DynamicFontData" id=2]
[sub_resource type="DynamicFont" id=1]
size = 64
font_data = ExtResource( 2 )
[sub_resource type="DynamicFont" id=2]
size = 64
font_data = ExtResource( 2 )
[sub_resource type="InputEventAction" id=3]
action = "ui_select"
[sub_resource type="ShortCut" id=4]
shortcut = SubResource( 3 )
[node name="HUD" type="CanvasLayer"]
script = ExtResource( 1 )
[node name="ScoreLabel" type="Label" parent="."]
anchor_right = 1.0
margin_bottom = 78.0
custom_fonts/font = SubResource( 1 )
text = "0"
align = 1
[node name="MessageLabel" type="Label" parent="."]
anchor_top = 0.5
anchor_right = 1.0
anchor_bottom = 0.5
margin_top = -79.5
margin_bottom = 79.5
custom_fonts/font = SubResource( 1 )
text = "Dodge the
Creeps"
align = 1
[node name="StartButton" type="Button" parent="."]
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
margin_left = -90.0
margin_top = -200.0
margin_right = 90.0
margin_bottom = -100.0
custom_fonts/font = SubResource( 2 )
shortcut = SubResource( 4 )
text = "Start"
[node name="MessageTimer" type="Timer" parent="."]
one_shot = true
[connection signal="pressed" from="StartButton" to="." method="_on_StartButton_pressed"]
[connection signal="timeout" from="MessageTimer" to="." method="_on_MessageTimer_timeout"]

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@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2017 KidsCanCode
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@@ -0,0 +1,40 @@
extends Node
export (PackedScene) var Mob
var score
func _ready():
randomize()
func game_over():
$ScoreTimer.stop()
$MobTimer.stop()
$HUD.show_game_over()
$Music.stop()
$DeathSound.play()
func new_game():
score = 0
$Player.start($StartPosition.position)
$StartTimer.start()
$HUD.update_score(score)
$HUD.show_message("Get Ready")
$Music.play()
func _on_MobTimer_timeout():
$MobPath/MobSpawnLocation.offset = randi()
var mob = Mob.instance()
add_child(mob)
var direction = $MobPath/MobSpawnLocation.rotation + PI/2
mob.position = $MobPath/MobSpawnLocation.position
direction += rand_range(-PI/4, PI/4)
mob.rotation = direction
mob.linear_velocity = Vector2(rand_range(mob.min_speed, mob.max_speed), 0).rotated(direction)
func _on_ScoreTimer_timeout():
score += 1
$HUD.update_score(score)
func _on_StartTimer_timeout():
$MobTimer.start()
$ScoreTimer.start()

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[gd_scene load_steps=8 format=2]
[ext_resource path="res://Main.gd" type="Script" id=1]
[ext_resource path="res://Mob.tscn" type="PackedScene" id=2]
[ext_resource path="res://Player.tscn" type="PackedScene" id=3]
[ext_resource path="res://HUD.tscn" type="PackedScene" id=4]
[ext_resource path="res://art/House In a Forest Loop.ogg" type="AudioStream" id=5]
[ext_resource path="res://art/gameover.wav" type="AudioStream" id=6]
[sub_resource type="Curve2D" id=1]
_data = {
"points": PoolVector2Array( 0, 0, 0, 0, -0.901337, 0.225891, 0, 0, 0, 0, 480.262, 1.29041, 0, 0, 0, 0, 481.327, 700.681, 0, 0, 0, 0, 0.163177, 698.552, 0, 0, 0, 0, -0.901337, 0.225891 )
}
[node name="Main" type="Node"]
script = ExtResource( 1 )
Mob = ExtResource( 2 )
[node name="ColorRect" type="ColorRect" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
color = Color( 0.223529, 0.317647, 0.368627, 1 )
[node name="Player" parent="." instance=ExtResource( 3 )]
[node name="MobTimer" type="Timer" parent="."]
wait_time = 0.5
[node name="ScoreTimer" type="Timer" parent="."]
[node name="StartTimer" type="Timer" parent="."]
wait_time = 2.0
one_shot = true
[node name="StartPosition" type="Position2D" parent="."]
position = Vector2( 240, 450 )
[node name="MobPath" type="Path2D" parent="."]
curve = SubResource( 1 )
[node name="MobSpawnLocation" type="PathFollow2D" parent="MobPath"]
position = Vector2( -0.901337, 0.225891 )
rotation = 0.00221238
[node name="HUD" parent="." instance=ExtResource( 4 )]
[node name="Music" type="AudioStreamPlayer" parent="."]
stream = ExtResource( 5 )
[node name="DeathSound" type="AudioStreamPlayer" parent="."]
stream = ExtResource( 6 )
[connection signal="hit" from="Player" to="." method="game_over"]
[connection signal="timeout" from="MobTimer" to="." method="_on_MobTimer_timeout"]
[connection signal="timeout" from="ScoreTimer" to="." method="_on_ScoreTimer_timeout"]
[connection signal="timeout" from="StartTimer" to="." method="_on_StartTimer_timeout"]
[connection signal="start_game" from="HUD" to="." method="new_game"]

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extends RigidBody2D
export var min_speed = 150
export var max_speed = 250
var mob_types = ["walk", "swim", "fly"]
func _ready():
$AnimatedSprite.animation = mob_types[randi() % mob_types.size()]
func _on_VisibilityNotifier2D_screen_exited():
queue_free()

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[gd_scene load_steps=10 format=2]
[ext_resource path="res://Mob.gd" type="Script" id=1]
[ext_resource path="res://art/enemySwimming_1.png" type="Texture" id=2]
[ext_resource path="res://art/enemySwimming_2.png" type="Texture" id=3]
[ext_resource path="res://art/enemyWalking_1.png" type="Texture" id=4]
[ext_resource path="res://art/enemyWalking_2.png" type="Texture" id=5]
[ext_resource path="res://art/enemyFlyingAlt_1.png" type="Texture" id=6]
[ext_resource path="res://art/enemyFlyingAlt_2.png" type="Texture" id=7]
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
"loop": true,
"name": "swim",
"speed": 4.0
}, {
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
"loop": true,
"name": "walk",
"speed": 4.0
}, {
"frames": [ ExtResource( 6 ), ExtResource( 7 ) ],
"loop": true,
"name": "fly",
"speed": 3.0
} ]
[sub_resource type="CapsuleShape2D" id=2]
radius = 35.2706
height = 23.3281
[node name="Mob" type="RigidBody2D"]
collision_mask = 0
gravity_scale = 0.0
script = ExtResource( 1 )
__meta__ = {
"_edit_group_": true
}
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
scale = Vector2( 0.75, 0.75 )
frames = SubResource( 1 )
animation = "walk"
playing = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
rotation = 1.5708
shape = SubResource( 2 )
[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="."]
[connection signal="screen_exited" from="VisibilityNotifier2D" to="." method="_on_VisibilityNotifier2D_screen_exited"]

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extends Area2D
signal hit
export var speed = 400
var extents
var screen_size
func _ready():
screen_size = get_viewport_rect().size
hide()
func _process(delta):
var velocity = Vector2()
if Input.is_action_pressed("ui_right"):
velocity.x += 1
if Input.is_action_pressed("ui_left"):
velocity.x -= 1
if Input.is_action_pressed("ui_up"):
velocity.y -= 1
if Input.is_action_pressed("ui_down"):
velocity.y += 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite.play()
else:
$AnimatedSprite.stop()
position += velocity * delta
position.x = clamp(position.x, 0, screen_size.x)
position.y = clamp(position.y, 0, screen_size.y)
if velocity.x != 0:
$AnimatedSprite.animation = "right"
$AnimatedSprite.flip_v = false
$AnimatedSprite.flip_h = velocity.x < 0
elif velocity.y != 0:
$AnimatedSprite.animation = "up"
$AnimatedSprite.flip_v = velocity.y > 0
func _on_Player_body_entered(body):
hide()
emit_signal("hit")
$CollisionShape2D.set_deferred("disabled", true)
func start(pos):
position = pos
show()
$CollisionShape2D.disabled = false

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[gd_scene load_steps=8 format=2]
[ext_resource path="res://Player.gd" type="Script" id=1]
[ext_resource path="res://art/playerGrey_walk1.png" type="Texture" id=2]
[ext_resource path="res://art/playerGrey_walk2.png" type="Texture" id=3]
[ext_resource path="res://art/playerGrey_up1.png" type="Texture" id=4]
[ext_resource path="res://art/playerGrey_up2.png" type="Texture" id=5]
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
"loop": true,
"name": "right",
"speed": 5.0
}, {
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
"loop": true,
"name": "up",
"speed": 5.0
} ]
[sub_resource type="CapsuleShape2D" id=2]
radius = 26.1701
height = 14.822
[node name="Player" type="Area2D"]
script = ExtResource( 1 )
__meta__ = {
"_edit_group_": true
}
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
scale = Vector2( 0.5, 0.5 )
frames = SubResource( 1 )
animation = "right"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 2 )
[connection signal="body_entered" from="." to="." method="_on_Player_body_entered"]

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"Abstract Platformer" by kenney.nl is licensed under http://creativecommons.org/publicdomain/zero/1.0/
"House in a Forest Loop" by https://opengameart.org/users/horrorpen is licensed under http://creativecommons.org/licenses/by/3.0/

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Please distribute this file along with the Xolonium fonts when possible.
Source
Find the sourcefiles of Xolonium at
<gitlab.com/sev/xolonium>
Credits
Xolonium is created with FontForge <fontforge.org>,
Inkscape <inkscape.org>, Python <python.org>, and
FontTools <github.com/fonttools>.
It originated as a custom font for the open-source
game Xonotic <xonotic.org>. With many thanks to the
Xonotic community for your support.
Supported OpenType features
case Provides case sensitive placement of punctuation,
brackets, and math symbols for uppercase text.
frac Replaces number/number sequences with diagonal fractions.
Numbers that touch a slash should not exceed 10 digits.
kern Provides kerning for Latin, Greek, and Cyrillic scripts.
locl Dutch: Replaces j with a stressed version if it follows í.
Sami: Replaces n-form Eng with the preferred N-form version.
Romanian and Moldovan: Replaces ŞşŢţ with the preferred ȘșȚț.
pnum Replaces monospaced digits with proportional versions.
sinf Replaces digits with scientific inferiors below the baseline.
subs Replaces digits with subscript versions on the baseline.
sups Replaces digits with superscript versions.
zero Replaces zero with a slashed version.
Supported glyph sets
Adobe Latin 3
OpenType W1G
ISO 8859-1 Western European
ISO 8859-2 Central European
ISO 8859-3 South European
ISO 8859-4 North European
ISO 8859-5 Cyrillic
ISO 8859-7 Greek
ISO 8859-9 Turkish
ISO 8859-10 Nordic
ISO 8859-13 Baltic Rim
ISO 8859-14 Celtic
ISO 8859-15 Western European
ISO 8859-16 South-Eastern European
Available glyphs
!"#$%&'()*+,-./0123456789:;<=>?
@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_
`abcdefghijklmnopqrstuvwxyz{|}~
 ¡¢£¤¥¦§¨©ª«¬ ®¯°±²³´µ¶·¸¹º»¼½¾¿
ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖרÙÚÛÜÝÞß
àáâãäåæçèéêëìíîïðñòóôõö÷øùúûüýþÿ
ĀāĂ㥹ĆćĈĉĊċČčĎďĐđĒēĔĕĖėĘęĚěĜĝĞğ
ĠġĢģĤĥĦħĨĩĪīĬĭĮįİıIJijĴĵĶķĸĹĺĻļĽľ
ĿŀŁłŃńŅņŇňŊŋŌōŎŏŐőŒœŔŕŖŗŘřŚśŜŝŞş
ŠšŢţŤťŦŧŨũŪūŬŭŮůŰűŲųŴŵŶŷŸŹźŻżŽž
ƒǺǻǼǽǾǿȘșȚțȷ
ˆˇˉ˘˙˚˛˜˝
ͺ;΄΅Ά·ΈΉΊΌΎΏΐ
ΑΒΓΔΕΖΗΘΙΚΛΜΝΞΟΠΡΣΤΥΦΧΨΩΪΫάέήίΰ
αβγδεζηθικλμνξοπρςστυφχψωϊϋόύώ
ЀЁЂЃЄЅІЇЈЉЊЋЌЍЎЏАБВГДЕЖЗИЙКЛМНОП
РСТУФХЦЧШЩЪЫЬЭЮЯабвгдежзийклмноп
рстуфхцчшщъыьэюяѐёђѓєѕіїјљњћќѝўџ
ѢѣѲѳѴѵҐґҒғҔҕҖҗҘҙҚқҜҝҞҟҠҡҢңҤҥҦҧҨҩ
ҪҫҬҭҮүҰұҲҳҴҵҶҷҸҹҺһҼҽӀӁӂӇӈӋӌӏӐӑӒӓ
ӔӕӖӗӘәӜӝӞӟӠӡӢӣӤӥӦӧӨөӮӯӰӱӲӳӴӵӶӷӸӹ
Ԥԥ
ḂḃḊḋḞḟṀṁṖṗṠṡṪṫẀẁẂẃẄẅẞỲỳ
     ‒–—―‘’‚‛“”„‟†‡•…‰′″‹›‽‾⁄
⁰⁴⁵⁶⁷⁸⁹⁺⁻⁼⁽⁾ⁿ₀₁₂₃₄₅₆₇₈₉₊₋₌₍₎
₤₦₩₫€₯₱₹₺₽₿
℅ℓ№℗™Ω℮
⅛⅜⅝⅞
←↑→↓
∂∆∏∑−∕∙√∞∟∫≈≠≤≥
■▬▮▰▲▶▼◀◆◊●◢◣◤◥
☄★☠☢☣⚙⚛⚠⚡⛔
❇❈❌❤❰❱❲❳
fffiflffiffl
🌌🌍🌎🌏👽💣🔥🔫
😁😃😄😆😇😈😉😊😎😐😒😕😘
😛😝😞😟😠😣😭😮😲😴😵
🚀
Debugging glyphs
 U+EFFD Font version
 U+F000 Font hinting indicator
Changelog
Xolonium 4.1 2016-11-22 Severin Meyer <sev.ch@web.de>
Reverted frac OpenType feature to a more stable implementation
Xolonium 4.0 2016-10-08 Severin Meyer <sev.ch@web.de>
Decreased width of most glyphs
Thinner vertical stems in Xolonium-Regular
Thicker horizontal stems in Xolonium-Bold
Revised diagonal stems
Lowered middle bars
Revised diacritical bars
Added glyphs:
ӏẞ₿
U+2007 U+2008 U+2009 U+200A U+202F
U+EFFD U+F000
Revised glyphs:
$&,JKQRXkwxy~¢¤ßǻ˜ζκλμξφЖУжћѴѵ∕₱₺₦₩€ℓ№≈ffffiffl
❤🌍🌎🌏😁😄😇😈😉😊😘😭😮😴🚀
Removed uncommon glyphs:
ʼnſʼҌҍҎҏҾҿӃӄӇӈӚӛӪӫӬӭ
U+0312 U+0313 U+0326
Simplified OpenType features pnum, zero, and case
Removed OpenType feature dlig
Revised vertical metrics
Merged outlines of composite glyphs in otf version
Added ttf version with custom outlines and instructions
Added woff and woff2 version
Xolonium 3.1 2015-06-10 Severin Meyer <sev.ch@web.de>
Added currency glyphs:
₦₩₫₱₹₺₽
Revised glyph:
Relicensed public release under the SIL Open Font License 1.1
Xolonium 3.0 2015-05-04 Severin Meyer <sev.ch@web.de>
Decreased width of glyphs
Decreased descender height
Increased height of super/subscript glyphs
Revised width of dashes, underscore, and overscore
Sharper bends with more circular proportions
Decreased stroke thickness of mathematical glyphs
Revised diacritical marks
Revised diacritical bars
Revised Cyrillic hooks
Revised glyphs:
GQRYjmuwßŊŒſƒǻfffiffiffl
ΞΨΩδζιξπςστυφω
ЉЄДЛУЭЯбдлэяєљђєћѢѣҨҩҼҽӃӄӘә
#$&'()*,/69?@[]{}~¡£¤¥§©®¿
‹›₤€₯ℓ№℗℮←↑→↓∂∏∑∞≈▰☄❈❰❱❲❳😝
Raised vertical position of mathematical glyphs
Unified advance width of numeral and monetary glyphs
Unified advance width of mathematical glyphs
Revised bearings
Rewrote kern feature
Bolder Xolonium-Bold with improved proportions
Updated glyph names to conform to the AGLFN 1.7
Revised hints and PS Private Dictionary
Added glyphs:
ӶӷԤԥ
Added OpenType features:
case frac liga locl pnum sinf subs sups zero
Xolonium 2.4 2014-12-23 Severin Meyer <sev.ch@web.de>
Added dingbats:
⛔💣🔥
Revised size and design of emoticons
Revised dingbats:
⌖☄☠☣⚙⚛⚠⚡❇❈🌌🌍🌎🌏🔫
Removed dingbat:
💥
Xolonium 2.3 2014-08-14 Severin Meyer <sev.ch@web.de>
Bugfixed ε and έ, thanks to bowzee for the feedback
Xolonium 2.2 2014-03-01 Severin Meyer <sev.ch@web.de>
Added dingbats:
⌖◆●❌💥
Revised dingbats:
•←↑→↓◊☄★☠☣⚙⚛⚠⚡❇❈❤🌌🌍🌎🌏👽🔫🚀
Removed dingbats:
♻✪💡📡🔋🔧🔭
Xolonium 2.1 2013-10-20 Severin Meyer <sev.ch@web.de>
Added dingbats:
←↑→↓❰❱❲❳■▬▮▰▲▶▼◀◢◣◤◥
☄★☠☢☣♻⚙⚛⚠⚡✪❇❈❤
🌌🌍🌎🌏👽💡📡🔋🔧🔫🔭🚀
😁😃😄😆😇😈😉😊😎😐😒😕
😘😛😝😞😟😠😣😭😮😲😴😵
Xolonium 2.0.1 2013-07-12 Severin Meyer <sev.ch@web.de>
Reorganised and simplified files
Xolonium 2.0 2012-08-11 Severin Meyer <sev.ch@web.de>
Revised bends
Revised thickness of uppercase diagonal stems
Revised diacritical marks
Revised hints and PS Private Dictionary
Revised glyphs:
*1469@DPRly{}§©®¶ÐÞƒΘΞαεζνξνυЄЉЊ
ЏБЗЛУЧЪЫЬЭЯбзлчъыьэяєљњџ•€∂∙√∞∫≠
Completed glyph sets:
Adobe Latin 3
OpenType World Glyph Set 1 (W1G)
Ghostscript Standard (ghostscript-fonts-std-8.11)
Added OpenType kern feature
Added Xolonium-Bold
Xolonium 1.2 2011-02-12 Severin Meyer <sev.ch@web.de>
Revised glyphs:
D·Ðı
Completed glyph sets:
ISO 8859-7 (Greek)
Unicode Latin Extended-A block
Added glyphs:
†‡•…‰⁄™∂∑−√∞≠≤≥
Xolonium 1.1 2011-01-17 Severin Meyer <sev.ch@web.de>
Revised placement of cedilla and ogonek in accented glyphs
Revised glyphs:
,;DKTjkvwxy¥§Ð˛
Completed glyph sets:
ISO 8859-2 (Central European)
ISO 8859-3 (South European, Esperanto)
ISO 8859-4 (North European)
ISO 8859-5 (Cyrillic)
ISO 8859-9 (Turkish)
ISO 8859-10 (Nordic)
ISO 8859-13 (Baltic Rim)
ISO 8859-14 (Celtic)
ISO 8859-16 (South-Eastern European)
Added glyphs:
ȷʼ̒ ЀЍѐѝ‒–—‘’‚‛“”„‟‹›
Xolonium 1.0 2011-01-04 Severin Meyer <sev.ch@web.de>
Completed glyph sets:
ISO 8859-1 (Western European)
ISO 8859-15 (Western European)
Added glyphs:
ĄĆĘŁŃŚŹŻąćęłńśźżıˆˇ˙˚˛˜

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@@ -0,0 +1,94 @@
Copyright 2011-2016 Severin Meyer <sev.ch@web.de>,
with Reserved Font Name Xolonium.
This Font Software is licensed under the SIL Open Font License,
Version 1.1. This license is copied below, and is also available
with a FAQ at <http://scripts.sil.org/OFL>
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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type="StreamTexture"
path="res://.import/path.png-03249d8c3f5af613913d0eb997e480a3.stex"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://path.png"
source_md5="e72fbffb80ea739cf373a488a6d0ab27"
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@@ -26,6 +27,7 @@ flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true

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@@ -0,0 +1,29 @@
; 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
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="Dodge the Creeps"
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"
[display]
window/size/width=480
window/size/height=720
[rendering]
environment/default_environment="res://default_env.tres"

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@@ -0,0 +1,20 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://player/Player.tscn" type="PackedScene" id=1]
[ext_resource path="res://debug/StatesStackDiplayer.tscn" type="PackedScene" id=2]
[ext_resource path="res://debug/ControlsPanel.tscn" type="PackedScene" id=3]
[ext_resource path="res://debug/Explanations.tscn" type="PackedScene" id=4]
[node name="Demo" type="Node"]
[node name="Player" parent="." instance=ExtResource( 1 )]
editor/display_folded = true
[node name="StatesStackDiplayer" parent="." instance=ExtResource( 2 )]
[node name="ControlsPanel" parent="." instance=ExtResource( 3 )]
[node name="Explanations" parent="." instance=ExtResource( 4 )]
[editable path="Player"]

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@@ -0,0 +1,41 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://debug/top_level_ui.gd" type="Script" id=1]
[ext_resource path="res://fonts/source_code_pro_explanations.tres" type="DynamicFont" id=2]
[node name="ControlsPanel" type="Panel"]
anchor_left = 1.0
anchor_right = 1.0
margin_left = -220.0
margin_bottom = 170.0
script = ExtResource( 1 )
[node name="Keys" type="Label" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 10.0
margin_top = 10.0
margin_right = -10.0
margin_bottom = -10.0
custom_fonts/font = ExtResource( 2 )
text = "Shoot:
Attack:
Stagger:
Jump:
Sprint:"
[node name="Keys2" type="Label" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 10.0
margin_top = 10.0
margin_right = -10.0
margin_bottom = -10.0
custom_fonts/font = ExtResource( 2 )
text = "R
F
X
Space
Shift"
align = 2

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@@ -0,0 +1,42 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://fonts/source_code_pro_explanations_bold.tres" type="DynamicFont" id=1]
[ext_resource path="res://fonts/source_code_pro_explanations.tres" type="DynamicFont" id=2]
[ext_resource path="res://debug/top_level_ui.gd" type="Script" id=3]
[node name="Explanations" type="RichTextLabel"]
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 10.0
margin_top = -370.0
margin_right = -10.0
margin_bottom = -730.0
rect_clip_content = false
mouse_filter = 2
size_flags_vertical = 4
custom_fonts/bold_font = ExtResource( 1 )
custom_fonts/normal_font = ExtResource( 2 )
bbcode_enabled = true
bbcode_text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
States are common in games. You can use the pattern to:
1. Separate each behavior and transitions between behaviors, thus make scripts shorter and easier to manage
2. Respect the Single Responsibility Principle. Each State object represents [b]one[/b] action
3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
You can read more about States in the excellent [url=http://gameprogrammingpatterns.com/state.html]Game Programming Patterns ebook[/url]."
text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
States are common in games. You can use the pattern to:
1. Separate each behavior and transitions between behaviors, thus make scripts shorter and easier to manage
2. Respect the Single Responsibility Principle. Each State object represents one action
3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
You can read more about States in the excellent Game Programming Patterns ebook."
script = ExtResource( 3 )
__meta__ = {
"_edit_lock_": true
}

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@@ -0,0 +1,49 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://debug/states_stack_displayer.gd" type="Script" id=1]
[ext_resource path="res://fonts/SourceCodePro-Bold.ttf" type="DynamicFontData" id=2]
[sub_resource type="DynamicFont" id=1]
size = 20
use_filter = true
font_data = ExtResource( 2 )
[node name="StatesStackDiplayer" type="Panel"]
margin_right = 210.0
margin_bottom = 170.0
script = ExtResource( 1 )
__meta__ = {
"_edit_group_": true
}
[node name="Title" type="Label" parent="."]
anchor_left = 0.5
anchor_right = 0.5
margin_left = -105.0
margin_right = 105.0
margin_bottom = 40.0
custom_fonts/font = SubResource( 1 )
text = "Pushown"
align = 1
valign = 1
uppercase = true
[node name="States" type="Label" parent="."]
margin_left = 20.0
margin_top = 50.0
margin_right = 190.0
margin_bottom = 170.0
custom_fonts/font = SubResource( 1 )
text = "Jump
Test"
align = 1
[node name="Numbers" type="Label" parent="."]
margin_left = 20.0
margin_top = 50.0
margin_right = 190.0
margin_bottom = 170.0
custom_fonts/font = SubResource( 1 )
text = "1.
2."

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@@ -0,0 +1,18 @@
extends Panel
onready var fsm_node = get_node("../Player/StateMachine")
func _ready():
set_as_toplevel(true)
func _process(delta):
var states_names = ''
var numbers = ''
var index = 0
for state in fsm_node.states_stack:
states_names += state.get_name() + '\n'
numbers += str(index) + '\n'
index += 1
$States.text = states_names
$Numbers.text = numbers

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@@ -0,0 +1,5 @@
tool
extends Control
func _ready():
set_as_toplevel(true)

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@@ -0,0 +1,14 @@
[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
sky_curve = 0.25
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
ground_curve = 0.01
[resource]
background_mode = 2
background_sky = SubResource( 1 )

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[gd_resource type="DynamicFont" load_steps=2 format=2]
[ext_resource path="res://fonts/SourceCodePro-Bold.ttf" type="DynamicFontData" id=1]
[resource]
size = 20
use_mipmaps = false
use_filter = true
font_data = ExtResource( 1 )
_sections_unfolded = [ "Font", "Settings" ]

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[gd_resource type="DynamicFont" load_steps=2 format=2]
[ext_resource path="res://fonts/SourceCodePro-Black.ttf" type="DynamicFontData" id=1]
[resource]
size = 24
use_mipmaps = false
use_filter = true
font_data = ExtResource( 1 )
_sections_unfolded = [ "Font", "Settings" ]

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process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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[gd_scene load_steps=20 format=2]
[ext_resource path="res://player/player_controller.gd" type="Script" id=1]
[ext_resource path="res://player/player_state_machine.gd" type="Script" id=2]
[ext_resource path="res://player/states/motion/on_ground/idle.gd" type="Script" id=3]
[ext_resource path="res://player/states/motion/on_ground/move.gd" type="Script" id=4]
[ext_resource path="res://player/states/motion/in_air/jump.gd" type="Script" id=5]
[ext_resource path="res://player/states/combat/stagger.gd" type="Script" id=6]
[ext_resource path="res://player/states/combat/attack.gd" type="Script" id=7]
[ext_resource path="res://player/states/die.gd" type="Script" id=8]
[ext_resource path="res://player/shadow.png" type="Texture" id=9]
[ext_resource path="res://player/body.png" type="Texture" id=10]
[ext_resource path="res://player/bullet/bullet_spawner.gd" type="Script" id=11]
[ext_resource path="res://player/weapon/weapon_pivot.gd" type="Script" id=12]
[ext_resource path="res://player/weapon/Sword.tscn" type="PackedScene" id=13]
[ext_resource path="res://fonts/SourceCodePro-Bold.ttf" type="DynamicFontData" id=14]
[ext_resource path="res://player/states/debug/state_name_displayer.gd" type="Script" id=15]
[sub_resource type="Animation" id=1]
[sub_resource type="Animation" id=2]
length = 0.6
tracks/0/type = "value"
tracks/0/path = NodePath("BodyPivot/Body:modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.05, 0.1, 0.15, 0.2, 0.25, 0.4 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1 ),
"update": 0,
"values": [ Color( 1, 1, 1, 1 ), Color( 1, 0, 0, 1 ), Color( 1, 1, 1, 1 ), Color( 1, 0, 0, 1 ), Color( 1, 1, 1, 1 ), Color( 1, 0, 0, 1 ), Color( 1, 1, 1, 1 ) ]
}
[sub_resource type="Animation" id=3]
[sub_resource type="DynamicFont" id=4]
size = 20
use_filter = true
font_data = ExtResource( 14 )
[node name="Player" type="KinematicBody2D"]
position = Vector2( 628.826, 391.266 )
script = ExtResource( 1 )
__meta__ = {
"_edit_horizontal_guides_": [ ]
}
[node name="StateMachine" type="Node" parent="."]
script = ExtResource( 2 )
START_STATE = NodePath("Idle")
[node name="Idle" type="Node" parent="StateMachine"]
script = ExtResource( 3 )
[node name="Move" type="Node" parent="StateMachine"]
script = ExtResource( 4 )
[node name="Jump" type="Node" parent="StateMachine"]
script = ExtResource( 5 )
[node name="Stagger" type="Node" parent="StateMachine"]
script = ExtResource( 6 )
[node name="Attack" type="Node" parent="StateMachine"]
script = ExtResource( 7 )
[node name="Die" type="Node" parent="StateMachine"]
script = ExtResource( 8 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/idle = SubResource( 1 )
anims/stagger = SubResource( 2 )
anims/walk = SubResource( 3 )
[node name="Shadow" type="Sprite" parent="."]
self_modulate = Color( 1, 1, 1, 0.361098 )
position = Vector2( 0, -4 )
texture = ExtResource( 9 )
[node name="BodyPivot" type="Position2D" parent="."]
[node name="Body" type="Sprite" parent="BodyPivot"]
position = Vector2( 0, -58.8242 )
texture = ExtResource( 10 )
[node name="BulletSpawn" type="Node2D" parent="BodyPivot"]
editor/display_folded = true
position = Vector2( 1.17401, -61.266 )
script = ExtResource( 11 )
[node name="CooldownTimer" type="Timer" parent="BodyPivot/BulletSpawn"]
wait_time = 0.2
one_shot = true
[node name="WeaponPivot" type="Position2D" parent="BodyPivot"]
position = Vector2( 1.17401, -61.266 )
script = ExtResource( 12 )
[node name="Offset" type="Position2D" parent="BodyPivot/WeaponPivot"]
position = Vector2( 110, 0 )
[node name="Sword" parent="BodyPivot/WeaponPivot/Offset" instance=ExtResource( 13 )]
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
polygon = PoolVector2Array( -20, 0, -20, -20, 20, -20, 20, 0 )
[node name="StateNameDisplayer" type="Label" parent="."]
editor/display_folded = true
margin_left = -109.0
margin_top = -172.0
margin_right = 110.0
margin_bottom = -138.0
custom_fonts/font = SubResource( 4 )
text = "Test"
align = 1
valign = 1
uppercase = true
script = ExtResource( 15 )
[connection signal="state_changed" from="StateMachine" to="BodyPivot/WeaponPivot/Offset/Sword" method="_on_StateMachine_state_changed"]
[connection signal="state_changed" from="StateMachine" to="StateNameDisplayer" method="_on_StateMachine_state_changed"]
[connection signal="animation_finished" from="AnimationPlayer" to="StateMachine" method="_on_animation_finished"]
[connection signal="attack_finished" from="BodyPivot/WeaponPivot/Offset/Sword" to="StateMachine/Attack" method="_on_Sword_attack_finished"]

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@@ -0,0 +1,29 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/body.png-313f6363670a5852a7b7126ab476d8b1.stex"
[deps]
source_file="res://player/body.png"
dest_files=[ "res://.import/body.png-313f6363670a5852a7b7126ab476d8b1.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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@@ -0,0 +1,15 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://player/bullet/bullet.gd" type="Script" id=1]
[sub_resource type="CircleShape2D" id=1]
radius = 12.0
[node name="Bullet" type="KinematicBody2D"]
collision_layer = 2
collision_mask = 2
script = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )

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@@ -0,0 +1,28 @@
extends KinematicBody2D
var direction = Vector2()
export(float) var SPEED = 1000.0
func _ready():
set_as_toplevel(true)
func _physics_process(delta):
if is_outside_view_bounds():
queue_free()
var motion = direction * SPEED * delta
var collision_info = move_and_collide(motion)
if collision_info:
queue_free()
func is_outside_view_bounds():
return position.x > OS.get_screen_size().x or position.x < 0.0 \
or position.y > OS.get_screen_size().y or position.y < 0.0
func _draw():
draw_circle(Vector2(), $CollisionShape2D.shape.radius, Color('#ffffff'))

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@@ -0,0 +1,16 @@
extends Node2D
var bullet = preload("Bullet.tscn")
func _input(event):
if event.is_action_pressed("fire"):
fire(owner.look_direction)
func fire(direction):
if not $CooldownTimer.is_stopped():
return
$CooldownTimer.start()
var new_bullet = bullet.instance()
new_bullet.direction = direction
add_child(new_bullet)

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@@ -0,0 +1,25 @@
"""
The Player is a KinematicBody2D, in other words a physics-driven object.
It can move, collide with the world...
It HAS a state machine, but the body and the state machine are separate.
"""
extends KinematicBody2D
signal direction_changed(new_direction)
var look_direction = Vector2(1, 0) setget set_look_direction
func take_damage(attacker, amount, effect=null):
if self.is_a_parent_of(attacker):
return
$States/Stagger.knockback_direction = (attacker.global_position - global_position).normalized()
$Health.take_damage(amount, effect)
func set_dead(value):
set_process_input(not value)
set_physics_process(not value)
$CollisionPolygon2D.disabled = value
func set_look_direction(value):
look_direction = value
emit_signal("direction_changed", value)

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@@ -0,0 +1,34 @@
extends "res://state_machine/state_machine.gd"
func _ready():
states_map = {
"idle": $Idle,
"move": $Move,
"jump": $Jump,
"stagger": $Stagger,
"attack": $Attack,
}
func _change_state(state_name):
"""
The base state_machine interface this node extends does most of the work
"""
if not _active:
return
if state_name in ["stagger", "jump", "attack"]:
states_stack.push_front(states_map[state_name])
if state_name == "jump" and current_state == $Move:
$Jump.initialize($Move.speed, $Move.velocity)
._change_state(state_name)
func _input(event):
"""
Here we only handle input that can interrupt states, attacking in this case
otherwise we let the state node handle it
"""
if event.is_action_pressed("attack"):
if current_state in [$Attack, $Stagger]:
return
_change_state("attack")
return
current_state.handle_input(event)

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@@ -0,0 +1,29 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/shadow.png-493c4635eca1ce8bdece629560617dc7.stex"
[deps]
source_file="res://player/shadow.png"
dest_files=[ "res://.import/shadow.png-493c4635eca1ce8bdece629560617dc7.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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@@ -0,0 +1,7 @@
extends "res://state_machine/state.gd"
func enter():
owner.get_node("AnimationPlayer").play("idle")
func _on_Sword_attack_finished():
emit_signal("finished", "previous")

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@@ -0,0 +1,15 @@
"""
The stagger state end with the stagger animation from the AnimationPlayer
The animation only affects the Body Sprite"s modulate property so
it could stack with other animations if we had two AnimationPlayer nodes
"""
extends "res://state_machine/state.gd"
var knockback_direction = Vector2()
func enter():
owner.get_node("AnimationPlayer").play("stagger")
func _on_animation_finished(anim_name):
assert anim_name == "stagger"
emit_signal("finished", "previous")

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@@ -0,0 +1,12 @@
extends Label
var start_position = Vector2()
func _ready():
start_position = rect_position
func _physics_process(delta):
rect_position = $"../BodyPivot".position + start_position
func _on_StateMachine_state_changed(current_state):
text = current_state.get_name()

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@@ -0,0 +1,10 @@
extends "res://state_machine/state.gd"
# Initialize the state. E.g. change the animation
func enter():
owner.set_dead(true)
owner.get_node("AnimationPlayer").play("die")
func _on_animation_finished(anim_name):
emit_signal("finished", "dead")

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@@ -0,0 +1,64 @@
extends "../motion.gd"
export(float) var BASE_MAX_HORIZONTAL_SPEED = 400.0
export(float) var AIR_ACCELERATION = 1000.0
export(float) var AIR_DECCELERATION = 2000.0
export(float) var AIR_STEERING_POWER = 50.0
export(float) var JUMP_HEIGHT = 120.0
export(float) var JUMP_DURATION = 0.8
export(float) var GRAVITY = 1600.0
var enter_velocity = Vector2()
var max_horizontal_speed = 0.0
var horizontal_speed = 0.0
var horizontal_velocity = Vector2()
var vertical_speed = 0.0
var height = 0.0
func initialize(speed, velocity):
horizontal_speed = speed
max_horizontal_speed = speed if speed > 0.0 else BASE_MAX_HORIZONTAL_SPEED
enter_velocity = velocity
func enter():
var input_direction = get_input_direction()
update_look_direction(input_direction)
horizontal_velocity = enter_velocity if input_direction else Vector2()
vertical_speed = 600.0
owner.get_node("AnimationPlayer").play("idle")
func update(delta):
var input_direction = get_input_direction()
update_look_direction(input_direction)
move_horizontally(delta, input_direction)
animate_jump_height(delta)
if height <= 0.0:
emit_signal("finished", "previous")
func move_horizontally(delta, direction):
if direction:
horizontal_speed += AIR_ACCELERATION * delta
else:
horizontal_speed -= AIR_DECCELERATION * delta
horizontal_speed = clamp(horizontal_speed, 0, max_horizontal_speed)
var target_velocity = horizontal_speed * direction.normalized()
var steering_velocity = (target_velocity - horizontal_velocity).normalized() * AIR_STEERING_POWER
horizontal_velocity += steering_velocity
owner.move_and_slide(horizontal_velocity)
func animate_jump_height(delta):
vertical_speed -= GRAVITY * delta
height += vertical_speed * delta
height = max(0.0, height)
owner.get_node("BodyPivot").position.y = -height

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@@ -0,0 +1,16 @@
# Collection of important methods to handle direction and animation
extends "res://state_machine/state.gd"
func handle_input(event):
if event.is_action_pressed("simulate_damage"):
emit_signal("finished", "stagger")
func get_input_direction():
var input_direction = Vector2()
input_direction.x = int(Input.is_action_pressed("move_right")) - int(Input.is_action_pressed("move_left"))
input_direction.y = int(Input.is_action_pressed("move_down")) - int(Input.is_action_pressed("move_up"))
return input_direction
func update_look_direction(direction):
if direction and owner.look_direction != direction:
owner.look_direction = direction

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@@ -0,0 +1,12 @@
extends "on_ground.gd"
func enter():
owner.get_node("AnimationPlayer").play("idle")
func handle_input(event):
return .handle_input(event)
func update(delta):
var input_direction = get_input_direction()
if input_direction:
emit_signal("finished", "move")

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@@ -0,0 +1,35 @@
extends "on_ground.gd"
export(float) var MAX_WALK_SPEED = 450
export(float) var MAX_RUN_SPEED = 700
func enter():
speed = 0.0
velocity = Vector2()
var input_direction = get_input_direction()
update_look_direction(input_direction)
owner.get_node("AnimationPlayer").play("walk")
func handle_input(event):
return .handle_input(event)
func update(delta):
var input_direction = get_input_direction()
if not input_direction:
emit_signal("finished", "idle")
update_look_direction(input_direction)
speed = MAX_RUN_SPEED if Input.is_action_pressed("run") else MAX_WALK_SPEED
var collision_info = move(speed, input_direction)
if not collision_info:
return
if speed == MAX_RUN_SPEED and collision_info.collider.is_in_group("environment"):
return null
func move(speed, direction):
velocity = direction.normalized() * speed
owner.move_and_slide(velocity, Vector2(), 5, 2)
if owner.get_slide_count() == 0:
return
return owner.get_slide_collision(0)

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@@ -0,0 +1,9 @@
extends "../motion.gd"
var speed = 0.0
var velocity = Vector2()
func handle_input(event):
if event.is_action_pressed("jump"):
emit_signal("finished", "jump")
return .handle_input(event)

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@@ -0,0 +1,244 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://player/weapon/sword.gd" type="Script" id=1]
[ext_resource path="res://player/weapon/sword.png" type="Texture" id=2]
[sub_resource type="Animation" id=1]
resource_name = "SETUP"
tracks/0/type = "value"
tracks/0/path = NodePath(".:rotation_degrees")
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": [ 0.0 ]
}
tracks/1/type = "value"
tracks/1/path = NodePath(".:scale")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ Vector2( 1, 1 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath(".:visible")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
tracks/3/type = "value"
tracks/3/path = NodePath(".:monitoring")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
tracks/4/type = "value"
tracks/4/path = NodePath(".:monitorable")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ false ]
}
[sub_resource type="Animation" id=2]
resource_name = "attack_circular"
length = 0.3
step = 0.05
tracks/0/type = "value"
tracks/0/path = NodePath(".:rotation_degrees")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.15, 0.2 ),
"transitions": PoolRealArray( 0.439427, 1, 1 ),
"update": 0,
"values": [ -100.0, 100.0, 90.0 ]
}
tracks/1/type = "value"
tracks/1/path = NodePath(".:scale")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0, 0.05, 0.15, 0.2 ),
"transitions": PoolRealArray( 1, 2.50795, 1, 1 ),
"update": 0,
"values": [ Vector2( 1, 1 ), Vector2( 1, 1.3 ), Vector2( 1, 1 ), Vector2( 1, 1 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath(".:visible")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
[sub_resource type="Animation" id=3]
length = 0.45
step = 0.05
tracks/0/type = "value"
tracks/0/path = NodePath(".:rotation_degrees")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.15, 0.2 ),
"transitions": PoolRealArray( 0.439427, 1, 1 ),
"update": 0,
"values": [ -80.0, 85.0, 75.0 ]
}
tracks/1/type = "value"
tracks/1/path = NodePath(".:scale")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0, 0.05, 0.15, 0.2 ),
"transitions": PoolRealArray( 1, 2.50795, 1, 1 ),
"update": 0,
"values": [ Vector2( 1, 1 ), Vector2( 1, 1.3 ), Vector2( 1, 1 ), Vector2( 1, 1 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath(".:visible")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
tracks/3/type = "method"
tracks/3/path = NodePath(".")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0.1, 0.25 ),
"transitions": PoolRealArray( 1, 1 ),
"values": [ {
"args": [ ],
"method": "set_attack_input_listening"
}, {
"args": [ ],
"method": "set_ready_for_next_attack"
} ]
}
[sub_resource type="Animation" id=4]
resource_name = "attack_medium"
length = 0.5
step = 0.05
tracks/0/type = "value"
tracks/0/path = NodePath(".:rotation_degrees")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0.05, 0.25, 0.35 ),
"transitions": PoolRealArray( 0.439427, 1, 1 ),
"update": 0,
"values": [ 95.0, -95.0, -90.0 ]
}
tracks/1/type = "value"
tracks/1/path = NodePath(".:scale")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0, 0.1, 0.2, 0.25 ),
"transitions": PoolRealArray( 1, 2.50795, 1, 1 ),
"update": 0,
"values": [ Vector2( 1, 1 ), Vector2( 1, 1.3 ), Vector2( 1, 1 ), Vector2( 1, 1 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath(".:visible")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
[sub_resource type="Animation" id=5]
length = 0.01
tracks/0/type = "value"
tracks/0/path = NodePath(".:visible")
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": 1,
"values": [ false ]
}
[node name="Sword" type="Area2D"]
input_pickable = false
monitorable = false
collision_layer = 16
collision_mask = 3
script = ExtResource( 1 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/SETUP = SubResource( 1 )
anims/attack_circular = SubResource( 2 )
anims/attack_fast = SubResource( 3 )
anims/attack_medium = SubResource( 4 )
anims/idle = SubResource( 5 )
[node name="sword" type="Sprite" parent="."]
position = Vector2( 4, 0 )
texture = ExtResource( 2 )
offset = Vector2( 67, 0 )
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
polygon = PoolVector2Array( 28.0001, -15.9999, 136, -15.9995, 160, 0, 136, 16.0005, 27.9999, 16.0001 )

View File

@@ -0,0 +1,102 @@
extends Area2D
signal attack_finished
enum STATES { IDLE, ATTACK }
var state = null
enum ATTACK_INPUT_STATES { IDLE, LISTENING, REGISTERED }
var attack_input_state = ATTACK_INPUT_STATES.IDLE
var ready_for_next_attack = false
const MAX_COMBO_COUNT = 3
var combo_count = 0
var attack_current = {}
var combo = [{
'damage': 1,
'animation': 'attack_fast',
'effect': null
},
{
'damage': 1,
'animation': 'attack_fast',
'effect': null
},
{
'damage': 3,
'animation': 'attack_medium',
'effect': null
}]
var hit_objects = []
func _ready():
$AnimationPlayer.connect('animation_finished', self, "_on_animation_finished")
self.connect("body_entered", self, "_on_body_entered")
_change_state(STATES.IDLE)
func _change_state(new_state):
match state:
STATES.ATTACK:
hit_objects = []
attack_input_state = ATTACK_INPUT_STATES.LISTENING
ready_for_next_attack = false
match new_state:
STATES.IDLE:
combo_count = 0
$AnimationPlayer.stop()
visible = false
monitoring = false
STATES.ATTACK:
attack_current = combo[combo_count -1]
$AnimationPlayer.play(attack_current['animation'])
visible = true
monitoring = true
state = new_state
func _input(event):
if not state == STATES.ATTACK:
return
if attack_input_state != ATTACK_INPUT_STATES.LISTENING:
return
if event.is_action_pressed('attack'):
attack_input_state = ATTACK_INPUT_STATES.REGISTERED
func _physics_process(delta):
if attack_input_state == ATTACK_INPUT_STATES.REGISTERED and ready_for_next_attack:
attack()
func attack():
combo_count += 1
_change_state(STATES.ATTACK)
# use with AnimationPlayer func track
func set_attack_input_listening():
attack_input_state = ATTACK_INPUT_STATES.LISTENING
# use with AnimationPlayer func track
func set_ready_for_next_attack():
ready_for_next_attack = true
func _on_body_entered(body):
if not body.has_node('Health'):
return
if body.get_rid().get_id() in hit_objects:
return
hit_objects.append(body.get_rid().get_id())
body.take_damage(self, attack_current['damage'], attack_current['effect'])
func _on_animation_finished(name):
if not attack_current:
return
if attack_input_state == ATTACK_INPUT_STATES.REGISTERED and combo_count < MAX_COMBO_COUNT:
attack()
else:
_change_state(STATES.IDLE)
emit_signal("attack_finished")
func _on_StateMachine_state_changed(current_state):
if current_state.name == "Attack":
attack()

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View File

@@ -2,15 +2,12 @@
importer="texture"
type="StreamTexture"
path="res://.import/agent.png-22bdd448030a3457042db97db7630b4c.stex"
path="res://.import/sword.png-fc7f0084cdf333c826eda2b33f2ec3cc.stex"
[deps]
source_file="res://agent.png"
source_md5="c7937b15f89b021d3c888c677b1e1677"
dest_files=[ "res://.import/agent.png-22bdd448030a3457042db97db7630b4c.stex" ]
dest_md5="fd0675f788288554927ef3a6c9686573"
source_file="res://player/weapon/sword.png"
dest_files=[ "res://.import/sword.png-fc7f0084cdf333c826eda2b33f2ec3cc.stex" ]
[params]

View File

@@ -0,0 +1,15 @@
extends Position2D
var z_index_start = 0
func _ready():
owner.connect("direction_changed", self, '_on_Parent_direction_changed')
z_index_start = z_index
func _on_Parent_direction_changed(direction):
rotation = direction.angle()
match direction:
Vector2(0, -1):
z_index = z_index_start - 1
_:
z_index = z_index_start

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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
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="Hierarchical Finite State Machine example"
run/main_scene="res://Demo.tscn"
config/icon="res://icon.png"
[display]
window/size/width=1280
window/size/height=720
window/size/test_width=1280
window/size/test_height=720
window/stretch/mode="2d"
window/stretch/aspect="keep"
[gdnative]
singletons=[ ]
[input]
move_left={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
]
}
move_up={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
]
}
move_right={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
]
}
move_down={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
]
}
fire={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":82,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":2,"pressure":0.0,"pressed":false,"script":null)
]
}
run={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777237,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":7,"pressure":0.0,"pressed":false,"script":null)
]
}
jump={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
]
}
simulate_damage={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":88,"unicode":0,"echo":false,"script":null)
]
}
attack={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":70,"unicode":0,"echo":false,"script":null)
]
}
[rendering]
environment/default_environment="res://default_env.tres"

View File

@@ -0,0 +1,25 @@
"""
Base interface for all states: it doesn't do anything in itself
but forces us to pass the right arguments to the methods below
and makes sure every State object had all of these methods.
"""
extends Node
signal finished(next_state_name)
# Initialize the state. E.g. change the animation
func enter():
return
# Clean up the state. Reinitialize values like a timer
func exit():
return
func handle_input(event):
return
func update(delta):
return
func _on_animation_finished(anim_name):
return

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@@ -0,0 +1,71 @@
"""
Base interface for a generic state machine
It handles initializing, setting the machine active or not
delegating _physics_process, _input calls to the State nodes,
and changing the current/active state.
See the PlayerV2 scene for an example on how to use it
"""
extends Node
signal state_changed(current_state)
"""
You must set a starting node from the inspector or on
the node that inherits from this state machine interface
If you don't the game will crash (on purpose, so you won't
forget to initialize the state machine)
"""
export(NodePath) var START_STATE
var states_map = {}
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()
for child in get_children():
child.connect("finished", self, "_change_state")
initialize(START_STATE)
func initialize(start_state):
set_active(true)
states_stack.push_front(get_node(start_state))
current_state = states_stack[0]
current_state.enter()
func set_active(value):
_active = value
set_physics_process(value)
set_process_input(value)
if not _active:
states_stack = []
current_state = null
func _input(event):
current_state.handle_input(event)
func _physics_process(delta):
current_state.update(delta)
func _on_animation_finished(anim_name):
if not _active:
return
current_state._on_animation_finished(anim_name)
func _change_state(state_name):
if not _active:
return
current_state.exit()
if state_name == "previous":
states_stack.pop_front()
else:
states_stack[0] = states_map[state_name]
current_state = states_stack[0]
emit_signal("state_changed", current_state)
if state_name != "previous":
current_state.enter()

View File

@@ -0,0 +1,56 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://tilesets/grid_lines/grid_lines_tileset.tres" type="TileSet" id=1]
[ext_resource path="res://tilesets/grid/grid_tileset.tres" type="TileSet" id=2]
[ext_resource path="res://grid/grid.gd" type="Script" id=3]
[ext_resource path="res://pawns/Actor.tscn" type="PackedScene" id=4]
[ext_resource path="res://pawns/pawn.gd" type="Script" id=5]
[ext_resource path="res://pawns/sprites/character_grey.png" type="Texture" id=6]
[ext_resource path="res://pawns/sprites/star.png" type="Texture" id=7]
[node name="Game" type="Node"]
[node name="GridLines" type="TileMap" parent="."]
modulate = Color( 1, 1, 1, 0.271059 )
z_index = -1
z_as_relative = false
tile_set = ExtResource( 1 )
format = 1
tile_data = PoolIntArray( 0, 0, 0, 1, 0, 0, 2, 0, 0, 3, 0, 0, 4, 0, 0, 5, 0, 0, 6, 0, 0, 7, 0, 0, 8, 0, 0, 9, 0, 0, 10, 0, 0, 11, 0, 0, 12, 0, 0, 13, 0, 0, 14, 0, 0, 15, 0, 0, 16, 0, 0, 65536, 0, 0, 65537, 0, 0, 65538, 0, 0, 65539, 0, 0, 65540, 0, 0, 65541, 0, 0, 65542, 0, 0, 65543, 0, 0, 65544, 0, 0, 65545, 0, 0, 65546, 0, 0, 65547, 0, 0, 65548, 0, 0, 65549, 0, 0, 65550, 0, 0, 65551, 0, 0, 65552, 0, 0, 131072, 0, 0, 131073, 0, 0, 131074, 0, 0, 131075, 0, 0, 131076, 0, 0, 131077, 0, 0, 131078, 0, 0, 131079, 0, 0, 131080, 0, 0, 131081, 0, 0, 131082, 0, 0, 131083, 0, 0, 131084, 0, 0, 131085, 0, 0, 131086, 0, 0, 131087, 0, 0, 131088, 0, 0, 196608, 0, 0, 196609, 0, 0, 196610, 0, 0, 196611, 0, 0, 196612, 0, 0, 196613, 0, 0, 196614, 0, 0, 196615, 0, 0, 196616, 0, 0, 196617, 0, 0, 196618, 0, 0, 196619, 0, 0, 196620, 0, 0, 196621, 0, 0, 196622, 0, 0, 196623, 0, 0, 196624, 0, 0, 262144, 0, 0, 262145, 0, 0, 262146, 0, 0, 262147, 0, 0, 262148, 0, 0, 262149, 0, 0, 262150, 0, 0, 262151, 0, 0, 262152, 0, 0, 262153, 0, 0, 262154, 0, 0, 262155, 0, 0, 262156, 0, 0, 262157, 0, 0, 262158, 0, 0, 262159, 0, 0, 262160, 0, 0, 327680, 0, 0, 327681, 0, 0, 327682, 0, 0, 327683, 0, 0, 327684, 0, 0, 327685, 0, 0, 327686, 0, 0, 327687, 0, 0, 327688, 0, 0, 327689, 0, 0, 327690, 0, 0, 327691, 0, 0, 327692, 0, 0, 327693, 0, 0, 327694, 0, 0, 327695, 0, 0, 327696, 0, 0, 393216, 0, 0, 393217, 0, 0, 393218, 0, 0, 393219, 0, 0, 393220, 0, 0, 393221, 0, 0, 393222, 0, 0, 393223, 0, 0, 393224, 0, 0, 393225, 0, 0, 393226, 0, 0, 393227, 0, 0, 393228, 0, 0, 393229, 0, 0, 393230, 0, 0, 393231, 0, 0, 393232, 0, 0, 458752, 0, 0, 458753, 0, 0, 458754, 0, 0, 458755, 0, 0, 458756, 0, 0, 458757, 0, 0, 458758, 0, 0, 458759, 0, 0, 458760, 0, 0, 458761, 0, 0, 458762, 0, 0, 458763, 0, 0, 458764, 0, 0, 458765, 0, 0, 458766, 0, 0, 458767, 0, 0, 458768, 0, 0, 524288, 0, 0, 524289, 0, 0, 524290, 0, 0, 524291, 0, 0, 524292, 0, 0, 524293, 0, 0, 524294, 0, 0, 524295, 0, 0, 524296, 0, 0, 524297, 0, 0, 524298, 0, 0, 524299, 0, 0, 524300, 0, 0, 524301, 0, 0, 524302, 0, 0, 524303, 0, 0, 524304, 0, 0, 589824, 0, 0, 589825, 0, 0, 589826, 0, 0, 589827, 0, 0, 589828, 0, 0, 589829, 0, 0, 589830, 0, 0, 589831, 0, 0, 589832, 0, 0, 589833, 0, 0, 589834, 0, 0, 589835, 0, 0, 589836, 0, 0, 589837, 0, 0, 589838, 0, 0, 589839, 0, 0, 589840, 0, 0 )
__meta__ = {
"_edit_lock_": true
}
[node name="Grid" type="TileMap" parent="."]
tile_set = ExtResource( 2 )
format = 1
tile_data = PoolIntArray( 18, 1, 0, 19, 1, 0, 65554, 1, 0, 65555, 1, 0, 131090, 1, 0, 131091, 1, 0, 196615, 1, 0, 196616, 1, 0, 196617, 1, 0, 196626, 1, 0, 196627, 1, 0, 262151, 1, 0, 262162, 1, 0, 262163, 1, 0, 327687, 1, 0, 327688, 1, 0, 327689, 1, 0, 327698, 1, 0, 327699, 1, 0, 393234, 1, 0, 393235, 1, 0, 458753, 1, 0, 458754, 1, 0, 458770, 1, 0, 458771, 1, 0, 524289, 1, 0, 524290, 1, 0, 524306, 1, 0, 524307, 1, 0, 589825, 1, 0, 589826, 1, 0, 589827, 1, 0, 589828, 1, 0, 589829, 1, 0, 589830, 1, 0, 589831, 1, 0, 589842, 1, 0, 589843, 1, 0, 655360, 1, 0, 655361, 1, 0, 655362, 1, 0, 655363, 1, 0, 655364, 1, 0, 655365, 1, 0, 655366, 1, 0, 655367, 1, 0, 655368, 1, 0, 655369, 1, 0, 655370, 1, 0, 655371, 1, 0, 655372, 1, 0, 655373, 1, 0, 655374, 1, 0, 655375, 1, 0, 655376, 1, 0, 655377, 1, 0, 655378, 1, 0, 655379, 1, 0, 720896, 1, 0, 720897, 1, 0, 720898, 1, 0, 720899, 1, 0, 720900, 1, 0, 720901, 1, 0, 720902, 1, 0, 720903, 1, 0, 720904, 1, 0, 720905, 1, 0, 720906, 1, 0, 720907, 1, 0, 720908, 1, 0, 720909, 1, 0, 720910, 1, 0, 720911, 1, 0, 720912, 1, 0, 720913, 1, 0, 720914, 1, 0, 720915, 1, 0 )
script = ExtResource( 3 )
__meta__ = {
"_edit_lock_": true
}
[node name="Actor" parent="Grid" instance=ExtResource( 4 )]
editor/display_folded = true
position = Vector2( 416, 288 )
[node name="Actor2" type="Node2D" parent="Grid"]
editor/display_folded = true
position = Vector2( 480, 480 )
z_index = 1
script = ExtResource( 5 )
[node name="Sprite" type="Sprite" parent="Grid/Actor2"]
texture = ExtResource( 6 )
[node name="Object" type="Node2D" parent="Grid"]
editor/display_folded = true
position = Vector2( 544, 288 )
script = ExtResource( 5 )
type = 2
[node name="Sprite" type="Sprite" parent="Grid/Object"]
texture = ExtResource( 7 )
[editable path="Grid/Actor"]

View File

@@ -0,0 +1,14 @@
[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
sky_curve = 0.25
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
ground_curve = 0.01
[resource]
background_mode = 2
background_sky = SubResource( 1 )

View File

@@ -0,0 +1,36 @@
extends TileMap
enum CellType { EMPTY = -1, ACTOR, OBSTACLE, OBJECT}
func _ready():
for child in get_children():
set_cellv(world_to_map(child.position), child.type)
func get_cell_pawn(coordinates):
for node in get_children():
if world_to_map(node.position) == coordinates:
return(node)
func request_move(pawn, direction):
var cell_start = world_to_map(pawn.position)
var cell_target = cell_start + direction
var cell_target_type = get_cellv(cell_target)
match cell_target_type:
CellType.EMPTY:
return update_pawn_position(pawn, cell_start, cell_target)
CellType.OBJECT:
var object_pawn = get_cell_pawn(cell_target)
object_pawn.queue_free()
return update_pawn_position(pawn, cell_start, cell_target)
CellType.ACTOR:
var pawn_name = get_cell_pawn(cell_target).name
print("Cell %s contains %s" % [cell_target, pawn_name])
func update_pawn_position(pawn, cell_start, cell_target):
set_cellv(cell_target, pawn.type)
set_cellv(cell_start, CellType.EMPTY)
return map_to_world(cell_target) + cell_size / 2

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@@ -0,0 +1,31 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
[deps]
source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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@@ -0,0 +1,85 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://pawns/actor.gd" type="Script" id=1]
[ext_resource path="res://pawns/sprites/character.png" type="Texture" id=2]
[sub_resource type="Animation" id=1]
resource_name = "bump"
length = 0.1
step = 0.01
tracks/0/type = "value"
tracks/0/path = NodePath("Pivot/Sprite:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.02, 0.04, 0.06, 0.08, 0.1 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1 ),
"update": 0,
"values": [ Vector2( 0, 0 ), Vector2( -1.5, -9 ), Vector2( 6.5, 2.5 ), Vector2( -11.5, 8.5 ), Vector2( 4, -5 ), Vector2( 0, 0 ) ]
}
[sub_resource type="Animation" id=2]
resource_name = "walk"
length = 0.25
step = 0.05
tracks/0/type = "value"
tracks/0/path = NodePath("Pivot/Sprite:self_modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = false
tracks/0/keys = {
"times": PoolRealArray( 0, 0.1, 0.25 ),
"transitions": PoolRealArray( 1, 1, 1 ),
"update": 0,
"values": [ Color( 1, 1, 1, 1 ), Color( 1, 0.9375, 0, 1 ), Color( 1, 1, 1, 1 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Pivot/Sprite:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0, 0.1, 0.15, 0.25 ),
"transitions": PoolRealArray( 1, 0.303143, 2.61003, 1 ),
"update": 0,
"values": [ Vector2( 1.43051e-06, -1.90735e-06 ), Vector2( 1.43051e-06, -1.90735e-06 ), Vector2( 0, -20 ), Vector2( 1.43051e-06, -1.90735e-06 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Pivot/Sprite:scale")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0, 0.05, 0.15, 0.25 ),
"transitions": PoolRealArray( 1, 0.354553, 1, 1 ),
"update": 0,
"values": [ Vector2( 1, 1 ), Vector2( 1.20007, 0.917384 ), Vector2( 0.916712, 1.13495 ), Vector2( 1, 1 ) ]
}
[node name="Actor" type="Node2D"]
position = Vector2( 32, 32 )
z_index = 1
script = ExtResource( 1 )
__meta__ = {
"_edit_group_": true
}
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/bump = SubResource( 1 )
anims/walk = SubResource( 2 )
[node name="Tween" type="Tween" parent="."]
[node name="Pivot" type="Position2D" parent="."]
[node name="Sprite" type="Sprite" parent="Pivot"]
position = Vector2( 1.43051e-06, -1.90735e-06 )
texture = ExtResource( 2 )
centered = false
offset = Vector2( -32, -32 )

View File

@@ -0,0 +1,55 @@
extends "pawn.gd"
onready var Grid = get_parent()
func _ready():
update_look_direction(Vector2(1, 0))
func _process(_delta):
var input_direction = get_input_direction()
if not input_direction:
return
update_look_direction(input_direction)
var target_position = Grid.request_move(self, input_direction)
if target_position:
move_to(target_position)
else:
bump()
func get_input_direction():
return Vector2(
int(Input.is_action_pressed("ui_right")) - int(Input.is_action_pressed("ui_left")),
int(Input.is_action_pressed("ui_down")) - int(Input.is_action_pressed("ui_up"))
)
func update_look_direction(direction):
$Pivot/Sprite.rotation = direction.angle()
func move_to(target_position):
set_process(false)
$AnimationPlayer.play("walk")
# Move the node to the target cell instantly,
# and animate the sprite moving from the start to the target cell
var move_direction = (target_position - position).normalized()
$Tween.interpolate_property($Pivot, "position", - move_direction * 32, Vector2(), $AnimationPlayer.current_animation_length, Tween.TRANS_LINEAR, Tween.EASE_IN)
position = target_position
$Tween.start()
# Stop the function execution until the animation finished
yield($AnimationPlayer, "animation_finished")
set_process(true)
func bump():
set_process(false)
$AnimationPlayer.play("bump")
yield($AnimationPlayer, "animation_finished")
set_process(true)

View File

@@ -0,0 +1,4 @@
extends Node2D
enum CellType { ACTOR, OBSTACLE, OBJECT }
export(CellType) var type = CellType.ACTOR

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@@ -0,0 +1,31 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/character.png-98ed16816c5b464731c4fa68fe5b8613.stex"
[deps]
source_file="res://pawns/sprites/character.png"
dest_files=[ "res://.import/character.png-98ed16816c5b464731c4fa68fe5b8613.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
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importer="texture"
type="StreamTexture"
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[deps]
source_file="res://pawns/sprites/character_grey.png"
dest_files=[ "res://.import/character_grey.png-a95d64c2e947e85f04dd1c6474e46965.stex" ]
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flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/star.png-4f164f82cf41ace82182660f1be8e68d.stex"
[deps]
source_file="res://pawns/sprites/star.png"
dest_files=[ "res://.import/star.png-4f164f82cf41ace82182660f1be8e68d.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
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flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
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svg/scale=1.0

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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
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="Grid Movement"
run/main_scene="res://Game.tscn"
config/icon="res://icon.png"
[display]
window/size/width=1280
window/size/height=720
[rendering]
environment/default_environment="res://default_env.tres"

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