Compare commits
439 Commits
3.1-c34a2b
...
3.2
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
f43c0fb3a1 | ||
|
|
834c62fb88 | ||
|
|
098e13cca2 | ||
|
|
ee1252eafe | ||
|
|
aa5aa936cb | ||
|
|
94ec2ea5d9 | ||
|
|
40aec7c068 | ||
|
|
ead2777f48 | ||
|
|
0a0d44d4f1 | ||
|
|
4911866f3d | ||
|
|
d7e1052205 | ||
|
|
8e2dbf3f55 | ||
|
|
2ee9b47f6c | ||
|
|
d8dc94c1ff | ||
|
|
d989bf6209 | ||
|
|
021070215c | ||
|
|
ac61cba05b | ||
|
|
21e829416f | ||
|
|
cf7e4b31f4 | ||
|
|
dc5c1016ce | ||
|
|
8a0824a948 | ||
|
|
5c154dac25 | ||
|
|
7f095a6092 | ||
|
|
35687c3ead | ||
|
|
f91fe01f3e | ||
|
|
43d29bfbbb | ||
|
|
7dff4e748d | ||
|
|
4913cd868a | ||
|
|
973c12264c | ||
|
|
fecbed5fb2 | ||
|
|
82e68e378b | ||
|
|
bbf4cff5f7 | ||
|
|
3d6ba65cfc | ||
|
|
ca0f74ee44 | ||
|
|
aa65867e43 | ||
|
|
c2e7a30e42 | ||
|
|
4dbfd92e6f | ||
|
|
c0d9e483c2 | ||
|
|
36db05c3b9 | ||
|
|
fc032119ca | ||
|
|
98ed996780 | ||
|
|
fa83ee0277 | ||
|
|
7c137510e7 | ||
|
|
10a7e3d301 | ||
|
|
feaf406fee | ||
|
|
d90e401d2a | ||
|
|
99ad90bd0d | ||
|
|
4adaaa2eb2 | ||
|
|
b946d20762 | ||
|
|
2a13307276 | ||
|
|
0b3e046953 | ||
|
|
68e095c4d6 | ||
|
|
fe54ebbb3a | ||
|
|
cdf0ed3be9 | ||
|
|
da9e24dfa7 | ||
|
|
1c1ad17b43 | ||
|
|
5618c2b45a | ||
|
|
3878948300 | ||
|
|
ca4cde1c26 | ||
|
|
6a738c1ede | ||
|
|
04e9afb4cf | ||
|
|
e73af12f49 | ||
|
|
6bdbeafca2 | ||
|
|
21cbaafb2f | ||
|
|
35426410d5 | ||
|
|
54a8d37e6c | ||
|
|
d5dae1cbb7 | ||
|
|
06dc40ba65 | ||
|
|
7c604f336d | ||
|
|
e3a31afe40 | ||
|
|
289d658baa | ||
|
|
7a437d1d23 | ||
|
|
08e3f1efd0 | ||
|
|
0d9c0d15c6 | ||
|
|
96baaa09e3 | ||
|
|
e004d2564e | ||
|
|
651ef54920 | ||
|
|
4a60286512 | ||
|
|
1148a6bda0 | ||
|
|
9ad473c633 | ||
|
|
e38be6dec0 | ||
|
|
8241be5817 | ||
|
|
1c836ecde9 | ||
|
|
6dd09308fa | ||
|
|
555e43c896 | ||
|
|
2bd5b1c8ee | ||
|
|
14f2f1a713 | ||
|
|
3d9bcc6d97 | ||
|
|
3147c6c5bd | ||
|
|
20a515153f | ||
|
|
5bd2bbfda9 | ||
|
|
fc54dd9c23 | ||
|
|
d38d18006b | ||
|
|
6fd3e4d525 | ||
|
|
2503599bed | ||
|
|
1aaa8e1fc6 | ||
|
|
2a98499935 | ||
|
|
159adfd421 | ||
|
|
4bba07257a | ||
|
|
ae02236e50 | ||
|
|
3f8567f920 | ||
|
|
c7610e9334 | ||
|
|
78c7a48422 | ||
|
|
31d54a3540 | ||
|
|
2259303ee7 | ||
|
|
76c1d850fb | ||
|
|
ebc79dec04 | ||
|
|
4af7fd5562 | ||
|
|
1a19c5c4e1 | ||
|
|
f8317d20d5 | ||
|
|
766cc97855 | ||
|
|
136db0b25b | ||
|
|
aba0372718 | ||
|
|
dd11042d95 | ||
|
|
4d205325ad | ||
|
|
0d1f16d073 | ||
|
|
2c0cbbaed0 | ||
|
|
918a289ee2 | ||
|
|
fe9fd7d7e4 | ||
|
|
c8149a703f | ||
|
|
2979f85185 | ||
|
|
bc10b69d65 | ||
|
|
f5960b2a7f | ||
|
|
fe6103256a | ||
|
|
768346a092 | ||
|
|
7a84acea76 | ||
|
|
c343b2f4f5 | ||
|
|
9184a36ec1 | ||
|
|
d4bf89d364 | ||
|
|
f74f7c52b6 | ||
|
|
76df39ab2e | ||
|
|
e4f69c3de0 | ||
|
|
4fe1930aab | ||
|
|
a582304ee7 | ||
|
|
97e00544a9 | ||
|
|
bc40a8d61d | ||
|
|
4aae4f657b | ||
|
|
78fe523b3c | ||
|
|
c6163b3d20 | ||
|
|
e30571c1ad | ||
|
|
fcc7d5c723 | ||
|
|
50fb2071a0 | ||
|
|
4b9a809912 | ||
|
|
68a2204c07 | ||
|
|
6e98353ce3 | ||
|
|
b5d4b277f4 | ||
|
|
6a325fb3a5 | ||
|
|
913de13ec9 | ||
|
|
f9c93b0d28 | ||
|
|
bc8dc740b5 | ||
|
|
ddffbd7599 | ||
|
|
b718574112 | ||
|
|
ae2a97976a | ||
|
|
2c138bd75f | ||
|
|
b7b3a75389 | ||
|
|
28ec746545 | ||
|
|
8d9d58f112 | ||
|
|
bd05e88ce0 | ||
|
|
2434876738 | ||
|
|
8dff86d370 | ||
|
|
6b11ca7302 | ||
|
|
cee39035e3 | ||
|
|
c33ce26a93 | ||
|
|
3fd13c1a82 | ||
|
|
f74217c1dc | ||
|
|
5215bc00f8 | ||
|
|
1ae23b63aa | ||
|
|
b99cd953d2 | ||
|
|
8823628b02 | ||
|
|
1ad95a443f | ||
|
|
79ad34dc0f | ||
|
|
aa390d1b30 | ||
|
|
ba44700ebe | ||
|
|
006309bd6f | ||
|
|
866f826124 | ||
|
|
c5c5fedec8 | ||
|
|
f34e61eaca | ||
|
|
189d6ac9b4 | ||
|
|
343669ca06 | ||
|
|
c13e56662f | ||
|
|
dc6efcd429 | ||
|
|
aaf3483618 | ||
|
|
e30b9d4c7d | ||
|
|
2ae60f3ac7 | ||
|
|
87f6a4e3fd | ||
|
|
eac96a9148 | ||
|
|
f0a07c43a8 | ||
|
|
7b465152dc | ||
|
|
4bafb96fcb | ||
|
|
d4a2a57834 | ||
|
|
d29fc74ae8 | ||
|
|
033a5338d5 | ||
|
|
35d44b5d85 | ||
|
|
9a3a831a34 | ||
|
|
d3317cc91d | ||
|
|
afd99e5aed | ||
|
|
b6c0283c22 | ||
|
|
3ea2246466 | ||
|
|
ea01309d56 | ||
|
|
9600d93a33 | ||
|
|
74924dd073 | ||
|
|
5363f8a75a | ||
|
|
5f1905e0d6 | ||
|
|
d1ed6dbd82 | ||
|
|
20c10dcb06 | ||
|
|
48eb973127 | ||
|
|
050fda3a4c | ||
|
|
ac5013f9ec | ||
|
|
ed2348080c | ||
|
|
a9c63035da | ||
|
|
7a5c0872d5 | ||
|
|
0eeaf0ecd8 | ||
|
|
7939f8e348 | ||
|
|
ee388dd5df | ||
|
|
b548a848b1 | ||
|
|
7a9b45f156 | ||
|
|
57baf0a1b5 | ||
|
|
a0a87c3bea | ||
|
|
51c0f3abb8 | ||
|
|
8464543a23 | ||
|
|
e95cbac634 | ||
|
|
eab59a6d2e | ||
|
|
474f246096 | ||
|
|
a12f54cfef | ||
|
|
7e09d2fec7 | ||
|
|
7ba8b9930d | ||
|
|
ec28f44e3c | ||
|
|
f9e7456b70 | ||
|
|
93b1f689f2 | ||
|
|
c0880343bc | ||
|
|
43dfa363c3 | ||
|
|
699abade3a | ||
|
|
1ef6b121e3 | ||
|
|
5f7072a18d | ||
|
|
bc949bd47e | ||
|
|
38d44dbb70 | ||
|
|
022ec69810 | ||
|
|
f3c8885d8f | ||
|
|
b103db5e50 | ||
|
|
671e1299e6 | ||
|
|
bb61e49397 | ||
|
|
69f21ce4c7 | ||
|
|
d189a2b05a | ||
|
|
82fe29b90b | ||
|
|
ff483e2b71 | ||
|
|
758f38db67 | ||
|
|
5caa78ef58 | ||
|
|
13f6e015bd | ||
|
|
db2941bed4 | ||
|
|
9553549a61 | ||
|
|
222f94444a | ||
|
|
9b4cac5782 | ||
|
|
fea5db8ed2 | ||
|
|
9e3ffe456b | ||
|
|
8cdddc87ce | ||
|
|
da280ec220 | ||
|
|
f2a18910aa | ||
|
|
2eaedf8064 | ||
|
|
7e0032eb8e | ||
|
|
a24ac796b6 | ||
|
|
9809601e40 | ||
|
|
9b6109e44d | ||
|
|
2ea2b02b68 | ||
|
|
ebc435074b | ||
|
|
f5f72e6d3e | ||
|
|
e11fa006d6 | ||
|
|
5322be1a54 | ||
|
|
18679efd75 | ||
|
|
aea4010bc8 | ||
|
|
db7c9f162f | ||
|
|
c72f65ed36 | ||
|
|
424ad342ad | ||
|
|
841eb1fa37 | ||
|
|
1671b4e30e | ||
|
|
c7cc72b705 | ||
|
|
d1ba41da5d | ||
|
|
cc68af17af | ||
|
|
7e539cd182 | ||
|
|
722ea9bc01 | ||
|
|
ca761cff87 | ||
|
|
5809089e9e | ||
|
|
abe1b0f367 | ||
|
|
b310877037 | ||
|
|
984a731502 | ||
|
|
de8a79b35b | ||
|
|
399de3e954 | ||
|
|
486d582802 | ||
|
|
001e51d2d3 | ||
|
|
b927ea3c63 | ||
|
|
f6c4a0000f | ||
|
|
853565d1be | ||
|
|
073640ffcc | ||
|
|
545d63cd2d | ||
|
|
c215c62df1 | ||
|
|
dda0bd7e20 | ||
|
|
35bd408367 | ||
|
|
ac179c6745 | ||
|
|
2136c99672 | ||
|
|
fdb0d77e88 | ||
|
|
fbe6286656 | ||
|
|
ef98347469 | ||
|
|
07e696661c | ||
|
|
1c9c754b79 | ||
|
|
da374bccda | ||
|
|
05801f9389 | ||
|
|
da157f6d0e | ||
|
|
13ca65800d | ||
|
|
a76d9471f4 | ||
|
|
d8546ece42 | ||
|
|
8d48b7f994 | ||
|
|
c117eb1847 | ||
|
|
77800b3f15 | ||
|
|
332cd3bb38 | ||
|
|
75df35b165 | ||
|
|
bebf8e8249 | ||
|
|
bd6da6a610 | ||
|
|
ab04b998fc | ||
|
|
263bfd8bd3 | ||
|
|
9ee778bd5d | ||
|
|
2372fd155f | ||
|
|
86944d5236 | ||
|
|
827d67b2ab | ||
|
|
e323bead2e | ||
|
|
177884ff19 | ||
|
|
87f42b77e0 | ||
|
|
b0e1cc0227 | ||
|
|
7af4d281b9 | ||
|
|
c270db0635 | ||
|
|
746928b623 | ||
|
|
b0b63e80f5 | ||
|
|
7421736568 | ||
|
|
db6967868f | ||
|
|
49a01d6f87 | ||
|
|
ff10a807d0 | ||
|
|
704ebeec81 | ||
|
|
60f515eaf9 | ||
|
|
3eeba859b1 | ||
|
|
9218f88723 | ||
|
|
375d5d13d2 | ||
|
|
c9d3646d45 | ||
|
|
9975c95065 | ||
|
|
c90a251445 | ||
|
|
cd7c652975 | ||
|
|
e5ee4a5971 | ||
|
|
729be3461d | ||
|
|
abf9d68bf4 | ||
|
|
67a490ab50 | ||
|
|
f07c7091fc | ||
|
|
ac882369bc | ||
|
|
6899d44615 | ||
|
|
84c8d6ef69 | ||
|
|
691f1d94d6 | ||
|
|
cb5906aea3 | ||
|
|
237a8654b0 | ||
|
|
4f5f0ec1a9 | ||
|
|
e3fd4c662c | ||
|
|
ff93de81bb | ||
|
|
28c3103132 | ||
|
|
958f686e12 | ||
|
|
edb8372db8 | ||
|
|
de57f45049 | ||
|
|
4ec9d7921b | ||
|
|
a5b8cd11d9 | ||
|
|
0746c063b4 | ||
|
|
9e197b8c20 | ||
|
|
2e681e132a | ||
|
|
2afbeef96f | ||
|
|
40bcc0f55f | ||
|
|
9c17c25343 | ||
|
|
357620b336 | ||
|
|
33494c4592 | ||
|
|
76d43cf23a | ||
|
|
59e85689ba | ||
|
|
fd6e157596 | ||
|
|
3dbd79217d | ||
|
|
97f9632be4 | ||
|
|
463da9948f | ||
|
|
04d86775da | ||
|
|
c6922db2a1 | ||
|
|
43dcf5c1e7 | ||
|
|
d19c746231 | ||
|
|
aca3ea4749 | ||
|
|
a45b84a5ad | ||
|
|
5bdd178d85 | ||
|
|
b93d9028a9 | ||
|
|
566c7e15f8 | ||
|
|
eb814782c6 | ||
|
|
029706d4fb | ||
|
|
f922bcb8c7 | ||
|
|
2490d9ae45 | ||
|
|
f9b9b86949 | ||
|
|
79f7554bc3 | ||
|
|
7e96ba1a6a | ||
|
|
861f0418f0 | ||
|
|
8a6b1f87ba | ||
|
|
c5a37ea618 | ||
|
|
c0f4bad011 | ||
|
|
7658e62636 | ||
|
|
b1953be73f | ||
|
|
5bc48e2080 | ||
|
|
2c6df4ed79 | ||
|
|
015cb6e64c | ||
|
|
617896737e | ||
|
|
50d5a118c9 | ||
|
|
e5e20a57a1 | ||
|
|
72ff4543c8 | ||
|
|
f863ebe52c | ||
|
|
4ce086a745 | ||
|
|
6a1fe3b48a | ||
|
|
990042e3c5 | ||
|
|
53fc37e64e | ||
|
|
de309f0544 | ||
|
|
c101b13b27 | ||
|
|
54ae746654 | ||
|
|
21e6dc8576 | ||
|
|
1ca3204e0a | ||
|
|
d191bf5558 | ||
|
|
61ea666d69 | ||
|
|
ebdb732fc8 | ||
|
|
ee3dac1635 | ||
|
|
85afe1bc9a | ||
|
|
1ae9f1b549 | ||
|
|
61ea89e836 | ||
|
|
0d40b69c19 | ||
|
|
36c9ecdfa8 | ||
|
|
974e506371 | ||
|
|
3bf7046184 | ||
|
|
a2e7bf2b36 | ||
|
|
fa09138422 | ||
|
|
2c5b4a48d0 | ||
|
|
82d9684caf | ||
|
|
a527318768 | ||
|
|
7e37b4162f | ||
|
|
9adc81ce7f | ||
|
|
092cf6fc03 | ||
|
|
7ad43829ef | ||
|
|
11425f2a6a | ||
|
|
db411004b5 | ||
|
|
a159361a2f |
16
.editorconfig
Normal file
@@ -0,0 +1,16 @@
|
||||
# Top-most EditorConfig file.
|
||||
root = true
|
||||
|
||||
# Unix-style newlines with a newline ending every file.
|
||||
[*]
|
||||
charset = utf-8
|
||||
end_of_line = lf
|
||||
insert_final_newline = true
|
||||
|
||||
[*.cs]
|
||||
csharp_space_after_cast = false
|
||||
indent_size = 4
|
||||
|
||||
[*.csproj]
|
||||
insert_final_newline = false
|
||||
indent_size = 2
|
||||
4
.gitattributes
vendored
Normal file
@@ -0,0 +1,4 @@
|
||||
# Normalize EOL for all files that Git considers text files.
|
||||
* text=auto eol=lf
|
||||
|
||||
*.hdr binary
|
||||
13
.github/CODEOWNERS
vendored
Normal file
@@ -0,0 +1,13 @@
|
||||
# Lines starting with '#' are comments.
|
||||
# Each line is a file pattern followed by one or more owners.
|
||||
# Owners can be @users, @org/teams or emails
|
||||
|
||||
/.github/dist/ @Calinou
|
||||
|
||||
/3d/voxel/ @aaronfranke
|
||||
/misc/matrix_transform/ @aaronfranke
|
||||
/misc/2.5d/ @aaronfranke
|
||||
/mono/2.5d/ @aaronfranke
|
||||
|
||||
/2d/physics_tests/ @pouleyKetchoupp
|
||||
/3d/physics_tests/ @pouleyKetchoupp
|
||||
34
.github/ISSUE_TEMPLATE/bug-report.md
vendored
Normal file
@@ -0,0 +1,34 @@
|
||||
---
|
||||
name: Bug Report
|
||||
about: Report a bug with one of the demo projects.
|
||||
title: ""
|
||||
labels: bug
|
||||
assignees: ""
|
||||
|
||||
---
|
||||
|
||||
<!--
|
||||
Please search existing issues for potential duplicates before filing yours:
|
||||
https://github.com/godotengine/godot-demo-projects/issues?q=is%3Aissue
|
||||
|
||||
Only submit an issue if it is reproducible with the latest stable Godot version.
|
||||
-->
|
||||
|
||||
**Which demo project is affected:**
|
||||
<!-- Specify the project name or path. -->
|
||||
|
||||
|
||||
**OS/device including version:**
|
||||
<!-- Specify GPU model and drivers if graphics-related. -->
|
||||
|
||||
|
||||
**Issue description:**
|
||||
<!-- What happened, what was expected, and what went wrong. -->
|
||||
|
||||
|
||||
**Screenshots of issue:**
|
||||
<!--
|
||||
This section is optional.
|
||||
Drag in an image, or post an image with a link in the form of:
|
||||

|
||||
-->
|
||||
19
.github/ISSUE_TEMPLATE/feature---enhancement-request.md
vendored
Normal file
@@ -0,0 +1,19 @@
|
||||
---
|
||||
name: Feature / Enhancement Request
|
||||
about: Adding new features or improving existing ones.
|
||||
title: ""
|
||||
labels: enhancement
|
||||
assignees: ""
|
||||
|
||||
---
|
||||
|
||||
<!--
|
||||
Please search existing issues for potential duplicates before filing yours:
|
||||
https://github.com/godotengine/godot-demo-projects/issues?q=is%3Aissue
|
||||
-->
|
||||
|
||||
**Which demo project is affected:**
|
||||
<!-- Specify the project name or path. -->
|
||||
|
||||
|
||||
**Description:**
|
||||
24
.github/PULL_REQUEST_TEMPLATE.md
vendored
Normal file
@@ -0,0 +1,24 @@
|
||||
<!--
|
||||
Only submit a pull request if all of the following conditions are met:
|
||||
|
||||
* It must work with the latest stable Godot version. Do not submit a
|
||||
pull request if it only works with alpha/beta builds.
|
||||
|
||||
* It must follow all of the Godot style guides, including the GDScript
|
||||
style guide and the C# style guide.
|
||||
|
||||
* The demo should not be overcomplicated. Simplicity is usually preferred.
|
||||
|
||||
* If you are submitting a new demo, please ensure that it includes a
|
||||
README file similar to the other demos.
|
||||
|
||||
* If you are submitting a copy of a demo translated to C# etc:
|
||||
|
||||
* Please ensure that there is a good reason to have this demo translated.
|
||||
We don't want to have multiple copies of every single project.
|
||||
|
||||
* Please ensure that the code mirrors the original closely.
|
||||
|
||||
* In the project.godot file and in the README, include "with C#" etc in
|
||||
the title, and also include a link to the original in the README.
|
||||
-->
|
||||
6
.github/dependabot.yml
vendored
Normal file
@@ -0,0 +1,6 @@
|
||||
version: 2
|
||||
updates:
|
||||
- package-ecosystem: "github-actions"
|
||||
directory: "/"
|
||||
schedule:
|
||||
interval: "daily"
|
||||
0
.github/dist/.nojekyll
vendored
Normal file
23
.github/dist/export_presets.cfg
vendored
Normal file
@@ -0,0 +1,23 @@
|
||||
[preset.0]
|
||||
|
||||
name="HTML5"
|
||||
platform="HTML5"
|
||||
runnable=true
|
||||
custom_features=""
|
||||
export_filter="all_resources"
|
||||
include_filter=""
|
||||
exclude_filter=""
|
||||
export_path=""
|
||||
script_export_mode=1
|
||||
script_encryption_key=""
|
||||
|
||||
[preset.0.options]
|
||||
|
||||
custom_template/debug=""
|
||||
custom_template/release=""
|
||||
variant/export_type=0
|
||||
vram_texture_compression/for_desktop=true
|
||||
vram_texture_compression/for_mobile=false
|
||||
html/custom_html_shell=""
|
||||
html/head_include=""
|
||||
html/full_window_size=true
|
||||
19
.github/dist/footer.html
vendored
Normal file
@@ -0,0 +1,19 @@
|
||||
<!-- The list of demos will be inserted above by the CI process. -->
|
||||
</ul>
|
||||
<h2>Unavailable demos</h2>
|
||||
<ul>
|
||||
<li><code>2d/hdr/</code>: Not supported on HTML5 yet.
|
||||
<li><code>3d/voxel/</code>: Not supported on HTML5 yet.
|
||||
<li><code>audio/device_changer/</code>: Not supported on HTML5 due to browser limitations.
|
||||
<li><code>loading/background_load/</code>: Not supported on HTML5 yet.
|
||||
<li><code>loading/multiple_threads_loading/</code>: Not supported on HTML5 yet.
|
||||
<li><code>loading/threads/</code>: Not supported on HTML5 yet.
|
||||
<li><code>misc/matrix_transform/</code>: Results are only visible in the editor.
|
||||
<li><code>mobile/android_iap/</code>: Only relevant on native Android.
|
||||
<li><code>mobile/sensors/</code>: Not supported on HTML5 yet.
|
||||
<li><code>mono/*/</code>: Not available yet (requires Mono-enabled HTML5 build).</li>
|
||||
<li><code>networking/*/</code>: Doesn't make sense to be hosted on a static host, as the server must be hosted on the same origin due to the browser's same-origin policy.</li>
|
||||
<li><code>plugins/*/</code>: Only effective within the editor.</li>
|
||||
</ul>
|
||||
</body>
|
||||
</html>
|
||||
118
.github/dist/header.html
vendored
Normal file
@@ -0,0 +1,118 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>Godot demos exported to HTML5</title>
|
||||
<style>
|
||||
:root {
|
||||
--background-color: #fff;
|
||||
--text-color: #222;
|
||||
--link-color: hsl(220, 100%, 45%);
|
||||
--link-underline-color: hsla(220, 100%, 45%, 0.3);
|
||||
}
|
||||
|
||||
@media (prefers-color-scheme: dark) {
|
||||
:root {
|
||||
--background-color: #222;
|
||||
--text-color: #eee;
|
||||
--link-color: hsl(200, 100%, 70%);
|
||||
--link-underline-color: hsla(200, 100%, 70%, 0.3);
|
||||
}
|
||||
}
|
||||
|
||||
*:focus {
|
||||
/* More visible outline for better keyboard navigation. */
|
||||
outline: 0.125rem solid hsl(220, 100%, 62.5%);
|
||||
/* Make the outline always appear above other elements. */
|
||||
position: relative;
|
||||
}
|
||||
|
||||
html {
|
||||
background-color: var(--background-color);
|
||||
color: var(--text-color);
|
||||
}
|
||||
|
||||
body {
|
||||
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen-Sans, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
|
||||
max-width: 50rem;
|
||||
margin: 0 auto;
|
||||
padding: 0.75rem;
|
||||
line-height: 1.618rem;
|
||||
}
|
||||
|
||||
h2 {
|
||||
margin-top: 2.5rem;
|
||||
}
|
||||
|
||||
a {
|
||||
color: var(--link-color);
|
||||
text-decoration-color: var(--link-underline-color);
|
||||
text-decoration-thickness: 0.125rem;
|
||||
}
|
||||
|
||||
a:hover {
|
||||
filter: brightness(117.5%);
|
||||
}
|
||||
|
||||
a:active {
|
||||
filter: brightness(82.5%);
|
||||
}
|
||||
|
||||
ul {
|
||||
padding-left: 0;
|
||||
}
|
||||
|
||||
li {
|
||||
display: block;
|
||||
}
|
||||
|
||||
li a {
|
||||
display: inline-block;
|
||||
width: 100%;
|
||||
height: 4rem;
|
||||
margin-left: 0.5rem;
|
||||
}
|
||||
|
||||
li a:hover {
|
||||
background-color: hsla(0, 0%, 50%, 0.1);
|
||||
}
|
||||
|
||||
li a * {
|
||||
float: left;
|
||||
}
|
||||
|
||||
li a p {
|
||||
height: 24px;
|
||||
margin: 20px 10px;
|
||||
}
|
||||
|
||||
</style>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<h1>Godot demo projects</h1>
|
||||
<p>
|
||||
This page lists
|
||||
<a href="https://github.com/godotengine/godot-demo-projects">official Godot demo projects</a>
|
||||
exported to HTML5 for testing purposes. These projects are deployed automatically
|
||||
on every commit on the <code>master</code> branch of the repository.
|
||||
</p>
|
||||
<p>
|
||||
The HTML5 exports on this page are provided for demonstration purposes only.
|
||||
Some of these demos may not function or render correctly on HTML5,
|
||||
especially on mobile devices.
|
||||
For best performance, it's recommended to
|
||||
<a href="https://godotengine.org/download">download</a> a native editor
|
||||
and run the demo project by importing its files in the project manager.
|
||||
</p>
|
||||
<p>
|
||||
See the
|
||||
<a href="https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_web.html">Exporting for the Web</a>
|
||||
documentation for information on exporting your own projects to HTML5.
|
||||
</p>
|
||||
|
||||
<h2>List of demos</h2>
|
||||
<ul>
|
||||
<!-- The list of demos will be inserted below by the CI process. -->
|
||||
19
.github/workflows/static_checks.yml
vendored
Normal file
@@ -0,0 +1,19 @@
|
||||
name: Static Checks
|
||||
on: [push, pull_request]
|
||||
|
||||
jobs:
|
||||
format:
|
||||
name: File formatting (file_format.sh)
|
||||
runs-on: ubuntu-24.04
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v5
|
||||
|
||||
- name: Install dependencies
|
||||
run: |
|
||||
sudo apt-get update -qq
|
||||
sudo apt-get install -qq dos2unix recode
|
||||
|
||||
- name: File formatting checks (file_format.sh)
|
||||
run: |
|
||||
bash ./file_format.sh
|
||||
11
.gitignore
vendored
@@ -1,11 +1,22 @@
|
||||
# Godot 4+ specific ignores
|
||||
.godot/
|
||||
|
||||
# Godot-specific ignores
|
||||
.import/
|
||||
export.cfg
|
||||
export_presets.cfg
|
||||
# Dummy HTML5 export presets file for continuous integration
|
||||
!.github/dist/export_presets.cfg
|
||||
|
||||
# Imported translations (automatically generated from CSV files)
|
||||
*.translation
|
||||
|
||||
# Mono-specific ignores
|
||||
.mono/
|
||||
data_*/
|
||||
mono_crash.*.json
|
||||
|
||||
# System/tool-specific ignores
|
||||
.directory
|
||||
.DS_Store
|
||||
*~
|
||||
|
||||
8
2d/README.md
Normal file
@@ -0,0 +1,8 @@
|
||||
# 2D Demos
|
||||
|
||||
These demos are all 2D, but otherwise do not have a common theme.
|
||||
|
||||
Languages: Most have GDScript, some have
|
||||
[GDSL](https://docs.godotengine.org/en/latest/tutorials/shaders/shader_reference/shading_language.html)
|
||||
|
||||
Renderers: 6 of them are GLES 3, but most are GLES 2
|
||||
20
2d/bullet_shower/README.md
Normal file
@@ -0,0 +1,20 @@
|
||||
# Bullet Shower
|
||||
|
||||
This demonstrates how to manage large amounts of objects efficiently using
|
||||
low-level Servers.
|
||||
|
||||
See
|
||||
[Optimization using Servers](https://docs.godotengine.org/en/latest/tutorials/performance/using_servers.html)
|
||||
in the documentation for more information.
|
||||
|
||||
Language: GDScript
|
||||
|
||||
Renderer: GLES 2
|
||||
|
||||
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/887
|
||||
|
||||
## Screenshots
|
||||
|
||||

|
||||
|
||||

|
||||
BIN
2d/bullet_shower/bullet.png
Normal file
|
After Width: | Height: | Size: 312 B |
@@ -2,15 +2,15 @@
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/night.hdr-332f5acd8584ef56a1a6547f38a69ed0.stex"
|
||||
path="res://.import/bullet.png-ff1424653e10246c11e3724e402c519e.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://night.hdr"
|
||||
dest_files=[ "res://.import/night.hdr-332f5acd8584ef56a1a6547f38a69ed0.stex" ]
|
||||
source_file="res://bullet.png"
|
||||
dest_files=[ "res://.import/bullet.png-ff1424653e10246c11e3724e402c519e.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
89
2d/bullet_shower/bullets.gd
Normal file
@@ -0,0 +1,89 @@
|
||||
extends Node2D
|
||||
# This demo is an example of controling a high number of 2D objects with logic
|
||||
# and collision without using nodes in the scene. This technique is a lot more
|
||||
# efficient than using instancing and nodes, but requires more programming and
|
||||
# is less visual. Bullets are managed together in the `bullets.gd` script.
|
||||
|
||||
const BULLET_COUNT = 500
|
||||
const SPEED_MIN = 20
|
||||
const SPEED_MAX = 80
|
||||
|
||||
const bullet_image = preload("res://bullet.png")
|
||||
|
||||
var bullets = []
|
||||
var shape
|
||||
|
||||
|
||||
class Bullet:
|
||||
var position = Vector2()
|
||||
var speed = 1.0
|
||||
# The body is stored as a RID, which is an "opaque" way to access resources.
|
||||
# With large amounts of objects (thousands or more), it can be significantly
|
||||
# faster to use RIDs compared to a high-level approach.
|
||||
var body = RID()
|
||||
|
||||
|
||||
func _ready():
|
||||
randomize()
|
||||
|
||||
shape = Physics2DServer.circle_shape_create()
|
||||
# Set the collision shape's radius for each bullet in pixels.
|
||||
Physics2DServer.shape_set_data(shape, 8)
|
||||
|
||||
for _i in BULLET_COUNT:
|
||||
var bullet = Bullet.new()
|
||||
# Give each bullet its own speed.
|
||||
bullet.speed = rand_range(SPEED_MIN, SPEED_MAX)
|
||||
bullet.body = Physics2DServer.body_create()
|
||||
|
||||
Physics2DServer.body_set_space(bullet.body, get_world_2d().get_space())
|
||||
Physics2DServer.body_add_shape(bullet.body, shape)
|
||||
|
||||
# Place bullets randomly on the viewport and move bullets outside the
|
||||
# play area so that they fade in nicely.
|
||||
bullet.position = Vector2(
|
||||
rand_range(0, get_viewport_rect().size.x) + get_viewport_rect().size.x,
|
||||
rand_range(0, get_viewport_rect().size.y)
|
||||
)
|
||||
var transform2d = Transform2D()
|
||||
transform2d.origin = bullet.position
|
||||
Physics2DServer.body_set_state(bullet.body, Physics2DServer.BODY_STATE_TRANSFORM, transform2d)
|
||||
|
||||
bullets.push_back(bullet)
|
||||
|
||||
|
||||
func _process(_delta):
|
||||
# Order the CanvasItem to update every frame.
|
||||
update()
|
||||
|
||||
|
||||
func _physics_process(delta):
|
||||
var transform2d = Transform2D()
|
||||
var offset = get_viewport_rect().size.x + 16
|
||||
for bullet in bullets:
|
||||
bullet.position.x -= bullet.speed * delta
|
||||
|
||||
if bullet.position.x < -16:
|
||||
# The bullet has left the screen; move it back to the right.
|
||||
bullet.position.x = offset
|
||||
|
||||
transform2d.origin = bullet.position
|
||||
|
||||
Physics2DServer.body_set_state(bullet.body, Physics2DServer.BODY_STATE_TRANSFORM, transform2d)
|
||||
|
||||
|
||||
# Instead of drawing each bullet individually in a script attached to each bullet,
|
||||
# we are drawing *all* the bullets at once here.
|
||||
func _draw():
|
||||
var offset = -bullet_image.get_size() * 0.5
|
||||
for bullet in bullets:
|
||||
draw_texture(bullet_image, bullet.position + offset)
|
||||
|
||||
|
||||
# Perform cleanup operations (required to exit without error messages in the console).
|
||||
func _exit_tree():
|
||||
for bullet in bullets:
|
||||
Physics2DServer.free_rid(bullet.body)
|
||||
|
||||
Physics2DServer.free_rid(shape)
|
||||
bullets.clear()
|
||||
BIN
2d/bullet_shower/face_happy.png
Normal file
|
After Width: | Height: | Size: 907 B |
@@ -2,15 +2,15 @@
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/experiment.hdr-9c87b674db59b87ae6c71d507945718a.stex"
|
||||
path="res://.import/face_happy.png-38d387d31ec13459f749c93ce3d75d80.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://experiment.hdr"
|
||||
dest_files=[ "res://.import/experiment.hdr-9c87b674db59b87ae6c71d507945718a.stex" ]
|
||||
source_file="res://face_happy.png"
|
||||
dest_files=[ "res://.import/face_happy.png-38d387d31ec13459f749c93ce3d75d80.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
BIN
2d/bullet_shower/face_sad.png
Normal file
|
After Width: | Height: | Size: 846 B |
34
2d/bullet_shower/face_sad.png.import
Normal file
@@ -0,0 +1,34 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/face_sad.png-0ac7165eab24f595aba17a746a66c550.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://face_sad.png"
|
||||
dest_files=[ "res://.import/face_sad.png-0ac7165eab24f595aba17a746a66c550.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
|
||||
BIN
2d/bullet_shower/icon.png
Normal file
|
After Width: | Height: | Size: 1.9 KiB |
33
2d/bullet_shower/player.gd
Normal file
@@ -0,0 +1,33 @@
|
||||
extends Node2D
|
||||
# This demo is an example of controling a high number of 2D objects with logic
|
||||
# and collision without using nodes in the scene. This technique is a lot more
|
||||
# efficient than using instancing and nodes, but requires more programming and
|
||||
# is less visual. Bullets are managed together in the `bullets.gd` script.
|
||||
|
||||
# The number of bullets currently touched by the player.
|
||||
var touching = 0
|
||||
|
||||
onready var sprite = $AnimatedSprite
|
||||
|
||||
|
||||
func _ready():
|
||||
# The player follows the mouse cursor automatically, so there's no point
|
||||
# in displaying the mouse cursor.
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
|
||||
|
||||
|
||||
func _input(event):
|
||||
if event is InputEventMouseMotion:
|
||||
position = event.position - Vector2(0, 16)
|
||||
|
||||
|
||||
func _on_body_shape_entered(_body_id, _body, _body_shape, _local_shape):
|
||||
touching += 1
|
||||
if touching >= 1:
|
||||
sprite.frame = 1
|
||||
|
||||
|
||||
func _on_body_shape_exited(_body_id, _body, _body_shape, _local_shape):
|
||||
touching -= 1
|
||||
if touching == 0:
|
||||
sprite.frame = 0
|
||||
41
2d/bullet_shower/project.godot
Normal file
@@ -0,0 +1,41 @@
|
||||
; 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="Bullet Shower"
|
||||
config/description="Demonstrates how to manage large amounts of objects efficiently using low-level Servers."
|
||||
run/main_scene="res://shower.tscn"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
[display]
|
||||
|
||||
window/dpi/allow_hidpi=true
|
||||
window/stretch/mode="2d"
|
||||
window/stretch/aspect="expand"
|
||||
|
||||
[physics]
|
||||
|
||||
2d/cell_size=64
|
||||
common/enable_pause_aware_picking=true
|
||||
|
||||
[rendering]
|
||||
|
||||
quality/driver/driver_name="GLES2"
|
||||
quality/intended_usage/framebuffer_allocation=0
|
||||
quality/intended_usage/framebuffer_allocation.mobile=0
|
||||
vram_compression/import_etc=true
|
||||
vram_compression/import_etc2=false
|
||||
environment/default_clear_color=Color( 0.133333, 0.133333, 0.2, 1 )
|
||||
0
2d/bullet_shower/screenshots/.gdignore
Normal file
BIN
2d/bullet_shower/screenshots/collision.png
Normal file
|
After Width: | Height: | Size: 152 KiB |
BIN
2d/bullet_shower/screenshots/no_collision.png
Normal file
|
After Width: | Height: | Size: 150 KiB |
33
2d/bullet_shower/shower.tscn
Normal file
@@ -0,0 +1,33 @@
|
||||
[gd_scene load_steps=7 format=2]
|
||||
|
||||
[ext_resource path="res://bullets.gd" type="Script" id=2]
|
||||
[ext_resource path="res://face_happy.png" type="Texture" id=3]
|
||||
[ext_resource path="res://face_sad.png" type="Texture" id=4]
|
||||
[ext_resource path="res://player.gd" type="Script" id=5]
|
||||
|
||||
[sub_resource type="SpriteFrames" id=1]
|
||||
animations = [ {
|
||||
"frames": [ ExtResource( 3 ), ExtResource( 4 ) ],
|
||||
"loop": true,
|
||||
"name": "default",
|
||||
"speed": 5.0
|
||||
} ]
|
||||
|
||||
[sub_resource type="CircleShape2D" id=2]
|
||||
radius = 27.0
|
||||
|
||||
[node name="Shower" type="Node2D"]
|
||||
|
||||
[node name="Bullets" type="Node2D" parent="."]
|
||||
script = ExtResource( 2 )
|
||||
|
||||
[node name="Player" type="Area2D" parent="."]
|
||||
script = ExtResource( 5 )
|
||||
|
||||
[node name="AnimatedSprite" type="AnimatedSprite" parent="Player"]
|
||||
frames = SubResource( 1 )
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"]
|
||||
shape = SubResource( 2 )
|
||||
[connection signal="body_shape_entered" from="Player" to="Player" method="_on_body_shape_entered"]
|
||||
[connection signal="body_shape_exited" from="Player" to="Player" method="_on_body_shape_exited"]
|
||||
@@ -1,7 +0,0 @@
|
||||
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")
|
||||
@@ -7,20 +7,24 @@ func show_message(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')
|
||||
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()
|
||||
$MessageLabel.hide()
|
||||
|
||||
@@ -4,21 +4,17 @@
|
||||
[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"]
|
||||
@@ -57,6 +53,5 @@ 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"]
|
||||
|
||||
@@ -1,11 +1,12 @@
|
||||
extends Node
|
||||
|
||||
export (PackedScene) var Mob
|
||||
export(PackedScene) var mob_scene
|
||||
var score
|
||||
|
||||
func _ready():
|
||||
randomize()
|
||||
|
||||
|
||||
func game_over():
|
||||
$ScoreTimer.stop()
|
||||
$MobTimer.stop()
|
||||
@@ -13,7 +14,9 @@ func game_over():
|
||||
$Music.stop()
|
||||
$DeathSound.play()
|
||||
|
||||
|
||||
func new_game():
|
||||
get_tree().call_group("mobs", "queue_free")
|
||||
score = 0
|
||||
$Player.start($StartPosition.position)
|
||||
$StartTimer.start()
|
||||
@@ -21,20 +24,36 @@ func new_game():
|
||||
$HUD.show_message("Get Ready")
|
||||
$Music.play()
|
||||
|
||||
|
||||
func _on_MobTimer_timeout():
|
||||
$MobPath/MobSpawnLocation.offset = randi()
|
||||
var mob = Mob.instance()
|
||||
# Choose a random location on Path2D.
|
||||
var mob_spawn_location = get_node("MobPath/MobSpawnLocation")
|
||||
mob_spawn_location.offset = randi()
|
||||
|
||||
# Create a Mob instance and add it to the scene.
|
||||
var mob = mob_scene.instance()
|
||||
add_child(mob)
|
||||
var direction = $MobPath/MobSpawnLocation.rotation + PI/2
|
||||
mob.position = $MobPath/MobSpawnLocation.position
|
||||
direction += rand_range(-PI/4, PI/4)
|
||||
|
||||
# Set the mob's direction perpendicular to the path direction.
|
||||
var direction = mob_spawn_location.rotation + PI / 2
|
||||
|
||||
# Set the mob's position to a random location.
|
||||
mob.position = mob_spawn_location.position
|
||||
|
||||
# Add some randomness to the direction.
|
||||
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)
|
||||
|
||||
# Choose the velocity.
|
||||
var velocity = Vector2(rand_range(mob.min_speed, mob.max_speed), 0)
|
||||
mob.linear_velocity = velocity.rotated(direction)
|
||||
|
||||
|
||||
func _on_ScoreTimer_timeout():
|
||||
score += 1
|
||||
$HUD.update_score(score)
|
||||
|
||||
|
||||
func _on_StartTimer_timeout():
|
||||
$MobTimer.start()
|
||||
$ScoreTimer.start()
|
||||
$ScoreTimer.start()
|
||||
|
||||
@@ -9,17 +9,17 @@
|
||||
|
||||
[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 )
|
||||
"points": PoolVector2Array( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 480, 0, 0, 0, 0, 0, 480, 720, 0, 0, 0, 0, 0, 720, 0, 0, 0, 0, 0, 0 )
|
||||
}
|
||||
|
||||
[node name="Main" type="Node"]
|
||||
script = ExtResource( 1 )
|
||||
Mob = ExtResource( 2 )
|
||||
mob_scene = 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 )
|
||||
color = Color( 0.219608, 0.372549, 0.380392, 1 )
|
||||
|
||||
[node name="Player" parent="." instance=ExtResource( 3 )]
|
||||
|
||||
@@ -39,8 +39,6 @@ position = Vector2( 240, 450 )
|
||||
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 )]
|
||||
|
||||
@@ -49,7 +47,6 @@ 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"]
|
||||
|
||||
@@ -1,11 +1,18 @@
|
||||
extends RigidBody2D
|
||||
|
||||
#warning-ignore-all:unused_class_variable
|
||||
export var min_speed = 150
|
||||
export var max_speed = 250
|
||||
var mob_types = ["walk", "swim", "fly"]
|
||||
|
||||
func _ready():
|
||||
$AnimatedSprite.playing = true
|
||||
var mob_types = $AnimatedSprite.frames.get_animation_names()
|
||||
$AnimatedSprite.animation = mob_types[randi() % mob_types.size()]
|
||||
|
||||
|
||||
func _on_VisibilityNotifier2D_screen_exited():
|
||||
queue_free()
|
||||
queue_free()
|
||||
|
||||
|
||||
func _on_start_game():
|
||||
queue_free()
|
||||
|
||||
@@ -1,18 +1,22 @@
|
||||
[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/enemyFlyingAlt_1.png" type="Texture" id=2]
|
||||
[ext_resource path="res://art/enemyFlyingAlt_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]
|
||||
[ext_resource path="res://art/enemySwimming_1.png" type="Texture" id=6]
|
||||
[ext_resource path="res://art/enemySwimming_2.png" type="Texture" id=7]
|
||||
|
||||
[sub_resource type="SpriteFrames" id=1]
|
||||
|
||||
animations = [ {
|
||||
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
|
||||
"loop": true,
|
||||
"name": "fly",
|
||||
"speed": 3.0
|
||||
}, {
|
||||
"frames": [ ExtResource( 6 ), ExtResource( 7 ) ],
|
||||
"loop": true,
|
||||
"name": "swim",
|
||||
"speed": 4.0
|
||||
}, {
|
||||
@@ -20,19 +24,15 @@ animations = [ {
|
||||
"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"]
|
||||
[node name="Mob" type="RigidBody2D" groups=[
|
||||
"mobs",
|
||||
]]
|
||||
collision_mask = 0
|
||||
gravity_scale = 0.0
|
||||
script = ExtResource( 1 )
|
||||
@@ -44,12 +44,10 @@ __meta__ = {
|
||||
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"]
|
||||
|
||||
@@ -2,29 +2,31 @@ extends Area2D
|
||||
|
||||
signal hit
|
||||
|
||||
export var speed = 400
|
||||
var extents
|
||||
var screen_size
|
||||
export var speed = 400 # How fast the player will move (pixels/sec).
|
||||
var screen_size # Size of the game window.
|
||||
|
||||
func _ready():
|
||||
screen_size = get_viewport_rect().size
|
||||
hide()
|
||||
|
||||
|
||||
func _process(delta):
|
||||
var velocity = Vector2()
|
||||
if Input.is_action_pressed("ui_right"):
|
||||
var velocity = Vector2.ZERO # The player's movement vector.
|
||||
if Input.is_action_pressed("move_right"):
|
||||
velocity.x += 1
|
||||
if Input.is_action_pressed("ui_left"):
|
||||
if Input.is_action_pressed("move_left"):
|
||||
velocity.x -= 1
|
||||
if Input.is_action_pressed("ui_up"):
|
||||
velocity.y -= 1
|
||||
if Input.is_action_pressed("ui_down"):
|
||||
if Input.is_action_pressed("move_down"):
|
||||
velocity.y += 1
|
||||
if Input.is_action_pressed("move_up"):
|
||||
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)
|
||||
@@ -37,12 +39,15 @@ func _process(delta):
|
||||
$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
|
||||
|
||||
|
||||
func _on_Player_body_entered(_body):
|
||||
hide() # Player disappears after being hit.
|
||||
emit_signal("hit")
|
||||
# Must be deferred as we can't change physics properties on a physics callback.
|
||||
$CollisionShape2D.set_deferred("disabled", true)
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=8 format=2]
|
||||
[gd_scene load_steps=13 format=2]
|
||||
|
||||
[ext_resource path="res://Player.gd" type="Script" id=1]
|
||||
[ext_resource path="res://art/playerGrey_walk1.png" type="Texture" id=2]
|
||||
@@ -23,7 +23,30 @@ animations = [ {
|
||||
radius = 26.1701
|
||||
height = 14.822
|
||||
|
||||
[sub_resource type="Gradient" id=3]
|
||||
colors = PoolColorArray( 1, 1, 1, 0.501961, 1, 1, 1, 0 )
|
||||
|
||||
[sub_resource type="GradientTexture" id=4]
|
||||
gradient = SubResource( 3 )
|
||||
|
||||
[sub_resource type="Curve" id=5]
|
||||
_data = [ Vector2( 0.00501098, 0.5 ), 0.0, 0.0, 0, 0, Vector2( 0.994989, 0.324 ), 0.0, 0.0, 0, 0 ]
|
||||
|
||||
[sub_resource type="CurveTexture" id=6]
|
||||
curve = SubResource( 5 )
|
||||
|
||||
[sub_resource type="ParticlesMaterial" id=7]
|
||||
flag_disable_z = true
|
||||
gravity = Vector3( 0, 0, 0 )
|
||||
initial_velocity = 1.0
|
||||
orbit_velocity = 0.0
|
||||
orbit_velocity_random = 0.0
|
||||
scale = 0.75
|
||||
scale_curve = SubResource( 6 )
|
||||
color_ramp = SubResource( 4 )
|
||||
|
||||
[node name="Player" type="Area2D"]
|
||||
z_index = 10
|
||||
script = ExtResource( 1 )
|
||||
__meta__ = {
|
||||
"_edit_group_": true
|
||||
@@ -37,4 +60,11 @@ animation = "right"
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
shape = SubResource( 2 )
|
||||
|
||||
[node name="Trail" type="Particles2D" parent="."]
|
||||
z_index = -1
|
||||
amount = 10
|
||||
speed_scale = 2.0
|
||||
local_coords = false
|
||||
process_material = SubResource( 7 )
|
||||
texture = ExtResource( 2 )
|
||||
[connection signal="body_entered" from="." to="." method="_on_Player_body_entered"]
|
||||
|
||||
29
2d/dodge_the_creeps/README.md
Normal file
@@ -0,0 +1,29 @@
|
||||
# Dodge the Creeps
|
||||
|
||||
This is a simple game where your character must move
|
||||
and avoid the enemies for as long as possible.
|
||||
|
||||
This is a finished version of the game featured in the
|
||||
["Your first game"](https://docs.godotengine.org/en/latest/getting_started/step_by_step/your_first_game.html)
|
||||
tutorial in the documentation. For more details,
|
||||
consider following the tutorial in the documentation.
|
||||
|
||||
Language: GDScript
|
||||
|
||||
Renderer: GLES 3 (particles are not available in GLES 2)
|
||||
|
||||
Note: There is a C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/dodge_the_creeps).
|
||||
|
||||
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/515
|
||||
|
||||
## Screenshots
|
||||
|
||||

|
||||
|
||||
## Copying
|
||||
|
||||
`art/House In a Forest Loop.ogg` Copyright © 2012 [HorrorPen](https://opengameart.org/users/horrorpen), [CC-BY 3.0: Attribution](http://creativecommons.org/licenses/by/3.0/). Source: https://opengameart.org/content/loop-house-in-a-forest
|
||||
|
||||
Images are from "Abstract Platformer". Created in 2016 by kenney.nl, [CC0 1.0 Universal](http://creativecommons.org/publicdomain/zero/1.0/). Source: https://www.kenney.nl/assets/abstract-platformer
|
||||
|
||||
Font is "Xolonium". Copyright © 2011-2016 Severin Meyer <sev.ch@web.de>, with Reserved Font Name Xolonium, SIL open font license version 1.1. Details are in `fonts/LICENSE.txt`.
|
||||
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 1.9 KiB |
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 1.9 KiB |
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 1.5 KiB |
|
Before Width: | Height: | Size: 5.8 KiB |
@@ -1,2 +0,0 @@
|
||||
"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/
|
||||
0
2d/dodge_the_creeps/fonts/FONTLOG.txt
Executable file → Normal file
@@ -1,94 +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.
|
||||
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.
|
||||
|
||||
|
Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 1.6 KiB |
@@ -16,6 +16,12 @@ _global_script_class_icons={
|
||||
[application]
|
||||
|
||||
config/name="Dodge the Creeps"
|
||||
config/description="This is a simple game where your character must move
|
||||
and avoid the enemies for as long as possible.
|
||||
|
||||
This is a finished version of the game featured in the 'Your first game'
|
||||
tutorial in the documentation. For more details, consider
|
||||
following the tutorial in the documentation."
|
||||
run/main_scene="res://Main.tscn"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
@@ -24,6 +30,37 @@ config/icon="res://icon.png"
|
||||
window/size/width=480
|
||||
window/size/height=720
|
||||
|
||||
[rendering]
|
||||
[input]
|
||||
|
||||
environment/default_environment="res://default_env.tres"
|
||||
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(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
|
||||
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"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(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":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(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
|
||||
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"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(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
|
||||
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
@@ -1,20 +1,25 @@
|
||||
[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]
|
||||
[ext_resource path="res://debug/Explanations.tscn" type="PackedScene" id=2]
|
||||
[ext_resource path="res://debug/StatesStackDiplayer.tscn" type="PackedScene" id=3]
|
||||
[ext_resource path="res://debug/ControlsPanel.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="Explanations" parent="." instance=ExtResource( 2 )]
|
||||
|
||||
[node name="ControlsPanel" parent="." instance=ExtResource( 3 )]
|
||||
[node name="Control" type="Control" parent="."]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="Explanations" parent="." instance=ExtResource( 4 )]
|
||||
[node name="StatesStackDiplayer" parent="Control" instance=ExtResource( 3 )]
|
||||
|
||||
[node name="ControlsPanel" parent="Control" instance=ExtResource( 4 )]
|
||||
|
||||
[editable path="Player"]
|
||||
|
||||
32
2d/finite_state_machine/README.md
Normal file
@@ -0,0 +1,32 @@
|
||||
# Hierarchical Finite State Machine
|
||||
|
||||
This example shows how to apply the State machine programming
|
||||
pattern in GDscript, including Hierarchical States, and a
|
||||
pushdown automaton.
|
||||
|
||||
Language: GDScript
|
||||
|
||||
Renderer: GLES 2
|
||||
|
||||
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/516
|
||||
|
||||
## Why use a state machine
|
||||
|
||||
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](https://gameprogrammingpatterns.com/state.html).
|
||||
|
||||
## Screenshots
|
||||
|
||||

|
||||
@@ -1,14 +1,15 @@
|
||||
[gd_scene load_steps=3 format=2]
|
||||
[gd_scene load_steps=2 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]
|
||||
[ext_resource path="res://fonts/source_code_pro_explanations.tres" type="DynamicFont" id=1]
|
||||
|
||||
[node name="ControlsPanel" type="Panel"]
|
||||
anchor_left = 1.0
|
||||
anchor_right = 1.0
|
||||
margin_left = -220.0
|
||||
margin_bottom = 170.0
|
||||
script = ExtResource( 1 )
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="Keys" type="Label" parent="."]
|
||||
anchor_right = 1.0
|
||||
@@ -17,7 +18,7 @@ margin_left = 10.0
|
||||
margin_top = 10.0
|
||||
margin_right = -10.0
|
||||
margin_bottom = -10.0
|
||||
custom_fonts/font = ExtResource( 2 )
|
||||
custom_fonts/font = ExtResource( 1 )
|
||||
text = "Shoot:
|
||||
Attack:
|
||||
Stagger:
|
||||
@@ -31,11 +32,10 @@ margin_left = 10.0
|
||||
margin_top = 10.0
|
||||
margin_right = -10.0
|
||||
margin_bottom = -10.0
|
||||
custom_fonts/font = ExtResource( 2 )
|
||||
custom_fonts/font = ExtResource( 1 )
|
||||
text = "R
|
||||
F
|
||||
X
|
||||
Space
|
||||
Shift"
|
||||
align = 2
|
||||
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
[gd_scene load_steps=4 format=2]
|
||||
[gd_scene load_steps=3 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
|
||||
@@ -17,7 +16,7 @@ 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.
|
||||
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:
|
||||
|
||||
@@ -26,7 +25,7 @@ States are common in games. You can use the pattern to:
|
||||
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.
|
||||
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:
|
||||
|
||||
@@ -35,8 +34,6 @@ States are common in games. You can use the pattern to:
|
||||
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
|
||||
}
|
||||
|
||||
|
||||
@@ -46,4 +46,3 @@ margin_bottom = 170.0
|
||||
custom_fonts/font = SubResource( 1 )
|
||||
text = "1.
|
||||
2."
|
||||
|
||||
|
||||
@@ -1,18 +1,14 @@
|
||||
extends Panel
|
||||
|
||||
onready var fsm_node = get_node("../Player/StateMachine")
|
||||
onready var fsm_node = get_node("../../Player/StateMachine")
|
||||
|
||||
func _ready():
|
||||
set_as_toplevel(true)
|
||||
|
||||
func _process(delta):
|
||||
var states_names = ''
|
||||
var numbers = ''
|
||||
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'
|
||||
states_names += state.get_name() + "\n"
|
||||
numbers += str(index) + "\n"
|
||||
index += 1
|
||||
|
||||
$States.text = states_names
|
||||
$Numbers.text = numbers
|
||||
|
||||
@@ -1,5 +0,0 @@
|
||||
tool
|
||||
extends Control
|
||||
|
||||
func _ready():
|
||||
set_as_toplevel(true)
|
||||
@@ -1,14 +0,0 @@
|
||||
[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 )
|
||||
|
||||
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.1 KiB |
@@ -3,6 +3,9 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
@@ -14,6 +17,7 @@ dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
|
||||
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
|
||||
@@ -23,6 +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
|
||||
|
||||
@@ -49,7 +49,6 @@ __meta__ = {
|
||||
|
||||
[node name="StateMachine" type="Node" parent="."]
|
||||
script = ExtResource( 2 )
|
||||
START_STATE = NodePath("Idle")
|
||||
|
||||
[node name="Idle" type="Node" parent="StateMachine"]
|
||||
script = ExtResource( 3 )
|
||||
@@ -86,7 +85,6 @@ 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 )
|
||||
|
||||
@@ -107,7 +105,6 @@ position = Vector2( 110, 0 )
|
||||
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
|
||||
@@ -118,7 +115,6 @@ 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"]
|
||||
|
||||
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.0 KiB |
@@ -3,6 +3,9 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/body.png-313f6363670a5852a7b7126ab476d8b1.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
@@ -14,6 +17,7 @@ dest_files=[ "res://.import/body.png-313f6363670a5852a7b7126ab476d8b1.stex" ]
|
||||
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
|
||||
@@ -23,6 +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
|
||||
|
||||
@@ -12,4 +12,3 @@ script = ExtResource( 1 )
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
shape = SubResource( 1 )
|
||||
|
||||
|
||||
@@ -1,28 +1,23 @@
|
||||
extends KinematicBody2D
|
||||
|
||||
|
||||
var direction = Vector2()
|
||||
export(float) var SPEED = 1000.0
|
||||
export(float) var speed = 1000.0
|
||||
|
||||
onready var root = get_tree().root
|
||||
|
||||
func _ready():
|
||||
set_as_toplevel(true)
|
||||
|
||||
|
||||
func _physics_process(delta):
|
||||
if is_outside_view_bounds():
|
||||
if not root.get_visible_rect().has_point(position):
|
||||
queue_free()
|
||||
|
||||
var motion = direction * SPEED * delta
|
||||
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'))
|
||||
draw_circle(Vector2(), $CollisionShape2D.shape.radius, Color.white)
|
||||
|
||||
@@ -2,10 +2,11 @@ extends Node2D
|
||||
|
||||
var bullet = preload("Bullet.tscn")
|
||||
|
||||
func _input(event):
|
||||
func _unhandled_input(event):
|
||||
if event.is_action_pressed("fire"):
|
||||
fire(owner.look_direction)
|
||||
|
||||
|
||||
func fire(direction):
|
||||
if not $CooldownTimer.is_stopped():
|
||||
return
|
||||
|
||||
@@ -1,25 +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
|
||||
# The Player is a KinematicBody2D, in other words a physics-driven object.
|
||||
# It can move, collide with the world, etc...
|
||||
# The player has a state machine, but the body and the state machine are separate.
|
||||
|
||||
signal direction_changed(new_direction)
|
||||
|
||||
var look_direction = Vector2(1, 0) setget set_look_direction
|
||||
var look_direction = Vector2.RIGHT setget set_look_direction
|
||||
|
||||
func take_damage(attacker, amount, effect=null):
|
||||
if self.is_a_parent_of(attacker):
|
||||
func take_damage(attacker, amount, effect = null):
|
||||
if 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)
|
||||
|
||||
@@ -1,33 +1,37 @@
|
||||
extends "res://state_machine/state_machine.gd"
|
||||
|
||||
onready var idle = $Idle
|
||||
onready var move = $Move
|
||||
onready var jump = $Jump
|
||||
onready var stagger = $Stagger
|
||||
onready var attack = $Attack
|
||||
|
||||
func _ready():
|
||||
states_map = {
|
||||
"idle": $Idle,
|
||||
"move": $Move,
|
||||
"jump": $Jump,
|
||||
"stagger": $Stagger,
|
||||
"attack": $Attack,
|
||||
"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
|
||||
"""
|
||||
# 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, $Move.velocity)
|
||||
if state_name == "jump" and current_state == move:
|
||||
jump.initialize(move.speed, move.velocity)
|
||||
._change_state(state_name)
|
||||
|
||||
func _input(event):
|
||||
"""
|
||||
Here we only handle input that can interrupt states, attacking in this case
|
||||
otherwise we let the state node handle it
|
||||
"""
|
||||
|
||||
func _unhandled_input(event):
|
||||
# Here we only handle input that can interrupt states, attacking in this case,
|
||||
# otherwise we let the state node handle it.
|
||||
if event.is_action_pressed("attack"):
|
||||
if current_state in [$Attack, $Stagger]:
|
||||
if current_state in [attack, stagger]:
|
||||
return
|
||||
_change_state("attack")
|
||||
return
|
||||
|
||||
|
Before Width: | Height: | Size: 765 B After Width: | Height: | Size: 427 B |
@@ -3,6 +3,9 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/shadow.png-493c4635eca1ce8bdece629560617dc7.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
@@ -14,6 +17,7 @@ dest_files=[ "res://.import/shadow.png-493c4635eca1ce8bdece629560617dc7.stex" ]
|
||||
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
|
||||
@@ -23,6 +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
|
||||
|
||||
@@ -3,5 +3,6 @@ extends "res://state_machine/state.gd"
|
||||
func enter():
|
||||
owner.get_node("AnimationPlayer").play("idle")
|
||||
|
||||
|
||||
func _on_Sword_attack_finished():
|
||||
emit_signal("finished", "previous")
|
||||
|
||||
@@ -1,15 +1,12 @@
|
||||
"""
|
||||
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()
|
||||
# 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.
|
||||
|
||||
func enter():
|
||||
owner.get_node("AnimationPlayer").play("stagger")
|
||||
|
||||
|
||||
func _on_animation_finished(anim_name):
|
||||
assert anim_name == "stagger"
|
||||
assert(anim_name == "stagger")
|
||||
emit_signal("finished", "previous")
|
||||
|
||||
@@ -5,8 +5,10 @@ var start_position = Vector2()
|
||||
func _ready():
|
||||
start_position = rect_position
|
||||
|
||||
func _physics_process(delta):
|
||||
|
||||
func _physics_process(_delta):
|
||||
rect_position = $"../BodyPivot".position + start_position
|
||||
|
||||
|
||||
func _on_StateMachine_state_changed(current_state):
|
||||
text = current_state.get_name()
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
extends "res://state_machine/state.gd"
|
||||
|
||||
|
||||
# Initialize the state. E.g. change the animation
|
||||
# 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):
|
||||
|
||||
func _on_animation_finished(_anim_name):
|
||||
emit_signal("finished", "dead")
|
||||
|
||||
@@ -1,15 +1,12 @@
|
||||
extends "../motion.gd"
|
||||
|
||||
export(float) var BASE_MAX_HORIZONTAL_SPEED = 400.0
|
||||
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 air_acceleration = 1000.0
|
||||
export(float) var air_deceleration = 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
|
||||
export(float) var gravity = 1600.0
|
||||
|
||||
var enter_velocity = Vector2()
|
||||
|
||||
@@ -22,18 +19,26 @@ var height = 0.0
|
||||
|
||||
func initialize(speed, velocity):
|
||||
horizontal_speed = speed
|
||||
max_horizontal_speed = speed if speed > 0.0 else BASE_MAX_HORIZONTAL_SPEED
|
||||
if speed > 0.0:
|
||||
max_horizontal_speed = speed
|
||||
else:
|
||||
max_horizontal_speed = 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()
|
||||
if input_direction:
|
||||
horizontal_velocity = enter_velocity
|
||||
else:
|
||||
horizontal_velocity = 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)
|
||||
@@ -43,21 +48,23 @@ func update(delta):
|
||||
if height <= 0.0:
|
||||
emit_signal("finished", "previous")
|
||||
|
||||
|
||||
func move_horizontally(delta, direction):
|
||||
if direction:
|
||||
horizontal_speed += AIR_ACCELERATION * delta
|
||||
horizontal_speed += air_acceleration * delta
|
||||
else:
|
||||
horizontal_speed -= AIR_DECCELERATION * delta
|
||||
horizontal_speed -= air_deceleration * 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
|
||||
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
|
||||
vertical_speed -= gravity * delta
|
||||
height += vertical_speed * delta
|
||||
height = max(0.0, height)
|
||||
|
||||
|
||||
@@ -1,16 +1,19 @@
|
||||
# Collection of important methods to handle direction and animation
|
||||
extends "res://state_machine/state.gd"
|
||||
# Collection of important methods to handle direction and animation.
|
||||
|
||||
func handle_input(event):
|
||||
if event.is_action_pressed("simulate_damage"):
|
||||
emit_signal("finished", "stagger")
|
||||
|
||||
|
||||
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"))
|
||||
var input_direction = Vector2(
|
||||
Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
|
||||
Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
|
||||
)
|
||||
return input_direction
|
||||
|
||||
|
||||
func update_look_direction(direction):
|
||||
if direction and owner.look_direction != direction:
|
||||
owner.look_direction = direction
|
||||
|
||||
@@ -3,10 +3,12 @@ extends "on_ground.gd"
|
||||
func enter():
|
||||
owner.get_node("AnimationPlayer").play("idle")
|
||||
|
||||
|
||||
func handle_input(event):
|
||||
return .handle_input(event)
|
||||
|
||||
func update(delta):
|
||||
|
||||
func update(_delta):
|
||||
var input_direction = get_input_direction()
|
||||
if input_direction:
|
||||
emit_signal("finished", "move")
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
extends "on_ground.gd"
|
||||
|
||||
export(float) var MAX_WALK_SPEED = 450
|
||||
export(float) var MAX_RUN_SPEED = 700
|
||||
export(float) var max_walk_speed = 450
|
||||
export(float) var max_run_speed = 700
|
||||
|
||||
func enter():
|
||||
speed = 0.0
|
||||
@@ -11,22 +11,29 @@ func enter():
|
||||
update_look_direction(input_direction)
|
||||
owner.get_node("AnimationPlayer").play("walk")
|
||||
|
||||
|
||||
func handle_input(event):
|
||||
return .handle_input(event)
|
||||
|
||||
func update(delta):
|
||||
|
||||
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
|
||||
if Input.is_action_pressed("run"):
|
||||
speed = max_run_speed
|
||||
else:
|
||||
speed = 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"):
|
||||
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)
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
extends "../motion.gd"
|
||||
|
||||
# warning-ignore-all:unused_class_variable
|
||||
var speed = 0.0
|
||||
var velocity = Vector2()
|
||||
|
||||
|
||||
@@ -234,11 +234,10 @@ anims/attack_fast = SubResource( 3 )
|
||||
anims/attack_medium = SubResource( 4 )
|
||||
anims/idle = SubResource( 5 )
|
||||
|
||||
[node name="sword" type="Sprite" parent="."]
|
||||
[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 )
|
||||
|
||||
|
||||
@@ -2,101 +2,112 @@ extends Area2D
|
||||
|
||||
signal attack_finished
|
||||
|
||||
enum STATES { IDLE, ATTACK }
|
||||
enum States { IDLE, ATTACK }
|
||||
var state = null
|
||||
|
||||
enum ATTACK_INPUT_STATES { IDLE, LISTENING, REGISTERED }
|
||||
var attack_input_state = ATTACK_INPUT_STATES.IDLE
|
||||
enum AttackInputStates { IDLE, LISTENING, REGISTERED }
|
||||
var attack_input_state = AttackInputStates.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': 1,
|
||||
'animation': 'attack_fast',
|
||||
'effect': null
|
||||
"damage": 1,
|
||||
"animation": "attack_fast",
|
||||
"effect": null
|
||||
},
|
||||
{
|
||||
'damage': 3,
|
||||
'animation': 'attack_medium',
|
||||
'effect': null
|
||||
"damage": 3,
|
||||
"animation": "attack_medium",
|
||||
"effect": null
|
||||
}]
|
||||
|
||||
var hit_objects = []
|
||||
|
||||
func _ready():
|
||||
$AnimationPlayer.connect('animation_finished', self, "_on_animation_finished")
|
||||
# warning-ignore:return_value_discarded
|
||||
$AnimationPlayer.connect("animation_finished", self, "_on_animation_finished")
|
||||
# warning-ignore:return_value_discarded
|
||||
self.connect("body_entered", self, "_on_body_entered")
|
||||
_change_state(STATES.IDLE)
|
||||
_change_state(States.IDLE)
|
||||
|
||||
|
||||
func _change_state(new_state):
|
||||
match state:
|
||||
STATES.ATTACK:
|
||||
States.ATTACK:
|
||||
hit_objects = []
|
||||
attack_input_state = ATTACK_INPUT_STATES.LISTENING
|
||||
attack_input_state = AttackInputStates.LISTENING
|
||||
ready_for_next_attack = false
|
||||
|
||||
match new_state:
|
||||
STATES.IDLE:
|
||||
States.IDLE:
|
||||
combo_count = 0
|
||||
$AnimationPlayer.stop()
|
||||
visible = false
|
||||
monitoring = false
|
||||
STATES.ATTACK:
|
||||
States.ATTACK:
|
||||
attack_current = combo[combo_count -1]
|
||||
$AnimationPlayer.play(attack_current['animation'])
|
||||
$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:
|
||||
func _unhandled_input(event):
|
||||
if not state == States.ATTACK:
|
||||
return
|
||||
if attack_input_state != AttackInputStates.LISTENING:
|
||||
return
|
||||
if event.is_action_pressed("attack"):
|
||||
attack_input_state = AttackInputStates.REGISTERED
|
||||
|
||||
|
||||
func _physics_process(_delta):
|
||||
if attack_input_state == AttackInputStates.REGISTERED and ready_for_next_attack:
|
||||
attack()
|
||||
|
||||
|
||||
func attack():
|
||||
combo_count += 1
|
||||
_change_state(STATES.ATTACK)
|
||||
_change_state(States.ATTACK)
|
||||
|
||||
# use with AnimationPlayer func track
|
||||
|
||||
# Use with AnimationPlayer func track.
|
||||
func set_attack_input_listening():
|
||||
attack_input_state = ATTACK_INPUT_STATES.LISTENING
|
||||
attack_input_state = AttackInputStates.LISTENING
|
||||
|
||||
# use with AnimationPlayer func track
|
||||
|
||||
# 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'):
|
||||
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'])
|
||||
body.take_damage(self, attack_current["damage"], attack_current["effect"])
|
||||
|
||||
func _on_animation_finished(name):
|
||||
|
||||
func _on_animation_finished(_name):
|
||||
if not attack_current:
|
||||
return
|
||||
|
||||
if attack_input_state == ATTACK_INPUT_STATES.REGISTERED and combo_count < MAX_COMBO_COUNT:
|
||||
if attack_input_state == AttackInputStates.REGISTERED and combo_count < MAX_COMBO_COUNT:
|
||||
attack()
|
||||
else:
|
||||
_change_state(STATES.IDLE)
|
||||
_change_state(States.IDLE)
|
||||
emit_signal("attack_finished")
|
||||
|
||||
|
||||
func _on_StateMachine_state_changed(current_state):
|
||||
if current_state.name == "Attack":
|
||||
attack()
|
||||
|
||||
|
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 1.6 KiB |
@@ -3,6 +3,9 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/sword.png-fc7f0084cdf333c826eda2b33f2ec3cc.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
@@ -14,6 +17,7 @@ dest_files=[ "res://.import/sword.png-fc7f0084cdf333c826eda2b33f2ec3cc.stex" ]
|
||||
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
|
||||
@@ -23,6 +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
|
||||
|
||||
@@ -3,13 +3,15 @@ extends Position2D
|
||||
var z_index_start = 0
|
||||
|
||||
func _ready():
|
||||
owner.connect("direction_changed", self, '_on_Parent_direction_changed')
|
||||
#warning-ignore:return_value_discarded
|
||||
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):
|
||||
Vector2.UP:
|
||||
z_index = z_index_start - 1
|
||||
_:
|
||||
z_index = z_index_start
|
||||
|
||||
@@ -15,7 +15,10 @@ _global_script_class_icons={
|
||||
|
||||
[application]
|
||||
|
||||
config/name="Hierarchical Finite State Machine example"
|
||||
config/name="Hierarchical Finite State Machine"
|
||||
config/description="This example shows how to apply the State machine programming
|
||||
pattern in GDscript, including Hierarchical States, and a
|
||||
pushdown automaton."
|
||||
run/main_scene="res://Demo.tscn"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
@@ -23,10 +26,9 @@ config/icon="res://icon.png"
|
||||
|
||||
window/size/width=1280
|
||||
window/size/height=720
|
||||
window/size/test_width=1280
|
||||
window/size/test_height=720
|
||||
window/dpi/allow_hidpi=true
|
||||
window/stretch/mode="2d"
|
||||
window/stretch/aspect="keep"
|
||||
window/stretch/aspect="expand"
|
||||
|
||||
[gdnative]
|
||||
|
||||
@@ -39,6 +41,7 @@ move_left={
|
||||
"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)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
}
|
||||
move_up={
|
||||
@@ -46,6 +49,7 @@ move_up={
|
||||
"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)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
}
|
||||
move_right={
|
||||
@@ -53,6 +57,7 @@ move_right={
|
||||
"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)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
}
|
||||
move_down={
|
||||
@@ -60,18 +65,19 @@ move_down={
|
||||
"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)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"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)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":7,"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)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":1,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
}
|
||||
jump={
|
||||
@@ -83,14 +89,18 @@ jump={
|
||||
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)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":3,"pressure":0.0,"pressed":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)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":6,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[rendering]
|
||||
|
||||
environment/default_environment="res://default_env.tres"
|
||||
quality/driver/driver_name="GLES2"
|
||||
vram_compression/import_etc=true
|
||||
vram_compression/import_etc2=false
|
||||
|
||||
0
2d/finite_state_machine/screenshots/.gdignore
Normal file
BIN
2d/finite_state_machine/screenshots/fsm-attack.png
Normal file
|
After Width: | Height: | Size: 23 KiB |
@@ -1,25 +1,28 @@
|
||||
"""
|
||||
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
|
||||
# Base interface for all states: it doesn't do anything by itself,
|
||||
# but forces us to pass the right arguments to the methods below
|
||||
# and makes sure every State object had all of these methods.
|
||||
|
||||
# warning-ignore:unused_signal
|
||||
signal finished(next_state_name)
|
||||
|
||||
# Initialize the state. E.g. change the animation
|
||||
# Initialize the state. E.g. change the animation.
|
||||
func enter():
|
||||
return
|
||||
pass
|
||||
|
||||
# Clean up the state. Reinitialize values like a timer
|
||||
|
||||
# Clean up the state. Reinitialize values like a timer.
|
||||
func exit():
|
||||
return
|
||||
pass
|
||||
|
||||
func handle_input(event):
|
||||
return
|
||||
|
||||
func update(delta):
|
||||
return
|
||||
func handle_input(_event):
|
||||
pass
|
||||
|
||||
func _on_animation_finished(anim_name):
|
||||
return
|
||||
|
||||
func update(_delta):
|
||||
pass
|
||||
|
||||
|
||||
func _on_animation_finished(_anim_name):
|
||||
pass
|
||||
|
||||
@@ -1,21 +1,16 @@
|
||||
"""
|
||||
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
|
||||
# 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.
|
||||
|
||||
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
|
||||
# You should 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 default to
|
||||
# the first state in the state machine's children.
|
||||
export(NodePath) var start_state
|
||||
var states_map = {}
|
||||
|
||||
var states_stack = []
|
||||
@@ -23,18 +18,22 @@ var current_state = null
|
||||
var _active = false setget set_active
|
||||
|
||||
func _ready():
|
||||
if not START_STATE:
|
||||
START_STATE = get_child(0).get_path()
|
||||
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)
|
||||
var err = child.connect("finished", self, "_change_state")
|
||||
if err:
|
||||
printerr(err)
|
||||
initialize(start_state)
|
||||
|
||||
func initialize(start_state):
|
||||
|
||||
func initialize(initial_state):
|
||||
set_active(true)
|
||||
states_stack.push_front(get_node(start_state))
|
||||
states_stack.push_front(get_node(initial_state))
|
||||
current_state = states_stack[0]
|
||||
current_state.enter()
|
||||
|
||||
|
||||
func set_active(value):
|
||||
_active = value
|
||||
set_physics_process(value)
|
||||
@@ -43,29 +42,33 @@ func set_active(value):
|
||||
states_stack = []
|
||||
current_state = null
|
||||
|
||||
func _input(event):
|
||||
|
||||
func _unhandled_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()
|
||||
|
||||
15
2d/gd_paint/README.md
Normal file
@@ -0,0 +1,15 @@
|
||||
# GD Paint
|
||||
|
||||
GD Paint is a simple image editor made using Godot and GDScript.
|
||||
It supports different types of "brushes": a basic pen/pencil
|
||||
and eraser, as well as a rectangle and a circle brush.
|
||||
|
||||
Language: GDScript
|
||||
|
||||
Renderer: GLES 2
|
||||
|
||||
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/517
|
||||
|
||||
## Screenshots
|
||||
|
||||

|
||||
BIN
2d/gd_paint/icon.png
Normal file
|
After Width: | Height: | Size: 474 B |
@@ -3,6 +3,9 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
252
2d/gd_paint/paint_control.gd
Normal file
@@ -0,0 +1,252 @@
|
||||
extends Control
|
||||
|
||||
# A constant for whether or not we're needing to undo a shape.
|
||||
const UNDO_MODE_SHAPE = -2
|
||||
# A constant for whether or not we can undo.
|
||||
const UNDO_NONE = -1
|
||||
# How large is the image (it's actually the size of DrawingAreaBG, because that's our background canvas).
|
||||
const IMAGE_SIZE = Vector2(930, 720)
|
||||
|
||||
# Enums for the various modes and brush shapes that can be applied.
|
||||
enum BrushModes {
|
||||
PENCIL,
|
||||
ERASER,
|
||||
CIRCLE_SHAPE,
|
||||
RECTANGLE_SHAPE,
|
||||
}
|
||||
|
||||
enum BrushShapes {
|
||||
RECTANGLE,
|
||||
CIRCLE,
|
||||
}
|
||||
|
||||
# The top-left position of the canvas.
|
||||
var TL_node
|
||||
|
||||
# A list to hold all of the dictionaries that make up each brush.
|
||||
var brush_data_list = []
|
||||
|
||||
# A boolean to hold whether or not the mouse is inside the drawing area, the mouse position last _process call
|
||||
# and the position of the mouse when the left mouse button was pressed.
|
||||
var is_mouse_in_drawing_area = false
|
||||
var last_mouse_pos = Vector2()
|
||||
var mouse_click_start_pos = null
|
||||
|
||||
# A boolean to tell whether we've set undo_elements_list_num, which holds the size of draw_elements_list
|
||||
# before a new stroke is added (unless the current brush mode is 'rectangle shape' or 'circle shape', in
|
||||
# which case we do things a litte differently. See the undo_stroke function for more details).
|
||||
var undo_set = false
|
||||
var undo_element_list_num = -1
|
||||
|
||||
# The current brush settings: The mode, size, color, and shape we have currently selected.
|
||||
var brush_mode = BrushModes.PENCIL
|
||||
var brush_size = 32
|
||||
var brush_color = Color.black
|
||||
var brush_shape = BrushShapes.CIRCLE;
|
||||
|
||||
# The color of the background. We need this for the eraser (see the how we handle the eraser
|
||||
# in the _draw function for more details).
|
||||
var bg_color = Color.white
|
||||
|
||||
func _ready():
|
||||
# Get the top left position node. We need this to find out whether or not the mouse is inside the canvas.
|
||||
TL_node = get_node("TLPos")
|
||||
set_process(true)
|
||||
|
||||
|
||||
func _process(_delta):
|
||||
var mouse_pos = get_viewport().get_mouse_position()
|
||||
|
||||
# Check if the mouse is currently inside the canvas/drawing-area.
|
||||
is_mouse_in_drawing_area = false
|
||||
if mouse_pos.x > TL_node.global_position.x:
|
||||
if mouse_pos.y > TL_node.global_position.y:
|
||||
is_mouse_in_drawing_area = true
|
||||
|
||||
if Input.is_mouse_button_pressed(BUTTON_LEFT):
|
||||
# If we do not have a position for when the mouse was first clicked, then this must
|
||||
# be the first time is_mouse_button_pressed has been called since the mouse button was
|
||||
# released, so we need to store the position.
|
||||
if mouse_click_start_pos == null:
|
||||
mouse_click_start_pos = mouse_pos
|
||||
|
||||
# If the mouse is inside the canvas and the mouse is 1px away from the position of the mouse last _process call.
|
||||
if check_if_mouse_is_inside_canvas():
|
||||
if mouse_pos.distance_to(last_mouse_pos) >= 1:
|
||||
# If we are in pencil or eraser mode, then we need to draw.
|
||||
if brush_mode == BrushModes.PENCIL or brush_mode == BrushModes.ERASER:
|
||||
# If undo has not been set, meaning we've started a new stroke, then store the size of the
|
||||
# draw_elements_list so we can undo from this point in time.
|
||||
if undo_set == false:
|
||||
undo_set = true
|
||||
undo_element_list_num = brush_data_list.size()
|
||||
# Add the brush object to draw_elements_array.
|
||||
add_brush(mouse_pos, brush_mode)
|
||||
|
||||
else:
|
||||
# We've finished our stroke, so we can set a new undo (if a new storke is made).
|
||||
undo_set = false
|
||||
|
||||
# If the mouse is inside the canvas.
|
||||
if check_if_mouse_is_inside_canvas():
|
||||
# If we're using either the circle shape mode, or the rectangle shape mode, then
|
||||
# add the brush object to draw_elements_array.
|
||||
if brush_mode == BrushModes.CIRCLE_SHAPE or brush_mode == BrushModes.RECTANGLE_SHAPE:
|
||||
add_brush(mouse_pos, brush_mode)
|
||||
# We handle undo's differently than either pencil or eraser mode, so we need to set undo
|
||||
# element_list_num to -2 so we can tell if we need to undo a shape. See undo_stroke for details.
|
||||
undo_element_list_num = UNDO_MODE_SHAPE
|
||||
# Since we've released the left mouse, we need to get a new mouse_click_start_pos next time
|
||||
#is_mouse_button_pressed is true.
|
||||
mouse_click_start_pos = null
|
||||
|
||||
# Store mouse_pos as last_mouse_pos now that we're done with _process.
|
||||
last_mouse_pos = mouse_pos
|
||||
|
||||
|
||||
func check_if_mouse_is_inside_canvas():
|
||||
# Make sure we have a mouse click starting position.
|
||||
if mouse_click_start_pos != null:
|
||||
# Make sure the mouse click starting position is inside the canvas.
|
||||
# This is so if we start out click outside the canvas (say chosing a color from the color picker)
|
||||
# and then move our mouse back into the canvas, it won't start painting.
|
||||
if mouse_click_start_pos.x > TL_node.global_position.x:
|
||||
if mouse_click_start_pos.y > TL_node.global_position.y:
|
||||
# Make sure the current mouse position is inside the canvas.
|
||||
if is_mouse_in_drawing_area:
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
func undo_stroke():
|
||||
# Only undo a stroke if we have one.
|
||||
if undo_element_list_num == UNDO_NONE:
|
||||
return
|
||||
|
||||
# If we are undoing a shape, then we can just remove the latest brush.
|
||||
if undo_element_list_num == UNDO_MODE_SHAPE:
|
||||
if brush_data_list.size() > 0:
|
||||
brush_data_list.remove(brush_data_list.size() - 1)
|
||||
|
||||
# Now that we've undone a shape, we cannot undo again until another stoke is added.
|
||||
undo_element_list_num = UNDO_NONE
|
||||
# NOTE: if we only had shape brushes, then we could remove the above line and could let the user
|
||||
# undo until we have a empty element list.
|
||||
|
||||
# Otherwise we're removing a either a pencil stroke or a eraser stroke.
|
||||
else:
|
||||
# Figure out how many elements/brushes we've added in the last stroke.
|
||||
var elements_to_remove = brush_data_list.size() - undo_element_list_num
|
||||
# Remove all of the elements we've added this in the last stroke.
|
||||
#warning-ignore:unused_variable
|
||||
for elment_num in range(0, elements_to_remove):
|
||||
brush_data_list.pop_back()
|
||||
|
||||
# Now that we've undone a stoke, we cannot undo again until another stoke is added.
|
||||
undo_element_list_num = UNDO_NONE
|
||||
|
||||
# Redraw the brushes
|
||||
update()
|
||||
|
||||
|
||||
func add_brush(mouse_pos, type):
|
||||
# Make new brush dictionary that will hold all of the data we need for the brush.
|
||||
var new_brush = {}
|
||||
|
||||
# Populate the dictionary with values based on the global brush variables.
|
||||
# We will override these as needed if the brush is a rectange or circle.
|
||||
new_brush.brush_type = type
|
||||
new_brush.brush_pos = mouse_pos
|
||||
new_brush.brush_shape = brush_shape
|
||||
new_brush.brush_size = brush_size
|
||||
new_brush.brush_color = brush_color
|
||||
|
||||
# If the new bursh is a rectangle shape, we need to calculate the top left corner of the rectangle and the
|
||||
# bottom right corner of the rectangle.
|
||||
if type == BrushModes.RECTANGLE_SHAPE:
|
||||
var TL_pos = Vector2()
|
||||
var BR_pos = Vector2()
|
||||
|
||||
# Figure out the left and right positions of the corners and assign them to the proper variable.
|
||||
if mouse_pos.x < mouse_click_start_pos.x:
|
||||
TL_pos.x = mouse_pos.x
|
||||
BR_pos.x = mouse_click_start_pos.x
|
||||
else:
|
||||
TL_pos.x = mouse_click_start_pos.x
|
||||
BR_pos.x = mouse_pos.x
|
||||
|
||||
# Figure out the top and bottom positions of the corners and assign them to the proper variable.
|
||||
if mouse_pos.y < mouse_click_start_pos.y:
|
||||
TL_pos.y = mouse_pos.y
|
||||
BR_pos.y = mouse_click_start_pos.y
|
||||
else:
|
||||
TL_pos.y = mouse_click_start_pos.y
|
||||
BR_pos.y = mouse_pos.y
|
||||
|
||||
# Assign the positions to the brush.
|
||||
new_brush.brush_pos = TL_pos
|
||||
new_brush.brush_shape_rect_pos_BR = BR_pos
|
||||
|
||||
# If the brush isa circle shape, then we need to calculate the radius of the circle.
|
||||
if type == BrushModes.CIRCLE_SHAPE:
|
||||
# Get the center point inbetween the mouse position and the position of the mouse when we clicked.
|
||||
var center_pos = Vector2((mouse_pos.x + mouse_click_start_pos.x) / 2, (mouse_pos.y + mouse_click_start_pos.y) / 2)
|
||||
# Assign the brush position to the center point, and calculate the radius of the circle using the distance from
|
||||
# the center to the top/bottom positon of the mouse.
|
||||
new_brush.brush_pos = center_pos
|
||||
new_brush.brush_shape_circle_radius = center_pos.distance_to(Vector2(center_pos.x, mouse_pos.y))
|
||||
|
||||
# Add the brush and update/draw all of the brushes.
|
||||
brush_data_list.append(new_brush)
|
||||
update()
|
||||
|
||||
|
||||
func _draw():
|
||||
# Go through all of the brushes in brush_data_list.
|
||||
for brush in brush_data_list:
|
||||
match brush.brush_type:
|
||||
BrushModes.PENCIL:
|
||||
# If the brush shape is a rectangle, then we need to make a Rect2 so we can use draw_rect.
|
||||
# Draw_rect draws a rectagle at the top left corner, using the scale for the size.
|
||||
# So we offset the position by half of the brush size so the rectangle's center is at mouse position.
|
||||
if brush.brush_shape == BrushShapes.RECTANGLE:
|
||||
var rect = Rect2(brush.brush_pos - Vector2(brush.brush_size / 2, brush.brush_size / 2), Vector2(brush.brush_size, brush.brush_size))
|
||||
draw_rect(rect, brush.brush_color)
|
||||
# If the brush shape is a circle, then we draw a circle at the mouse position,
|
||||
# making the radius half of brush size (so the circle is brush size pixels in diameter).
|
||||
elif brush.brush_shape == BrushShapes.CIRCLE:
|
||||
draw_circle(brush.brush_pos, brush.brush_size / 2, brush.brush_color)
|
||||
BrushModes.ERASER:
|
||||
# NOTE: this is a really cheap way of erasing that isn't really erasing!
|
||||
# However, this gives similar results in a fairy simple way!
|
||||
|
||||
# Erasing works exactly the same was as pencil does for both the rectangle shape and the circle shape,
|
||||
# but instead of using brush.brush_color, we instead use bg_color instead.
|
||||
if brush.brush_shape == BrushShapes.RECTANGLE:
|
||||
var rect = Rect2(brush.brush_pos - Vector2(brush.brush_size / 2, brush.brush_size / 2), Vector2(brush.brush_size, brush.brush_size))
|
||||
draw_rect(rect, bg_color)
|
||||
elif brush.brush_shape == BrushShapes.CIRCLE:
|
||||
draw_circle(brush.brush_pos, brush.brush_size / 2, bg_color)
|
||||
BrushModes.RECTANGLE_SHAPE:
|
||||
# We make a Rect2 with the postion at the top left. To get the size we take the bottom right position
|
||||
# and subtract the top left corner's position.
|
||||
var rect = Rect2(brush.brush_pos, brush.brush_shape_rect_pos_BR - brush.brush_pos)
|
||||
draw_rect(rect, brush.brush_color)
|
||||
BrushModes.CIRCLE_SHAPE:
|
||||
# We simply draw a circle using stored in brush.
|
||||
draw_circle(brush.brush_pos, brush.brush_shape_circle_radius, brush.brush_color)
|
||||
|
||||
|
||||
func save_picture(path):
|
||||
# Wait until the frame has finished before getting the texture.
|
||||
yield(VisualServer, "frame_post_draw")
|
||||
|
||||
# Get the viewport image.
|
||||
var img = get_viewport().get_texture().get_data()
|
||||
# Crop the image so we only have canvas area.
|
||||
var cropped_image = img.get_rect(Rect2(TL_node.global_position, IMAGE_SIZE))
|
||||
# Flip the image on the Y-axis (it's flipped upside down by default).
|
||||
cropped_image.flip_y()
|
||||
|
||||
# Save the image with the passed in path we got from the save dialog.
|
||||
cropped_image.save_png(path)
|
||||
222
2d/gd_paint/paint_root.tscn
Normal file
@@ -0,0 +1,222 @@
|
||||
[gd_scene load_steps=5 format=2]
|
||||
|
||||
[ext_resource path="res://paint_control.gd" type="Script" id=1]
|
||||
[ext_resource path="res://tools_panel.gd" type="Script" id=2]
|
||||
[ext_resource path="res://paint_tools.png" type="Texture" id=3]
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id=1]
|
||||
bg_color = Color( 1, 1, 1, 1 )
|
||||
|
||||
[node name="PaintRoot" type="Control"]
|
||||
margin_right = 40.0
|
||||
margin_bottom = 40.0
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="DrawingAreaBG" type="Panel" parent="."]
|
||||
margin_left = 350.0
|
||||
margin_right = 1280.0
|
||||
margin_bottom = 720.0
|
||||
custom_styles/panel = SubResource( 1 )
|
||||
|
||||
[node name="PaintControl" type="Control" parent="."]
|
||||
margin_right = 40.0
|
||||
margin_bottom = 40.0
|
||||
script = ExtResource( 1 )
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="TLPos" type="Position2D" parent="PaintControl"]
|
||||
position = Vector2( 350, 0 )
|
||||
|
||||
[node name="ToolsPanel" type="Panel" parent="."]
|
||||
margin_right = 350.0
|
||||
margin_bottom = 720.0
|
||||
script = ExtResource( 2 )
|
||||
|
||||
[node name="LabelTools" type="Label" parent="ToolsPanel"]
|
||||
margin_left = 20.0
|
||||
margin_top = 10.0
|
||||
margin_right = 330.0
|
||||
margin_bottom = 24.0
|
||||
text = "Selected tool: Pencil"
|
||||
align = 1
|
||||
|
||||
[node name="ButtonToolPencil" type="Button" parent="ToolsPanel"]
|
||||
margin_left = 40.0
|
||||
margin_top = 40.0
|
||||
margin_right = 100.0
|
||||
margin_bottom = 100.0
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="ToolsPanel/ButtonToolPencil"]
|
||||
position = Vector2( 30, 30 )
|
||||
scale = Vector2( 2.5, 2.5 )
|
||||
texture = ExtResource( 3 )
|
||||
region_enabled = true
|
||||
region_rect = Rect2( 0, 0, 16, 16 )
|
||||
|
||||
[node name="ButtonToolEraser" type="Button" parent="ToolsPanel"]
|
||||
margin_left = 110.0
|
||||
margin_top = 40.0
|
||||
margin_right = 170.0
|
||||
margin_bottom = 100.0
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="ToolsPanel/ButtonToolEraser"]
|
||||
position = Vector2( 30, 30 )
|
||||
scale = Vector2( 2.5, 2.5 )
|
||||
texture = ExtResource( 3 )
|
||||
region_enabled = true
|
||||
region_rect = Rect2( 16, 0, 16, 16 )
|
||||
|
||||
[node name="ButtonToolRectangle" type="Button" parent="ToolsPanel"]
|
||||
margin_left = 180.0
|
||||
margin_top = 40.0
|
||||
margin_right = 240.0
|
||||
margin_bottom = 100.0
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="ToolsPanel/ButtonToolRectangle"]
|
||||
position = Vector2( 30, 30 )
|
||||
scale = Vector2( 2.5, 2.5 )
|
||||
texture = ExtResource( 3 )
|
||||
region_enabled = true
|
||||
region_rect = Rect2( 0, 16, 16, 16 )
|
||||
|
||||
[node name="ButtonToolCircle" type="Button" parent="ToolsPanel"]
|
||||
margin_left = 250.0
|
||||
margin_top = 40.0
|
||||
margin_right = 310.0
|
||||
margin_bottom = 100.0
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="ToolsPanel/ButtonToolCircle"]
|
||||
position = Vector2( 30, 30 )
|
||||
scale = Vector2( 2.5, 2.5 )
|
||||
texture = ExtResource( 3 )
|
||||
region_enabled = true
|
||||
region_rect = Rect2( 16, 16, 16, 16 )
|
||||
|
||||
[node name="LabelBrushColor" type="Label" parent="ToolsPanel"]
|
||||
margin_left = 20.0
|
||||
margin_top = 120.0
|
||||
margin_right = 330.0
|
||||
margin_bottom = 134.0
|
||||
text = "Current color"
|
||||
align = 1
|
||||
|
||||
[node name="ColorPickerBrush" type="ColorPickerButton" parent="ToolsPanel"]
|
||||
margin_left = 20.0
|
||||
margin_top = 140.0
|
||||
margin_right = 330.0
|
||||
margin_bottom = 190.0
|
||||
|
||||
[node name="BrushSettings" type="Control" parent="ToolsPanel"]
|
||||
margin_top = 200.0
|
||||
margin_right = 350.0
|
||||
margin_bottom = 375.0
|
||||
|
||||
[node name="LabelBrushSize" type="Label" parent="ToolsPanel/BrushSettings"]
|
||||
margin_left = 20.0
|
||||
margin_top = 10.0
|
||||
margin_right = 330.0
|
||||
margin_bottom = 24.0
|
||||
text = "Brush size: 32px"
|
||||
align = 1
|
||||
|
||||
[node name="HScrollBarBrushSize" type="HScrollBar" parent="ToolsPanel/BrushSettings"]
|
||||
margin_left = 20.0
|
||||
margin_top = 30.0
|
||||
margin_right = 330.0
|
||||
margin_bottom = 60.0
|
||||
min_value = 2.0
|
||||
step = 1.0
|
||||
value = 32.0
|
||||
|
||||
[node name="LabelBrushShape" type="Label" parent="ToolsPanel/BrushSettings"]
|
||||
margin_left = 20.0
|
||||
margin_top = 80.0
|
||||
margin_right = 330.0
|
||||
margin_bottom = 94.0
|
||||
text = "Brush shape: Circle"
|
||||
align = 1
|
||||
|
||||
[node name="ButtonShapeBox" type="Button" parent="ToolsPanel/BrushSettings"]
|
||||
margin_left = 100.0
|
||||
margin_top = 100.0
|
||||
margin_right = 160.0
|
||||
margin_bottom = 160.0
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="ToolsPanel/BrushSettings/ButtonShapeBox"]
|
||||
position = Vector2( 30, 30 )
|
||||
scale = Vector2( 2.5, 2.5 )
|
||||
texture = ExtResource( 3 )
|
||||
region_enabled = true
|
||||
region_rect = Rect2( 0, 16, 16, 16 )
|
||||
|
||||
[node name="ButtonShapeCircle" type="Button" parent="ToolsPanel/BrushSettings"]
|
||||
margin_left = 190.0
|
||||
margin_top = 100.0
|
||||
margin_right = 250.0
|
||||
margin_bottom = 160.0
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="ToolsPanel/BrushSettings/ButtonShapeCircle"]
|
||||
position = Vector2( 30, 30 )
|
||||
scale = Vector2( 2.5, 2.5 )
|
||||
texture = ExtResource( 3 )
|
||||
region_enabled = true
|
||||
region_rect = Rect2( 16, 16, 16, 16 )
|
||||
|
||||
[node name="LabelBackgroundColor" type="Label" parent="ToolsPanel"]
|
||||
margin_left = 20.0
|
||||
margin_top = 400.0
|
||||
margin_right = 330.0
|
||||
margin_bottom = 414.0
|
||||
text = "Background color"
|
||||
align = 1
|
||||
|
||||
[node name="ColorPickerBackground" type="ColorPickerButton" parent="ToolsPanel"]
|
||||
margin_left = 20.0
|
||||
margin_top = 420.0
|
||||
margin_right = 330.0
|
||||
margin_bottom = 470.0
|
||||
color = Color( 1, 1, 1, 1 )
|
||||
edit_alpha = false
|
||||
|
||||
[node name="LabelStats" type="Label" parent="ToolsPanel"]
|
||||
modulate = Color( 0.414062, 0.414062, 0.414062, 1 )
|
||||
margin_left = 20.0
|
||||
margin_top = 590.0
|
||||
margin_right = 330.0
|
||||
margin_bottom = 604.0
|
||||
text = "Brush objects: 00000"
|
||||
align = 1
|
||||
|
||||
[node name="ButtonUndo" type="Button" parent="ToolsPanel"]
|
||||
margin_left = 10.0
|
||||
margin_top = 520.0
|
||||
margin_right = 340.0
|
||||
margin_bottom = 560.0
|
||||
text = "Undo last stroke"
|
||||
|
||||
[node name="ButtonSave" type="Button" parent="ToolsPanel"]
|
||||
margin_left = 10.0
|
||||
margin_top = 620.0
|
||||
margin_right = 340.0
|
||||
margin_bottom = 660.0
|
||||
text = "Save picture"
|
||||
|
||||
[node name="ButtonClear" type="Button" parent="ToolsPanel"]
|
||||
margin_left = 10.0
|
||||
margin_top = 670.0
|
||||
margin_right = 340.0
|
||||
margin_bottom = 710.0
|
||||
text = "Clear picture"
|
||||
|
||||
[node name="SaveFileDialog" type="FileDialog" parent="."]
|
||||
margin_right = 600.0
|
||||
margin_bottom = 400.0
|
||||
resizable = true
|
||||
access = 2
|
||||
filters = PoolStringArray( "*.png" )
|
||||
current_dir = "/home/aaronfranke/workspace/godot-demo-projects/2d/gd_paint"
|
||||
current_path = "/home/aaronfranke/workspace/godot-demo-projects/2d/gd_paint/"
|
||||
BIN
2d/gd_paint/paint_tools.png
Normal file
|
After Width: | Height: | Size: 273 B |
34
2d/gd_paint/paint_tools.png.import
Normal file
@@ -0,0 +1,34 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/paint_tools.png-224b64b7ddb26189a369199f6d686b79.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://paint_tools.png"
|
||||
dest_files=[ "res://.import/paint_tools.png-224b64b7ddb26189a369199f6d686b79.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
|
||||
41
2d/gd_paint/project.godot
Normal file
@@ -0,0 +1,41 @@
|
||||
; 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="GD Paint"
|
||||
config/description="GD Paint is a simple image editor made using Godot and GDScript.
|
||||
It supports different types of 'brushes': a basic pen/pencil
|
||||
and eraser, as well as a rectangle and a circle brush."
|
||||
run/main_scene="res://paint_root.tscn"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
[display]
|
||||
|
||||
window/size/width=1280
|
||||
window/size/height=720
|
||||
window/dpi/allow_hidpi=true
|
||||
window/stretch/mode="2d"
|
||||
window/stretch/aspect="keep"
|
||||
|
||||
[gdnative]
|
||||
|
||||
singletons=[ ]
|
||||
|
||||
[rendering]
|
||||
|
||||
quality/driver/driver_name="GLES2"
|
||||
vram_compression/import_etc=true
|
||||
vram_compression/import_etc2=false
|
||||
0
2d/gd_paint/screenshots/.gdignore
Normal file
BIN
2d/gd_paint/screenshots/gdpaint.png
Normal file
|
After Width: | Height: | Size: 31 KiB |
112
2d/gd_paint/tools_panel.gd
Normal file
@@ -0,0 +1,112 @@
|
||||
extends Panel
|
||||
|
||||
onready var brush_settings = $BrushSettings
|
||||
onready var label_brush_size = brush_settings.get_node(@"LabelBrushSize")
|
||||
onready var label_brush_shape = brush_settings.get_node(@"LabelBrushShape")
|
||||
onready var label_stats = $LabelStats
|
||||
onready var label_tools = $LabelTools
|
||||
|
||||
onready var _parent = get_parent()
|
||||
onready var save_dialog = _parent.get_node(@"SaveFileDialog")
|
||||
onready var paint_control = _parent.get_node(@"PaintControl")
|
||||
|
||||
func _ready():
|
||||
# warning-ignore-all:return_value_discarded
|
||||
# Assign all of the needed signals for the oppersation buttons.
|
||||
$ButtonUndo.connect("pressed", self, "button_pressed", ["undo_stroke"])
|
||||
$ButtonSave.connect("pressed", self, "button_pressed", ["save_picture"])
|
||||
$ButtonClear.connect("pressed", self, "button_pressed", ["clear_picture"])
|
||||
|
||||
# Assign all of the needed signals for the brush buttons.
|
||||
$ButtonToolPencil.connect("pressed", self, "button_pressed", ["mode_pencil"])
|
||||
$ButtonToolEraser.connect("pressed", self, "button_pressed", ["mode_eraser"])
|
||||
$ButtonToolRectangle.connect("pressed", self, "button_pressed", ["mode_rectangle"])
|
||||
$ButtonToolCircle.connect("pressed", self, "button_pressed", ["mode_circle"])
|
||||
$BrushSettings/ButtonShapeBox.connect("pressed", self, "button_pressed", ["shape_rectangle"])
|
||||
$BrushSettings/ButtonShapeCircle.connect("pressed", self, "button_pressed", ["shape_circle"])
|
||||
|
||||
# Assign all of the needed signals for the other brush settings (and ColorPickerBackground).
|
||||
$ColorPickerBrush.connect("color_changed", self, "brush_color_changed")
|
||||
$ColorPickerBackground.connect("color_changed", self, "background_color_changed")
|
||||
$BrushSettings/HScrollBarBrushSize.connect("value_changed", self, "brush_size_changed")
|
||||
|
||||
# Assign the "file_selected" signal in SaveFileDialog.
|
||||
save_dialog.connect("file_selected", self, "save_file_selected")
|
||||
|
||||
# Set physics process so we can update the status label.
|
||||
set_physics_process(true)
|
||||
|
||||
|
||||
func _physics_process(_delta):
|
||||
# Update the status label with the newest brush element count.
|
||||
label_stats.text = "Brush objects: " + String(paint_control.brush_data_list.size())
|
||||
|
||||
|
||||
func button_pressed(button_name):
|
||||
# If a brush mode button is pressed.
|
||||
var tool_name = null
|
||||
var shape_name = null
|
||||
|
||||
if button_name == "mode_pencil":
|
||||
paint_control.brush_mode = paint_control.BrushModes.PENCIL
|
||||
brush_settings.modulate = Color(1, 1, 1, 1)
|
||||
tool_name = "Pencil"
|
||||
elif button_name == "mode_eraser":
|
||||
paint_control.brush_mode = paint_control.BrushModes.ERASER
|
||||
brush_settings.modulate = Color(1, 1, 1, 1)
|
||||
tool_name = "Eraser"
|
||||
elif button_name == "mode_rectangle":
|
||||
paint_control.brush_mode = paint_control.BrushModes.RECTANGLE_SHAPE
|
||||
brush_settings.modulate = Color(1, 1, 1, 0.5)
|
||||
tool_name = "Rectangle shape"
|
||||
elif button_name == "mode_circle":
|
||||
paint_control.brush_mode = paint_control.BrushModes.CIRCLE_SHAPE
|
||||
brush_settings.modulate = Color(1, 1, 1, 0.5)
|
||||
tool_name = "Circle shape"
|
||||
|
||||
# If a brush shape button is pressed
|
||||
elif button_name == "shape_rectangle":
|
||||
paint_control.brush_shape = paint_control.BrushShapes.RECTANGLE
|
||||
shape_name = "Rectangle"
|
||||
elif button_name == "shape_circle":
|
||||
paint_control.brush_shape = paint_control.BrushShapes.CIRCLE
|
||||
shape_name = "Circle";
|
||||
|
||||
# If a opperation button is pressed
|
||||
elif button_name == "clear_picture":
|
||||
paint_control.brush_data_list = []
|
||||
paint_control.update()
|
||||
elif button_name == "save_picture":
|
||||
save_dialog.popup_centered()
|
||||
elif button_name == "undo_stroke":
|
||||
paint_control.undo_stroke()
|
||||
|
||||
# Update the labels (in case the brush mode or brush shape has changed).
|
||||
if tool_name != null:
|
||||
label_tools.text = "Selected tool: " + tool_name
|
||||
if shape_name != null:
|
||||
label_brush_shape.text = "Brush shape: " + shape_name
|
||||
|
||||
|
||||
func brush_color_changed(color):
|
||||
# Change the brush color to whatever color the color picker is.
|
||||
paint_control.brush_color = color
|
||||
|
||||
|
||||
func background_color_changed(color):
|
||||
# Change the background color to whatever colorthe background color picker is.
|
||||
get_parent().get_node("DrawingAreaBG").modulate = color
|
||||
paint_control.bg_color = color
|
||||
# Because of how the eraser works we also need to redraw the paint control.
|
||||
paint_control.update()
|
||||
|
||||
|
||||
func brush_size_changed(value):
|
||||
# Change the size of the brush, and update the label to reflect the new value.
|
||||
paint_control.brush_size = ceil(value)
|
||||
label_brush_size.text = "Brush size: " + String(ceil(value)) + "px"
|
||||
|
||||
|
||||
func save_file_selected(path):
|
||||
# Call save_picture in paint_control, passing in the path we recieved from SaveFileDialog.
|
||||
paint_control.save_picture(path)
|
||||
@@ -1,56 +0,0 @@
|
||||
[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"]
|
||||