Compare commits
9 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
ab9be2e79d | ||
|
|
3e4f49cef7 | ||
|
|
a3c35ce2be | ||
|
|
74a5c91794 | ||
|
|
9ac0b6f58b | ||
|
|
6501f329b7 | ||
|
|
8cbfd92486 | ||
|
|
e113915c80 | ||
|
|
ef5cec6aaf |
2
.gitattributes
vendored
@@ -1,4 +1,2 @@
|
||||
# Normalize EOL for all files that Git considers text files.
|
||||
* text=auto eol=lf
|
||||
|
||||
*.hdr binary
|
||||
|
||||
13
.github/CODEOWNERS
vendored
@@ -1,13 +0,0 @@
|
||||
# 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
@@ -1,34 +0,0 @@
|
||||
---
|
||||
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:
|
||||

|
||||
-->
|
||||
@@ -1,19 +0,0 @@
|
||||
---
|
||||
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
@@ -1,24 +0,0 @@
|
||||
<!--
|
||||
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
@@ -1,6 +0,0 @@
|
||||
version: 2
|
||||
updates:
|
||||
- package-ecosystem: "github-actions"
|
||||
directory: "/"
|
||||
schedule:
|
||||
interval: "daily"
|
||||
0
.github/dist/.nojekyll
vendored
23
.github/dist/export_presets.cfg
vendored
@@ -1,23 +0,0 @@
|
||||
[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
@@ -1,19 +0,0 @@
|
||||
<!-- 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
@@ -1,118 +0,0 @@
|
||||
<!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. -->
|
||||
@@ -1,8 +0,0 @@
|
||||
# 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
|
||||
@@ -1,20 +0,0 @@
|
||||
# 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
|
||||
|
||||

|
||||
|
||||

|
||||
|
Before Width: | Height: | Size: 312 B |
@@ -1,89 +0,0 @@
|
||||
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()
|
||||
|
Before Width: | Height: | Size: 907 B |
|
Before Width: | Height: | Size: 846 B |
|
Before Width: | Height: | Size: 1.9 KiB |
@@ -1,33 +0,0 @@
|
||||
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
|
||||
@@ -1,41 +0,0 @@
|
||||
; 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 )
|
||||
|
Before Width: | Height: | Size: 152 KiB |
|
Before Width: | Height: | Size: 150 KiB |
@@ -1,33 +0,0 @@
|
||||
[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"]
|
||||
@@ -7,24 +7,19 @@ 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")
|
||||
$StartButton.show()
|
||||
|
||||
$MessageLabel.text = "Dodge the\nCreeps!"
|
||||
$MessageLabel.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()
|
||||
|
||||
@@ -1,57 +1,126 @@
|
||||
[gd_scene load_steps=7 format=2]
|
||||
[gd_scene load_steps=6 format=2]
|
||||
|
||||
[ext_resource path="res://HUD.gd" type="Script" id=1]
|
||||
[ext_resource path="res://fonts/Xolonium-Regular.ttf" type="DynamicFontData" id=2]
|
||||
|
||||
[sub_resource type="DynamicFont" id=1]
|
||||
|
||||
size = 64
|
||||
use_mipmaps = false
|
||||
use_filter = false
|
||||
font_data = ExtResource( 2 )
|
||||
_sections_unfolded = [ "Font", "Settings" ]
|
||||
|
||||
[sub_resource type="DynamicFont" id=2]
|
||||
size = 64
|
||||
|
||||
size = 72
|
||||
use_mipmaps = false
|
||||
use_filter = false
|
||||
font_data = ExtResource( 2 )
|
||||
_sections_unfolded = [ "Font", "Settings" ]
|
||||
|
||||
[sub_resource type="InputEventAction" id=3]
|
||||
action = "ui_select"
|
||||
[sub_resource type="DynamicFont" id=3]
|
||||
|
||||
[sub_resource type="ShortCut" id=4]
|
||||
shortcut = SubResource( 3 )
|
||||
size = 48
|
||||
use_mipmaps = false
|
||||
use_filter = false
|
||||
font_data = ExtResource( 2 )
|
||||
_sections_unfolded = [ "Font", "Settings" ]
|
||||
|
||||
[node name="HUD" type="CanvasLayer"]
|
||||
|
||||
layer = 1
|
||||
offset = Vector2( 0, 0 )
|
||||
rotation = 0.0
|
||||
scale = Vector2( 1, 1 )
|
||||
transform = Transform2D( 1, 0, 0, 1, 0, 0 )
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="ScoreLabel" type="Label" parent="."]
|
||||
anchor_right = 1.0
|
||||
margin_bottom = 78.0
|
||||
[node name="ScoreLabel" type="Label" parent="." index="0"]
|
||||
|
||||
anchor_left = 0.5
|
||||
anchor_top = 0.0
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 0.0
|
||||
margin_left = -25.0
|
||||
margin_right = 25.0
|
||||
margin_bottom = 100.0
|
||||
rect_pivot_offset = Vector2( 0, 0 )
|
||||
rect_clip_content = false
|
||||
mouse_filter = 2
|
||||
mouse_default_cursor_shape = 0
|
||||
size_flags_horizontal = 1
|
||||
size_flags_vertical = 4
|
||||
custom_fonts/font = SubResource( 1 )
|
||||
text = "0"
|
||||
align = 1
|
||||
percent_visible = 1.0
|
||||
lines_skipped = 0
|
||||
max_lines_visible = -1
|
||||
_sections_unfolded = [ "Anchor", "Margin", "custom_fonts" ]
|
||||
|
||||
[node name="MessageLabel" type="Label" parent="."]
|
||||
[node name="MessageLabel" type="Label" parent="." index="1"]
|
||||
|
||||
anchor_left = 0.5
|
||||
anchor_top = 0.5
|
||||
anchor_right = 1.0
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 0.5
|
||||
margin_top = -79.5
|
||||
margin_bottom = 79.5
|
||||
custom_fonts/font = SubResource( 1 )
|
||||
margin_left = -200.0
|
||||
margin_top = -150.0
|
||||
margin_right = 200.0
|
||||
margin_bottom = 50.0
|
||||
rect_pivot_offset = Vector2( 0, 0 )
|
||||
rect_clip_content = false
|
||||
mouse_filter = 2
|
||||
mouse_default_cursor_shape = 0
|
||||
size_flags_horizontal = 1
|
||||
size_flags_vertical = 4
|
||||
custom_fonts/font = SubResource( 2 )
|
||||
text = "Dodge the
|
||||
Creeps"
|
||||
Creeps!"
|
||||
align = 1
|
||||
valign = 1
|
||||
percent_visible = 1.0
|
||||
lines_skipped = 0
|
||||
max_lines_visible = -1
|
||||
_sections_unfolded = [ "Anchor", "Margin", "custom_fonts" ]
|
||||
|
||||
[node name="MessageTimer" type="Timer" parent="." index="2"]
|
||||
|
||||
process_mode = 1
|
||||
wait_time = 2.0
|
||||
one_shot = true
|
||||
autostart = false
|
||||
|
||||
[node name="StartButton" type="Button" parent="." index="3"]
|
||||
|
||||
[node name="StartButton" type="Button" parent="."]
|
||||
anchor_left = 0.5
|
||||
anchor_top = 1.0
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 1.0
|
||||
margin_left = -90.0
|
||||
margin_left = -100.0
|
||||
margin_top = -200.0
|
||||
margin_right = 90.0
|
||||
margin_right = 100.0
|
||||
margin_bottom = -100.0
|
||||
custom_fonts/font = SubResource( 2 )
|
||||
shortcut = SubResource( 4 )
|
||||
rect_pivot_offset = Vector2( 0, 0 )
|
||||
rect_clip_content = false
|
||||
focus_mode = 2
|
||||
mouse_filter = 0
|
||||
mouse_default_cursor_shape = 0
|
||||
size_flags_horizontal = 1
|
||||
size_flags_vertical = 1
|
||||
custom_fonts/font = SubResource( 3 )
|
||||
toggle_mode = false
|
||||
enabled_focus_mode = 2
|
||||
shortcut = null
|
||||
group = null
|
||||
text = "Start"
|
||||
flat = false
|
||||
align = 1
|
||||
_sections_unfolded = [ "Anchor", "Margin", "Visibility", "custom_fonts" ]
|
||||
|
||||
[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"]
|
||||
|
||||
[connection signal="pressed" from="StartButton" to="." method="_on_StartButton_pressed"]
|
||||
|
||||
|
||||
|
||||
@@ -1,59 +1,42 @@
|
||||
extends Node
|
||||
|
||||
export(PackedScene) var mob_scene
|
||||
export (PackedScene) var Mob
|
||||
var score
|
||||
|
||||
func _ready():
|
||||
randomize()
|
||||
|
||||
|
||||
func game_over():
|
||||
$ScoreTimer.stop()
|
||||
$MobTimer.stop()
|
||||
$HUD.show_game_over()
|
||||
$Music.stop()
|
||||
$DeathSound.play()
|
||||
|
||||
|
||||
func new_game():
|
||||
get_tree().call_group("mobs", "queue_free")
|
||||
score = 0
|
||||
$HUD.update_score(score)
|
||||
$Player.start($StartPosition.position)
|
||||
$StartTimer.start()
|
||||
$HUD.update_score(score)
|
||||
$HUD.show_message("Get Ready")
|
||||
$Music.play()
|
||||
|
||||
func game_over():
|
||||
$DeathSound.play()
|
||||
$Music.stop()
|
||||
$ScoreTimer.stop()
|
||||
$MobTimer.stop()
|
||||
$HUD.show_game_over()
|
||||
|
||||
func _on_MobTimer_timeout():
|
||||
# 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()
|
||||
# choose a random location on the Path2D
|
||||
$MobPath/MobSpawnLocation.set_offset(randi())
|
||||
var mob = Mob.instance()
|
||||
add_child(mob)
|
||||
|
||||
# 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)
|
||||
var direction = $MobPath/MobSpawnLocation.rotation + PI/2
|
||||
mob.position = $MobPath/MobSpawnLocation.position
|
||||
# add some randomness to the direction
|
||||
direction += rand_range(-PI/4, PI/4)
|
||||
mob.rotation = 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)
|
||||
|
||||
mob.set_linear_velocity(Vector2(rand_range(mob.MIN_SPEED, mob.MAX_SPEED), 0).rotated(direction))
|
||||
|
||||
func _on_StartTimer_timeout():
|
||||
$MobTimer.start()
|
||||
$ScoreTimer.start()
|
||||
|
||||
func _on_ScoreTimer_timeout():
|
||||
score += 1
|
||||
$HUD.update_score(score)
|
||||
|
||||
@@ -8,47 +8,105 @@
|
||||
[ext_resource path="res://art/gameover.wav" type="AudioStream" id=6]
|
||||
|
||||
[sub_resource type="Curve2D" id=1]
|
||||
|
||||
bake_interval = 5.0
|
||||
_data = {
|
||||
"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 )
|
||||
"points": PoolVector2Array( 0, 0, 0, 0, 1.70602, 3.56798, 0, 0, 0, 0, 482.263, 3.26522, 0, 0, 0, 0, 480.489, 729.458, 0, 0, 0, 0, 0.794434, 732.118, 0, 0, 0, 0, 1.97066, 3.83263 )
|
||||
}
|
||||
|
||||
[node name="Main" type="Node"]
|
||||
[node name="Main" type="Node" index="0"]
|
||||
|
||||
script = ExtResource( 1 )
|
||||
mob_scene = ExtResource( 2 )
|
||||
Mob = ExtResource( 2 )
|
||||
|
||||
[node name="ColorRect" type="ColorRect" parent="."]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
color = Color( 0.219608, 0.372549, 0.380392, 1 )
|
||||
[node name="ColorRect" type="ColorRect" parent="." index="0"]
|
||||
|
||||
[node name="Player" parent="." instance=ExtResource( 3 )]
|
||||
anchor_left = 0.0
|
||||
anchor_top = 0.0
|
||||
anchor_right = 0.0
|
||||
anchor_bottom = 0.0
|
||||
margin_right = 486.0
|
||||
margin_bottom = 734.0
|
||||
rect_pivot_offset = Vector2( 0, 0 )
|
||||
rect_clip_content = false
|
||||
mouse_filter = 0
|
||||
mouse_default_cursor_shape = 0
|
||||
size_flags_horizontal = 1
|
||||
size_flags_vertical = 1
|
||||
color = Color( 0.253451, 0.425288, 0.429412, 1 )
|
||||
|
||||
[node name="MobTimer" type="Timer" parent="."]
|
||||
[node name="Player" parent="." index="1" instance=ExtResource( 3 )]
|
||||
|
||||
[node name="MobTimer" type="Timer" parent="." index="2"]
|
||||
|
||||
process_mode = 1
|
||||
wait_time = 0.5
|
||||
one_shot = false
|
||||
autostart = false
|
||||
|
||||
[node name="ScoreTimer" type="Timer" parent="."]
|
||||
[node name="ScoreTimer" type="Timer" parent="." index="3"]
|
||||
|
||||
[node name="StartTimer" type="Timer" parent="."]
|
||||
process_mode = 1
|
||||
wait_time = 1.0
|
||||
one_shot = false
|
||||
autostart = false
|
||||
|
||||
[node name="StartTimer" type="Timer" parent="." index="4"]
|
||||
|
||||
process_mode = 1
|
||||
wait_time = 2.0
|
||||
one_shot = true
|
||||
autostart = false
|
||||
|
||||
[node name="StartPosition" type="Position2D" parent="." index="5"]
|
||||
|
||||
[node name="StartPosition" type="Position2D" parent="."]
|
||||
position = Vector2( 240, 450 )
|
||||
_sections_unfolded = [ "Transform" ]
|
||||
|
||||
[node name="HUD" parent="." index="6" instance=ExtResource( 4 )]
|
||||
|
||||
transform = Transform2D( 1, 0, 0, 1, 0, 0 )
|
||||
|
||||
[node name="Music" type="AudioStreamPlayer" parent="." index="7"]
|
||||
|
||||
stream = ExtResource( 5 )
|
||||
volume_db = -8.0
|
||||
autoplay = false
|
||||
mix_target = 0
|
||||
bus = "Master"
|
||||
|
||||
[node name="DeathSound" type="AudioStreamPlayer" parent="." index="8"]
|
||||
|
||||
stream = ExtResource( 6 )
|
||||
volume_db = -5.0
|
||||
autoplay = false
|
||||
mix_target = 0
|
||||
bus = "Master"
|
||||
|
||||
[node name="MobPath" type="Path2D" parent="." index="9"]
|
||||
|
||||
[node name="MobPath" type="Path2D" parent="."]
|
||||
curve = SubResource( 1 )
|
||||
|
||||
[node name="MobSpawnLocation" type="PathFollow2D" parent="MobPath"]
|
||||
[node name="MobSpawnLocation" type="PathFollow2D" parent="MobPath" index="0"]
|
||||
|
||||
[node name="HUD" parent="." instance=ExtResource( 4 )]
|
||||
position = Vector2( 1.70602, 3.56798 )
|
||||
rotation = -0.000630111
|
||||
offset = 0.0
|
||||
h_offset = 0.0
|
||||
v_offset = 0.0
|
||||
rotate = true
|
||||
cubic_interp = true
|
||||
loop = true
|
||||
lookahead = 4.0
|
||||
|
||||
[node name="Music" type="AudioStreamPlayer" parent="."]
|
||||
stream = ExtResource( 5 )
|
||||
|
||||
[node name="DeathSound" type="AudioStreamPlayer" parent="."]
|
||||
stream = ExtResource( 6 )
|
||||
[connection signal="hit" from="Player" to="." method="game_over"]
|
||||
|
||||
[connection signal="timeout" from="MobTimer" to="." method="_on_MobTimer_timeout"]
|
||||
|
||||
[connection signal="timeout" from="ScoreTimer" to="." method="_on_ScoreTimer_timeout"]
|
||||
|
||||
[connection signal="timeout" from="StartTimer" to="." method="_on_StartTimer_timeout"]
|
||||
|
||||
[connection signal="start_game" from="HUD" to="." method="new_game"]
|
||||
|
||||
|
||||
|
||||
@@ -1,18 +1,11 @@
|
||||
extends RigidBody2D
|
||||
|
||||
#warning-ignore-all:unused_class_variable
|
||||
export var min_speed = 150
|
||||
export var max_speed = 250
|
||||
export (int) var MIN_SPEED
|
||||
export (int) var MAX_SPEED
|
||||
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()
|
||||
|
||||
|
||||
func _on_start_game():
|
||||
func _on_Visibility_screen_exited():
|
||||
queue_free()
|
||||
|
||||
@@ -1,17 +1,23 @@
|
||||
[gd_scene load_steps=10 format=2]
|
||||
|
||||
[ext_resource path="res://Mob.gd" type="Script" id=1]
|
||||
[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/enemyWalking_1.png" type="Texture" id=2]
|
||||
[ext_resource path="res://art/enemyWalking_2.png" type="Texture" id=3]
|
||||
[ext_resource path="res://art/enemyFlyingAlt_1.png" type="Texture" id=4]
|
||||
[ext_resource path="res://art/enemyFlyingAlt_2.png" type="Texture" id=5]
|
||||
[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": "walk",
|
||||
"speed": 4.0
|
||||
}, {
|
||||
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
|
||||
"loop": true,
|
||||
"name": "fly",
|
||||
"speed": 3.0
|
||||
}, {
|
||||
@@ -19,35 +25,58 @@ animations = [ {
|
||||
"loop": true,
|
||||
"name": "swim",
|
||||
"speed": 4.0
|
||||
}, {
|
||||
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
|
||||
"loop": true,
|
||||
"name": "walk",
|
||||
"speed": 4.0
|
||||
} ]
|
||||
|
||||
[sub_resource type="CapsuleShape2D" id=2]
|
||||
radius = 35.2706
|
||||
height = 23.3281
|
||||
|
||||
[node name="Mob" type="RigidBody2D" groups=[
|
||||
"mobs",
|
||||
]]
|
||||
custom_solver_bias = 0.0
|
||||
radius = 34.8222
|
||||
height = 28.8308
|
||||
|
||||
[node name="Mob" type="RigidBody2D"]
|
||||
|
||||
input_pickable = true
|
||||
collision_layer = 1
|
||||
collision_mask = 0
|
||||
mode = 0
|
||||
mass = 1.0
|
||||
friction = 1.0
|
||||
bounce = 0.0
|
||||
gravity_scale = 0.0
|
||||
custom_integrator = false
|
||||
continuous_cd = 0
|
||||
contacts_reported = 0
|
||||
contact_monitor = false
|
||||
sleeping = false
|
||||
can_sleep = true
|
||||
linear_velocity = Vector2( 0, 0 )
|
||||
linear_damp = 0.1
|
||||
angular_velocity = 0.0
|
||||
angular_damp = 1.0
|
||||
script = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Angular", "Collision", "Transform" ]
|
||||
__meta__ = {
|
||||
"_edit_group_": true
|
||||
}
|
||||
MIN_SPEED = 150
|
||||
MAX_SPEED = 250
|
||||
|
||||
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="0"]
|
||||
|
||||
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
|
||||
scale = Vector2( 0.75, 0.75 )
|
||||
frames = SubResource( 1 )
|
||||
animation = "walk"
|
||||
animation = "swim"
|
||||
playing = true
|
||||
_sections_unfolded = [ "Transform" ]
|
||||
|
||||
[node name="Collision" type="CollisionShape2D" parent="." index="1"]
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
rotation = 1.5708
|
||||
shape = SubResource( 2 )
|
||||
_sections_unfolded = [ "Transform", "Visibility" ]
|
||||
|
||||
[node name="Visibility" type="VisibilityNotifier2D" parent="." index="2"]
|
||||
|
||||
rect = Rect2( -10, -10, 20, 20 )
|
||||
|
||||
|
||||
[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="."]
|
||||
[connection signal="screen_exited" from="VisibilityNotifier2D" to="." method="_on_VisibilityNotifier2D_screen_exited"]
|
||||
|
||||
@@ -2,34 +2,40 @@ extends Area2D
|
||||
|
||||
signal hit
|
||||
|
||||
export var speed = 400 # How fast the player will move (pixels/sec).
|
||||
var screen_size # Size of the game window.
|
||||
export (int) var SPEED
|
||||
var velocity = Vector2()
|
||||
var screensize
|
||||
|
||||
func _ready():
|
||||
screen_size = get_viewport_rect().size
|
||||
hide()
|
||||
screensize = get_viewport_rect().size
|
||||
|
||||
func start(pos):
|
||||
position = pos
|
||||
show()
|
||||
$Collision.disabled = false
|
||||
|
||||
func _process(delta):
|
||||
var velocity = Vector2.ZERO # The player's movement vector.
|
||||
if Input.is_action_pressed("move_right"):
|
||||
velocity = Vector2()
|
||||
if Input.is_action_pressed("ui_right"):
|
||||
velocity.x += 1
|
||||
if Input.is_action_pressed("move_left"):
|
||||
if Input.is_action_pressed("ui_left"):
|
||||
velocity.x -= 1
|
||||
if Input.is_action_pressed("move_down"):
|
||||
if Input.is_action_pressed("ui_down"):
|
||||
velocity.y += 1
|
||||
if Input.is_action_pressed("move_up"):
|
||||
if Input.is_action_pressed("ui_up"):
|
||||
velocity.y -= 1
|
||||
|
||||
if velocity.length() > 0:
|
||||
velocity = velocity.normalized() * speed
|
||||
velocity = velocity.normalized() * SPEED
|
||||
$AnimatedSprite.play()
|
||||
$Trail.emitting = true
|
||||
else:
|
||||
$AnimatedSprite.stop()
|
||||
$Trail.emitting = false
|
||||
|
||||
position += velocity * delta
|
||||
position.x = clamp(position.x, 0, screen_size.x)
|
||||
position.y = clamp(position.y, 0, screen_size.y)
|
||||
position.x = clamp(position.x, 0, screensize.x)
|
||||
position.y = clamp(position.y, 0, screensize.y)
|
||||
|
||||
if velocity.x != 0:
|
||||
$AnimatedSprite.animation = "right"
|
||||
@@ -39,15 +45,10 @@ func _process(delta):
|
||||
$AnimatedSprite.animation = "up"
|
||||
$AnimatedSprite.flip_v = velocity.y > 0
|
||||
|
||||
|
||||
func start(pos):
|
||||
position = pos
|
||||
show()
|
||||
$CollisionShape2D.disabled = false
|
||||
|
||||
|
||||
func _on_Player_body_entered(_body):
|
||||
hide() # Player disappears after being hit.
|
||||
func _on_Player_body_entered( body ):
|
||||
$Collision.disabled = true
|
||||
hide()
|
||||
emit_signal("hit")
|
||||
# Must be deferred as we can't change physics properties on a physics callback.
|
||||
$CollisionShape2D.set_deferred("disabled", true)
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
[ext_resource path="res://art/playerGrey_up2.png" type="Texture" id=5]
|
||||
|
||||
[sub_resource type="SpriteFrames" id=1]
|
||||
|
||||
animations = [ {
|
||||
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
|
||||
"loop": true,
|
||||
@@ -20,51 +21,125 @@ animations = [ {
|
||||
} ]
|
||||
|
||||
[sub_resource type="CapsuleShape2D" id=2]
|
||||
radius = 26.1701
|
||||
height = 14.822
|
||||
|
||||
custom_solver_bias = 0.0
|
||||
radius = 26.5155
|
||||
height = 13.8847
|
||||
|
||||
[sub_resource type="Gradient" id=3]
|
||||
colors = PoolColorArray( 1, 1, 1, 0.501961, 1, 1, 1, 0 )
|
||||
|
||||
offsets = PoolRealArray( 0, 1 )
|
||||
colors = PoolColorArray( 1, 1, 1, 0.523804, 1, 1, 1, 0 )
|
||||
|
||||
[sub_resource type="GradientTexture" id=4]
|
||||
|
||||
flags = 4
|
||||
gradient = SubResource( 3 )
|
||||
width = 2048
|
||||
|
||||
[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 ]
|
||||
|
||||
min_value = 0.0
|
||||
max_value = 1.0
|
||||
bake_resolution = 100
|
||||
_data = [ Vector2( 0, 0.446289 ), 0.0, 0.0, 0, 0, Vector2( 1, 0.306641 ), 0.0, 0.0, 0, 0 ]
|
||||
|
||||
[sub_resource type="CurveTexture" id=6]
|
||||
|
||||
flags = 4
|
||||
width = 2048
|
||||
curve = SubResource( 5 )
|
||||
|
||||
[sub_resource type="ParticlesMaterial" id=7]
|
||||
|
||||
render_priority = 0
|
||||
trail_divisor = 1
|
||||
emission_shape = 0
|
||||
flag_align_y = false
|
||||
flag_rotate_y = false
|
||||
flag_disable_z = true
|
||||
spread = 45.0
|
||||
flatness = 0.0
|
||||
gravity = Vector3( 0, 0, 0 )
|
||||
initial_velocity = 1.0
|
||||
initial_velocity_random = 0.0
|
||||
angular_velocity = 1.56945e-43
|
||||
angular_velocity_random = 0.0
|
||||
orbit_velocity = 0.0
|
||||
orbit_velocity_random = 0.0
|
||||
scale = 0.75
|
||||
linear_accel = 0.0
|
||||
linear_accel_random = 0.0
|
||||
radial_accel = 0.0
|
||||
radial_accel_random = 0.0
|
||||
tangential_accel = 0.0
|
||||
tangential_accel_random = 0.0
|
||||
damping = 0.0
|
||||
damping_random = 0.0
|
||||
angle = 0.0
|
||||
angle_random = 0.0
|
||||
scale = 1.0
|
||||
scale_random = 0.0
|
||||
scale_curve = SubResource( 6 )
|
||||
color_ramp = SubResource( 4 )
|
||||
hue_variation = 0.0
|
||||
hue_variation_random = 0.0
|
||||
anim_speed = 0.0
|
||||
anim_speed_random = 0.0
|
||||
anim_offset = 0.0
|
||||
anim_offset_random = 0.0
|
||||
anim_loop = false
|
||||
_sections_unfolded = [ "Color", "Gravity", "Scale" ]
|
||||
|
||||
[node name="Player" type="Area2D"]
|
||||
z_index = 10
|
||||
|
||||
input_pickable = true
|
||||
gravity_vec = Vector2( 0, 1 )
|
||||
gravity = 98.0
|
||||
linear_damp = 0.1
|
||||
angular_damp = 1.0
|
||||
audio_bus_override = false
|
||||
audio_bus_name = "Master"
|
||||
script = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Transform" ]
|
||||
__meta__ = {
|
||||
"_edit_group_": true
|
||||
}
|
||||
SPEED = 400
|
||||
|
||||
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="0"]
|
||||
|
||||
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
|
||||
scale = Vector2( 0.5, 0.5 )
|
||||
frames = SubResource( 1 )
|
||||
animation = "right"
|
||||
_sections_unfolded = [ "Region", "Transform", "Z" ]
|
||||
|
||||
[node name="Collision" type="CollisionShape2D" parent="." index="1"]
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
shape = SubResource( 2 )
|
||||
|
||||
[node name="Trail" type="Particles2D" parent="."]
|
||||
z_index = -1
|
||||
[node name="Trail" type="Particles2D" parent="." index="2"]
|
||||
|
||||
show_behind_parent = true
|
||||
emitting = true
|
||||
amount = 10
|
||||
lifetime = 1.0
|
||||
one_shot = false
|
||||
preprocess = 0.0
|
||||
speed_scale = 2.0
|
||||
explosiveness = 0.0
|
||||
randomness = 0.0
|
||||
fixed_fps = 0
|
||||
fract_delta = true
|
||||
visibility_rect = Rect2( -100, -100, 200, 200 )
|
||||
local_coords = false
|
||||
draw_order = 0
|
||||
process_material = SubResource( 7 )
|
||||
texture = ExtResource( 2 )
|
||||
texture = ExtResource( 4 )
|
||||
normal_map = null
|
||||
h_frames = 1
|
||||
v_frames = 1
|
||||
_sections_unfolded = [ "Drawing", "Process Material", "Textures", "Time", "Transform", "Visibility" ]
|
||||
|
||||
[connection signal="body_entered" from="." to="." method="_on_Player_body_entered"]
|
||||
|
||||
|
||||
|
||||
@@ -1,29 +0,0 @@
|
||||
# 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`.
|
||||
@@ -6,8 +6,7 @@ path="res://.import/House In a Forest Loop.ogg-1a6a72ae843ad792b7039931227e8d50.
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://art/House In a Forest Loop.ogg"
|
||||
dest_files=[ "res://.import/House In a Forest Loop.ogg-1a6a72ae843ad792b7039931227e8d50.oggstr" ]
|
||||
source_md5="c395b0cc351a71713417cf862282849f"
|
||||
|
||||
[params]
|
||||
|
||||
|
||||
|
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 4.4 KiB |
@@ -3,21 +3,16 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/enemyFlyingAlt_1.png-559f599b16c69b112c1b53f6332e9489.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://art/enemyFlyingAlt_1.png"
|
||||
dest_files=[ "res://.import/enemyFlyingAlt_1.png-559f599b16c69b112c1b53f6332e9489.stex" ]
|
||||
source_md5="64d9fdc23f76112a64a283673e3fd8dd"
|
||||
|
||||
[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=false
|
||||
@@ -27,7 +22,6 @@ 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
|
||||
|
||||
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 3.7 KiB |
@@ -3,21 +3,16 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/enemyFlyingAlt_2.png-31dc7310eda6e1b721224f3cd932c076.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://art/enemyFlyingAlt_2.png"
|
||||
dest_files=[ "res://.import/enemyFlyingAlt_2.png-31dc7310eda6e1b721224f3cd932c076.stex" ]
|
||||
source_md5="5281b0d2b947deb09cbf95ecf9628ae7"
|
||||
|
||||
[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=false
|
||||
@@ -27,7 +22,6 @@ 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
|
||||
|
||||
|
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 3.5 KiB |
@@ -3,21 +3,16 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/enemySwimming_1.png-dd0e11759dc3d624c8a704f6e98a3d80.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://art/enemySwimming_1.png"
|
||||
dest_files=[ "res://.import/enemySwimming_1.png-dd0e11759dc3d624c8a704f6e98a3d80.stex" ]
|
||||
source_md5="5e557d1bd564dd553650de1c38746ed9"
|
||||
|
||||
[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=false
|
||||
@@ -27,7 +22,6 @@ 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
|
||||
|
||||
|
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 3.8 KiB |
@@ -3,21 +3,16 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/enemySwimming_2.png-4c0cbc0732264c4ea3290340bd4a0a62.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://art/enemySwimming_2.png"
|
||||
dest_files=[ "res://.import/enemySwimming_2.png-4c0cbc0732264c4ea3290340bd4a0a62.stex" ]
|
||||
source_md5="d04b001ba2f4ac6884fdbe44b55fa656"
|
||||
|
||||
[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=false
|
||||
@@ -27,7 +22,6 @@ 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
|
||||
|
||||
|
Before Width: | Height: | Size: 1.5 KiB After Width: | Height: | Size: 3.4 KiB |
@@ -3,21 +3,16 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/enemyWalking_1.png-5af6eedbe61b701677d490ffdc1e6471.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://art/enemyWalking_1.png"
|
||||
dest_files=[ "res://.import/enemyWalking_1.png-5af6eedbe61b701677d490ffdc1e6471.stex" ]
|
||||
source_md5="0e417b74e72f5d8f4aca0e557a735643"
|
||||
|
||||
[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=false
|
||||
@@ -27,7 +22,6 @@ 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
|
||||
|
||||
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 3.7 KiB |
@@ -3,21 +3,16 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/enemyWalking_2.png-67c480ed60c35e95f5acb0436246b935.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://art/enemyWalking_2.png"
|
||||
dest_files=[ "res://.import/enemyWalking_2.png-67c480ed60c35e95f5acb0436246b935.stex" ]
|
||||
source_md5="838f40a8b77a0cb387dc5e5aff6bd8d5"
|
||||
|
||||
[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=false
|
||||
@@ -27,7 +22,6 @@ 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
|
||||
|
||||
@@ -6,8 +6,7 @@ path="res://.import/gameover.wav-98c95c744b35280048c2bd093cf8a356.sample"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://art/gameover.wav"
|
||||
dest_files=[ "res://.import/gameover.wav-98c95c744b35280048c2bd093cf8a356.sample" ]
|
||||
source_md5="fe94a3a7558cff917a5500a1298fdcac"
|
||||
|
||||
[params]
|
||||
|
||||
|
||||
|
Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 4.8 KiB |
@@ -3,21 +3,16 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/playerGrey_up1.png-6bd114d0a6beac91f48e3a7314d44564.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://art/playerGrey_up1.png"
|
||||
dest_files=[ "res://.import/playerGrey_up1.png-6bd114d0a6beac91f48e3a7314d44564.stex" ]
|
||||
source_md5="f84241d41055080a3393c9a8619f172b"
|
||||
|
||||
[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=false
|
||||
@@ -27,7 +22,6 @@ 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
|
||||
|
||||
|
Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 4.6 KiB |
@@ -3,21 +3,16 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/playerGrey_up2.png-d6aba85f5f2675ebc7045efa7552ee79.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://art/playerGrey_up2.png"
|
||||
dest_files=[ "res://.import/playerGrey_up2.png-d6aba85f5f2675ebc7045efa7552ee79.stex" ]
|
||||
source_md5="57618c302a312d248705c7f045978765"
|
||||
|
||||
[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=false
|
||||
@@ -27,7 +22,6 @@ 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
|
||||
|
||||
|
Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 4.7 KiB |
@@ -3,21 +3,16 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/playerGrey_walk1.png-c4773fe7a7bf85d7ab732eb4458c2742.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://art/playerGrey_walk1.png"
|
||||
dest_files=[ "res://.import/playerGrey_walk1.png-c4773fe7a7bf85d7ab732eb4458c2742.stex" ]
|
||||
source_md5="7892ed98ba910fbda0d37266127e96bb"
|
||||
|
||||
[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=false
|
||||
@@ -27,7 +22,6 @@ 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
|
||||
|
||||
|
Before Width: | Height: | Size: 2.9 KiB After Width: | Height: | Size: 5.2 KiB |
@@ -3,21 +3,16 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/playerGrey_walk2.png-34d2d916366100182d08037c51884043.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://art/playerGrey_walk2.png"
|
||||
dest_files=[ "res://.import/playerGrey_walk2.png-34d2d916366100182d08037c51884043.stex" ]
|
||||
source_md5="9fc73e1224a6b16d8fb5d0f667e3aed2"
|
||||
|
||||
[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=false
|
||||
@@ -27,8 +22,7 @@ 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
|
||||
detect_3d=false
|
||||
svg/scale=1.0
|
||||
|
||||
BIN
2d/dodge_the_creeps/art/set3_tiles.png
Executable file
|
After Width: | Height: | Size: 6.8 KiB |
@@ -2,22 +2,17 @@
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/ball.png-9a4ca347acb7532f6ae347744a6b04f7.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
path="res://.import/set3_tiles.png-7dd06b1fc0bcfaa06e9dd732f61382a2.stex"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://ball.png"
|
||||
dest_files=[ "res://.import/ball.png-9a4ca347acb7532f6ae347744a6b04f7.stex" ]
|
||||
source_md5="eef34d896b231438a2d97707c0ab06a2"
|
||||
|
||||
[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=false
|
||||
@@ -27,7 +22,6 @@ 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
|
||||
2
2d/dodge_the_creeps/attributions.txt
Normal file
@@ -0,0 +1,2 @@
|
||||
"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/
|
||||
102
2d/dodge_the_creeps/default_env.tres
Normal file
@@ -0,0 +1,102 @@
|
||||
[gd_resource type="Environment" load_steps=2 format=2]
|
||||
|
||||
[sub_resource type="ProceduralSky" id=1]
|
||||
|
||||
radiance_size = 4
|
||||
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
|
||||
sky_energy = 1.0
|
||||
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
|
||||
ground_energy = 1.0
|
||||
sun_color = Color( 1, 1, 1, 1 )
|
||||
sun_latitude = 35.0
|
||||
sun_longitude = 0.0
|
||||
sun_angle_min = 1.0
|
||||
sun_angle_max = 100.0
|
||||
sun_curve = 0.05
|
||||
sun_energy = 16.0
|
||||
texture_size = 2
|
||||
|
||||
[resource]
|
||||
|
||||
background_mode = 2
|
||||
background_sky = SubResource( 1 )
|
||||
background_sky_custom_fov = 0.0
|
||||
background_color = Color( 0, 0, 0, 1 )
|
||||
background_energy = 1.0
|
||||
background_canvas_max_layer = 0
|
||||
ambient_light_color = Color( 0, 0, 0, 1 )
|
||||
ambient_light_energy = 1.0
|
||||
ambient_light_sky_contribution = 0.0
|
||||
fog_enabled = false
|
||||
fog_color = Color( 0.5, 0.6, 0.7, 1 )
|
||||
fog_sun_color = Color( 1, 0.9, 0.7, 1 )
|
||||
fog_sun_amount = 0.0
|
||||
fog_depth_enabled = true
|
||||
fog_depth_begin = 10.0
|
||||
fog_depth_curve = 1.0
|
||||
fog_transmit_enabled = false
|
||||
fog_transmit_curve = 1.0
|
||||
fog_height_enabled = false
|
||||
fog_height_min = 0.0
|
||||
fog_height_max = 100.0
|
||||
fog_height_curve = 1.0
|
||||
tonemap_mode = 0
|
||||
tonemap_exposure = 1.0
|
||||
tonemap_white = 1.0
|
||||
auto_exposure_enabled = false
|
||||
auto_exposure_scale = 0.4
|
||||
auto_exposure_min_luma = 0.05
|
||||
auto_exposure_max_luma = 8.0
|
||||
auto_exposure_speed = 0.5
|
||||
ss_reflections_enabled = false
|
||||
ss_reflections_max_steps = 64
|
||||
ss_reflections_fade_in = 0.15
|
||||
ss_reflections_fade_out = 2.0
|
||||
ss_reflections_depth_tolerance = 0.2
|
||||
ss_reflections_roughness = true
|
||||
ssao_enabled = false
|
||||
ssao_radius = 1.0
|
||||
ssao_intensity = 1.0
|
||||
ssao_radius2 = 0.0
|
||||
ssao_intensity2 = 1.0
|
||||
ssao_bias = 0.01
|
||||
ssao_light_affect = 0.0
|
||||
ssao_color = Color( 0, 0, 0, 1 )
|
||||
ssao_quality = 0
|
||||
ssao_blur = 1
|
||||
ssao_edge_sharpness = 4.0
|
||||
dof_blur_far_enabled = false
|
||||
dof_blur_far_distance = 10.0
|
||||
dof_blur_far_transition = 5.0
|
||||
dof_blur_far_amount = 0.1
|
||||
dof_blur_far_quality = 1
|
||||
dof_blur_near_enabled = false
|
||||
dof_blur_near_distance = 2.0
|
||||
dof_blur_near_transition = 1.0
|
||||
dof_blur_near_amount = 0.1
|
||||
dof_blur_near_quality = 1
|
||||
glow_enabled = false
|
||||
glow_levels/1 = false
|
||||
glow_levels/2 = false
|
||||
glow_levels/3 = true
|
||||
glow_levels/4 = false
|
||||
glow_levels/5 = true
|
||||
glow_levels/6 = false
|
||||
glow_levels/7 = false
|
||||
glow_intensity = 0.8
|
||||
glow_strength = 1.0
|
||||
glow_bloom = 0.0
|
||||
glow_blend_mode = 2
|
||||
glow_hdr_threshold = 1.0
|
||||
glow_hdr_scale = 2.0
|
||||
glow_bicubic_upscale = false
|
||||
adjustment_enabled = false
|
||||
adjustment_brightness = 1.0
|
||||
adjustment_contrast = 1.0
|
||||
adjustment_saturation = 1.0
|
||||
_sections_unfolded = [ "Background" ]
|
||||
|
||||
0
2d/dodge_the_creeps/fonts/FONTLOG.txt
Normal file → Executable file
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 6.2 KiB |
@@ -3,21 +3,16 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://icon.png"
|
||||
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
|
||||
source_md5="7b0d811088c13a3b6d79f9895b9f2935"
|
||||
|
||||
[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
|
||||
@@ -27,7 +22,6 @@ 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
|
||||
|
||||
@@ -6,22 +6,11 @@
|
||||
; [section] ; section goes between []
|
||||
; param=value ; assign values to parameters
|
||||
|
||||
config_version=4
|
||||
|
||||
_global_script_classes=[ ]
|
||||
_global_script_class_icons={
|
||||
|
||||
}
|
||||
config_version=3
|
||||
|
||||
[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"
|
||||
|
||||
@@ -29,38 +18,12 @@ config/icon="res://icon.png"
|
||||
|
||||
window/size/width=480
|
||||
window/size/height=720
|
||||
window/size/resizable=false
|
||||
|
||||
[input]
|
||||
[gdnative]
|
||||
|
||||
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)
|
||||
]
|
||||
}
|
||||
singletons=[ ]
|
||||
|
||||
[rendering]
|
||||
|
||||
environment/default_environment="res://default_env.tres"
|
||||
|
||||
@@ -1,25 +1,21 @@
|
||||
[gd_scene load_steps=5 format=2]
|
||||
|
||||
[ext_resource path="res://player/Player.tscn" type="PackedScene" id=1]
|
||||
[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]
|
||||
[ext_resource path="res://debug/StatesStackDiplayer.tscn" type="PackedScene" id=2]
|
||||
[ext_resource path="res://debug/ControlsPanel.tscn" type="PackedScene" id=3]
|
||||
[ext_resource path="res://debug/Explanations.tscn" type="PackedScene" id=4]
|
||||
|
||||
[node name="Demo" type="Node"]
|
||||
|
||||
[node name="Player" parent="." instance=ExtResource( 1 )]
|
||||
[node name="Player" parent="." index="0" instance=ExtResource( 1 )]
|
||||
|
||||
[node name="Explanations" parent="." instance=ExtResource( 2 )]
|
||||
editor/display_folded = true
|
||||
|
||||
[node name="Control" type="Control" parent="."]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
[node name="StatesStackDiplayer" parent="." index="1" instance=ExtResource( 2 )]
|
||||
|
||||
[node name="StatesStackDiplayer" parent="Control" instance=ExtResource( 3 )]
|
||||
[node name="ControlsPanel" parent="." index="2" instance=ExtResource( 3 )]
|
||||
|
||||
[node name="Explanations" parent="." index="3" instance=ExtResource( 4 )]
|
||||
|
||||
[node name="ControlsPanel" parent="Control" instance=ExtResource( 4 )]
|
||||
|
||||
[editable path="Player"]
|
||||
|
||||
@@ -1,32 +0,0 @@
|
||||
# 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
|
||||
|
||||

|
||||
@@ -1,41 +1,77 @@
|
||||
[gd_scene load_steps=2 format=2]
|
||||
[gd_scene load_steps=3 format=2]
|
||||
|
||||
[ext_resource path="res://fonts/source_code_pro_explanations.tres" type="DynamicFont" id=1]
|
||||
[ext_resource path="res://debug/top_level_ui.gd" type="Script" id=1]
|
||||
[ext_resource path="res://fonts/source_code_pro_explanations.tres" type="DynamicFont" id=2]
|
||||
|
||||
[node name="ControlsPanel" type="Panel" index="0"]
|
||||
|
||||
[node name="ControlsPanel" type="Panel"]
|
||||
anchor_left = 1.0
|
||||
anchor_top = 0.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 0.0
|
||||
margin_left = -220.0
|
||||
margin_bottom = 170.0
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
rect_pivot_offset = Vector2( 0, 0 )
|
||||
rect_clip_content = false
|
||||
mouse_filter = 0
|
||||
mouse_default_cursor_shape = 0
|
||||
size_flags_horizontal = 1
|
||||
size_flags_vertical = 1
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="Keys" type="Label" parent="."]
|
||||
[node name="Keys" type="Label" parent="." index="0"]
|
||||
|
||||
anchor_left = 0.0
|
||||
anchor_top = 0.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
margin_left = 10.0
|
||||
margin_top = 10.0
|
||||
margin_right = -10.0
|
||||
margin_bottom = -10.0
|
||||
custom_fonts/font = ExtResource( 1 )
|
||||
rect_pivot_offset = Vector2( 0, 0 )
|
||||
rect_clip_content = false
|
||||
mouse_filter = 2
|
||||
mouse_default_cursor_shape = 0
|
||||
size_flags_horizontal = 1
|
||||
size_flags_vertical = 4
|
||||
custom_fonts/font = ExtResource( 2 )
|
||||
text = "Shoot:
|
||||
Attack:
|
||||
Stagger:
|
||||
Jump:
|
||||
Sprint:"
|
||||
percent_visible = 1.0
|
||||
lines_skipped = 0
|
||||
max_lines_visible = -1
|
||||
_sections_unfolded = [ "BBCode", "custom_fonts" ]
|
||||
|
||||
[node name="Keys2" type="Label" parent="."]
|
||||
[node name="Keys2" type="Label" parent="." index="1"]
|
||||
|
||||
anchor_left = 0.0
|
||||
anchor_top = 0.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
margin_left = 10.0
|
||||
margin_top = 10.0
|
||||
margin_right = -10.0
|
||||
margin_bottom = -10.0
|
||||
custom_fonts/font = ExtResource( 1 )
|
||||
rect_pivot_offset = Vector2( 0, 0 )
|
||||
rect_clip_content = false
|
||||
mouse_filter = 2
|
||||
mouse_default_cursor_shape = 0
|
||||
size_flags_horizontal = 1
|
||||
size_flags_vertical = 4
|
||||
custom_fonts/font = ExtResource( 2 )
|
||||
text = "R
|
||||
F
|
||||
X
|
||||
Space
|
||||
Shift"
|
||||
align = 2
|
||||
percent_visible = 1.0
|
||||
lines_skipped = 0
|
||||
max_lines_visible = -1
|
||||
_sections_unfolded = [ "BBCode", "custom_fonts" ]
|
||||
|
||||
|
||||
|
||||
@@ -1,17 +1,25 @@
|
||||
[gd_scene load_steps=3 format=2]
|
||||
[gd_scene load_steps=4 format=2]
|
||||
|
||||
[ext_resource path="res://fonts/source_code_pro_explanations_bold.tres" type="DynamicFont" id=1]
|
||||
[ext_resource path="res://fonts/source_code_pro_explanations.tres" type="DynamicFont" id=2]
|
||||
[ext_resource path="res://debug/top_level_ui.gd" type="Script" id=3]
|
||||
|
||||
|
||||
[node name="Explanations" type="RichTextLabel"]
|
||||
|
||||
anchor_left = 0.0
|
||||
anchor_top = 0.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
margin_left = 10.0
|
||||
margin_top = -370.0
|
||||
margin_right = -10.0
|
||||
margin_bottom = -730.0
|
||||
rect_pivot_offset = Vector2( 0, 0 )
|
||||
rect_clip_content = false
|
||||
mouse_filter = 2
|
||||
mouse_default_cursor_shape = 0
|
||||
size_flags_horizontal = 1
|
||||
size_flags_vertical = 4
|
||||
custom_fonts/bold_font = ExtResource( 1 )
|
||||
custom_fonts/normal_font = ExtResource( 2 )
|
||||
@@ -25,6 +33,10 @@ 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]."
|
||||
visible_characters = -1
|
||||
percent_visible = 1.0
|
||||
meta_underlined = true
|
||||
tab_size = 4
|
||||
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:
|
||||
@@ -34,6 +46,14 @@ 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."
|
||||
scroll_active = true
|
||||
scroll_following = false
|
||||
selection_enabled = false
|
||||
override_selected_font_color = false
|
||||
script = ExtResource( 3 )
|
||||
_sections_unfolded = [ "BBCode", "custom_fonts" ]
|
||||
__meta__ = {
|
||||
"_edit_lock_": true
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -3,46 +3,106 @@
|
||||
[ext_resource path="res://debug/states_stack_displayer.gd" type="Script" id=1]
|
||||
[ext_resource path="res://fonts/SourceCodePro-Bold.ttf" type="DynamicFontData" id=2]
|
||||
|
||||
|
||||
[sub_resource type="DynamicFont" id=1]
|
||||
|
||||
size = 20
|
||||
use_mipmaps = false
|
||||
use_filter = true
|
||||
font_data = ExtResource( 2 )
|
||||
_sections_unfolded = [ "Font", "Settings" ]
|
||||
|
||||
[node name="StatesStackDiplayer" type="Panel"]
|
||||
|
||||
anchor_left = 0.0
|
||||
anchor_top = 0.0
|
||||
anchor_right = 0.0
|
||||
anchor_bottom = 0.0
|
||||
margin_right = 210.0
|
||||
margin_bottom = 170.0
|
||||
rect_pivot_offset = Vector2( 0, 0 )
|
||||
rect_clip_content = false
|
||||
mouse_filter = 0
|
||||
mouse_default_cursor_shape = 0
|
||||
size_flags_horizontal = 1
|
||||
size_flags_vertical = 1
|
||||
script = ExtResource( 1 )
|
||||
__meta__ = {
|
||||
"_edit_group_": true
|
||||
}
|
||||
|
||||
[node name="Title" type="Label" parent="."]
|
||||
[node name="Title" type="Label" parent="." index="0"]
|
||||
|
||||
anchor_left = 0.5
|
||||
anchor_top = 0.0
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 0.0
|
||||
margin_left = -105.0
|
||||
margin_right = 105.0
|
||||
margin_bottom = 40.0
|
||||
rect_pivot_offset = Vector2( 0, 0 )
|
||||
rect_clip_content = false
|
||||
mouse_filter = 2
|
||||
mouse_default_cursor_shape = 0
|
||||
size_flags_horizontal = 1
|
||||
size_flags_vertical = 4
|
||||
custom_fonts/font = SubResource( 1 )
|
||||
text = "Pushown"
|
||||
align = 1
|
||||
valign = 1
|
||||
uppercase = true
|
||||
percent_visible = 1.0
|
||||
lines_skipped = 0
|
||||
max_lines_visible = -1
|
||||
_sections_unfolded = [ "custom_fonts" ]
|
||||
|
||||
[node name="States" type="Label" parent="."]
|
||||
[node name="States" type="Label" parent="." index="1"]
|
||||
|
||||
anchor_left = 0.0
|
||||
anchor_top = 0.0
|
||||
anchor_right = 0.0
|
||||
anchor_bottom = 0.0
|
||||
margin_left = 20.0
|
||||
margin_top = 50.0
|
||||
margin_right = 190.0
|
||||
margin_bottom = 170.0
|
||||
rect_pivot_offset = Vector2( 0, 0 )
|
||||
rect_clip_content = false
|
||||
mouse_filter = 2
|
||||
mouse_default_cursor_shape = 0
|
||||
size_flags_horizontal = 1
|
||||
size_flags_vertical = 4
|
||||
custom_fonts/font = SubResource( 1 )
|
||||
text = "Jump
|
||||
Test"
|
||||
align = 1
|
||||
percent_visible = 1.0
|
||||
lines_skipped = 0
|
||||
max_lines_visible = -1
|
||||
_sections_unfolded = [ "custom_fonts" ]
|
||||
|
||||
[node name="Numbers" type="Label" parent="."]
|
||||
[node name="Numbers" type="Label" parent="." index="2"]
|
||||
|
||||
anchor_left = 0.0
|
||||
anchor_top = 0.0
|
||||
anchor_right = 0.0
|
||||
anchor_bottom = 0.0
|
||||
margin_left = 20.0
|
||||
margin_top = 50.0
|
||||
margin_right = 190.0
|
||||
margin_bottom = 170.0
|
||||
rect_pivot_offset = Vector2( 0, 0 )
|
||||
rect_clip_content = false
|
||||
mouse_filter = 2
|
||||
mouse_default_cursor_shape = 0
|
||||
size_flags_horizontal = 1
|
||||
size_flags_vertical = 4
|
||||
custom_fonts/font = SubResource( 1 )
|
||||
text = "1.
|
||||
2."
|
||||
percent_visible = 1.0
|
||||
lines_skipped = 0
|
||||
max_lines_visible = -1
|
||||
_sections_unfolded = [ "custom_fonts" ]
|
||||
|
||||
|
||||
|
||||
@@ -1,14 +1,18 @@
|
||||
extends Panel
|
||||
|
||||
onready var fsm_node = get_node("../../Player/StateMachine")
|
||||
onready var fsm_node = get_node("../Player/StateMachine")
|
||||
|
||||
func _process(_delta):
|
||||
var states_names = ""
|
||||
var numbers = ""
|
||||
func _ready():
|
||||
set_as_toplevel(true)
|
||||
|
||||
func _process(delta):
|
||||
var states_names = ''
|
||||
var numbers = ''
|
||||
var index = 0
|
||||
for state in fsm_node.states_stack:
|
||||
states_names += state.get_name() + "\n"
|
||||
numbers += str(index) + "\n"
|
||||
states_names += state.get_name() + '\n'
|
||||
numbers += str(index) + '\n'
|
||||
index += 1
|
||||
|
||||
$States.text = states_names
|
||||
$Numbers.text = numbers
|
||||
|
||||
5
2d/finite_state_machine/debug/top_level_ui.gd
Normal file
@@ -0,0 +1,5 @@
|
||||
tool
|
||||
extends Control
|
||||
|
||||
func _ready():
|
||||
set_as_toplevel(true)
|
||||
101
2d/finite_state_machine/default_env.tres
Normal file
@@ -0,0 +1,101 @@
|
||||
[gd_resource type="Environment" load_steps=2 format=2]
|
||||
|
||||
[sub_resource type="ProceduralSky" id=1]
|
||||
|
||||
radiance_size = 4
|
||||
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
|
||||
sky_energy = 1.0
|
||||
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
|
||||
ground_energy = 1.0
|
||||
sun_color = Color( 1, 1, 1, 1 )
|
||||
sun_latitude = 35.0
|
||||
sun_longitude = 0.0
|
||||
sun_angle_min = 1.0
|
||||
sun_angle_max = 100.0
|
||||
sun_curve = 0.05
|
||||
sun_energy = 16.0
|
||||
texture_size = 2
|
||||
|
||||
[resource]
|
||||
|
||||
background_mode = 2
|
||||
background_sky = SubResource( 1 )
|
||||
background_sky_custom_fov = 0.0
|
||||
background_color = Color( 0, 0, 0, 1 )
|
||||
background_energy = 1.0
|
||||
background_canvas_max_layer = 0
|
||||
ambient_light_color = Color( 0, 0, 0, 1 )
|
||||
ambient_light_energy = 1.0
|
||||
ambient_light_sky_contribution = 1.0
|
||||
fog_enabled = false
|
||||
fog_color = Color( 0.5, 0.6, 0.7, 1 )
|
||||
fog_sun_color = Color( 1, 0.9, 0.7, 1 )
|
||||
fog_sun_amount = 0.0
|
||||
fog_depth_enabled = true
|
||||
fog_depth_begin = 10.0
|
||||
fog_depth_curve = 1.0
|
||||
fog_transmit_enabled = false
|
||||
fog_transmit_curve = 1.0
|
||||
fog_height_enabled = false
|
||||
fog_height_min = 0.0
|
||||
fog_height_max = 100.0
|
||||
fog_height_curve = 1.0
|
||||
tonemap_mode = 0
|
||||
tonemap_exposure = 1.0
|
||||
tonemap_white = 1.0
|
||||
auto_exposure_enabled = false
|
||||
auto_exposure_scale = 0.4
|
||||
auto_exposure_min_luma = 0.05
|
||||
auto_exposure_max_luma = 8.0
|
||||
auto_exposure_speed = 0.5
|
||||
ss_reflections_enabled = false
|
||||
ss_reflections_max_steps = 64
|
||||
ss_reflections_fade_in = 0.15
|
||||
ss_reflections_fade_out = 2.0
|
||||
ss_reflections_depth_tolerance = 0.2
|
||||
ss_reflections_roughness = true
|
||||
ssao_enabled = false
|
||||
ssao_radius = 1.0
|
||||
ssao_intensity = 1.0
|
||||
ssao_radius2 = 0.0
|
||||
ssao_intensity2 = 1.0
|
||||
ssao_bias = 0.01
|
||||
ssao_light_affect = 0.0
|
||||
ssao_color = Color( 0, 0, 0, 1 )
|
||||
ssao_quality = 0
|
||||
ssao_blur = 3
|
||||
ssao_edge_sharpness = 4.0
|
||||
dof_blur_far_enabled = false
|
||||
dof_blur_far_distance = 10.0
|
||||
dof_blur_far_transition = 5.0
|
||||
dof_blur_far_amount = 0.1
|
||||
dof_blur_far_quality = 1
|
||||
dof_blur_near_enabled = false
|
||||
dof_blur_near_distance = 2.0
|
||||
dof_blur_near_transition = 1.0
|
||||
dof_blur_near_amount = 0.1
|
||||
dof_blur_near_quality = 1
|
||||
glow_enabled = false
|
||||
glow_levels/1 = false
|
||||
glow_levels/2 = false
|
||||
glow_levels/3 = true
|
||||
glow_levels/4 = false
|
||||
glow_levels/5 = true
|
||||
glow_levels/6 = false
|
||||
glow_levels/7 = false
|
||||
glow_intensity = 0.8
|
||||
glow_strength = 1.0
|
||||
glow_bloom = 0.0
|
||||
glow_blend_mode = 2
|
||||
glow_hdr_threshold = 1.0
|
||||
glow_hdr_scale = 2.0
|
||||
glow_bicubic_upscale = false
|
||||
adjustment_enabled = false
|
||||
adjustment_brightness = 1.0
|
||||
adjustment_contrast = 1.0
|
||||
adjustment_saturation = 1.0
|
||||
|
||||
|
Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 3.2 KiB |
@@ -3,9 +3,6 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
@@ -17,7 +14,6 @@ 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
|
||||
@@ -27,7 +23,6 @@ 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
|
||||
|
||||
@@ -18,8 +18,15 @@
|
||||
|
||||
[sub_resource type="Animation" id=1]
|
||||
|
||||
length = 1.0
|
||||
loop = false
|
||||
step = 0.1
|
||||
|
||||
[sub_resource type="Animation" id=2]
|
||||
|
||||
length = 0.6
|
||||
loop = false
|
||||
step = 0.1
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("BodyPivot/Body:modulate")
|
||||
tracks/0/interp = 1
|
||||
@@ -35,87 +42,159 @@ tracks/0/keys = {
|
||||
|
||||
[sub_resource type="Animation" id=3]
|
||||
|
||||
length = 1.0
|
||||
loop = false
|
||||
step = 0.1
|
||||
|
||||
[sub_resource type="DynamicFont" id=4]
|
||||
|
||||
size = 20
|
||||
use_mipmaps = false
|
||||
use_filter = true
|
||||
font_data = ExtResource( 14 )
|
||||
_sections_unfolded = [ "Font", "Settings" ]
|
||||
|
||||
[node name="Player" type="KinematicBody2D" index="0"]
|
||||
|
||||
[node name="Player" type="KinematicBody2D"]
|
||||
position = Vector2( 628.826, 391.266 )
|
||||
input_pickable = false
|
||||
collision_layer = 1
|
||||
collision_mask = 1
|
||||
collision/safe_margin = 0.08
|
||||
script = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Visibility" ]
|
||||
__meta__ = {
|
||||
"_edit_horizontal_guides_": [ ]
|
||||
}
|
||||
|
||||
[node name="StateMachine" type="Node" parent="."]
|
||||
script = ExtResource( 2 )
|
||||
[node name="StateMachine" type="Node" parent="." index="0"]
|
||||
|
||||
script = ExtResource( 2 )
|
||||
START_STATE = NodePath("Idle")
|
||||
|
||||
[node name="Idle" type="Node" parent="StateMachine" index="0"]
|
||||
|
||||
[node name="Idle" type="Node" parent="StateMachine"]
|
||||
script = ExtResource( 3 )
|
||||
|
||||
[node name="Move" type="Node" parent="StateMachine"]
|
||||
[node name="Move" type="Node" parent="StateMachine" index="1"]
|
||||
|
||||
script = ExtResource( 4 )
|
||||
MAX_WALK_SPEED = 450
|
||||
MAX_RUN_SPEED = 700
|
||||
|
||||
[node name="Jump" type="Node" parent="StateMachine" index="2"]
|
||||
|
||||
[node name="Jump" type="Node" parent="StateMachine"]
|
||||
script = ExtResource( 5 )
|
||||
BASE_MAX_HORIZONTAL_SPEED = 400.0
|
||||
AIR_ACCELERATION = 1000.0
|
||||
AIR_DECCELERATION = 2000.0
|
||||
AIR_STEERING_POWER = 50.0
|
||||
JUMP_HEIGHT = 120.0
|
||||
JUMP_DURATION = 0.8
|
||||
GRAVITY = 1600.0
|
||||
|
||||
[node name="Stagger" type="Node" parent="StateMachine" index="3"]
|
||||
|
||||
[node name="Stagger" type="Node" parent="StateMachine"]
|
||||
script = ExtResource( 6 )
|
||||
|
||||
[node name="Attack" type="Node" parent="StateMachine"]
|
||||
[node name="Attack" type="Node" parent="StateMachine" index="4"]
|
||||
|
||||
script = ExtResource( 7 )
|
||||
|
||||
[node name="Die" type="Node" parent="StateMachine"]
|
||||
[node name="Die" type="Node" parent="StateMachine" index="5"]
|
||||
|
||||
script = ExtResource( 8 )
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="1"]
|
||||
|
||||
root_node = NodePath("..")
|
||||
autoplay = ""
|
||||
playback_process_mode = 1
|
||||
playback_default_blend_time = 0.0
|
||||
playback_speed = 1.0
|
||||
anims/idle = SubResource( 1 )
|
||||
anims/stagger = SubResource( 2 )
|
||||
anims/walk = SubResource( 3 )
|
||||
blend_times = [ ]
|
||||
|
||||
[node name="Shadow" type="Sprite" parent="." index="2"]
|
||||
|
||||
[node name="Shadow" type="Sprite" parent="."]
|
||||
self_modulate = Color( 1, 1, 1, 0.361098 )
|
||||
position = Vector2( 0, -4 )
|
||||
texture = ExtResource( 9 )
|
||||
_sections_unfolded = [ "Visibility" ]
|
||||
|
||||
[node name="BodyPivot" type="Position2D" parent="."]
|
||||
[node name="BodyPivot" type="Position2D" parent="." index="3"]
|
||||
|
||||
[node name="Body" type="Sprite" parent="BodyPivot" index="0"]
|
||||
|
||||
[node name="Body" type="Sprite" parent="BodyPivot"]
|
||||
position = Vector2( 0, -58.8242 )
|
||||
texture = ExtResource( 10 )
|
||||
|
||||
[node name="BulletSpawn" type="Node2D" parent="BodyPivot"]
|
||||
[node name="BulletSpawn" type="Node2D" parent="BodyPivot" index="1"]
|
||||
|
||||
editor/display_folded = true
|
||||
position = Vector2( 1.17401, -61.266 )
|
||||
script = ExtResource( 11 )
|
||||
_sections_unfolded = [ "Transform" ]
|
||||
|
||||
[node name="CooldownTimer" type="Timer" parent="BodyPivot/BulletSpawn"]
|
||||
[node name="CooldownTimer" type="Timer" parent="BodyPivot/BulletSpawn" index="0"]
|
||||
|
||||
process_mode = 1
|
||||
wait_time = 0.2
|
||||
one_shot = true
|
||||
autostart = false
|
||||
|
||||
[node name="WeaponPivot" type="Position2D" parent="BodyPivot" index="2"]
|
||||
|
||||
[node name="WeaponPivot" type="Position2D" parent="BodyPivot"]
|
||||
position = Vector2( 1.17401, -61.266 )
|
||||
script = ExtResource( 12 )
|
||||
|
||||
[node name="Offset" type="Position2D" parent="BodyPivot/WeaponPivot"]
|
||||
[node name="Offset" type="Position2D" parent="BodyPivot/WeaponPivot" index="0"]
|
||||
|
||||
position = Vector2( 110, 0 )
|
||||
|
||||
[node name="Sword" parent="BodyPivot/WeaponPivot/Offset" instance=ExtResource( 13 )]
|
||||
[node name="Sword" parent="BodyPivot/WeaponPivot/Offset" index="0" instance=ExtResource( 13 )]
|
||||
|
||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
|
||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="." index="4"]
|
||||
|
||||
build_mode = 0
|
||||
polygon = PoolVector2Array( -20, 0, -20, -20, 20, -20, 20, 0 )
|
||||
|
||||
[node name="StateNameDisplayer" type="Label" parent="."]
|
||||
[node name="StateNameDisplayer" type="Label" parent="." index="5"]
|
||||
|
||||
editor/display_folded = true
|
||||
anchor_left = 0.0
|
||||
anchor_top = 0.0
|
||||
anchor_right = 0.0
|
||||
anchor_bottom = 0.0
|
||||
margin_left = -109.0
|
||||
margin_top = -172.0
|
||||
margin_right = 110.0
|
||||
margin_bottom = -138.0
|
||||
rect_pivot_offset = Vector2( 0, 0 )
|
||||
rect_clip_content = false
|
||||
mouse_filter = 2
|
||||
mouse_default_cursor_shape = 0
|
||||
size_flags_horizontal = 1
|
||||
size_flags_vertical = 4
|
||||
custom_fonts/font = SubResource( 4 )
|
||||
text = "Test"
|
||||
align = 1
|
||||
valign = 1
|
||||
uppercase = true
|
||||
percent_visible = 1.0
|
||||
lines_skipped = 0
|
||||
max_lines_visible = -1
|
||||
script = ExtResource( 15 )
|
||||
_sections_unfolded = [ "Rect", "custom_fonts" ]
|
||||
|
||||
[connection signal="state_changed" from="StateMachine" to="BodyPivot/WeaponPivot/Offset/Sword" method="_on_StateMachine_state_changed"]
|
||||
|
||||
[connection signal="state_changed" from="StateMachine" to="StateNameDisplayer" method="_on_StateMachine_state_changed"]
|
||||
|
||||
[connection signal="animation_finished" from="AnimationPlayer" to="StateMachine" method="_on_animation_finished"]
|
||||
|
||||
[connection signal="attack_finished" from="BodyPivot/WeaponPivot/Offset/Sword" to="StateMachine/Attack" method="_on_Sword_attack_finished"]
|
||||
|
||||
|
||||
|
||||
|
Before Width: | Height: | Size: 1.0 KiB After Width: | Height: | Size: 1.8 KiB |
@@ -3,9 +3,6 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/body.png-313f6363670a5852a7b7126ab476d8b1.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
@@ -17,7 +14,6 @@ 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
|
||||
@@ -27,7 +23,6 @@ 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
|
||||
|
||||
@@ -2,13 +2,24 @@
|
||||
|
||||
[ext_resource path="res://player/bullet/bullet.gd" type="Script" id=1]
|
||||
|
||||
|
||||
[sub_resource type="CircleShape2D" id=1]
|
||||
|
||||
custom_solver_bias = 0.0
|
||||
radius = 12.0
|
||||
|
||||
[node name="Bullet" type="KinematicBody2D"]
|
||||
|
||||
input_pickable = false
|
||||
collision_layer = 2
|
||||
collision_mask = 2
|
||||
collision/safe_margin = 0.08
|
||||
script = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Collision", "collision" ]
|
||||
SPEED = 1000.0
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="0"]
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
shape = SubResource( 1 )
|
||||
|
||||
|
||||
|
||||
@@ -1,23 +1,28 @@
|
||||
extends KinematicBody2D
|
||||
|
||||
var direction = Vector2()
|
||||
export(float) var speed = 1000.0
|
||||
|
||||
onready var root = get_tree().root
|
||||
var direction = Vector2()
|
||||
export(float) var SPEED = 1000.0
|
||||
|
||||
|
||||
func _ready():
|
||||
set_as_toplevel(true)
|
||||
|
||||
|
||||
func _physics_process(delta):
|
||||
if not root.get_visible_rect().has_point(position):
|
||||
if is_outside_view_bounds():
|
||||
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.white)
|
||||
draw_circle(Vector2(), $CollisionShape2D.shape.radius, Color('#ffffff'))
|
||||
|
||||
@@ -2,11 +2,10 @@ extends Node2D
|
||||
|
||||
var bullet = preload("Bullet.tscn")
|
||||
|
||||
func _unhandled_input(event):
|
||||
func _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.RIGHT setget set_look_direction
|
||||
var look_direction = Vector2(1, 0) setget set_look_direction
|
||||
|
||||
func take_damage(attacker, amount, effect = null):
|
||||
if is_a_parent_of(attacker):
|
||||
func take_damage(attacker, amount, effect=null):
|
||||
if self.is_a_parent_of(attacker):
|
||||
return
|
||||
$States/Stagger.knockback_direction = (attacker.global_position - global_position).normalized()
|
||||
$Health.take_damage(amount, effect)
|
||||
|
||||
|
||||
func set_dead(value):
|
||||
set_process_input(not value)
|
||||
set_physics_process(not value)
|
||||
$CollisionPolygon2D.disabled = value
|
||||
|
||||
|
||||
func set_look_direction(value):
|
||||
look_direction = value
|
||||
emit_signal("direction_changed", value)
|
||||
|
||||
@@ -1,37 +1,33 @@
|
||||
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, $Move.velocity)
|
||||
._change_state(state_name)
|
||||
|
||||
|
||||
func _unhandled_input(event):
|
||||
# Here we only handle input that can interrupt states, attacking in this case,
|
||||
# otherwise we let the state node handle it.
|
||||
func _input(event):
|
||||
"""
|
||||
Here we only handle input that can interrupt states, attacking in this case
|
||||
otherwise we let the state node handle it
|
||||
"""
|
||||
if event.is_action_pressed("attack"):
|
||||
if current_state in [attack, stagger]:
|
||||
if current_state in [$Attack, $Stagger]:
|
||||
return
|
||||
_change_state("attack")
|
||||
return
|
||||
|
||||
|
Before Width: | Height: | Size: 427 B After Width: | Height: | Size: 967 B |
@@ -3,9 +3,6 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/shadow.png-493c4635eca1ce8bdece629560617dc7.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
@@ -17,7 +14,6 @@ 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
|
||||
@@ -27,7 +23,6 @@ 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
|
||||
|
||||
@@ -3,6 +3,5 @@ extends "res://state_machine/state.gd"
|
||||
func enter():
|
||||
owner.get_node("AnimationPlayer").play("idle")
|
||||
|
||||
|
||||
func _on_Sword_attack_finished():
|
||||
emit_signal("finished", "previous")
|
||||
|
||||
@@ -1,12 +1,15 @@
|
||||
"""
|
||||
The stagger state end with the stagger animation from the AnimationPlayer
|
||||
The animation only affects the Body Sprite"s modulate property so
|
||||
it could stack with other animations if we had two AnimationPlayer nodes
|
||||
"""
|
||||
extends "res://state_machine/state.gd"
|
||||
# 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.
|
||||
|
||||
var knockback_direction = Vector2()
|
||||
|
||||
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")
|
||||
|
||||
@@ -5,10 +5,8 @@ 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")
|
||||
|
||||
@@ -1,12 +1,15 @@
|
||||
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_deceleration = 2000.0
|
||||
export(float) var air_steering_power = 50.0
|
||||
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 gravity = 1600.0
|
||||
export(float) var JUMP_HEIGHT = 120.0
|
||||
export(float) var JUMP_DURATION = 0.8
|
||||
|
||||
export(float) var GRAVITY = 1600.0
|
||||
|
||||
var enter_velocity = Vector2()
|
||||
|
||||
@@ -19,26 +22,18 @@ var height = 0.0
|
||||
|
||||
func initialize(speed, velocity):
|
||||
horizontal_speed = speed
|
||||
if speed > 0.0:
|
||||
max_horizontal_speed = speed
|
||||
else:
|
||||
max_horizontal_speed = base_max_horizontal_speed
|
||||
max_horizontal_speed = speed if speed > 0.0 else BASE_MAX_HORIZONTAL_SPEED
|
||||
enter_velocity = velocity
|
||||
|
||||
|
||||
func enter():
|
||||
var input_direction = get_input_direction()
|
||||
update_look_direction(input_direction)
|
||||
|
||||
if input_direction:
|
||||
horizontal_velocity = enter_velocity
|
||||
else:
|
||||
horizontal_velocity = Vector2()
|
||||
horizontal_velocity = enter_velocity if input_direction else Vector2()
|
||||
vertical_speed = 600.0
|
||||
|
||||
owner.get_node("AnimationPlayer").play("idle")
|
||||
|
||||
|
||||
func update(delta):
|
||||
var input_direction = get_input_direction()
|
||||
update_look_direction(input_direction)
|
||||
@@ -48,23 +43,21 @@ 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_deceleration * delta
|
||||
horizontal_speed -= AIR_DECCELERATION * delta
|
||||
horizontal_speed = clamp(horizontal_speed, 0, max_horizontal_speed)
|
||||
|
||||
var target_velocity = horizontal_speed * direction.normalized()
|
||||
var steering_velocity = (target_velocity - horizontal_velocity).normalized() * air_steering_power
|
||||
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)
|
||||
|
||||
|
||||
@@ -1,19 +1,16 @@
|
||||
# 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.get_action_strength("move_right") - Input.get_action_strength("move_left"),
|
||||
Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
|
||||
)
|
||||
var input_direction = Vector2()
|
||||
input_direction.x = int(Input.is_action_pressed("move_right")) - int(Input.is_action_pressed("move_left"))
|
||||
input_direction.y = int(Input.is_action_pressed("move_down")) - int(Input.is_action_pressed("move_up"))
|
||||
return input_direction
|
||||
|
||||
|
||||
func update_look_direction(direction):
|
||||
if direction and owner.look_direction != direction:
|
||||
owner.look_direction = direction
|
||||
|
||||
@@ -3,12 +3,10 @@ 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
|
||||
@@ -11,29 +11,22 @@ 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)
|
||||
|
||||
if Input.is_action_pressed("run"):
|
||||
speed = max_run_speed
|
||||
else:
|
||||
speed = max_walk_speed
|
||||
|
||||
speed = MAX_RUN_SPEED if Input.is_action_pressed("run") else MAX_WALK_SPEED
|
||||
var collision_info = move(speed, input_direction)
|
||||
if not collision_info:
|
||||
return
|
||||
if speed == max_run_speed and collision_info.collider.is_in_group("environment"):
|
||||
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)
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
extends "../motion.gd"
|
||||
|
||||
# warning-ignore-all:unused_class_variable
|
||||
var speed = 0.0
|
||||
var velocity = Vector2()
|
||||
|
||||
|
||||
@@ -4,7 +4,11 @@
|
||||
[ext_resource path="res://player/weapon/sword.png" type="Texture" id=2]
|
||||
|
||||
[sub_resource type="Animation" id=1]
|
||||
|
||||
resource_name = "SETUP"
|
||||
length = 1.0
|
||||
loop = false
|
||||
step = 0.1
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath(".:rotation_degrees")
|
||||
tracks/0/interp = 1
|
||||
@@ -67,8 +71,10 @@ tracks/4/keys = {
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id=2]
|
||||
|
||||
resource_name = "attack_circular"
|
||||
length = 0.3
|
||||
loop = false
|
||||
step = 0.05
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath(".:rotation_degrees")
|
||||
@@ -108,7 +114,9 @@ tracks/2/keys = {
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id=3]
|
||||
|
||||
length = 0.45
|
||||
loop = false
|
||||
step = 0.05
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath(".:rotation_degrees")
|
||||
@@ -165,8 +173,10 @@ tracks/3/keys = {
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id=4]
|
||||
|
||||
resource_name = "attack_medium"
|
||||
length = 0.5
|
||||
loop = false
|
||||
step = 0.05
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath(".:rotation_degrees")
|
||||
@@ -206,7 +216,10 @@ tracks/2/keys = {
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id=5]
|
||||
|
||||
length = 0.01
|
||||
loop = false
|
||||
step = 0.1
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath(".:visible")
|
||||
tracks/0/interp = 1
|
||||
@@ -221,23 +234,45 @@ tracks/0/keys = {
|
||||
}
|
||||
|
||||
[node name="Sword" type="Area2D"]
|
||||
|
||||
input_pickable = false
|
||||
gravity_vec = Vector2( 0, 1 )
|
||||
gravity = 98.0
|
||||
linear_damp = 0.1
|
||||
angular_damp = 1.0
|
||||
monitorable = false
|
||||
collision_layer = 16
|
||||
collision_mask = 3
|
||||
audio_bus_override = false
|
||||
audio_bus_name = "Master"
|
||||
script = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Transform" ]
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="0"]
|
||||
|
||||
root_node = NodePath("..")
|
||||
autoplay = ""
|
||||
playback_process_mode = 1
|
||||
playback_default_blend_time = 0.0
|
||||
playback_speed = 1.0
|
||||
anims/SETUP = SubResource( 1 )
|
||||
anims/attack_circular = SubResource( 2 )
|
||||
anims/attack_fast = SubResource( 3 )
|
||||
anims/attack_medium = SubResource( 4 )
|
||||
anims/idle = SubResource( 5 )
|
||||
blend_times = [ ]
|
||||
_sections_unfolded = [ "Playback Options" ]
|
||||
|
||||
[node name="sword" type="Sprite" parent="." index="1"]
|
||||
|
||||
[node name="Sword" type="Sprite" parent="."]
|
||||
position = Vector2( 4, 0 )
|
||||
texture = ExtResource( 2 )
|
||||
offset = Vector2( 67, 0 )
|
||||
_sections_unfolded = [ "Offset", "Transform" ]
|
||||
|
||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
|
||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="." index="2"]
|
||||
|
||||
build_mode = 0
|
||||
polygon = PoolVector2Array( 28.0001, -15.9999, 136, -15.9995, 160, 0, 136, 16.0005, 27.9999, 16.0001 )
|
||||
|
||||
|
||||
|
||||
@@ -2,112 +2,101 @@ extends Area2D
|
||||
|
||||
signal attack_finished
|
||||
|
||||
enum States { IDLE, ATTACK }
|
||||
enum STATES { IDLE, ATTACK }
|
||||
var state = null
|
||||
|
||||
enum AttackInputStates { IDLE, LISTENING, REGISTERED }
|
||||
var attack_input_state = AttackInputStates.IDLE
|
||||
enum ATTACK_INPUT_STATES { IDLE, LISTENING, REGISTERED }
|
||||
var attack_input_state = ATTACK_INPUT_STATES.IDLE
|
||||
var ready_for_next_attack = false
|
||||
const MAX_COMBO_COUNT = 3
|
||||
var combo_count = 0
|
||||
|
||||
var attack_current = {}
|
||||
var combo = [{
|
||||
"damage": 1,
|
||||
"animation": "attack_fast",
|
||||
"effect": null
|
||||
'damage': 1,
|
||||
'animation': 'attack_fast',
|
||||
'effect': null
|
||||
},
|
||||
{
|
||||
"damage": 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():
|
||||
# warning-ignore:return_value_discarded
|
||||
$AnimationPlayer.connect("animation_finished", self, "_on_animation_finished")
|
||||
# warning-ignore:return_value_discarded
|
||||
$AnimationPlayer.connect('animation_finished', self, "_on_animation_finished")
|
||||
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 = AttackInputStates.LISTENING
|
||||
attack_input_state = ATTACK_INPUT_STATES.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 _unhandled_input(event):
|
||||
if not state == States.ATTACK:
|
||||
func _input(event):
|
||||
if not state == STATES.ATTACK:
|
||||
return
|
||||
if attack_input_state != AttackInputStates.LISTENING:
|
||||
if attack_input_state != ATTACK_INPUT_STATES.LISTENING:
|
||||
return
|
||||
if event.is_action_pressed("attack"):
|
||||
attack_input_state = AttackInputStates.REGISTERED
|
||||
if event.is_action_pressed('attack'):
|
||||
attack_input_state = ATTACK_INPUT_STATES.REGISTERED
|
||||
|
||||
|
||||
func _physics_process(_delta):
|
||||
if attack_input_state == AttackInputStates.REGISTERED and ready_for_next_attack:
|
||||
func _physics_process(delta):
|
||||
if attack_input_state == ATTACK_INPUT_STATES.REGISTERED and ready_for_next_attack:
|
||||
attack()
|
||||
|
||||
|
||||
func attack():
|
||||
combo_count += 1
|
||||
_change_state(States.ATTACK)
|
||||
_change_state(STATES.ATTACK)
|
||||
|
||||
|
||||
# Use with AnimationPlayer func track.
|
||||
# use with AnimationPlayer func track
|
||||
func set_attack_input_listening():
|
||||
attack_input_state = AttackInputStates.LISTENING
|
||||
attack_input_state = ATTACK_INPUT_STATES.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 == AttackInputStates.REGISTERED and combo_count < MAX_COMBO_COUNT:
|
||||
if attack_input_state == ATTACK_INPUT_STATES.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: 1.6 KiB After Width: | Height: | Size: 2.8 KiB |
@@ -3,9 +3,6 @@
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/sword.png-fc7f0084cdf333c826eda2b33f2ec3cc.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
@@ -17,7 +14,6 @@ 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
|
||||
@@ -27,7 +23,6 @@ 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
|
||||
|
||||
@@ -3,15 +3,13 @@ extends Position2D
|
||||
var z_index_start = 0
|
||||
|
||||
func _ready():
|
||||
#warning-ignore:return_value_discarded
|
||||
owner.connect("direction_changed", self, "_on_Parent_direction_changed")
|
||||
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.UP:
|
||||
Vector2(0, -1):
|
||||
z_index = z_index_start - 1
|
||||
_:
|
||||
z_index = z_index_start
|
||||
|
||||
@@ -6,19 +6,11 @@
|
||||
; [section] ; section goes between []
|
||||
; param=value ; assign values to parameters
|
||||
|
||||
config_version=4
|
||||
|
||||
_global_script_classes=[ ]
|
||||
_global_script_class_icons={
|
||||
|
||||
}
|
||||
config_version=3
|
||||
|
||||
[application]
|
||||
|
||||
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."
|
||||
config/name="Hierarchical Finite State Machine example"
|
||||
run/main_scene="res://Demo.tscn"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
@@ -26,9 +18,10 @@ config/icon="res://icon.png"
|
||||
|
||||
window/size/width=1280
|
||||
window/size/height=720
|
||||
window/dpi/allow_hidpi=true
|
||||
window/size/test_width=1280
|
||||
window/size/test_height=720
|
||||
window/stretch/mode="2d"
|
||||
window/stretch/aspect="expand"
|
||||
window/stretch/aspect="keep"
|
||||
|
||||
[gdnative]
|
||||
|
||||
@@ -36,71 +29,36 @@ singletons=[ ]
|
||||
|
||||
[input]
|
||||
|
||||
move_left={
|
||||
"deadzone": 0.5,
|
||||
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null)
|
||||
move_left=[ 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={
|
||||
"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)
|
||||
move_up=[ 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={
|
||||
"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)
|
||||
move_right=[ 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={
|
||||
"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)
|
||||
move_down=[ 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)
|
||||
fire=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":82,"unicode":0,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":2,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
run=[ 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)
|
||||
]
|
||||
}
|
||||
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":1,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
}
|
||||
jump={
|
||||
"deadzone": 0.5,
|
||||
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null)
|
||||
jump=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
}
|
||||
simulate_damage={
|
||||
"deadzone": 0.5,
|
||||
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":88,"unicode":0,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":3,"pressure":0.0,"pressed":false,"script":null)
|
||||
simulate_damage=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":88,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
attack={
|
||||
"deadzone": 0.5,
|
||||
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":70,"unicode":0,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":6,"pressure":0.0,"pressed":false,"script":null)
|
||||
attack=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":70,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[rendering]
|
||||
|
||||
quality/driver/driver_name="GLES2"
|
||||
vram_compression/import_etc=true
|
||||
vram_compression/import_etc2=false
|
||||
environment/default_environment="res://default_env.tres"
|
||||
|
||||
|
Before Width: | Height: | Size: 23 KiB |
@@ -1,28 +1,25 @@
|
||||
"""
|
||||
Base interface for all states: it doesn't do anything in itself
|
||||
but forces us to pass the right arguments to the methods below
|
||||
and makes sure every State object had all of these methods.
|
||||
"""
|
||||
extends Node
|
||||
# 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():
|
||||
pass
|
||||
return
|
||||
|
||||
|
||||
# Clean up the state. Reinitialize values like a timer.
|
||||
# Clean up the state. Reinitialize values like a timer
|
||||
func exit():
|
||||
pass
|
||||
return
|
||||
|
||||
func handle_input(event):
|
||||
return
|
||||
|
||||
func handle_input(_event):
|
||||
pass
|
||||
func update(delta):
|
||||
return
|
||||
|
||||
|
||||
func update(_delta):
|
||||
pass
|
||||
|
||||
|
||||
func _on_animation_finished(_anim_name):
|
||||
pass
|
||||
func _on_animation_finished(anim_name):
|
||||
return
|
||||
|
||||