Compare commits
2 Commits
3.2
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3.1-342f27
| Author | SHA1 | Date | |
|---|---|---|---|
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342f27e327 | ||
|
|
4d10544dd9 |
@@ -1,16 +0,0 @@
|
||||
# Top-most EditorConfig file.
|
||||
root = true
|
||||
|
||||
# Unix-style newlines with a newline ending every file.
|
||||
[*]
|
||||
charset = utf-8
|
||||
end_of_line = lf
|
||||
insert_final_newline = true
|
||||
|
||||
[*.cs]
|
||||
csharp_space_after_cast = false
|
||||
indent_size = 4
|
||||
|
||||
[*.csproj]
|
||||
insert_final_newline = false
|
||||
indent_size = 2
|
||||
4
.gitattributes
vendored
@@ -1,4 +0,0 @@
|
||||
# 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
|
||||
2
.github/FUNDING.yml
vendored
Normal file
@@ -0,0 +1,2 @@
|
||||
patreon: godotengine
|
||||
custom: https://godotengine.org/donate
|
||||
18
.github/ISSUE_TEMPLATE.md
vendored
Normal file
@@ -0,0 +1,18 @@
|
||||
<!-- 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. -->
|
||||
|
||||
|
||||
**OS/device including version:**
|
||||
<!-- Specify GPU model and drivers if graphics-related. -->
|
||||
|
||||
|
||||
**Issue description:**
|
||||
<!-- What happened, and what was expected. -->
|
||||
|
||||
|
||||
**Screenshots of issue:**
|
||||
<!-- Drag in an image, or link in the form of "![]()". If not relevant, remove this section. -->
|
||||
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. -->
|
||||
19
.github/workflows/static_checks.yml
vendored
@@ -1,19 +0,0 @@
|
||||
name: Static Checks
|
||||
on: [push, pull_request]
|
||||
|
||||
jobs:
|
||||
format:
|
||||
name: File formatting (file_format.sh)
|
||||
runs-on: ubuntu-24.04
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v5
|
||||
|
||||
- name: Install dependencies
|
||||
run: |
|
||||
sudo apt-get update -qq
|
||||
sudo apt-get install -qq dos2unix recode
|
||||
|
||||
- name: File formatting checks (file_format.sh)
|
||||
run: |
|
||||
bash ./file_format.sh
|
||||
10
.gitignore
vendored
@@ -1,22 +1,12 @@
|
||||
# Godot 4+ specific ignores
|
||||
.godot/
|
||||
|
||||
# Godot-specific ignores
|
||||
.import/
|
||||
export.cfg
|
||||
export_presets.cfg
|
||||
# Dummy HTML5 export presets file for continuous integration
|
||||
!.github/dist/export_presets.cfg
|
||||
|
||||
# Imported translations (automatically generated from CSV files)
|
||||
*.translation
|
||||
|
||||
# Mono-specific ignores
|
||||
.mono/
|
||||
data_*/
|
||||
mono_crash.*.json
|
||||
|
||||
# System/tool-specific ignores
|
||||
.directory
|
||||
.DS_Store
|
||||
*~
|
||||
|
||||
@@ -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"]
|
||||
@@ -13,7 +13,7 @@ func show_game_over():
|
||||
yield($MessageTimer, "timeout")
|
||||
$MessageLabel.text = "Dodge the\nCreeps"
|
||||
$MessageLabel.show()
|
||||
yield(get_tree().create_timer(1), "timeout")
|
||||
yield(get_tree().create_timer(1), 'timeout')
|
||||
$StartButton.show()
|
||||
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
extends Node
|
||||
|
||||
export(PackedScene) var mob_scene
|
||||
export (PackedScene) var Mob
|
||||
var score
|
||||
|
||||
func _ready():
|
||||
@@ -16,7 +16,6 @@ func game_over():
|
||||
|
||||
|
||||
func new_game():
|
||||
get_tree().call_group("mobs", "queue_free")
|
||||
score = 0
|
||||
$Player.start($StartPosition.position)
|
||||
$StartTimer.start()
|
||||
@@ -26,27 +25,14 @@ func new_game():
|
||||
|
||||
|
||||
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()
|
||||
$MobPath/MobSpawnLocation.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.
|
||||
var direction = $MobPath/MobSpawnLocation.rotation + PI / 2
|
||||
mob.position = $MobPath/MobSpawnLocation.position
|
||||
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)
|
||||
mob.linear_velocity = Vector2(rand_range(mob.min_speed, mob.max_speed), 0).rotated(direction)
|
||||
|
||||
|
||||
func _on_ScoreTimer_timeout():
|
||||
|
||||
@@ -14,7 +14,7 @@ _data = {
|
||||
|
||||
[node name="Main" type="Node"]
|
||||
script = ExtResource( 1 )
|
||||
mob_scene = ExtResource( 2 )
|
||||
Mob = ExtResource( 2 )
|
||||
|
||||
[node name="ColorRect" type="ColorRect" parent="."]
|
||||
anchor_right = 1.0
|
||||
|
||||
@@ -3,16 +3,11 @@ extends RigidBody2D
|
||||
#warning-ignore-all:unused_class_variable
|
||||
export var min_speed = 150
|
||||
export var max_speed = 250
|
||||
var mob_types = ["walk", "swim", "fly"]
|
||||
|
||||
func _ready():
|
||||
$AnimatedSprite.playing = true
|
||||
var mob_types = $AnimatedSprite.frames.get_animation_names()
|
||||
$AnimatedSprite.animation = mob_types[randi() % mob_types.size()]
|
||||
|
||||
|
||||
func _on_VisibilityNotifier2D_screen_exited():
|
||||
queue_free()
|
||||
|
||||
|
||||
func _on_start_game():
|
||||
queue_free()
|
||||
|
||||
@@ -15,24 +15,22 @@ animations = [ {
|
||||
"name": "fly",
|
||||
"speed": 3.0
|
||||
}, {
|
||||
"frames": [ ExtResource( 6 ), ExtResource( 7 ) ],
|
||||
"loop": true,
|
||||
"name": "swim",
|
||||
"speed": 4.0
|
||||
}, {
|
||||
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
|
||||
"loop": true,
|
||||
"name": "walk",
|
||||
"speed": 4.0
|
||||
}, {
|
||||
"frames": [ ExtResource( 6 ), ExtResource( 7 ) ],
|
||||
"loop": true,
|
||||
"name": "swim",
|
||||
"speed": 4.0
|
||||
} ]
|
||||
|
||||
[sub_resource type="CapsuleShape2D" id=2]
|
||||
radius = 35.2706
|
||||
height = 23.3281
|
||||
|
||||
[node name="Mob" type="RigidBody2D" groups=[
|
||||
"mobs",
|
||||
]]
|
||||
[node name="Mob" type="RigidBody2D"]
|
||||
collision_mask = 0
|
||||
gravity_scale = 0.0
|
||||
script = ExtResource( 1 )
|
||||
@@ -44,6 +42,8 @@ __meta__ = {
|
||||
scale = Vector2( 0.75, 0.75 )
|
||||
frames = SubResource( 1 )
|
||||
animation = "walk"
|
||||
frame = 1
|
||||
playing = true
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
rotation = 1.5708
|
||||
|
||||
@@ -2,8 +2,8 @@ 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 var speed = 400
|
||||
var screen_size
|
||||
|
||||
func _ready():
|
||||
screen_size = get_viewport_rect().size
|
||||
@@ -11,22 +11,15 @@ func _ready():
|
||||
|
||||
|
||||
func _process(delta):
|
||||
var velocity = Vector2.ZERO # The player's movement vector.
|
||||
if Input.is_action_pressed("move_right"):
|
||||
velocity.x += 1
|
||||
if Input.is_action_pressed("move_left"):
|
||||
velocity.x -= 1
|
||||
if Input.is_action_pressed("move_down"):
|
||||
velocity.y += 1
|
||||
if Input.is_action_pressed("move_up"):
|
||||
velocity.y -= 1
|
||||
|
||||
var velocity = Vector2()
|
||||
velocity.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
|
||||
velocity.y = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
|
||||
|
||||
if velocity.length() > 0:
|
||||
velocity = velocity.normalized() * speed
|
||||
$AnimatedSprite.play()
|
||||
else:
|
||||
$AnimatedSprite.stop()
|
||||
|
||||
position += velocity * delta
|
||||
position.x = clamp(position.x, 0, screen_size.x)
|
||||
position.y = clamp(position.y, 0, screen_size.y)
|
||||
@@ -47,7 +40,6 @@ func start(pos):
|
||||
|
||||
|
||||
func _on_Player_body_entered(_body):
|
||||
hide() # Player disappears after being hit.
|
||||
hide()
|
||||
emit_signal("hit")
|
||||
# Must be deferred as we can't change physics properties on a physics callback.
|
||||
$CollisionShape2D.set_deferred("disabled", true)
|
||||
|
||||
@@ -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`.
|
||||
|
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 1.5 KiB After Width: | Height: | Size: 1.6 KiB |
BIN
2d/dodge_the_creeps/art/set3_tiles.png
Executable file
|
After Width: | Height: | Size: 5.8 KiB |
@@ -2,15 +2,15 @@
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/paddle.png-0e798fb0912613386507c9904d5cc01a.stex"
|
||||
path="res://.import/set3_tiles.png-7dd06b1fc0bcfaa06e9dd732f61382a2.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://paddle.png"
|
||||
dest_files=[ "res://.import/paddle.png-0e798fb0912613386507c9904d5cc01a.stex" ]
|
||||
source_file="res://art/set3_tiles.png"
|
||||
dest_files=[ "res://.import/set3_tiles.png-7dd06b1fc0bcfaa06e9dd732f61382a2.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
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/
|
||||
0
2d/dodge_the_creeps/fonts/FONTLOG.txt
Normal file → Executable file
@@ -1,94 +1,94 @@
|
||||
Copyright 2011-2016 Severin Meyer <sev.ch@web.de>,
|
||||
with Reserved Font Name Xolonium.
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License,
|
||||
Version 1.1. This license is copied below, and is also available
|
||||
with a FAQ at <http://scripts.sil.org/OFL>
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
Copyright 2011-2016 Severin Meyer <sev.ch@web.de>,
|
||||
with Reserved Font Name Xolonium.
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License,
|
||||
Version 1.1. This license is copied below, and is also available
|
||||
with a FAQ at <http://scripts.sil.org/OFL>
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
|
||||
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 2.2 KiB |
@@ -16,12 +16,6 @@ _global_script_class_icons={
|
||||
[application]
|
||||
|
||||
config/name="Dodge the Creeps"
|
||||
config/description="This is a simple game where your character must move
|
||||
and avoid the enemies for as long as possible.
|
||||
|
||||
This is a finished version of the game featured in the 'Your first game'
|
||||
tutorial in the documentation. For more details, consider
|
||||
following the tutorial in the documentation."
|
||||
run/main_scene="res://Main.tscn"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
@@ -64,3 +58,7 @@ move_down={
|
||||
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[rendering]
|
||||
|
||||
environment/default_environment="res://default_env.tres"
|
||||
|
||||
@@ -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
|
||||
|
||||

|
||||
@@ -16,7 +16,7 @@ size_flags_vertical = 4
|
||||
custom_fonts/bold_font = ExtResource( 1 )
|
||||
custom_fonts/normal_font = ExtResource( 2 )
|
||||
bbcode_enabled = true
|
||||
bbcode_text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
|
||||
bbcode_text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
|
||||
|
||||
States are common in games. You can use the pattern to:
|
||||
|
||||
@@ -25,7 +25,7 @@ States are common in games. You can use the pattern to:
|
||||
3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
|
||||
|
||||
You can read more about States in the excellent [url=http://gameprogrammingpatterns.com/state.html]Game Programming Patterns ebook[/url]."
|
||||
text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
|
||||
text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
|
||||
|
||||
States are common in games. You can use the pattern to:
|
||||
|
||||
|
||||
@@ -7,8 +7,8 @@ func _process(_delta):
|
||||
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
|
||||
|
||||
13
2d/finite_state_machine/default_env.tres
Normal file
@@ -0,0 +1,13 @@
|
||||
[gd_resource type="Environment" load_steps=2 format=2]
|
||||
|
||||
[sub_resource type="ProceduralSky" id=1]
|
||||
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
|
||||
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
|
||||
sky_curve = 0.25
|
||||
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
|
||||
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
|
||||
ground_curve = 0.01
|
||||
|
||||
[resource]
|
||||
background_mode = 2
|
||||
background_sky = SubResource( 1 )
|
||||
|
Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 1.0 KiB After Width: | Height: | Size: 1.3 KiB |
@@ -3,14 +3,12 @@ extends KinematicBody2D
|
||||
var direction = Vector2()
|
||||
export(float) var speed = 1000.0
|
||||
|
||||
onready var root = get_tree().root
|
||||
|
||||
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
|
||||
@@ -19,5 +17,10 @@ func _physics_process(delta):
|
||||
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)
|
||||
|
||||
@@ -2,7 +2,7 @@ extends Node2D
|
||||
|
||||
var bullet = preload("Bullet.tscn")
|
||||
|
||||
func _unhandled_input(event):
|
||||
func _input(event):
|
||||
if event.is_action_pressed("fire"):
|
||||
fire(owner.look_direction)
|
||||
|
||||
|
||||
@@ -1,18 +1,12 @@
|
||||
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,
|
||||
}
|
||||
|
||||
|
||||
@@ -22,16 +16,16 @@ func _change_state(state_name):
|
||||
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, $Move.velocity)
|
||||
._change_state(state_name)
|
||||
|
||||
|
||||
func _unhandled_input(event):
|
||||
func _input(event):
|
||||
# Here we only handle input that can interrupt states, attacking in this case,
|
||||
# otherwise we let the state node handle it.
|
||||
if event.is_action_pressed("attack"):
|
||||
if current_state in [attack, stagger]:
|
||||
if current_state in [$Attack, $Stagger]:
|
||||
return
|
||||
_change_state("attack")
|
||||
return
|
||||
|
||||
|
Before Width: | Height: | Size: 427 B After Width: | Height: | Size: 765 B |
@@ -19,26 +19,18 @@ 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)
|
||||
@@ -48,7 +40,6 @@ func update(delta):
|
||||
if height <= 0.0:
|
||||
emit_signal("finished", "previous")
|
||||
|
||||
|
||||
func move_horizontally(delta, direction):
|
||||
if direction:
|
||||
horizontal_speed += air_acceleration * delta
|
||||
@@ -62,7 +53,6 @@ func move_horizontally(delta, direction):
|
||||
|
||||
owner.move_and_slide(horizontal_velocity)
|
||||
|
||||
|
||||
func animate_jump_height(delta):
|
||||
vertical_speed -= gravity * delta
|
||||
height += vertical_speed * delta
|
||||
|
||||
@@ -7,10 +7,9 @@ func handle_input(event):
|
||||
|
||||
|
||||
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 = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
|
||||
input_direction.y = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
|
||||
return input_direction
|
||||
|
||||
|
||||
|
||||
@@ -22,11 +22,7 @@ func update(_delta):
|
||||
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
|
||||
|
||||
@@ -59,7 +59,7 @@ func _change_state(new_state):
|
||||
state = new_state
|
||||
|
||||
|
||||
func _unhandled_input(event):
|
||||
func _input(event):
|
||||
if not state == States.ATTACK:
|
||||
return
|
||||
if attack_input_state != AttackInputStates.LISTENING:
|
||||
|
||||
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 1.9 KiB |
@@ -15,10 +15,7 @@ _global_script_class_icons={
|
||||
|
||||
[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"
|
||||
|
||||
@@ -26,7 +23,6 @@ config/icon="res://icon.png"
|
||||
|
||||
window/size/width=1280
|
||||
window/size/height=720
|
||||
window/dpi/allow_hidpi=true
|
||||
window/stretch/mode="2d"
|
||||
window/stretch/aspect="expand"
|
||||
|
||||
@@ -101,6 +97,4 @@ attack={
|
||||
|
||||
[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 |
@@ -7,9 +7,10 @@ extends Node
|
||||
|
||||
signal state_changed(current_state)
|
||||
|
||||
# You should set a starting node from the inspector or on the node that inherits
|
||||
# from this state machine interface. If you don't, the game will default to
|
||||
# the first state in the state machine's children.
|
||||
# You must set a starting node from the inspector or on
|
||||
# the node that inherits from this state machine interface.
|
||||
# If you don't the game will crash (on purpose, so you won't
|
||||
# forget to initialize the state machine).
|
||||
export(NodePath) var start_state
|
||||
var states_map = {}
|
||||
|
||||
@@ -21,9 +22,7 @@ func _ready():
|
||||
if not start_state:
|
||||
start_state = get_child(0).get_path()
|
||||
for child in get_children():
|
||||
var err = child.connect("finished", self, "_change_state")
|
||||
if err:
|
||||
printerr(err)
|
||||
child.connect("finished", self, "_change_state")
|
||||
initialize(start_state)
|
||||
|
||||
|
||||
@@ -43,7 +42,7 @@ func set_active(value):
|
||||
current_state = null
|
||||
|
||||
|
||||
func _unhandled_input(event):
|
||||
func _input(event):
|
||||
current_state.handle_input(event)
|
||||
|
||||
|
||||
@@ -61,14 +60,14 @@ func _change_state(state_name):
|
||||
if not _active:
|
||||
return
|
||||
current_state.exit()
|
||||
|
||||
|
||||
if state_name == "previous":
|
||||
states_stack.pop_front()
|
||||
else:
|
||||
states_stack[0] = states_map[state_name]
|
||||
|
||||
|
||||
current_state = states_stack[0]
|
||||
emit_signal("state_changed", current_state)
|
||||
|
||||
|
||||
if state_name != "previous":
|
||||
current_state.enter()
|
||||
|
||||
@@ -9,15 +9,10 @@ const IMAGE_SIZE = Vector2(930, 720)
|
||||
|
||||
# Enums for the various modes and brush shapes that can be applied.
|
||||
enum BrushModes {
|
||||
PENCIL,
|
||||
ERASER,
|
||||
CIRCLE_SHAPE,
|
||||
RECTANGLE_SHAPE,
|
||||
PENCIL, ERASER, CIRCLE_SHAPE, RECTANGLE_SHAPE
|
||||
}
|
||||
|
||||
enum BrushShapes {
|
||||
RECTANGLE,
|
||||
CIRCLE,
|
||||
RECTANGLE, CIRCLE
|
||||
}
|
||||
|
||||
# The top-left position of the canvas.
|
||||
@@ -56,20 +51,20 @@ func _ready():
|
||||
|
||||
func _process(_delta):
|
||||
var mouse_pos = get_viewport().get_mouse_position()
|
||||
|
||||
|
||||
# Check if the mouse is currently inside the canvas/drawing-area.
|
||||
is_mouse_in_drawing_area = false
|
||||
if mouse_pos.x > TL_node.global_position.x:
|
||||
if mouse_pos.y > TL_node.global_position.y:
|
||||
is_mouse_in_drawing_area = true
|
||||
|
||||
|
||||
if Input.is_mouse_button_pressed(BUTTON_LEFT):
|
||||
# If we do not have a position for when the mouse was first clicked, then this must
|
||||
# be the first time is_mouse_button_pressed has been called since the mouse button was
|
||||
# released, so we need to store the position.
|
||||
if mouse_click_start_pos == null:
|
||||
mouse_click_start_pos = mouse_pos
|
||||
|
||||
|
||||
# If the mouse is inside the canvas and the mouse is 1px away from the position of the mouse last _process call.
|
||||
if check_if_mouse_is_inside_canvas():
|
||||
if mouse_pos.distance_to(last_mouse_pos) >= 1:
|
||||
@@ -82,11 +77,11 @@ func _process(_delta):
|
||||
undo_element_list_num = brush_data_list.size()
|
||||
# Add the brush object to draw_elements_array.
|
||||
add_brush(mouse_pos, brush_mode)
|
||||
|
||||
|
||||
else:
|
||||
# We've finished our stroke, so we can set a new undo (if a new storke is made).
|
||||
undo_set = false
|
||||
|
||||
|
||||
# If the mouse is inside the canvas.
|
||||
if check_if_mouse_is_inside_canvas():
|
||||
# If we're using either the circle shape mode, or the rectangle shape mode, then
|
||||
@@ -99,7 +94,7 @@ func _process(_delta):
|
||||
# Since we've released the left mouse, we need to get a new mouse_click_start_pos next time
|
||||
#is_mouse_button_pressed is true.
|
||||
mouse_click_start_pos = null
|
||||
|
||||
|
||||
# Store mouse_pos as last_mouse_pos now that we're done with _process.
|
||||
last_mouse_pos = mouse_pos
|
||||
|
||||
@@ -113,7 +108,7 @@ func check_if_mouse_is_inside_canvas():
|
||||
if mouse_click_start_pos.x > TL_node.global_position.x:
|
||||
if mouse_click_start_pos.y > TL_node.global_position.y:
|
||||
# Make sure the current mouse position is inside the canvas.
|
||||
if is_mouse_in_drawing_area:
|
||||
if is_mouse_in_drawing_area == true:
|
||||
return true
|
||||
return false
|
||||
|
||||
@@ -122,17 +117,17 @@ func undo_stroke():
|
||||
# Only undo a stroke if we have one.
|
||||
if undo_element_list_num == UNDO_NONE:
|
||||
return
|
||||
|
||||
|
||||
# If we are undoing a shape, then we can just remove the latest brush.
|
||||
if undo_element_list_num == UNDO_MODE_SHAPE:
|
||||
if brush_data_list.size() > 0:
|
||||
brush_data_list.remove(brush_data_list.size() - 1)
|
||||
|
||||
|
||||
# Now that we've undone a shape, we cannot undo again until another stoke is added.
|
||||
undo_element_list_num = UNDO_NONE
|
||||
# NOTE: if we only had shape brushes, then we could remove the above line and could let the user
|
||||
# undo until we have a empty element list.
|
||||
|
||||
|
||||
# Otherwise we're removing a either a pencil stroke or a eraser stroke.
|
||||
else:
|
||||
# Figure out how many elements/brushes we've added in the last stroke.
|
||||
@@ -141,7 +136,7 @@ func undo_stroke():
|
||||
#warning-ignore:unused_variable
|
||||
for elment_num in range(0, elements_to_remove):
|
||||
brush_data_list.pop_back()
|
||||
|
||||
|
||||
# Now that we've undone a stoke, we cannot undo again until another stoke is added.
|
||||
undo_element_list_num = UNDO_NONE
|
||||
|
||||
@@ -152,7 +147,7 @@ func undo_stroke():
|
||||
func add_brush(mouse_pos, type):
|
||||
# Make new brush dictionary that will hold all of the data we need for the brush.
|
||||
var new_brush = {}
|
||||
|
||||
|
||||
# Populate the dictionary with values based on the global brush variables.
|
||||
# We will override these as needed if the brush is a rectange or circle.
|
||||
new_brush.brush_type = type
|
||||
@@ -160,13 +155,13 @@ func add_brush(mouse_pos, type):
|
||||
new_brush.brush_shape = brush_shape
|
||||
new_brush.brush_size = brush_size
|
||||
new_brush.brush_color = brush_color
|
||||
|
||||
|
||||
# If the new bursh is a rectangle shape, we need to calculate the top left corner of the rectangle and the
|
||||
# bottom right corner of the rectangle.
|
||||
if type == BrushModes.RECTANGLE_SHAPE:
|
||||
var TL_pos = Vector2()
|
||||
var BR_pos = Vector2()
|
||||
|
||||
|
||||
# Figure out the left and right positions of the corners and assign them to the proper variable.
|
||||
if mouse_pos.x < mouse_click_start_pos.x:
|
||||
TL_pos.x = mouse_pos.x
|
||||
@@ -174,7 +169,7 @@ func add_brush(mouse_pos, type):
|
||||
else:
|
||||
TL_pos.x = mouse_click_start_pos.x
|
||||
BR_pos.x = mouse_pos.x
|
||||
|
||||
|
||||
# Figure out the top and bottom positions of the corners and assign them to the proper variable.
|
||||
if mouse_pos.y < mouse_click_start_pos.y:
|
||||
TL_pos.y = mouse_pos.y
|
||||
@@ -182,11 +177,11 @@ func add_brush(mouse_pos, type):
|
||||
else:
|
||||
TL_pos.y = mouse_click_start_pos.y
|
||||
BR_pos.y = mouse_pos.y
|
||||
|
||||
|
||||
# Assign the positions to the brush.
|
||||
new_brush.brush_pos = TL_pos
|
||||
new_brush.brush_shape_rect_pos_BR = BR_pos
|
||||
|
||||
|
||||
# If the brush isa circle shape, then we need to calculate the radius of the circle.
|
||||
if type == BrushModes.CIRCLE_SHAPE:
|
||||
# Get the center point inbetween the mouse position and the position of the mouse when we clicked.
|
||||
@@ -195,7 +190,7 @@ func add_brush(mouse_pos, type):
|
||||
# the center to the top/bottom positon of the mouse.
|
||||
new_brush.brush_pos = center_pos
|
||||
new_brush.brush_shape_circle_radius = center_pos.distance_to(Vector2(center_pos.x, mouse_pos.y))
|
||||
|
||||
|
||||
# Add the brush and update/draw all of the brushes.
|
||||
brush_data_list.append(new_brush)
|
||||
update()
|
||||
@@ -219,7 +214,7 @@ func _draw():
|
||||
BrushModes.ERASER:
|
||||
# NOTE: this is a really cheap way of erasing that isn't really erasing!
|
||||
# However, this gives similar results in a fairy simple way!
|
||||
|
||||
|
||||
# Erasing works exactly the same was as pencil does for both the rectangle shape and the circle shape,
|
||||
# but instead of using brush.brush_color, we instead use bg_color instead.
|
||||
if brush.brush_shape == BrushShapes.RECTANGLE:
|
||||
@@ -237,16 +232,18 @@ func _draw():
|
||||
draw_circle(brush.brush_pos, brush.brush_shape_circle_radius, brush.brush_color)
|
||||
|
||||
|
||||
func save_picture(path):
|
||||
# Wait until the frame has finished before getting the texture.
|
||||
yield(VisualServer, "frame_post_draw")
|
||||
|
||||
func save_picture(path):
|
||||
# Wait a couple frames so the save dialog isn't in the way.
|
||||
yield (get_tree(), "idle_frame")
|
||||
yield (get_tree(), "idle_frame")
|
||||
|
||||
# Get the viewport image.
|
||||
var img = get_viewport().get_texture().get_data()
|
||||
# Crop the image so we only have canvas area.
|
||||
var cropped_image = img.get_rect(Rect2(TL_node.global_position, IMAGE_SIZE))
|
||||
# Flip the image on the Y-axis (it's flipped upside down by default).
|
||||
cropped_image.flip_y()
|
||||
|
||||
|
||||
# Save the image with the passed in path we got from the save dialog.
|
||||
cropped_image.save_png(path)
|
||||
BIN
2d/gd_paint/PaintTools.png
Normal file
|
After Width: | Height: | Size: 440 B |
@@ -2,15 +2,15 @@
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/face_happy.png-38d387d31ec13459f749c93ce3d75d80.stex"
|
||||
path="res://.import/PaintTools.png-636e86a6d210b52282c946752bbcc6f1.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://face_happy.png"
|
||||
dest_files=[ "res://.import/face_happy.png-38d387d31ec13459f749c93ce3d75d80.stex" ]
|
||||
source_file="res://PaintTools.png"
|
||||
dest_files=[ "res://.import/PaintTools.png-636e86a6d210b52282c946752bbcc6f1.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
[gd_scene load_steps=5 format=2]
|
||||
|
||||
[ext_resource path="res://paint_control.gd" type="Script" id=1]
|
||||
[ext_resource path="res://tools_panel.gd" type="Script" id=2]
|
||||
[ext_resource path="res://paint_tools.png" type="Texture" id=3]
|
||||
[ext_resource path="res://PaintControl.gd" type="Script" id=1]
|
||||
[ext_resource path="res://ToolsPanel.gd" type="Script" id=2]
|
||||
[ext_resource path="res://PaintTools.png" type="Texture" id=3]
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id=1]
|
||||
bg_color = Color( 1, 1, 1, 1 )
|
||||
@@ -10,23 +10,19 @@ bg_color = Color( 1, 1, 1, 1 )
|
||||
[node name="PaintRoot" type="Control"]
|
||||
margin_right = 40.0
|
||||
margin_bottom = 40.0
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="DrawingAreaBG" type="Panel" parent="."]
|
||||
margin_left = 350.0
|
||||
margin_right = 1280.0
|
||||
margin_bottom = 720.0
|
||||
custom_styles/panelf = SubResource( 1 )
|
||||
custom_styles/panel = SubResource( 1 )
|
||||
custom_styles/panelnc = SubResource( 1 )
|
||||
|
||||
[node name="PaintControl" type="Control" parent="."]
|
||||
margin_right = 40.0
|
||||
margin_bottom = 40.0
|
||||
script = ExtResource( 1 )
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="TLPos" type="Position2D" parent="PaintControl"]
|
||||
position = Vector2( 350, 0 )
|
||||
@@ -141,6 +137,7 @@ text = "Brush shape: Circle"
|
||||
align = 1
|
||||
|
||||
[node name="ButtonShapeBox" type="Button" parent="ToolsPanel/BrushSettings"]
|
||||
editor/display_folded = true
|
||||
margin_left = 100.0
|
||||
margin_top = 100.0
|
||||
margin_right = 160.0
|
||||
@@ -154,6 +151,7 @@ region_enabled = true
|
||||
region_rect = Rect2( 0, 16, 16, 16 )
|
||||
|
||||
[node name="ButtonShapeCircle" type="Button" parent="ToolsPanel/BrushSettings"]
|
||||
editor/display_folded = true
|
||||
margin_left = 190.0
|
||||
margin_top = 100.0
|
||||
margin_right = 250.0
|
||||
@@ -1,15 +0,0 @@
|
||||
# GD Paint
|
||||
|
||||
GD Paint is a simple image editor made using Godot and GDScript.
|
||||
It supports different types of "brushes": a basic pen/pencil
|
||||
and eraser, as well as a rectangle and a circle brush.
|
||||
|
||||
Language: GDScript
|
||||
|
||||
Renderer: GLES 2
|
||||
|
||||
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/517
|
||||
|
||||
## Screenshots
|
||||
|
||||

|
||||
@@ -1,16 +1,20 @@
|
||||
extends Panel
|
||||
|
||||
onready var brush_settings = $BrushSettings
|
||||
onready var label_brush_size = brush_settings.get_node(@"LabelBrushSize")
|
||||
onready var label_brush_shape = brush_settings.get_node(@"LabelBrushShape")
|
||||
onready var label_stats = $LabelStats
|
||||
onready var label_tools = $LabelTools
|
||||
var paint_control
|
||||
|
||||
onready var _parent = get_parent()
|
||||
onready var save_dialog = _parent.get_node(@"SaveFileDialog")
|
||||
onready var paint_control = _parent.get_node(@"PaintControl")
|
||||
onready var brush_settings = $BrushSettings
|
||||
onready var label_tools = $LabelTools
|
||||
onready var label_brush_size = $BrushSettings/LabelBrushSize
|
||||
onready var label_brush_shape = $BrushSettings/LabelBrushShape
|
||||
onready var label_stats = $LabelStats
|
||||
|
||||
var save_dialog
|
||||
|
||||
func _ready():
|
||||
# Get PaintControl and SaveFileDialog.
|
||||
paint_control = get_parent().get_node("PaintControl")
|
||||
save_dialog = get_parent().get_node("SaveFileDialog")
|
||||
|
||||
# warning-ignore-all:return_value_discarded
|
||||
# Assign all of the needed signals for the oppersation buttons.
|
||||
$ButtonUndo.connect("pressed", self, "button_pressed", ["undo_stroke"])
|
||||
@@ -30,7 +34,7 @@ func _ready():
|
||||
$ColorPickerBackground.connect("color_changed", self, "background_color_changed")
|
||||
$BrushSettings/HScrollBarBrushSize.connect("value_changed", self, "brush_size_changed")
|
||||
|
||||
# Assign the "file_selected" signal in SaveFileDialog.
|
||||
# Assign the 'file_selected' signal in SaveFileDialog.
|
||||
save_dialog.connect("file_selected", self, "save_file_selected")
|
||||
|
||||
# Set physics process so we can update the status label.
|
||||
@@ -46,7 +50,7 @@ func button_pressed(button_name):
|
||||
# If a brush mode button is pressed.
|
||||
var tool_name = null
|
||||
var shape_name = null
|
||||
|
||||
|
||||
if button_name == "mode_pencil":
|
||||
paint_control.brush_mode = paint_control.BrushModes.PENCIL
|
||||
brush_settings.modulate = Color(1, 1, 1, 1)
|
||||
@@ -80,7 +84,7 @@ func button_pressed(button_name):
|
||||
save_dialog.popup_centered()
|
||||
elif button_name == "undo_stroke":
|
||||
paint_control.undo_stroke()
|
||||
|
||||
|
||||
# Update the labels (in case the brush mode or brush shape has changed).
|
||||
if tool_name != null:
|
||||
label_tools.text = "Selected tool: " + tool_name
|
||||
14
2d/gd_paint/default_env.tres
Normal file
@@ -0,0 +1,14 @@
|
||||
[gd_resource type="Environment" load_steps=2 format=2]
|
||||
|
||||
[sub_resource type="ProceduralSky" id=1]
|
||||
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
|
||||
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
|
||||
sky_curve = 0.25
|
||||
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
|
||||
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
|
||||
ground_curve = 0.01
|
||||
sun_energy = 16.0
|
||||
|
||||
[resource]
|
||||
background_mode = 2
|
||||
background_sky = SubResource( 1 )
|
||||
|
Before Width: | Height: | Size: 474 B After Width: | Height: | Size: 884 B |
|
Before Width: | Height: | Size: 273 B |
@@ -16,17 +16,13 @@ _global_script_class_icons={
|
||||
[application]
|
||||
|
||||
config/name="GD Paint"
|
||||
config/description="GD Paint is a simple image editor made using Godot and GDScript.
|
||||
It supports different types of 'brushes': a basic pen/pencil
|
||||
and eraser, as well as a rectangle and a circle brush."
|
||||
run/main_scene="res://paint_root.tscn"
|
||||
run/main_scene="res://Paint_root.tscn"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
[display]
|
||||
|
||||
window/size/width=1280
|
||||
window/size/height=720
|
||||
window/dpi/allow_hidpi=true
|
||||
window/stretch/mode="2d"
|
||||
window/stretch/aspect="keep"
|
||||
|
||||
@@ -36,6 +32,4 @@ singletons=[ ]
|
||||
|
||||
[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: 31 KiB |
56
2d/grid_based_movement/Game.tscn
Normal file
13
2d/grid_based_movement/default_env.tres
Normal file
@@ -0,0 +1,13 @@
|
||||
[gd_resource type="Environment" load_steps=2 format=2]
|
||||
|
||||
[sub_resource type="ProceduralSky" id=1]
|
||||
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
|
||||
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
|
||||
sky_curve = 0.25
|
||||
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
|
||||
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
|
||||
ground_curve = 0.01
|
||||
|
||||
[resource]
|
||||
background_mode = 2
|
||||
background_sky = SubResource( 1 )
|
||||
36
2d/grid_based_movement/grid/grid.gd
Normal file
@@ -0,0 +1,36 @@
|
||||
extends TileMap
|
||||
|
||||
enum CellType { EMPTY = -1, ACTOR, OBSTACLE, OBJECT }
|
||||
|
||||
func _ready():
|
||||
for child in get_children():
|
||||
set_cellv(world_to_map(child.position), child.type)
|
||||
|
||||
|
||||
func get_cell_pawn(coordinates):
|
||||
for node in get_children():
|
||||
if world_to_map(node.position) == coordinates:
|
||||
return(node)
|
||||
|
||||
|
||||
func request_move(pawn, direction):
|
||||
var cell_start = world_to_map(pawn.position)
|
||||
var cell_target = cell_start + direction
|
||||
|
||||
var cell_target_type = get_cellv(cell_target)
|
||||
match cell_target_type:
|
||||
CellType.EMPTY:
|
||||
return update_pawn_position(pawn, cell_start, cell_target)
|
||||
CellType.OBJECT:
|
||||
var object_pawn = get_cell_pawn(cell_target)
|
||||
object_pawn.queue_free()
|
||||
return update_pawn_position(pawn, cell_start, cell_target)
|
||||
CellType.ACTOR:
|
||||
var pawn_name = get_cell_pawn(cell_target).name
|
||||
print("Cell %s contains %s" % [cell_target, pawn_name])
|
||||
|
||||
|
||||
func update_pawn_position(pawn, cell_start, cell_target):
|
||||
set_cellv(cell_target, pawn.type)
|
||||
set_cellv(cell_start, CellType.EMPTY)
|
||||
return map_to_world(cell_target) + cell_size / 2
|
||||
BIN
2d/grid_based_movement/icon.png
Normal file
|
After Width: | Height: | Size: 1.4 KiB |
84
2d/grid_based_movement/pawns/Actor.tscn
Normal file
@@ -0,0 +1,84 @@
|
||||
[gd_scene load_steps=5 format=2]
|
||||
|
||||
[ext_resource path="res://pawns/actor.gd" type="Script" id=1]
|
||||
[ext_resource path="res://pawns/sprites/character.png" type="Texture" id=2]
|
||||
|
||||
[sub_resource type="Animation" id=1]
|
||||
resource_name = "bump"
|
||||
length = 0.1
|
||||
step = 0.01
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("Pivot/Sprite:position")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/keys = {
|
||||
"times": PoolRealArray( 0, 0.02, 0.04, 0.06, 0.08, 0.1 ),
|
||||
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1 ),
|
||||
"update": 0,
|
||||
"values": [ Vector2( 0, 0 ), Vector2( -1.5, -9 ), Vector2( 6.5, 2.5 ), Vector2( -11.5, 8.5 ), Vector2( 4, -5 ), Vector2( 0, 0 ) ]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id=2]
|
||||
resource_name = "walk"
|
||||
length = 0.25
|
||||
step = 0.05
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("Pivot/Sprite:self_modulate")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = false
|
||||
tracks/0/keys = {
|
||||
"times": PoolRealArray( 0, 0.1, 0.25 ),
|
||||
"transitions": PoolRealArray( 1, 1, 1 ),
|
||||
"update": 0,
|
||||
"values": [ Color( 1, 1, 1, 1 ), Color( 1, 0.9375, 0, 1 ), Color( 1, 1, 1, 1 ) ]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/path = NodePath("Pivot/Sprite:position")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/keys = {
|
||||
"times": PoolRealArray( 0, 0.1, 0.15, 0.25 ),
|
||||
"transitions": PoolRealArray( 1, 0.303143, 2.61003, 1 ),
|
||||
"update": 0,
|
||||
"values": [ Vector2( 1.43051e-06, -1.90735e-06 ), Vector2( 1.43051e-06, -1.90735e-06 ), Vector2( 0, -20 ), Vector2( 1.43051e-06, -1.90735e-06 ) ]
|
||||
}
|
||||
tracks/2/type = "value"
|
||||
tracks/2/path = NodePath("Pivot/Sprite:scale")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/keys = {
|
||||
"times": PoolRealArray( 0, 0.05, 0.15, 0.25 ),
|
||||
"transitions": PoolRealArray( 1, 0.354553, 1, 1 ),
|
||||
"update": 0,
|
||||
"values": [ Vector2( 1, 1 ), Vector2( 1.20007, 0.917384 ), Vector2( 0.916712, 1.13495 ), Vector2( 1, 1 ) ]
|
||||
}
|
||||
|
||||
[node name="Actor" type="Node2D"]
|
||||
position = Vector2( 32, 32 )
|
||||
z_index = 1
|
||||
script = ExtResource( 1 )
|
||||
__meta__ = {
|
||||
"_edit_group_": true
|
||||
}
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
|
||||
anims/bump = SubResource( 1 )
|
||||
anims/walk = SubResource( 2 )
|
||||
|
||||
[node name="Tween" type="Tween" parent="."]
|
||||
|
||||
[node name="Pivot" type="Position2D" parent="."]
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="Pivot"]
|
||||
position = Vector2( 1.43051e-06, -1.90735e-06 )
|
||||
texture = ExtResource( 2 )
|
||||
centered = false
|
||||
offset = Vector2( -32, -32 )
|
||||
55
2d/grid_based_movement/pawns/actor.gd
Normal file
@@ -0,0 +1,55 @@
|
||||
extends "pawn.gd"
|
||||
|
||||
onready var grid = get_parent()
|
||||
|
||||
func _ready():
|
||||
update_look_direction(Vector2.RIGHT)
|
||||
|
||||
|
||||
func _process(_delta):
|
||||
var input_direction = get_input_direction()
|
||||
if not input_direction:
|
||||
return
|
||||
update_look_direction(input_direction)
|
||||
|
||||
var target_position = grid.request_move(self, input_direction)
|
||||
if target_position:
|
||||
move_to(target_position)
|
||||
else:
|
||||
bump()
|
||||
|
||||
|
||||
func get_input_direction():
|
||||
return Vector2(
|
||||
Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
|
||||
Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
|
||||
)
|
||||
|
||||
|
||||
func update_look_direction(direction):
|
||||
$Pivot/Sprite.rotation = direction.angle()
|
||||
|
||||
|
||||
func move_to(target_position):
|
||||
set_process(false)
|
||||
$AnimationPlayer.play("walk")
|
||||
|
||||
# Move the node to the target cell instantly,
|
||||
# and animate the sprite moving from the start to the target cell
|
||||
var move_direction = (target_position - position).normalized()
|
||||
$Tween.interpolate_property($Pivot, "position", - move_direction * 32, Vector2(), $AnimationPlayer.current_animation_length, Tween.TRANS_LINEAR, Tween.EASE_IN)
|
||||
position = target_position
|
||||
|
||||
$Tween.start()
|
||||
|
||||
# Stop the function execution until the animation finished
|
||||
yield($AnimationPlayer, "animation_finished")
|
||||
|
||||
set_process(true)
|
||||
|
||||
|
||||
func bump():
|
||||
set_process(false)
|
||||
$AnimationPlayer.play("bump")
|
||||
yield($AnimationPlayer, "animation_finished")
|
||||
set_process(true)
|
||||
5
2d/grid_based_movement/pawns/pawn.gd
Normal file
@@ -0,0 +1,5 @@
|
||||
extends Node2D
|
||||
|
||||
enum CellType { ACTOR, OBSTACLE, OBJECT }
|
||||
#warning-ignore:unused_class_variable
|
||||
export(CellType) var type = CellType.ACTOR
|
||||
BIN
2d/grid_based_movement/pawns/sprites/character.png
Normal file
|
After Width: | Height: | Size: 899 B |
34
2d/grid_based_movement/pawns/sprites/character.png.import
Normal file
@@ -0,0 +1,34 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/character.png-98ed16816c5b464731c4fa68fe5b8613.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://pawns/sprites/character.png"
|
||||
dest_files=[ "res://.import/character.png-98ed16816c5b464731c4fa68fe5b8613.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
flags/repeat=0
|
||||
flags/filter=true
|
||||
flags/mipmaps=false
|
||||
flags/anisotropic=false
|
||||
flags/srgb=2
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/HDR_as_SRGB=false
|
||||
process/invert_color=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=true
|
||||
svg/scale=1.0
|
||||
BIN
2d/grid_based_movement/pawns/sprites/character_grey.png
Normal file
|
After Width: | Height: | Size: 787 B |
@@ -0,0 +1,34 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/character_grey.png-a95d64c2e947e85f04dd1c6474e46965.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://pawns/sprites/character_grey.png"
|
||||
dest_files=[ "res://.import/character_grey.png-a95d64c2e947e85f04dd1c6474e46965.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
flags/repeat=0
|
||||
flags/filter=true
|
||||
flags/mipmaps=false
|
||||
flags/anisotropic=false
|
||||
flags/srgb=2
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/HDR_as_SRGB=false
|
||||
process/invert_color=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=true
|
||||
svg/scale=1.0
|
||||
BIN
2d/grid_based_movement/pawns/sprites/star.png
Normal file
|
After Width: | Height: | Size: 1.9 KiB |
@@ -2,15 +2,15 @@
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
|
||||
path="res://.import/star.png-4f164f82cf41ace82182660f1be8e68d.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://icon.png"
|
||||
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
|
||||
source_file="res://pawns/sprites/star.png"
|
||||
dest_files=[ "res://.import/star.png-4f164f82cf41ace82182660f1be8e68d.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
@@ -15,44 +15,19 @@ _global_script_class_icons={
|
||||
|
||||
[application]
|
||||
|
||||
config/name="3D Waypoints"
|
||||
config/description="This is an example of displaying GUI elements such as Labels in a 3D world, without relying on viewports. This results in better readability and performance for use cases such as showing player names."
|
||||
run/main_scene="res://main.tscn"
|
||||
config/name="Grid Movement"
|
||||
run/main_scene="res://Game.tscn"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
[display]
|
||||
|
||||
window/size/width=1280
|
||||
window/size/height=720
|
||||
window/stretch/mode="2d"
|
||||
window/stretch/aspect="expand"
|
||||
|
||||
[input]
|
||||
|
||||
move_forward={
|
||||
"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":87,"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":90,"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":16777232,"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_back={
|
||||
"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":83,"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":16777234,"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)
|
||||
]
|
||||
}
|
||||
move_left={
|
||||
"deadzone": 0.51,
|
||||
"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":65,"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":81,"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":16777231,"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":68,"unicode":0,"echo":false,"script":null)
|
||||
@@ -61,17 +36,31 @@ move_right={
|
||||
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
|
||||
]
|
||||
}
|
||||
toggle_mouse_capture={
|
||||
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":16777253,"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":16777217,"unicode":0,"echo":false,"script":null)
|
||||
"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":65,"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":16777231,"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_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":83,"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":16777234,"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)
|
||||
]
|
||||
}
|
||||
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":87,"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":16777232,"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)
|
||||
]
|
||||
}
|
||||
|
||||
[rendering]
|
||||
|
||||
quality/driver/driver_name="GLES2"
|
||||
vram_compression/import_etc=true
|
||||
vram_compression/import_etc2=false
|
||||
quality/filters/msaa=2
|
||||
environment/default_environment="res://default_env.tres"
|
||||
19
2d/grid_based_movement/tilesets/grid/GridTiles.tscn
Normal file
@@ -0,0 +1,19 @@
|
||||
[gd_scene load_steps=4 format=2]
|
||||
|
||||
[ext_resource path="res://tilesets/grid/actor.png" type="Texture" id=1]
|
||||
[ext_resource path="res://tilesets/grid/obstacle.png" type="Texture" id=2]
|
||||
[ext_resource path="res://tilesets/grid/object.png" type="Texture" id=3]
|
||||
|
||||
[node name="Node2D" type="Node2D"]
|
||||
|
||||
[node name="Actor" type="Sprite" parent="."]
|
||||
position = Vector2( 32, 32 )
|
||||
texture = ExtResource( 1 )
|
||||
|
||||
[node name="Obstacle" type="Sprite" parent="."]
|
||||
position = Vector2( 96, 32 )
|
||||
texture = ExtResource( 2 )
|
||||
|
||||
[node name="Object" type="Sprite" parent="."]
|
||||
position = Vector2( 160, 32 )
|
||||
texture = ExtResource( 3 )
|
||||
BIN
2d/grid_based_movement/tilesets/grid/actor.png
Normal file
|
After Width: | Height: | Size: 1.2 KiB |
@@ -2,15 +2,15 @@
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/godot.png-5e0da45ed3d6786d5794553e04f58a8c.stex"
|
||||
path="res://.import/actor.png-6a88af8a7bcb079732153877dfb0db8b.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://godot.png"
|
||||
dest_files=[ "res://.import/godot.png-5e0da45ed3d6786d5794553e04f58a8c.stex" ]
|
||||
source_file="res://tilesets/grid/actor.png"
|
||||
dest_files=[ "res://.import/actor.png-6a88af8a7bcb079732153877dfb0db8b.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
37
2d/grid_based_movement/tilesets/grid/grid_tileset.tres
Normal file
@@ -0,0 +1,37 @@
|
||||
[gd_resource type="TileSet" load_steps=4 format=2]
|
||||
|
||||
[ext_resource path="res://tilesets/grid/actor.png" type="Texture" id=1]
|
||||
[ext_resource path="res://tilesets/grid/obstacle.png" type="Texture" id=2]
|
||||
[ext_resource path="res://tilesets/grid/object.png" type="Texture" id=3]
|
||||
|
||||
[resource]
|
||||
|
||||
0/name = "Actor"
|
||||
0/texture = ExtResource( 1 )
|
||||
0/tex_offset = Vector2( 0, 0 )
|
||||
0/modulate = Color( 1, 1, 1, 1 )
|
||||
0/region = Rect2( 0, 0, 64, 64 )
|
||||
0/is_autotile = false
|
||||
0/occluder_offset = Vector2( 32, 32 )
|
||||
0/navigation_offset = Vector2( 32, 32 )
|
||||
0/shapes = [ ]
|
||||
1/name = "Obstacle"
|
||||
1/texture = ExtResource( 2 )
|
||||
1/tex_offset = Vector2( 0, 0 )
|
||||
1/modulate = Color( 1, 1, 1, 1 )
|
||||
1/region = Rect2( 0, 0, 64, 64 )
|
||||
1/is_autotile = false
|
||||
1/occluder_offset = Vector2( 32, 32 )
|
||||
1/navigation_offset = Vector2( 32, 32 )
|
||||
1/shapes = [ ]
|
||||
2/name = "Object"
|
||||
2/texture = ExtResource( 3 )
|
||||
2/tex_offset = Vector2( 0, 0 )
|
||||
2/modulate = Color( 1, 1, 1, 1 )
|
||||
2/region = Rect2( 0, 0, 64, 64 )
|
||||
2/is_autotile = false
|
||||
2/occluder_offset = Vector2( 32, 32 )
|
||||
2/navigation_offset = Vector2( 32, 32 )
|
||||
2/shapes = [ ]
|
||||
_sections_unfolded = [ "0", "1" ]
|
||||
|
||||
BIN
2d/grid_based_movement/tilesets/grid/object.png
Normal file
|
After Width: | Height: | Size: 1.3 KiB |
@@ -2,15 +2,15 @@
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/player.png-1ad27fc2a62fa126eae918723933dd6f.stex"
|
||||
path="res://.import/object.png-3e89ebfb3424e8759914732b2b0130c1.stex"
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||||
metadata={
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||||
"vram_texture": false
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||||
}
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||||
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||||
[deps]
|
||||
|
||||
source_file="res://player/player.png"
|
||||
dest_files=[ "res://.import/player.png-1ad27fc2a62fa126eae918723933dd6f.stex" ]
|
||||
source_file="res://tilesets/grid/object.png"
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||||
dest_files=[ "res://.import/object.png-3e89ebfb3424e8759914732b2b0130c1.stex" ]
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||||
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||||
[params]
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BIN
2d/grid_based_movement/tilesets/grid/obstacle.png
Normal file
|
After Width: | Height: | Size: 522 B |
@@ -2,15 +2,15 @@
|
||||
|
||||
importer="texture"
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||||
type="StreamTexture"
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path="res://.import/obstacle.png-06287f6b2d26dd03335fd87ab78c2cc2.stex"
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path="res://.import/obstacle.png-9f01dd1d06d7b99515918b65b46bd6c1.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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||||
|
||||
source_file="res://level/obstacle.png"
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||||
dest_files=[ "res://.import/obstacle.png-06287f6b2d26dd03335fd87ab78c2cc2.stex" ]
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source_file="res://tilesets/grid/obstacle.png"
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dest_files=[ "res://.import/obstacle.png-9f01dd1d06d7b99515918b65b46bd6c1.stex" ]
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[params]
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