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473 Commits
3.2 ... 4.3

Author SHA1 Message Date
Aaron Franke
52e3004465 [4.3] Simplify list of branches in the README (#1255) 2025-10-02 17:10:26 -07:00
utsav132
5557b10cfa Fix mob playback animation being started before the animation is set in Dodge the Creeps (#1175)
The '$AnimatedSprite2D.play()' is called at the beginning in the '_ready' function,
when it should actually be called at the end, after selecting the animation.
2025-03-07 19:43:58 +01:00
Hugo Locurcio
fdb2f50a20 Add a graphics tablet input demo (#1162) 2025-02-10 18:17:34 +01:00
Jason Yundt
0d46333c4e Update Platformer 2D to Godot 4.3 (#1145)
* Update Platformer 2D to Godot v4.3

Before this change, if you tries to import the Platformer 2D project
using Godot v4.3 (the latest stable version of Godot, at the moment),
you would get the following warning:

> Warning: This project was last edited in Godot 4.2.
> Opening will change it to Godot 4.3.
>
> Open anyway? Project will be modified.

This change updates the project to Godot 4.3 so that that warning no
longer appears. When you upgrade to a newer version of Godot, sometimes
certain files will automatically be updated by the Godot Editor after
the upgrade has been completed. Specifically, the files won’t get
updated until after they’re opened in the Godot Editor. When creating
this commit, I tried to open every single file for Platformer 2D in the
Godot Editor to make sure that all of those automatic changes are
included in this commit.

* Replace Platformer2D’s TileMap with a TileMapLayer

Before this change, the Platformer 2D used a TileMap Node. TileMaps are
deprecated. TileMapLayers should be used instead [1].

[1]: <https://docs.godotengine.org/en/4.3/classes/class_tilemap.html#tilemap>
2025-02-06 15:23:15 +01:00
Hugo Locurcio
c3b0331d8a Fix invalid icon reference in C# Android IAP demo (#1159) 2025-01-21 02:39:47 +01:00
Wayne Mwashuma
0e24c8eb2e Update to TileMapLayer in Multiplayer Bomber demo (#1155) 2025-01-10 22:39:38 +01:00
Mohamed Koubaa
be77353917 Move position setting code to be before direction in Dodge the Creeps (#1151) 2025-01-10 19:52:54 +01:00
Fabio Alessandrelli
d3c71ddb20 Fix typo in WebSocketServer class name (#1154) 2025-01-10 19:51:29 +01:00
David Briscoe
c49e134e13 Explain how to setup GUI in 3D (#1149)
Make it more obvious to newcomers how this demo works so they can
replicate it in their projects.

Change the text to point to how this is working.

Add Editor Descriptions to make it clearer how this is setup.

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2024-12-23 18:55:20 +01:00
Jorrit Rouwe
81249b3f4a Increase Jolt Physics limit settings so performance tests run without errors (#1146) 2024-12-13 16:39:29 +01:00
Aaron Franke
51a7d389af Merge pull request #1138 from Calinou/truck-town-add-moods
Add moods (times of day) to Truck Town demo
2024-11-25 12:05:53 -08:00
Hugo Locurcio
5f0e0ce205 Improve GUI in 3D demo (#1140)
- Increase physics ticks per second to 120, so that UI interactions feel
  smoother and have lower input lag. This happens since input is governed
  by the physics tick due to the use of physics picking.
- Add a placeholder to the LineEdit and select a default option in the OptionButton.
2024-11-25 12:04:29 -08:00
Markus Sauermann
6f44371df1 Fix physics picking in Gui in 3D Demo (#1139)
Physics picking requires that the SubViewport has a consistent state
of the mouse-enter/exit notifications.

Godot V4.3 was changed in comparison to V4.2, so that it now requires
this additional step.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2024-11-25 18:38:26 +01:00
Hugo Locurcio
15bcb941de Add moods (times of day) to Truck Town demo
Four moods are available: sunrise, day, sunset, night. Sunset and night
also feature artificial point lights placed in the town scene.

The mood can be set on the main menu before playing. It can also be cycled
during gameplay by pressing M or D-Pad Down.
2024-11-25 18:35:05 +01:00
Aaron Franke
5d9542113a Improve Truck Town model, fix issues, use OMI glTF Physics (#1110) 2024-11-25 06:56:02 -08:00
smix8
0fb1b4e09c Update 2D navigation demo NavigationPolygon for 4.3+ (#1135)
Updates NavigationPolygon with data that has compatibility with newer 2D navigation mesh baking.
2024-11-17 00:32:38 +01:00
Yaxian
1e02914267 Use TileMapLayer in Dynamic TileMap Layers (#1133)
TileMap is deprecated in 4.3 as TileMapLayer supersedes it.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-11-15 19:04:15 +01:00
Bastiaan Olij
6db1062768 Fix recenter code in OpenXR Character Centric Movement (#1131)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2024-11-15 19:03:19 +01:00
Hugo Locurcio
adf6d7e08d Disable non-functional XR demos in web exports (#1130)
These demos could work if they are redesigned to account for WebXR's
limitations when running on the web platform.
2024-11-08 11:33:19 +01:00
Danil Alexeev
c492e5fd73 Update some GDScript files for Godot 4.3 (#1129) 2024-11-04 12:00:59 +01:00
Hugo Locurcio
7ed5b1c116 Update web demo exports for Godot 4.3 (#1127)
This comes with other improvements:

- Demos now work on desktop and mobile browsers, as ETC2 import is now
  automatically enabled before exporting each demo.
- Progressive web app is available for each project.
  - Can be added to the home screen on a device for a closer-to-native experience.
  - Cross-origin isolation headers are automatically added, so that the export
    works with threads enabled despite being hosted on GitHub Pages
    (which doesn't send these headers).

Several demos will need further tweaks to look better when using
the Compatibility rendering method. Currently, many 3D demos appear
too bright due to lights with shadows enabled using sRGB blending.

Also, many demos will need to be modified to indicate which parts
of them are not supported when running on the web platform, or
when using the Compatibility rendering method.
2024-10-30 17:13:23 +01:00
Hugo Locurcio
53d3f9cdde Improve Operating System Testing demo (#1124)
- Display more return values of Engine/OS methods such as system fonts,
  memory information and security information.
- Add headless support (the generated report is also printed to stdout).
- Improve theming in the generated report.
- Hide video adapter type if this information can't be queried in the
  current rendering method.
- Update C# script for Godot 4.x platform names.
2024-10-23 23:09:23 +02:00
Hugo Locurcio
edccce8563 Fix normal map direction in 2D Lights and Shadows (#1123)
- Group Light2D nodes for easier dragging in the editor.
2024-10-18 23:30:07 +02:00
Raymond DiDonato
a87fded4cf Fix VRAM leak in compositor effect demo (#1115) 2024-09-17 01:36:20 +02:00
Montandalar
fdae025495 Add full license information for Voxel demo textures (#1113) 2024-09-15 15:04:34 +02:00
Tyler Breisacher
fa6061c623 Add static types in 2D Navigation AStar demo (#1008) 2024-08-31 03:48:17 +02:00
Ryhon
8ab921d5b4 Add FSR 2.2, exclusive fullscreen and ultra SSAO/SSIL to 3D Graphics Settings demo 2024-08-31 03:21:22 +02:00
shahriarlabib000
723331f814 updated README and Screenshots (#1111) 2024-08-28 18:09:22 -07:00
JavierStark
71630e80e4 Fix updated Android IAP project in c# (#1105)
* Update project to 4.3

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-08-28 16:58:41 -07:00
Aaron Franke
5646c6a7a8 Open and save 3D demos in Godot 4.3 stable (#1109) 2024-08-27 13:40:06 -07:00
Hugo Locurcio
582229e17c Improve Material Testers demo project (#1068)
- Add reflection probes for each test sphere, which can be toggled using
  a new dropdown with 3 options (no reflection probe, reflection only,
  reflection + ambient). The cull and reflection masks are configured
  on each reflection probe so that spheres don't self-reflect, but other
  spheres still appear in each sphere's reflections. Probe extents are made
  very large to prevent any visible fading, and the test beds don't
  receive the reflection probe's ambient or reflection.
- Improve ice material visuals by giving it some opacity.
- Use lossless compression on all textures, as their relatively low
  resolution and count by today's standards makes them not use much VRAM
  anyway.
2024-08-27 05:32:12 -07:00
Christen Lofland
7e2a55aa07 3D Inverse Kinematics Godot 4 Conversion (Partial) (#1036)
* These changes allow the project to start and run in Godot 4.2

I hit some of the files with my formatter, if whitespace updates are not wanted I can remove those.
The project doesn't entirely work yet, but it runs. I am still working on making it work properly fully, but at least it starts now instead of crashing.

* Center text to match Godot 3 example better.
2024-08-27 05:13:54 -07:00
shahriarlabib000
b05fb07d77 updated meshes to obj instead of res (#1107) 2024-08-27 05:06:22 -07:00
Mikael Hermansson
7e60538469 Change semi-truck in Truck Town demo to use 6DOF joint (#1102) 2024-08-27 04:31:10 -07:00
shahriarlabib000
9f59648c26 Update robot mesh for Godot 4 in 3D in 2D demo (#1106) 2024-08-26 00:07:36 +02:00
JavierStark
13b2787173 Update Android IAP in C# project to Godot 4.3 (#1104)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-08-23 04:00:10 +02:00
Rémi Verschelde
6c635fe75a Merge pull request #1080 from BastiaanOlij/openxr_composition_layers
OpenXR composition layer example
2024-08-22 07:35:28 +02:00
Zi Fan
6d5ded3c7d Fix incorrect asset library link in 3D Lights and Shadows README (#1100) 2024-08-11 02:15:38 +02:00
smix8
cbb68060c6 Add navigation mesh chunks demos (#1099)
Adds 2D and 3D demo project for how to bake navigation meshes for large world chunk systems.
2024-08-08 17:22:47 +02:00
esainane
0fba875c72 Fix theme properties in various demos (#1097)
3.x -> 4.x:
`font_color_shadow` -> `font_shadow_color`
`font_color_selected` -> `font_selected_color`
`hseparation` -> `h_separation`
`vseparation` -> `v_separation`
`shadow_as_outline` -> `shadow_outline_size`

`panelf` and `panelnc` were removed in 3.2, as the options were never used.
See: godotengine/godot#28639

`font_color_shadow` is not a property of ProgressBar's theme, and there
doesn't seem to be an equivalent. The term "shadow" does not appear in any of:
{scene/{gui/{progress_bar,range,control},main/{canvas_item,node}},core/object/object}.{cpp,h}
2024-08-02 03:01:04 -07:00
Bastiaan Olij
98899881e7 OpenXR composition layer example 2024-07-31 15:44:50 +10:00
Fabio Alessandrelli
8fd41702c6 Fix typing errors in webrtc_signaling demo (#1096) 2024-07-28 01:35:33 +02:00
Russell Sanborn
34d174e315 Add JetBrains IDE files to .gitignore (#1094)
For reference, this exists in other godotengine repositories. Examples:

* https://github.com/godotengine/godot/blob/master/.gitignore#L157
* https://github.com/godotengine/godot-docs/blob/master/.gitignore#L52
2024-07-26 17:44:57 +02:00
Rémi Verschelde
3265d3fcd4 Merge pull request #1082 from Calinou/add-2d-polygons-lines-demo-4.x
Add a 2D polygons and lines demo
2024-07-25 13:31:10 +02:00
Russell Sanborn
7d42ae3c9a Rename Dodge The Creeps files to snake case (#1084)
This follows the style guide:

- https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html#style-guide

For reference, a documentation PR exists to update references to the
demo.
2024-07-15 00:36:11 +02:00
Matthew
e6fcf24f89 Merge pull request #973 from BastiaanOlij/openxr_hand_tracking_demo
Add OpenXR hand tracking demo
2024-07-13 15:04:58 -04:00
Hugo Locurcio
16d8ba09fb Replace instances of KinematicBody with CharacteBody in READMEs
KinematicBody was replaced by CharacterBody in Godot 4.0.

This also adds the 3D suffix to 3D physics classes.
2024-07-12 23:06:00 +02:00
Hugo Locurcio
7223aec001 Fix incorrect static typing in 2.5D demo 2024-07-03 17:18:29 +02:00
Hugo Locurcio
0ec2fff5bf Fix incorrect typed Array assignment in XR demo scripts (#1081) 2024-06-26 17:20:58 +02:00
Hugo Locurcio
78bbd99f0d Add a 2D polygons and lines demo 2024-06-25 18:09:34 +02:00
ShatteredReality
b4c73f4888 Fix README links to asset library (#1078)
This updates all links to point to the 4.2 demos instead of the 3.5 ones.

Co-authored-by: A Thousand Ships (she/her) <96648715+AThousandShips@users.noreply.github.com>
2024-06-24 19:29:58 +02:00
Bastiaan Olij
677dc46eeb Add OpenXR hand tracking demo 2024-06-15 14:04:49 +10:00
Hugo Locurcio
fbb7cb442c Fix ball speedup logic in Pong demo (#1073) 2024-06-13 12:31:10 +02:00
Bastiaan Olij
909331ac51 Add Compositor Effects (Post-Processing) demo (#1058)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-06-07 22:19:25 +02:00
Hugo Locurcio
785e3213d5 Use higher shadow filtering quality settings in 3D demos (#1067)
The 3D demos aren't very demanding and Godot has been optimized
a bit since 4.0's release, so we can afford using higher quality
shadow settings for less noisy shadow filtering.

This also tweaks shadow bias to reduce shadow acne in the Voxel demo.

The time slider in the Physical Light and Camera units demo now
allows for more precise adjustments.
2024-06-06 22:11:18 +02:00
Hugo Locurcio
fad6cc2e1b Add turbulence example to 3D Particles demo (#1066)
- Make the attractor in the example dynamic to better showcase its functionality,
  and add a visual representation to it.
- Tweak the appearance of attracted particles.
- Fix force field particle display (it wasn't using Local Coords as intended).
- Lower the sun angle to make the background darker (and particles easier to see).
2024-06-06 22:07:00 +02:00
Hugo Locurcio
9a0c857131 Fix incorrect class_name declarations being swapped with extends
This was caused by an automatic text replacement issue.
2024-06-03 20:13:55 +02:00
Hugo Locurcio
bac1e69164 Use static typing in all demos (#1063)
This leads to code that is easier to understand and runs
faster thanks to GDScript's typed instructions.

The untyped declaration warning is now enabled on all projects
where type hints were added. All projects currently run without
any untyped declration warnings.

Dodge the Creeps and Squash the Creeps demos intentionally don't
use type hints to match the documentation, where type hints haven't
been adopted yet (given its beginner focus).
2024-06-01 12:12:18 +02:00
Sectonidse
8e9c180278 Use match case instead of if else in Audio Mic Record demo (#1053)
* Use match case instead of if else

This is my first pull request.

* Apply suggestions from code review

---------

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-05-13 19:57:04 +02:00
Christen Lofland
3859c66f0e Remove modulate/albedo mix changes from Distance Fade example in Decals (#1054) 2024-05-13 19:50:07 +02:00
Tarik Belabbas
9a5176e430 Fixed minor Godot 3 bit in "gui_in_3d" demo's billboard specific code (#1052) 2024-05-06 23:04:36 -07:00
谢天
95cfb076d1 Add missing tags to several demos (#1048) 2024-04-18 22:24:47 +02:00
Colter
9043224bb2 Fix upward movement key to be W in Multiplayer Bomber (#1049)
It was accidentally set to Z instead.
2024-04-18 22:23:59 +02:00
Lisandro Lorea
01db4a6f99 Fix joypad demo for Godot 4.x (#943) 2024-04-13 14:50:02 -07:00
Bastiaan Olij
035e905a3e XR demos: Add check for VRS/foveation in start vr script, and enable foveation in project settings (#1022)
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2024-04-12 14:16:23 -07:00
Christen Lofland
b2ed2d6f6d Remove tiles outside of texture to elliminate these errors on loading the project: (#1035)
```
ERROR: Cannot create tile. The tile is outside the texture or tiles are already present in the space the tile would cover.
   at: (scene\resources\2d\tile_set.cpp:4963)
ERROR: The TileSetAtlasSource atlas has no tile at (1, 0).
   at: (scene\resources\2d\tile_set.cpp:5400)
ERROR: TileSetAtlasSource has no tile at (1, 0).
   at: (scene\resources\2d\tile_set.cpp:5348)
```
2024-04-12 14:16:04 -07:00
captain-redbeard
fbef18f58b Updated Dodge the Creeps C# to Godot mono 4.2 (#1000)
Co-authored-by: Ivan Shakhov <van800@gmail.com>
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2024-04-12 00:56:02 -07:00
Hugo Locurcio
4f866f2a9a Add doors as an example of dynamic occluders in the Occlusion culling demo (#807)
The occluders don't actually move, but are toggled when the door starts
opening and finishes closing to avoid unnecessary BVH rebuilds.
2024-04-11 21:07:55 -07:00
Muller-Castro
af93126e05 Fix missing baked_exposure (#1043) 2024-04-11 20:57:52 -07:00
Hugo Locurcio
5bda007763 Update GUI Translation demo for 4.0 (#930)
- Add PO support in addition to CSV.

Co-authored-by: SkyJJ <jjchai01@hotmail.com>
2024-04-11 20:55:49 -07:00
Christen Lofland
f70868ce22 Use @onready to init previous_position to prevent errors (#1042) 2024-04-11 20:36:15 -07:00
Aaron Franke
6e44341d67 Merge pull request #1041 from chrisl8/2.5d-editor-view-update
Update 2.5D GDScript demo to display the editor plugin in Godot 4.
2024-04-11 20:33:37 -07:00
Aaron Franke
3788da41cd Fix 2.5D editor viewport and gizmo for Godot 4.x 2024-04-11 20:30:58 -07:00
Aaron Franke
57c1cb9ffa More tweaks to the 2.5D demo for Godot 4.x 2024-04-11 13:50:34 -07:00
Christen Lofland
85b8f10778 Prefer using guard clauses as suggested by aaronfranke. 2024-04-10 16:33:46 -05:00
Christen Lofland
0a35055aa0 Undue some formatting changes that were in dispute. 2024-04-10 16:31:51 -05:00
Christen Lofland
3ef6a15741 Update 2.5D GDScript demo to display the editor plugin in Godot 4. 2024-04-10 11:52:08 -05:00
Christen Lofland
d190e73ad3 Only print MIDI device list if any are found in MIDI Piano (#1039)
This is a silly "fix", but it prevents an empty `[]` from being printed every time
this demo is run without a MIDI device plugged into the computer.

The MIDI devices list is printed if one is plugged into the computer, which I have tested.
2024-04-10 01:30:09 +02:00
Clay John
79d30931c3 Switch to single safe threaded model in TextureRD demo (#1038)
Multithreaded rendering is not safe in 4.2, so it should not be used
in our official demos for now.
2024-04-09 02:09:27 +02:00
iltenahmet
56f103953d Update dodge-the-creeps asset library link (#1034) 2024-04-03 15:32:10 -07:00
Christen Lofland
be7be4c1cc Disable 2D MSAA in Dynamic TileMap Layers to avoid warning on start (#1030)
The demo uses the Compatibility rendering method, which currently
doesn't support 2D MSAA.
2024-04-02 03:19:56 +02:00
Christen Lofland
5553ecfd88 Fix font code for Godot 4 in Finite State Machine (#1027)
This clears out some errors that happen on every load of this demo in Godot 4 onward.
It also makes the fonts actually work, as they did not before.

We probably don't strictly **need** these font settings for a demo, but they were here before.

I don't think `SourceCodePro-Black.ttf` was ever used, based on looking at history. So I removed it.

Both `.tres` files are gone too, as those are not used in Godot 4.

I have updated everything that used `SourceCodePro-Bold.ttf` to the new setup.
2024-04-02 01:52:04 +02:00
Christen Lofland
ab9ffb7558 Fix font setup in Dodge the Creeps (#1026) 2024-04-02 01:50:12 +02:00
谢天
c181965682 Fix incorrect toggle_mouse_capture key in Global Illumination (#1029) 2024-04-02 01:21:01 +02:00
Hugo Locurcio
31d1c0c112 Remove old and unused project settings, update various demos for 4.2 (#1024)
- Move all demo projects that don't require Forward+/Mobile-only features
  to the Compatibility rendering method. This improves performance significantly
  on low-end devices and ensures visuals are identical to a web export
  of the demo.
- Set deadzone on all inputs to 0.2 for better gamepad usability.
- Remove reliance on `default_env.tres` to use built-in Environment
  resources in the main scene instead (which follows the preview environment
  workflow).
- Remove notices pointing to GDNative or VisualScript, since both were
  removed in 4.0.
- Various bug fixes and usability tweaks to 10+ demos.
2024-03-26 18:01:58 +01:00
A Thousand Ships
82913393a8 Improve code style (#1021)
* Remove unnecessary use of `self`
* Connect to signals directly over `connect("name")`
* Use `call_deferred` on callables over `call_deferred("name"))`
* Emit signals directly over `emit_signal("name"...)`
2024-03-25 17:06:52 +01:00
behrooz bozorgchamy
523c7d34c0 Update Pong with C# to Godot 4.2.1 (#966) 2024-03-25 16:25:51 +01:00
Hugo Locurcio
71eea49eba Fix player and mob animations not looping in Squash the Creeps (#1020)
This was missed in the upgrade to 4.0, which reset loop mode properties
in Animation.
2024-03-06 23:08:05 +01:00
Hugo Locurcio
98e9176b73 Update README for new branches 2024-03-06 19:32:56 +01:00
Nazarwadim
b8a8670301 Fix hitboxes not matching physical appearance in Squash the Creeps (#1019) 2024-03-06 19:31:21 +01:00
Markus Sauermann
a69b2f7e21 Rewrite GUI in 3D demo to use Physics Picking for mouse events (#925)
Rework GUI in 3D Demo to handle mouse events via
Physics Picking instead of in _unhandled_input.

This brings several benefits:
- Correctly handle cases, where the 3D-GUI is located behind other
collision objects.
- Proper passive hovering support

This allows also to make simplifications in the code, because
3D-mouse position no longer needs to be calculated manually.
2024-02-24 18:06:19 +01:00
Ryan Roden-Corrent
722bd11689 Update viewport scaling demo to 4.x
The 3d_scaling demo was updated to use the built-in 3D scaling mechanisms
in the Forward+ and Mobile renderer (Compatibility in 4.3).

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2024-02-13 19:17:02 +01:00
Hugo Locurcio
4d01a2678f Port demos with remade art assets to Godot 4 (#922)
This re-ports the following demos to Godot 4 following their latest `3.x` versions:

- 2D Navigation with AStarGrid2D
- 2D JRPG Demo
- 2D Isometric Game
- 2D Platformer

Some tweaks have also been made in the process, such as split screen players
having different colors in the 2D Platformer demo.

Co-authored-by: Nonparoxysmic <69494951+Nonparoxysmic@users.noreply.github.com>
2024-02-10 01:40:04 +01:00
Luis Henrique Rocha
8fc246a051 Fix vertical movement sprite in Dodge the Creeps (#1006)
Using rotation in the player node instead of flipping vertically, by doing so the trail is also rotated.
2024-02-07 23:16:03 +01:00
Fabio Alessandrelli
f954d78903 Fix missing parameter in webrtc_signaling "connected" handler (#995) 2024-02-07 23:05:53 +01:00
Hugo Locurcio
196df0c78b Add integer scaling to Multiple resolutions demo (#985)
This also adds pixel art reference images for comparing results
with various stretch settings.
2024-02-07 23:05:26 +01:00
Fabio Alessandrelli
ddf6d60ed4 Fix Web platform checks in WebRTC signaling demo (#1015)
The check to hide the "Listen" button on Web platforms was not updated
from the old 3.x name (HTML5).
2024-02-07 23:05:12 +01:00
Hugo Locurcio
c423f3bfc6 Improve volumetric fog demo (#1014)
- Add fog shader example courtesy of alghost
  (https://godotshaders.com/shader/moving-gradient-noise-fog-mist-for-godot-4/).
- Add textured floor to make volumetric fog easier to see.
- Add keys to adjust volumetric fog quality (higher values are sharper).
- Increase volumetric fog energy on one of the SpotLights to show
  the difference.
2024-02-01 17:30:35 +01:00
Hugo Locurcio
2a962929f3 Update demo files for Godot 4.2.1 (#1013)
All demos were opened with Godot 4.2.1, with the mesh format
upgraded for 3D demos.

The 3D antialiasing demo now uses Extra Cull Margin on the last
object to prevent it from disappearing too early when the camera
rotates (due to its use of shader-based animation).
2024-02-01 17:30:08 +01:00
Rémi Verschelde
b74261ca04 Merge pull request #993 from Calinou/add-runtime-save-load-demo
Add a run-time saving/loading demo project
2024-01-19 10:00:24 +01:00
Rémi Verschelde
7176ff19dc Merge pull request #932 from Calinou/bidi-font-features-add-variable-fonts-system-fonts
Add variable fonts and system fonts to BiDi and Font Features demo
2024-01-19 09:58:28 +01:00
Rémi Verschelde
62db0c91de Merge pull request #994 from Calinou/3d-antialiasing-add-alpha-antialiasing
Add alpha antialiasing example to 3D Antialiasing demo
2024-01-19 09:58:18 +01:00
Rémi Verschelde
b36d6f0db2 Merge pull request #998 from Calinou/truck-town-mobile
Add mobile controls and optimized settings to Truck Town
2024-01-19 09:56:55 +01:00
Rémi Verschelde
81ea8edf47 Merge pull request #1010 from BastiaanOlij/fix_start_vr_script
Fixed typo in start vr script for selecting refresh rate
2024-01-15 10:54:39 +01:00
Bastiaan Olij
567931097e Fixed typo in start vr script for selecting refresh rate 2024-01-13 22:20:15 +11:00
Bastiaan Olij
4a4b46cbe1 Add OpenXR movement demos (#977) 2023-11-18 11:49:06 +01:00
Hugo Locurcio
cdbdbac1e7 Add mobile controls and optimized settings to Truck Town
On mobile platforms, the vehicle automatically accelerates.
Touch the left and right edges of the screen to steer.
Touch the middle of the screen to brake/reverse
(this also temporarily stops acceleration).

- Fix braking not working correctly (and make breaking stronger
  to make vehicles easier to control at high speeds).
- Allow using the D-Pad for steering and X/Square for braking.
- Tweak exhaust particles to be more subtle and fade more smoothly.
- Change spawn position to a location that's more straightforward
  to drive.
2023-11-17 20:11:31 +01:00
Bastiaan Olij
5eed925b7b Add compute texture demo (#938) 2023-11-17 12:55:09 +01:00
Hugo Locurcio
c76c4e8a5c Add alpha antialiasing example to 3D Antialiasing demo
- Add colored planes below some examples to make antialiasing
  differences easier to see.
- Change various textures to make antialiasing differences easier to see.
2023-11-15 20:17:01 +01:00
Hugo Locurcio
a2557fce51 Add a run-time saving/loading demo project
This is useful to load user-generated content without requiring users
to create a PCK file for it.
2023-11-03 16:12:14 +01:00
Nazarwadim
40ce32c5da Fix player trail appearance in Dodge The Creeps (#986) 2023-10-30 18:47:37 +01:00
Alex
7af99c55ef Update WebSocket Minimal demo for Godot 4.1 (#990) 2023-10-30 18:44:30 +01:00
Alex
232eb35acf Update Mobile Sensors demo for Godot 4.1 (#992) 2023-10-30 18:44:11 +01:00
David Briscoe
757cc4261c Update 2D Skeleton demo for Godot 4.1 (#976) 2023-10-25 04:42:32 +02:00
Alex
851862f8db Update Multitouch Cubes demo for Godot 4.1 (#989) 2023-10-25 01:51:22 +02:00
Alex
5689210c46 Fix player occasionally not being hit by bomb in Multiplayer Bomber (#987)
If the bomb and the player are at the same position, then `intersect_ray` returns no result.
`query.hit_from_inside = true` fixes the problem. The other changes were made automatically by Godot.
2023-10-23 00:09:54 +02:00
Aaron Franke
4d31672264 Merge pull request #982 from satoshidisciple/fix_bug/webrtc_signaling
Example of "webrtc_signaling" not working on the web
2023-10-20 19:34:29 -05:00
Alex
7e9d31bb04 Fix one-way collision script error in 2D Physics Tests (#962) 2023-10-18 03:24:59 +02:00
David Briscoe
1b61bc4bb0 Use NavigationAgent3D in 3D Navigation demo (#975)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-10-18 03:23:57 +02:00
Tomek
84b7f9ea36 Add dynamic TileMap layer demo (#954) 2023-10-18 03:22:09 +02:00
S Manikanta Varshit
d880218056 Fix typo in Mobile sensors script comment (#947) 2023-10-18 03:19:05 +02:00
David Briscoe
3706e3e998 Map attack to gamepad X, revise text in Finite State Machine demo (#937) 2023-10-18 02:53:17 +02:00
Alex
e2abd0e7fb Update Matrix Transform demo to Godot 4.1 (#978)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-10-18 02:38:00 +02:00
Alex
647002a75c Port Navigation Polygon 2D demo to Godot 4.1 (#955) 2023-10-18 01:58:34 +02:00
Alex
9484fbbace Fix errors in Physics-Based Platformer 2D demo (#958) 2023-10-18 01:40:43 +02:00
Alex
1c169add0d Add FPS counter, V-Sync and Limit FPS to 3D Anti-Aliasing demo (#968) 2023-10-18 01:36:39 +02:00
Alex
7e43dbf64b Make animations smoother in Audio Spectrum demo (#972) 2023-10-18 01:31:12 +02:00
Alex
ce4600350e Add Limit FPS option to the 3D Graphics Settings demo (#970) 2023-10-18 01:30:06 +02:00
Satoshi Disciple
db8ac0422d make websocket pool every time 2023-10-16 22:53:00 -03:00
Hugo Locurcio
fc7ff91882 Add glass material to Procedural materials demo (#980) 2023-10-11 22:35:23 +02:00
Alex
0dfb54ff7f Fix HSlider and test_collision_pairs in 3D Physics Tests (#971)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-10-01 03:55:10 +02:00
Hugo Locurcio
65b34f8192 Update Voxel demo for Godot 4.1.1 (#965) 2023-09-24 23:41:35 +02:00
behrooz bozorg chami
ad2cdfebd4 Update Multitouch View demo for Godot 4.1 (#960) 2023-09-22 21:42:37 +02:00
Hugo Locurcio
1113bafac4 Merge pull request #945 from AThousandShips/fix_global
[Squash The Creeps] Use `Basis.looking_at` to control facing
2023-09-09 17:14:11 +02:00
A Thousand Ships
0938a48563 [Squash The Creeps] Use Basis.looking_at to control facing
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2023-09-07 19:36:17 +02:00
Aaron Franke
68aefef5b9 Merge pull request #944 from godotengine/dependabot/github_actions/actions/checkout-4
Bump actions/checkout from 3 to 4
2023-09-04 16:05:28 -05:00
dependabot[bot]
e85494a57a Bump actions/checkout from 3 to 4
Bumps [actions/checkout](https://github.com/actions/checkout) from 3 to 4.
- [Release notes](https://github.com/actions/checkout/releases)
- [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md)
- [Commits](https://github.com/actions/checkout/compare/v3...v4)

---
updated-dependencies:
- dependency-name: actions/checkout
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
2023-09-04 19:33:06 +00:00
Hugo Locurcio
e9f0f75c5b Update "Grid-based Navigation with AStarGrid2D" demo for 4.1 (#914)
Update "Grid-based Navigation with AStarGrid2D" demo for 4.1
2023-08-07 14:00:14 +02:00
Rémi Verschelde
9c8dc6383e Merge pull request #928 from Calinou/bbcode-fix-typo
Fix typo in Rich Text Label with BBCode
2023-08-01 16:38:59 +02:00
Hugo Locurcio
f7e3ceb31e Add camera controls to the Physical Light and Camera units demo (#931) 2023-07-18 09:03:43 +02:00
Aaron Franke
c3f09a45dc Merge pull request #933 from Calinou/contributing-fix-typo
Fix typo in contribution guidelines
2023-07-09 12:56:25 -05:00
Hugo Locurcio
fbc7341439 Fix typo in contribution guidelines 2023-07-09 18:45:50 +02:00
Hugo Locurcio
179f94528b Add variable fonts and system fonts to BiDi and Font Features demo 2023-07-07 20:56:17 +02:00
Hugo Locurcio
beaefdc0c0 Fix typo in Rich Text Label with BBCode
- Allow toggling pause by pressing the Pause key,
  in addition to the existing button.
2023-07-05 15:23:31 +02:00
Seth Louis
ea37c101e0 Fix Z Index on platforms in 2D platformer demo (#927) 2023-07-05 15:15:38 +02:00
Aaron Franke
a5d736f624 Merge pull request #926 from Calinou/add-project-tags
Add tags to all demo projects
2023-06-28 15:58:40 -05:00
MotH
0a84347d11 Sorted tags 2023-06-28 21:27:10 +02:00
Aaron Franke
b032b75c07 Merge pull request #919 from Calinou/add-procedural-materials-demo
Add a 3D procedural materials demo
2023-06-27 22:18:57 -05:00
Aaron Franke
c27056da58 Merge pull request #884 from Calinou/add-squash-the-creeps-demo
Add Squash the Creeps (3D) demo
2023-06-27 22:18:19 -05:00
Aaron Franke
302e8727e1 Merge pull request #888 from Calinou/add-physical-light-camera-units-demo
Add a 3D physical light and camera units demo
2023-06-27 22:14:16 -05:00
Hugo Locurcio
18c76b6dae Add tags to all demo projects
This makes sorting them in the project manager easier, as you can
click tags in the project manager to filter to a specific tag.
2023-06-26 18:03:50 +02:00
Doug Noël
5867e5e931 Update Drag and Drop GUI demo to Godot 4.0 (#881)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-06-26 11:47:40 +02:00
Aaron Franke
f4d146d0ec Merge pull request #894 from Calinou/add-large-world-coordinates-demo
Add a large world coordinates demo
2023-06-05 10:25:24 -05:00
Alex
548c4d5b26 Fix run error on multiplayer_pong project (#923) 2023-06-05 17:14:45 +02:00
Hugo Locurcio
6860a1e814 Add a 3D procedural materials demo 2023-05-26 17:42:00 +02:00
Max Hilbrunner
3a38ab4635 Merge pull request #902 from LinuxUserGD/patch-2 2023-05-17 14:11:27 +02:00
Fabio Alessandrelli
0e83ebc6af [WebSocket] Fix chat demo to updated TLS function. (#918) 2023-05-05 17:10:46 +02:00
Hugo Locurcio
b47178faac Use a different color for moving platforms in platformer demos (#907)
This highlights the fact that these platforms are intended to be moving,
as they can be paused for a few seconds when you reach them.
2023-05-05 15:47:17 +02:00
Hugo Locurcio
7cd99ae192 Fix particles in Platformer 3D demo, add coin glow (#908)
- Add a visible coin glow around coins to make them more noticeable
  at a distance.
- Enable Billboard Keep Scale material property on particle draw
  materials that required it.
- Use transparent additive shading as intended for the bullet trail.
- Tweak blob shadow texture and decal to be slightly more subtle.
2023-05-05 15:47:10 +02:00
Hugo Locurcio
81a16597b9 Remove unused texture from Material Testers demo (#869)
This also resaves resource files to use the new VRAM compression options
in 4.0.
2023-05-05 15:46:41 +02:00
Hugo Locurcio
79edc17b70 Add AMD FidelityFX Super Resolution 1.0 toggle to the 3D antialiasing demo (#871)
- Expose FSR Sharpness when FSR is enabled.
- Allow more granular controls for rendering scale factor.
- Add a FPS limit option when TAA is enabled, as TAA convergence quality depends
  on the rendered framerate.
- Display viewport resolution (taking 3D resolution scale into account)
  in the top-right corner.
- Decrease directional shadow bias to reduce peter-panning.
- Fix some particles not being scaled over a lifetime curve.
2023-05-05 15:46:27 +02:00
Hugo Locurcio
1eb4eccd55 Use Compatibility rendering method in Multiple Resolutions demo (#903)
This also fixes the missing window size override.
2023-05-05 15:46:12 +02:00
Hugo Locurcio
2aff1c69a3 Update 3D Graphics Settings demo for 4.0 (#883)
- Fix scripts for Godot 4.0.stable.
- Tweak Low preset (enable FXAA, disable MSAA to improve performance).
- Colorize FPS counter depending on framerate
  (red = bad, yellow = OK, green = good, cyan = great).
- Use first-class Signal syntax to reduce reliance on strings.
2023-05-05 15:46:00 +02:00
Hugo Locurcio
65c8d77cf4 Add demo submission guidelines (#912)
The pull request template was changed to match godotengine/godot's.
2023-05-05 15:45:22 +02:00
Danil Alexeev
502d410777 Update "Grid-based Navigation with AStarGrid2D" demo 2023-04-26 15:57:41 +03:00
Aaron Franke
0d02b2f90d Merge pull request #910 from Araraura/patch-1
Add missing return types in platformer's pause_menu.gd
2023-04-16 13:21:40 -05:00
Araraura
167e1d391b Add missing return types in platformer's pause_menu.gd 2023-04-16 15:23:58 +00:00
Hugo Locurcio
f6ac674864 Add icons for several projects (#886) 2023-04-13 16:51:05 +02:00
Linux User
83af3223df Change copyright year to "present" in LICENSE.md
Just like godotengine/godot#70885 did for the main Godot repository.
2023-04-04 16:08:03 +00:00
Hugo Locurcio
518eb6df52 Add a large world coordinates demo
This allows testing double-precision builds and see if they work as expected,
while providing an interactive demonstration.
2023-03-30 19:19:53 +02:00
Hugo Locurcio
199e4bed4c Add a variable rate shading demo (#852) 2023-03-30 19:13:50 +02:00
Hugo Locurcio
63d1cd9a60 Use 128×128 WebP icons for all demos (#885) 2023-03-29 18:59:57 +02:00
Tomek
4bbf04129a Add an optional extra RESET step in Tween demo (#892) 2023-03-29 18:35:26 +02:00
Hugo Locurcio
d4496aada8 Add a 3D physical light and camera units demo 2023-03-17 00:32:56 +01:00
Hugo Locurcio
71d29dcf3b Add Squash the Creeps (3D) demo
This is a 3D version of Dodge the Creeps, originally made by GDQuest
and updated to 4.0 by myself.

Some changes are included for more polish:

- Invisible walls were added so that you can't exit the playable area anymore.
- Pillars have a different color to be more visible.
- Physical keys are now used, so that you can use WASD movement
  on any keyboard layout.
- The right mouse button can now be used to jump.
- Visual settings were tweaked to match other 3D demos.
- Project icon was upscaled to 128×128 using Waifu2x, so that it
  looks better on hiDPI displays.
- `.blend` files were resaved with compression enabled.

Co-authored-by: Nathan Lovato <nathan@gdquest.com>
2023-03-13 23:50:10 +01:00
Aaron Franke
956875c306 Merge pull request #882 from Starkium/Update2.5dGDScript
Change Icon header ordering for 2.5d GD Script Demo
2023-03-12 21:36:31 -05:00
Aaron Benjamin
e375d5aa49 Change Icon header ordering
Just following the rules! Moved up the icon statements above the other includes. This got rid of errors preventing plugin from loading.

There's still a race condition when the plugin starts up. It's looking for an editor interface child that hasn't been loaded yet. May want to use _ready to define some behavior before _enter_tree is used.
2023-03-12 19:03:58 -04:00
Aaron Franke
8a4a0262e9 Merge pull request #880 from InfiniteProductions/audio/text_to_speech-demo-fixed-to-work-with-Godot-4-stable
audio/text_to_speech demo fixed to work with Godot 4 stable
2023-03-08 13:44:55 -06:00
InfiniteProductions
2b16927567 warnings fixed
-id shadowed by function parameter
-delta and new_text never used
2023-03-08 19:56:51 +01:00
InfiniteProductions
92c39e7f1c GUI/InputRemapMenu demo fixed to work with Godot 4 stable (#875)
File class object replaced by the new FileAccess class in order to fix the demo for Godot 4 release
2023-03-08 11:06:57 -06:00
Aaron Franke
185d0f4b05 Merge pull request #878 from InfiniteProductions/audio/device_changer-demo-fixed-to-work-with-Godot-4-stable
fix getter/setter usage of AudioServer object
2023-03-06 23:13:33 -06:00
Aaron Franke
82c9367044 Merge pull request #876 from InfiniteProductions/GUI/rich_text_bbcode_godot-4-stable_fix
disconnect unused signal connected to a removed method
2023-03-06 23:11:16 -06:00
Aaron Franke
4045f997c2 Merge pull request #877 from InfiniteProductions/loading/serialization-demo-fixed-to-work-with-Godot-4
loading/serialization demo fixed to work with Godot 4 stable
2023-03-06 23:05:50 -06:00
InfiniteProductions
934b02bd84 fix getter/setter usage of AudioServer object
update names to match new ones
2023-03-06 21:37:59 +01:00
InfiniteProductions
4e27134403 fix a warning on Stringify call
The function 'stringify()' is a static function but was called from an instance. Instead, it should be directly called from the type: 'JSON.stringify()'.<GDScript Error>STATIC_CALLED_ON_INSTANCE
<GDScript Source>save_load_json.gd:37
2023-03-06 10:46:53 +01:00
Aaron Franke
76ec36d805 Merge pull request #874 from dalexeev/gds-var-colon-style
Fix GDScript code style regarding colon (demos)
2023-03-05 23:49:35 -06:00
Danil Alexeev
285139fc4e Fix GDScript code style regarding colon (demos) 2023-03-06 08:44:13 +03:00
InfiniteProductions
a62a4c8534 disconnect unused signal connected to a removed method
Handler "_on_pause_pressed" has been removed but not the signal from the button.
2023-03-05 22:41:28 +01:00
Jonathan Nicholl
3696e43696 Fix 3D platformer (#872)
Also converted the PNG files to lossless WebP and removed an unused .import file while I was at it.
The rest of the changes were done automatically by the editor when I opened the files.
2023-03-03 22:56:03 +01:00
Rémi Verschelde
778baf07cc Merge pull request #867 from dalexeev/fix-rendering-back-end-setting
Fix renamed `vulkan/rendering/back_end=1` setting (Vulkan Mobile)
2023-03-01 15:13:42 +01:00
Rémi Verschelde
106e03c3b8 Merge pull request #866 from dalexeev/update-dodge-the-creeps
Update "Dodge the Creeps" demo
2023-03-01 15:13:19 +01:00
Rémi Verschelde
c34e3f33c6 Merge pull request #865 from jtnicholl/physics_platformer
Update 2D physics platformer for 4.0
2023-03-01 15:12:48 +01:00
Danil Alexeev
b4ab5b4e14 Fix renamed vulkan/rendering/back_end=1 setting (Vulkan Mobile) 2023-03-01 10:22:42 +03:00
Danil Alexeev
b4252c05bf Update "Dodge the Creeps" demo 2023-03-01 09:46:50 +03:00
Jonathan Nicholl
cbb297750f Update 2D physics platformer for 4.0 2023-02-28 13:50:54 -05:00
Rémi Verschelde
6cbfa30e8b CI: Disable HTML5 export workflow for now, not ported to 4.0 2023-02-28 18:43:23 +01:00
Rémi Verschelde
58c33d04db Update README for new branches, matches Godot upstream
(cherry picked from commit c0180d20d1)
2023-02-28 18:37:43 +01:00
Rémi Verschelde
e306a408dc Merge pull request #861 from dalexeev/astar-grid-2d
Rework "Grid-based Navigation with Astar" demo
2023-02-28 17:35:29 +01:00
Danil Alexeev
8ef5764b0d Rework "Grid-based Navigation with Astar" demo 2023-02-28 18:50:55 +03:00
Rémi Verschelde
b81ab55554 Merge pull request #859 from Calinou/improve-audio-spectrum-demo
Improve Audio Spectrum demo
2023-02-28 16:46:43 +01:00
Rémi Verschelde
6947ff4529 Merge pull request #858 from KMouratidis/patch-1
Fix "is mount_event" check in gui_in_3d to work with both 4 beta and 4 rc
2023-02-28 16:41:09 +01:00
Rémi Verschelde
20d2e6ed2f Merge pull request #851 from jtnicholl/2d_platformer
Update, clean up, and reorganize the 2D platformer
2023-02-28 16:40:12 +01:00
Rémi Verschelde
a3a6e72099 Merge pull request #863 from dalexeev/fix-screen-texture
Fix `SCREEN_TEXTURE` in "Screen Space Shaders" demo
2023-02-28 16:34:34 +01:00
Danil Alexeev
faee000550 Fix SCREEN_TEXTURE in "Screen Space Shaders" demo 2023-02-28 15:48:51 +03:00
Danil Alexeev
1cf4fff74a Remove unnecessary randomize() (#862)
Seed is now automatically randomized on startup in Godot 4.
2023-02-27 18:02:44 +01:00
Hugo Locurcio
6df3667072 Improve Audio Spectrum demo
- Draw fake reflections for spectrum bars.
- Increase the bars' height to better make use of the window space.
- Use Compatibility rendering method for greater performance
  and compatibility.
- Update screenshot and icon.
- Remove a stray `.import` file.
2023-02-26 18:25:37 +01:00
Kostas Mouratidis
d059806f20 Fix "is mount_event" check in gui_in_3d to work with both 4 beta and 4 rc 2023-02-26 13:10:46 +01:00
James Tucker
e03d6abbc8 Update finite state machine demo for 4.0.rc4 (#850)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-02-24 18:32:34 +01:00
dev-gilbride
648befbf58 Check for obstacle before teleporting player in Grid-based Pathfinding with Astar (#771)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-02-24 18:23:38 +01:00
bruvzg
78dffe0d04 Add a text-to-speech demo (#744)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-02-24 18:11:55 +01:00
Hugo Locurcio
fa3c247bd5 Update Bidi and Font Features demo for 4.0.rc4 (#763) 2023-02-24 17:53:38 +01:00
James Tucker
73d96b7306 misc/window_management: Fix screen size and label order (#848) 2023-02-24 17:47:21 +01:00
Jonathan Nicholl
ffd600917d Update, clean up, and reorganize the 2D platformer 2023-02-23 21:10:01 -05:00
James Tucker
da6fffbc81 Update Operating System Testing demo for 4.0.rc2 (#847) 2023-02-18 18:22:04 +01:00
Simon Proctor
5e8f722c91 Change warning ignores to use a string identifier (#842)
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-02-16 20:14:51 +01:00
Hugo Locurcio
7e9078be51 Update Global Illumination demo for 4.0.rc1 (#839) 2023-02-08 22:45:22 +01:00
Justo Delgado
26d2f226a8 Fixed isometric demo rendering for Godot 4.0-rc1 (#840) 2023-02-08 18:25:55 +01:00
Rémi Verschelde
b89af52a73 Merge pull request #758 from Calinou/improve-global-illumination-demo
Improve 3D global illumination demo (4.0)
2023-02-08 15:45:24 +01:00
Rémi Verschelde
ac939fc8f8 Merge pull request #838 from Williangalvani/rpc
Add quotes to rpc flags
2023-02-08 15:18:35 +01:00
Willian Galvani
a00465dee8 Add quotes to rpc flags
see https://github.com/godotengine/godot/issues/72218
2023-02-08 15:16:39 +01:00
Rémi Verschelde
ecd12d2163 Merge pull request #835 from Calinou/improve-control-gallery
Improve and update Control Gallery for Godot 4.0
2023-02-08 15:13:03 +01:00
Hugo Locurcio
a0ad65d7df Improve and update Control Gallery for Godot 4.0
- Add a Tree example.
- Add more tabs to make tab scroll buttons visible.
- Use default project font, which is now a DynamicFont in Godot 4.0.
- Make splitters thinner but have a larger draggable area,
  thanks to the new Minimum Grab Thickness theme item.
- Tweak background color to be more visually pleasant.
- Use Compatibility backend to maximize performance and compatibility.
- Disable V-Sync to reduce input lag (while keeping low-processor mode).
2023-01-31 14:56:39 +01:00
Hugo Locurcio
8fcf95c120 Improve joypads demo (#830) 2023-01-31 14:46:09 +01:00
Aaron Franke
a78c51da26 Merge pull request #833 from moth-boi/fix-bomb-animation
Fix bomb animation
2023-01-24 18:20:39 -06:00
MotH
b91b30a854 Fix bomb explosion animation 2023-01-25 01:11:22 +01:00
Aaron Franke
fb9d637fb7 Merge pull request #832 from moth-boi/4.0-dev
Fix bomb collisions through walls on 4.0-dev
2023-01-24 17:53:22 -06:00
Aaron Franke
a467f5078b Merge pull request #834 from moth-boi/fix-ysort
Fix bomb spawning above player
2023-01-24 17:51:19 -06:00
MotH
6c521556a0 Fix bomb spawning above player 2023-01-25 00:07:22 +01:00
MotH
b22177e926 Fix bomb collisions through walls 2023-01-24 23:35:31 +01:00
Rémi Verschelde
19dd819072 Fix joypads demo button/axis mappings for 4.0 (#828) 2023-01-23 13:20:54 +01:00
Hugo Locurcio
c22732e4cc Improve 3D global illumination demo
- Readd LightmapGI example.
- Allow toggling between the Once and Always update modes for the
  ReflectionProbe.
- Add a Decal node to act as a blob shadow for dynamic objects.
- Halve SSAO intensity for a better apperance in the demo's flat,
  bright surfaces.
- Halve ambient light sky contribution when using the disabled
  or lightmap-based GI modes. This prevents the level's shaded areas
  from looking too bright and blue (with lightmaps, this change only
  affects dynamic objects.)
- Enable FXAA and debanding for a better appearance.
2023-01-18 07:35:31 +01:00
Zoee Silcock
24bd3745e3 Fix and update the Operating System Testing demo (#818)
Global menu support is now functional on macOS.
2023-01-18 01:17:54 +01:00
Rémi Verschelde
afc51649fe Merge pull request #805 from Calinou/add-csg-demo
Add a constructive solid geometry (CSG) demo
2023-01-17 22:49:07 +01:00
Rémi Verschelde
d9202081aa Merge pull request #761 from Calinou/add-3d-labels-and-texts-demo
Add a 3D labels and texts demo
2023-01-17 22:47:54 +01:00
Rémi Verschelde
40b8c76856 Merge pull request #826 from Calinou/add-3d-lights-and-shadows-demo
Add a 3D lights and shadows demo
2023-01-17 22:46:54 +01:00
Hugo Locurcio
cfeb6d6b75 Add a 3D particles demo (#757) 2023-01-17 21:42:38 +01:00
Hugo Locurcio
a667e74db5 Add a 3D decals demo (#756)
Co-authored-by: dzil123 <5725958+dzil123@users.noreply.github.com>
2023-01-17 21:41:53 +01:00
Hugo Locurcio
682b933dac Improve dynamic split screen demo (#815) 2023-01-17 21:41:02 +01:00
Hugo Locurcio
ee5862a782 Improve the Rich Text Label with BBCode demo (#816) 2023-01-17 21:39:40 +01:00
Hugo Locurcio
bf898dc717 Update and improve GUI Theming Override demo (#817) 2023-01-17 21:39:28 +01:00
Hugo Locurcio
55934859e3 Add camera selection to Truck Town (#820) 2023-01-17 21:39:18 +01:00
Hugo Locurcio
8a6a3a8eef Improve Regular Expressions (RegEx) demo (#821)
Co-authored-by: Cykyrios <cykyrios@gmail.com>
2023-01-17 21:38:33 +01:00
Hugo Locurcio
6bdf4cd06e Update and improve Material Testers for Godot 4.0 (#823)
Co-authored-by: Bastiaan Olij <mux213@gmail.com>
2023-01-17 21:38:15 +01:00
Hugo Locurcio
2c2c89e040 Improve 2D in 3D demo (#814) 2023-01-17 21:37:16 +01:00
Fabio Alessandrelli
490f178f62 Merge pull request #825 from Faless/fix/4.x_bomber_spawn_function
[Net] Fix Multiplayer Bomber custom spawner.
2023-01-16 21:27:34 +01:00
Hugo Locurcio
f2c66d1904 Add a 3D lights and shadows demo 2023-01-16 08:40:24 +01:00
Fabio Alessandrelli
c1461de661 [Net] Fix Multiplayer Bomber custom spawner.
Needed starting beta11 (Godot GH-71129).
2023-01-13 16:19:18 +01:00
Hugo Locurcio
905717d462 Add a 3D labels and texts demo 2023-01-12 18:17:23 +01:00
Hugo Locurcio
470464518b Fix canvas size having a 1-frame delay in Multiple resolutions (#819) 2023-01-12 03:35:48 +01:00
Zoee Silcock
b04aa38abb Fix method names in GD Paint that have changed in 4.0 (#813) 2023-01-07 23:20:12 +01:00
Zoee Silcock
3b06e40e72 Fix property name of viewport width/height settings in Multiple resolutions (#811)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-01-06 23:08:54 +01:00
Hugo Locurcio
1d5184e235 Update most demos for Godot 4.0.beta10 (#782) 2023-01-05 16:50:17 +01:00
Hugo Locurcio
85ca2fb2a1 Add a compute shader demo (#810)
Co-authored-by: dzil123 <5725958+dzil123@users.noreply.github.com>
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: MoltenCoffee <13321277+MoltenCoffee@users.noreply.github.com>
2023-01-03 00:16:59 +01:00
Hugo Locurcio
d3cc6be62c Add an occlusion culling and mesh LOD demo (#801) 2022-12-19 16:58:12 +01:00
Tomek
4eb852ac78 New Tween demo (#803) 2022-12-17 23:44:08 +01:00
Hugo Locurcio
139cb6b05e Add a constuctive solid geometry (CSG) demo 2022-12-16 23:02:17 +01:00
Jonathan Nicholl
35f9517ea8 Update 3D Platformer for 4.0 (#770) 2022-12-13 16:51:20 +01:00
Jonathan Nicholl
095beddcb9 Update loading demos for 4.0 (#776) 2022-12-13 16:51:04 +01:00
Rafael Correa
1b2ce74a39 Change to correct RPC syntax in Multiplayer bomber demo (#802) 2022-12-04 19:36:52 +01:00
Fabio Alessandrelli
fa0fce0eb6 Merge pull request #792 from expressobits/4.0-dev
Update multiplayer pong to godot 4 beta 5
2022-12-03 21:45:39 +01:00
Rafael Correa
1a9aea09ef Update multiplayer pong to godot 4 beta 5 2022-12-03 15:05:21 -03:00
Fabio Alessandrelli
0cfbbec3f9 Merge pull request #794 from Faless/ws/4.0_fix_list
[4.0] [WebSocket] Fix peers handling in multiplayer example.
2022-11-26 16:53:10 +01:00
Fabio Alessandrelli
f47f25180c [WebSocket] Fix peers handling in multiplayer example.
Disconnected peers were not properly removed from the local peers list.
2022-11-24 17:17:50 +01:00
Fabio Alessandrelli
c71e401b08 Merge pull request #789 from Faless/rtc/4.0-beta4
[WebRTC] Update demos to beta4.
2022-11-22 17:43:41 +01:00
Fabio Alessandrelli
364e8cbfb8 Update WebRTC signaling demo to Godot beta4.
The signaling server protocol has been rewritten to use JSON format to
be more readable.

Lobbies now support both mesh and client/server modes (selected during
creation).

The client/server mode uses the SceneMultiplayer relay mode as
implemented in beta4.

The demo now uses an RPC for pinging, and connects to the MultiplayerAPI
instead of using the raw MultiplayerPeer.
2022-11-21 17:59:40 +01:00
Fabio Alessandrelli
93509019a9 Update WebRTC minimal to 4.0-beta4. 2022-11-19 18:49:36 +01:00
Fabio Alessandrelli
6ca863ffb0 Merge pull request #784 from dsnopek/fix-bomber-demo
Update the multiplayer_bomber demo to work with Godot 4.0-beta3
2022-11-14 22:41:53 +01:00
David Snopek
a425dccaa5 Update the multiplayer_bomber demo to work with Godot 4.0-beta3 2022-10-17 15:21:50 -05:00
Rémi Verschelde
2eb14690fc Merge pull request #781 from Faless/update/ws 2022-10-14 13:41:01 +02:00
Fabio Alessandrelli
da12c09942 [Net] Update WebSocket multiplayer demo.
Updated to Godot 4.

Added combo (default) scene showing dedicated multiplayer branches
(i.e. running both server and clients in the same SceneTree).
2022-09-29 21:13:55 +02:00
Fabio Alessandrelli
dd2ba9a5ba [Net] Update & refactor WebSocket Chat demo.
Uses new unified StreamPeer, dropped the multiplayer part (in favor of
the dedicated WebSocket demo), add reference WebSocketClient and
WebSocketServer signal-based implementations that can be used as drop-in
nodes in any project. Might be worth maintaning it as a separate addon.
2022-09-29 19:16:41 +02:00
Aaron Franke
ea65d7f896 Merge pull request #778 from jtnicholl/remove-vs
Remove VisualScript demos from the 4.0 branch
2022-09-19 21:30:38 -05:00
Jonathan Nicholl
3d16659046 Remove VisualScript demos 2022-09-18 12:29:08 -04:00
Aaron Franke
8d726b52a9 Merge pull request #768 from aaronfranke/truck_town
[4.0] Reorganize Truck Town
2022-08-30 14:39:30 -05:00
Aaron Franke
6cf53c39bf Reorganize Truck Town 2022-08-30 12:52:58 -05:00
Aaron Franke
cd586acd33 Merge pull request #767 from jtnicholl/truck_town
[4.0] Clean up and fix Truck Town
2022-08-30 12:52:49 -05:00
Jonathan Nicholl
3d4947bcb5 Clean up and fix Truck Town 2022-08-30 13:21:30 -04:00
Aaron Franke
044afe7976 Merge pull request #743 from Calinou/add-3d-antialiasing-demo
Add a 3D antialiasing demo
2022-07-10 21:14:34 -05:00
Hugo Locurcio
9dbd05a8a8 Add a 3D antialiasing demo 2022-07-10 20:34:30 -05:00
Aaron Franke
5efee6741f Merge pull request #748 from jtnicholl/3d_navigation
Update 3D navigation demo for 4.0
2022-07-10 20:09:09 -05:00
Jonathan Nicholl
3d7c24ef1b Update 3D navigation demo 2022-07-10 21:03:55 -04:00
Aaron Franke
de27fa1d5a Merge pull request #747 from jtnicholl/loading_threads
Update loading in a thread demo for 4.0
2022-07-10 17:49:02 -05:00
Jonathan Nicholl
02c6a268c3 Update loading in a thread demo 2022-06-23 11:50:59 -04:00
Aaron Franke
ae57eb2080 Merge pull request #742 from aaronfranke/2d-to-control
Convert some 2D nodes to Control nodes in GDPaint and Pseudolocalization demos
2022-05-09 16:33:16 -05:00
Aaron Franke
4af38765af Merge pull request #740 from voylin/FixWindowManagement4.0
Fix window management demo for 4.0
2022-05-09 16:32:27 -05:00
Voylin
f3f0ac4827 Fix for Window Management script + UI for 4.0-dev
UI Fix + fixing script to display correct information

Adding padding to the UI
2022-05-10 06:30:15 +09:00
Aaron Franke
5f1776bdf4 Convert some 2D nodes to Control nodes in GDPaint and Pseudolocal demos 2022-05-08 17:16:45 -05:00
Aaron Franke
c9193d1035 Merge pull request #741 from voylin/FixGDPaintDemo
Fixing GD Paint Issues in 4.0-dev
2022-05-07 20:19:27 -05:00
Voylin
948db2893b Fixing GD Paint Issues
The clipping happened because the panel was see-through.
The saving is also fixed by changing some of the project settings.

Update 2d/gd_paint/paint_root.tscn

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
changeback to get_node
2022-05-08 09:09:36 +09:00
Aaron Franke
92e24ceb99 Merge pull request #733 from Calinou/multiple-resolutions-update-to-4.0
Update Multiple Resolutions demo for Godot 4.0
2022-05-07 18:48:06 -05:00
Hugo Locurcio
e591ceece9 Update Multiple Resolutions demo for Godot 4.0 2022-05-08 01:35:25 +02:00
Aaron Franke
7ef60c2874 Merge pull request #738 from voylin/GuiInputMappingPersistentKeyMapping4.0
[4.0-dev] GUI Input Mapping Demo Persistent Key Mapping- Fixes #629
2022-05-07 16:50:15 -05:00
Voylin
471243f38e Adding persistence InputMapping
Update gui/input_mapping/KeyPersistence.gd

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2022-05-08 06:33:49 +09:00
Aaron Franke
bde67b4c5e Merge pull request #737 from voylin/WindowManagement4.0Update
Window Management Update 4.0
2022-05-07 15:56:15 -05:00
Aaron Franke
666d1cbf99 Merge pull request #736 from voylin/FixPseudolocalizationDemo4.0
Fixed some issues in Pseudo localization Demo 4.0-dev
2022-05-07 15:51:39 -05:00
Aaron Franke
2831e16798 Merge pull request #732 from voylin/DodgeTheCreeps4.0Update
Making Demo Dodge the Creeps ready for 4.0-dev
2022-05-07 15:48:07 -05:00
Aaron Franke
521fc2d755 Merge pull request #735 from voylin/2DScreenSpaceShaders4.0Update
Screen Space Shader Update to 4.0
2022-05-07 15:45:25 -05:00
Voylin
d103e7aec2 Making Demo Dodge the Creeps ready for 4.0-dev
Going through the demo's mentioned at: #697
to fix and prepare them for 4.0.
It was mentioned that there were minor bugs (errors printing in console), found non of that, only some logs about awaits not being needed (they were needed). Everything works again now and stretch_mode set to canvas_items.
change vulkan
2022-05-08 05:45:19 +09:00
Aaron Franke
7349ccc6a0 Merge pull request #734 from voylin/GDPaint4.0Update
GD Paint Demo Update to 4.0
2022-05-07 15:41:39 -05:00
Voylin
cd32f64f80 Window Management Update 4.0
Updated to 4.0 everything should work.
2022-05-05 06:39:00 +09:00
Voylin
983c1361dd Fixed some issues in Pseudo localization Demo 4.0-dev
There were some UI issues + pressed became button_pressed.
2022-05-04 19:30:06 +09:00
Voylin
3657f91c0c Screen Space Shader Update to 4.0
Everything okay.
Part of #697
2022-05-04 18:55:07 +09:00
Voylin
7edfc9b29e GD Paint update to 4.0
Part of #697
Demo is working now in 4.0.
There is only one slight issue, but that has to do with the engine viewport system I think. When saving the picture, the framing isn't always correct, really depends how you scaled the window. This could also be a me issue as I use i3 on linux (Tiling window manager).

But otherwise, it's working perfectly.
2022-05-03 08:09:39 +09:00
Aaron Franke
e77b85fba3 Merge pull request #730 from godotengine/master
Merge recent changes from master into the 4.0-dev branch
2022-05-02 09:19:08 -05:00
Aaron Franke
0f848370fe Merge pull request #729 from voylin/master
Including *.json files to fix #725
2022-05-01 19:13:15 -05:00
Voylin
4618c9b04e Including *.json files to fix #725
There is a problem with the automatically exported HTML5 demos. When they use json files for dialogue by example, as in the JRPG demo, the game gets errors as it can't load those specific *.json files.
Update export_presets.cfg
2022-05-02 09:07:14 +09:00
Aaron Franke
5c40412e34 Merge pull request #719 from Calinou/improve-3d-graphics-settings-demo
Improve the 3D graphics settings demo
2022-04-25 15:08:12 -04:00
Hugo Locurcio
48d2ec90fc Improve the 3D graphics settings demo
- New graphics settings:
  - Field of view.
  - Volumetric fog.
- Use Godot's built-in 3D viewport facilities instead of using a SubViewport.
  - This also allows for choosing AMD FidelityFX Super Resolution
    for resolution scaling, but it's not working yet due to a Godot bug.
  - Nearest-neighbor scaling is no longer available. It can be
    reimplemented in Godot core and then exposed in the future.
- Separate MSAA from FXAA settings, as both can be used at the same time.
- Add more quality settings for various effect settings.
- Rename sections and setting names to be more "player-oriented"
  (even if this results in the actual Godot terminology not being
  presented).
- Add performance hints to setting values.
- Add FPS counter and viewport resolution display
  (taking the resolution scale into account).
- Add more objects to the test scene and tweak environment settings.
  - ACES tonemapping is now used.
  - Debanding is now enabled, as this scene requires it to avoid visible
    banding.
  - Make the emissive box less bright to prevent MSAA and FXAA from
    being ineffective on it (due to Godot not supporting correct
    HDR antialiasing).
  - Remove unnecessary DirectionalLight3D, VoxelGI and ReflectionProbe.
2022-04-25 20:06:31 +02:00
Aaron Franke
06af3f0c2c Merge pull request #728 from Calinou/global-illumination-tweak-camera-script
Revert accidental change in camera script in Global illumination demo
2022-04-25 12:44:31 -04:00
Hugo Locurcio
2c244014df Revert accidental change in camera script in Global illumination demo
This also tweaks the font shadow appearance for better visibility.
2022-04-25 18:40:49 +02:00
Aaron Franke
5766a55115 Merge pull request #727 from RedstoneMCPC/kinematic-character-2d
Updated Kinematic Character 2D Demo to Godot 4
2022-04-25 01:35:50 -04:00
RedstoneMCPC / MCPCStudios
ce2bd76d80 Updated Kinematic Character 2D Demo to Godot 4 2022-04-25 15:27:26 +10:00
Aaron Franke
b0c27f044e Merge pull request #726 from RedstoneMCPC/dodge-the-creeps-4.0
Update Dodge the Creeps to 4.0
2022-04-25 00:42:32 -04:00
RedstoneMCPC / MCPCStudios
0d3be3e10f Update Dodge the Creeps to 4.0 2022-04-25 14:39:16 +10:00
Aaron Franke
6ddead591a Merge pull request #721 from Calinou/add-multiple-resolutions-demo
Add a demo on supporting multiple resolutions and aspect ratios
2022-04-25 00:05:44 -04:00
Aaron Franke
560ea5a6ce Merge pull request #718 from Calinou/add-global-illumination-demo-2-4.0
Add a global illumination demo (4.0-dev)
2022-04-25 00:04:18 -04:00
Aaron Franke
60457b4d99 Merge pull request #724 from voylin/IconUpdate
New Icons for some of the 4.0-dev demos
2022-04-20 11:10:06 -05:00
Voylin
86be54ae49 New Icons for 4.0-dev demos:
Fixes some of the icons mentioned in #722.
Not sure if they are good enough or not, I'm not an artist in any way.

Changed Icons:
- 2D physics;
- 3D physics;
- Audio device changer;
- Audio mic record;
- GUI Control gallery;
- GUI Pseudo-localization.
Update
2022-04-20 10:31:44 +09:00
Aaron Franke
6eec19b9af Merge pull request #723 from Calinou/multiplayer-pong-tweak-icon
Tweak Multiplayer Pong demo icons to be different from singleplayer
2022-04-19 19:11:56 -05:00
Hugo Locurcio
935e9bbc44 Tweak Multiplayer Pong demo icons to be different from singleplayer
This makes for easier visual grepping after importing all demos
in the project manager.
2022-04-20 00:52:58 +02:00
Hugo Locurcio
59d443e889 Add a demo on supporting multiple resolutions and aspect ratios
This demo intends to showcase what Godot can do in terms of supporting
multiple resolutions and aspect ratios.
2022-04-19 19:59:55 +02:00
Hugo Locurcio
31b962adba Add a global illumination demo
Port of the 3.x global illumination demo, with SDFGI support added
and screen-space lighting effect options added (SSAO, SSIL, or both).

Lightmap options were removed as I couldn't get both indirect-only
and fully baked lightmaps to work for now. They can be readded in the
future.
2022-04-06 17:44:56 +02:00
Aaron Franke
aeba3a05aa Merge pull request #713 from voylin/Add_3D_Settings_Demo
Add a 3D settings demo (Graphical settings) for 4.0-dev
2022-04-05 21:57:04 -05:00
Voylin
9737f8eaa7 Add a 3D settings demo (Graphical settings) for 4.0-dev
Could possible fix #600.
This demo has some of the basic graphical settings that game devs would want. I tried to keep it minimal because it's just a demo. I hope this is sufficient and that there are enough comments explaining everything. Everything works without any bugs or errors.
Small fix

Small script format fix
Small fix


Small fix


Changed readme


Update 3d/3d_settings_menu/project.godot

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
Fixing many mistakes

Changed folder name
Deleted git files
changed the default size with the project settings variant
Removed some debug info


Added extra features

Changed the layout into sections,
Added some extra settings and features.
Waiting for Calinou to see what he would like to change/add.
Small fixes

Getting the start viewport in ready
2022-04-06 10:49:24 +09:00
Aaron Franke
a0a5b0e7b0 Merge pull request #717 from Faless/mp/4.x_bomber
Port Multiplayer bomber to replication system.
2022-04-05 18:58:48 -05:00
Fabio Alessandrelli
8902903099 Port Multiplayer bomber to replication system. 2022-04-04 11:13:12 +02:00
Aaron Franke
353dc4d2d6 Merge pull request #716 from voylin/Added_run-time_translation_example_to_Translation_Demo
Added run-time translation example for Translation Demo 4.0-dev
2022-04-04 00:12:32 -05:00
Voylin
a8d797cd46 Added run-time translation example
Fixes #647
I added an example of how you can handle translations on runtime.
Small fix
2022-04-03 19:08:44 +09:00
Aaron Franke
3d158cc902 Merge pull request #715 from aaronfranke/pause-4
Pause demo: Showcase new pause features in Godot 4.0
2022-04-03 04:58:00 -05:00
Aaron Franke
9f8a625c8e Pause demo: Showcase new pause features in Godot 4.0 2022-04-03 04:41:45 -05:00
Aaron Franke
3eda0c7fe1 Merge pull request #714 from aaronfranke/gui-in-3d-pause
GUI in 3D: Always process GUI even when the scene tree is paused
2022-04-03 04:16:53 -05:00
Aaron Franke
81fef6072b GUI in 3D: Always process GUI even when the scene tree is paused 2022-04-03 04:14:28 -05:00
Aaron Franke
8fea00cfac Merge pull request #712 from voylin/Update_Bullet_Shower_4.0-dev
Update for Bullet Shower to 4.0-dev
2022-04-03 04:04:06 -05:00
Voylin
960ade79ca Update for Bullet Shower to 4.0-dev
Fixed some issues of things which changed in Godot 4 and I also tried replicating this issue #599 but I guess that is not longer an issue in Godot 4.0? Tested and fixed everything on Godot 4.0alpha5.

Small fix
2022-04-03 18:01:51 +09:00
Aaron Franke
6ac2aeea60 Merge pull request #708 from voylin/Fix_GUI_Input_Mapping_Demo_4.0-dev
Fixed Script Errors for GUI Input Mapping Demo - 4.0-dev
2022-04-03 03:46:34 -05:00
Aaron Franke
e5ceb2d8a5 Merge pull request #706 from voylin/Fix_Scene_Instancing_Demo_4.0-dev
Tested and fixed Scene Instancing Demo for 4.0-dev
2022-04-03 03:41:45 -05:00
Aaron Franke
713dfd064d Merge pull request #711 from voylin/PR_Request_Mic_Record_Demo
Adding settings for mix_rate, stereo and format for Mic Record Demo 4.0-dev
2022-04-03 03:40:45 -05:00
Aaron Franke
188cfda940 Merge pull request #704 from voylin/Fix_Translation_Demo_4.0-dev
Fixed Translation Demo not working in 4.0-dev
2022-04-03 03:39:07 -05:00
Aaron Franke
3eb81eb6a2 Merge pull request #702 from voylin/Fix_Autoload_Demo_4.0-dev
Prepared Autoload(Singletons) demo for Godot 4
2022-04-03 03:36:24 -05:00
Aaron Franke
be59edcb97 Merge pull request #701 from voylin/Fix_Pause_Demo_4.0-dev
Fixing Pause Demo - Object not rotating + 4.0 changes
2022-04-03 03:35:46 -05:00
Aaron Franke
bf4425babb Merge pull request #707 from voylin/Fix_Pong_With_GDScript_4.0-dev
Tested and Fixed Pong with GDScript Demo for 4.0-dev
2022-04-03 03:34:54 -05:00
Voylin
85e7aeec99 Fixed GUI Input Mapping Demo Script Errors for 4.0-dev
Edited the project settings to match the new Godot 4 standard and fixed
the script errors which were making it impossible to run this demo.

Now everything works properly for the 4.0-dev version.

Changed to Vulkan Mobile + Changed argument name

Followed the suggestions of aaronfranke
Changed viewport size
2022-04-03 14:21:54 +09:00
Voylin
8793b7117f Fixing Pause Demo - Object not rotating + 4.0 changes
Fixes #700

Update misc/pause/spinpause.tscn

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
Update misc/pause/spinpause.tscn

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
Small fixes
2022-04-03 14:16:28 +09:00
Voylin
7d7c08ad54 Fixing Autoload(Singletons) Demo for Godot 4
Not really any fixing were required, some data changed between versions
when opening and testing everything. Did some changes to the project
settings (2d to canvas_items). Everything works fine without problems.

Change to Vulkan Mobile
2022-04-03 14:11:55 +09:00
Voylin
d4c040b527 Fixed Translation Demo not working in 4.0-dev
Fixes #703

Small fixes

Changing the audio for Spanish.
Vulkan to Vulkan Mobile.
2022-04-03 14:09:25 +09:00
Voylin
5c532525cc Tested and fixed Scene Instancing Demo for 4.0-dev
Everything works! Project settings are updated to Godot 4 new standards.

Small fixes

Vulkan to Vulkan Mobile,
Screen width to 800
2022-04-03 14:05:28 +09:00
Voylin
1b1244d113 Adding settings for mix_rate, stereo and format for Mic Record Demo
small edit

Adding settings for mix_rate, stereo and format for Mic Record Demo

Adding settings for mix_rate, stereo and format for Mic Record Demo

small edit

Adding settings for mix_rate, stereo and format for Mic Record Demo

small edit

Adding settings for mix_rate, stereo and format for Mic Record Demo

small edit

Adding settings for mix_rate, stereo and format for Mic Record Demo

small edit

Adding settings for mix_rate, stereo and format for Mic Record Demo

small edit

Adding settings for mix_rate, stereo and format for Mic Record Demo

Fixing project settings
Small fixes

Vulkan to Vulkan Mobile,
Changed window size.
2022-04-03 14:00:26 +09:00
Voylin
27af28d02c Tested and fixed Pong With GDScript for 4.0-dev
Made the usual changes to the project settings and tested to see if
everything works.

Everything works fine!

Small fixes

Changed to Vulkan Mobile.
Changed viewport size.
2022-04-03 13:56:21 +09:00
Aaron Franke
0fbb2b99b0 Merge pull request #705 from voylin/Fix_Control_Gallery_Demo_4.0-dev
Fixes layout, nodes and theming for Control Gallery Demo - 4.0 dev
2022-04-02 23:36:55 -05:00
Voylin
861638b9d0 Fixes Control Gallery Demo for 4.0-dev
A lot of nodes have changed which made this demo not work properly
anymore, nor display everything properly anymore. Everything is looking
like it did before and all buttons are working again.

There is however this slight bug in the engine right now which makes it
not possible to press menu buttons or option buttons if the window is
not the same as the content_scale_size of the main window. (By example
when you resize the window)
This is because the hitboxes for those buttons don't get notified of the
change in screen size which makes them stay in the same place where they
would be when resizing the window.

For the rest everything is working perfectly now, everything also has
the new Godot 4 default theme style.

Fixes Control Gallery Demo for 4.0-dev small edit

Forgot to center one of the labels + updated screenshot

Changing Vulkan to Vulkan Mobile
2022-04-03 13:29:20 +09:00
voylin
e6c19ff4a9 Fix scaling not working after resizing the window (#699) 2022-03-29 19:28:58 -05:00
Aaron Franke
2ff9d17f46 Merge pull request #696 from aaronfranke/gd4-3d
Update several 3D demos to Godot 4
2022-03-28 01:49:39 -05:00
Aaron Franke
5566c748c2 Update several 3D demos to Godot 4 2022-03-28 01:41:27 -05:00
Aaron Franke
730b2f30a0 Merge pull request #695 from aaronfranke/gd4-rigidbody-sname
Rename RigidBody -> RigidDynamicBody and use StringName literals
2022-03-28 01:31:38 -05:00
Aaron Franke
cb52878006 Use StringName literals with Input methods 2022-03-27 19:19:09 -05:00
Aaron Franke
ab0816a44e Rename RigidBody -> RigidDynamicBody 2022-03-27 19:06:05 -05:00
Aaron Franke
f2918178d7 Merge pull request #694 from aaronfranke/gd4-voxel
Update Voxel demo to Godot 4
2022-03-27 18:25:43 -05:00
Aaron Franke
b9ad7a4ac3 Merge pull request #693 from aaronfranke/gd4-audio
Update Audio demos to Godot 4
2022-03-27 18:25:22 -05:00
Aaron Franke
981359289c Merge pull request #692 from aaronfranke/gd4-viewport
Update Viewport demos to Godot 4
2022-03-27 18:24:43 -05:00
Aaron Franke
37e7ec0985 Update Voxel demo to Godot 4 2022-03-27 00:19:33 -05:00
Aaron Franke
0e2c5ad182 Update Audio demos to Godot 4 2022-03-26 20:48:33 -05:00
Aaron Franke
3e3a9e7b6e Update Viewport demos to Godot 4 2022-03-26 19:29:53 -05:00
Aaron Franke
27e4e36e03 Merge pull request #691 from aaronfranke/convert
Convert demos to Godot 4 using regular expressions in a script
2022-03-26 16:39:10 -05:00
Aaron Franke
bbe50fc9da Convert demos to Godot 4 using regular expressions in a script 2022-03-26 16:09:10 -05:00
Aaron Franke
410d783126 Merge pull request #690 from godotengine/master
Merge the `master` branch into the `4.0-dev` branch
2022-03-26 15:19:30 -05:00
Aaron Franke
f47d0909cc Merge pull request #658 from Calinou/add-volumetric-fog-demo
Add a volumetric fog demo
2022-03-26 15:12:05 -05:00
Aaron Franke
907b8a2f42 Make volumetric fog demo work with Godot master 2022-03-26 2022-03-26 15:05:58 -05:00
Aaron Franke
1923153f46 Merge pull request #670 from jonbonazza/update-websocket-minimal
feat: update websocket-minimal to gdscript2.0
2022-03-26 05:06:29 -05:00
Aaron Franke
5875f2a320 Merge pull request #637 from angad-k/pseudolocalization
Add pseudolocalization demo
2022-03-26 05:04:14 -05:00
Aaron Franke
895749024a Merge pull request #538 from bruvzg/ctl_demos
[Complex Text Layouts] Add BiDi and UI mirroring demos.
2022-03-26 05:03:08 -05:00
Aaron Franke
2e40f67b1b Merge pull request #689 from aaronfranke/readme-post-b0d4a7c
Update README files after release 3.4-b0d4a7c
2022-03-26 04:52:20 -05:00
Aaron Franke
f1de905f87 Update README files after release 3.4-b0d4a7c 2022-03-26 04:42:06 -05:00
Aaron Franke
b0d4a7cb8a Fix incorrect title in README of RigidBody Character 3D 2022-03-26 03:41:48 -05:00
alan-man
fed698d0d2 Add a 3D Rigidbody character demo (#675) 2022-03-24 17:43:39 -05:00
ScorpionInc
db01a216fd Add axis label highlighting to the Joypads demo (#684)
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-03-23 19:50:43 +01:00
cubeface
b46a823342 2d platformer gun cooldown fix (#686)
Restart cooldown timer when gun has fired
2022-03-20 23:42:04 -05:00
Aaron Franke
2190128fd3 Merge pull request #687 from rburing/set_physics_params_before_spawn
Dodge the Creeps: Set the physics parameters of the mob before adding it to the scene tree
2022-03-13 15:09:50 -05:00
Ricardo Buring
9e096b1c89 Dodge the Creeps: Set the physics parameters of the mob before adding it to the scene tree
This follows the recommendation from https://github.com/godotengine/godot/issues/45638
2022-03-13 18:07:45 +01:00
Aaron Franke
14580c55ac Merge pull request #685 from godotengine/dependabot/github_actions/actions/checkout-3
Bump actions/checkout from 2 to 3
2022-03-01 13:10:07 -06:00
dependabot[bot]
076b0453c6 Bump actions/checkout from 2 to 3
Bumps [actions/checkout](https://github.com/actions/checkout) from 2 to 3.
- [Release notes](https://github.com/actions/checkout/releases)
- [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md)
- [Commits](https://github.com/actions/checkout/compare/v2...v3)

---
updated-dependencies:
- dependency-name: actions/checkout
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
2022-03-01 19:05:17 +00:00
Aaron Franke
6b983c0542 Merge pull request #678 from ScorpionInc/master
Added Alpha effect to joystick indicators
2022-02-24 15:21:18 -06:00
ScorpionInc
07d6c311d7 Added alpha effect to joypad axis indicators
Added alpha effect to joypad demo's axis and analog trigger indicators via the CanvasItem's self modulate property.
2022-02-23 15:02:41 +01:00
Aaron Franke
58c337c33c Merge pull request #683 from rubynho/fix/broken_links
Fix broken links for the your first 2D game tutorial
2022-02-17 12:28:02 -06:00
rubynho
aeb2d7b8d5 Fix tutorial name in the Dodge the Creeps project description
The description was referencing the old tutorial by the name "Your first game",
but since then the name has changed to "Your first 2D game".
2022-02-16 21:08:44 -03:00
rubynho
b0fdd8cf76 Fix broken links for the your first 2D game tutorial
The link was sending to a not found page because the "Your first game" tutorial
was moved to the "Your first 2D game" one.
2022-02-16 21:05:17 -03:00
Aaron Franke
fbde23fbb0 Merge pull request #682 from aaronfranke/2022
Update copyright year to 2022
2022-02-14 01:54:44 -06:00
Aaron Franke
3f507c0363 Update copyright year to 2022 2022-02-14 01:51:20 -06:00
Aaron Franke
a2979d237b Merge pull request #681 from aaronfranke/global-no-web
Don't export global illumination demo to HTML5
2022-02-13 19:13:51 -06:00
Aaron Franke
9d67db049a Don't export global illumination demo to HTML5 2022-02-13 16:15:24 -06:00
Aaron Franke
851f486a48 Merge pull request #674 from aaronfranke/midi-piano
Add a MIDI Piano Demo
2022-02-13 15:38:38 -06:00
Aaron Franke
be43d1644b Add MIDI Piano Demo 2022-02-13 15:30:55 -06:00
Aaron Franke
75505ca79f Merge pull request #680 from aaronfranke/misc
Misc minor fixes
2022-02-13 15:30:25 -06:00
Aaron Franke
7c8b9962ca Misc minor fixes 2022-02-13 15:08:58 -06:00
Aaron Franke
149cfcb995 Merge pull request #656 from Calinou/switch-more-demos-to-gles2
Switch 2D Platformer and Multiplayer Bomber demos to GLES2
2022-02-13 13:43:44 -06:00
Aaron Franke
7611baf52e Merge pull request #659 from natetrost/master
Update Android IAP sample to work with v1.1 of PBL plugin
2022-02-13 13:07:10 -06:00
Aaron Franke
efd3a46331 Merge pull request #679 from Calinou/add-global-illumination-demo-2
Add a global illumination demo
2022-02-13 13:05:40 -06:00
Aaron Franke
4c0cb41a0e Merge pull request #672 from Calinou/3d-kinematic-character-remove-giprobe
Remove GIProbe from 3D Kinematic Character demo to improve performance
2022-02-13 12:58:30 -06:00
Hugo Locurcio
f6594e9923 Add a global illumination demo
This demonstrates the visual difference between GIProbe,
BakedLightmap and ReflectionProbe.
2022-01-25 18:18:47 +01:00
Hugo Locurcio
4a832ad714 Remove GIProbe from 3D Kinematic Character demo to improve performance
GIProbe is very demanding on integrated graphics and old/low-end GPUs,
which gave a poor first impression of Godot when running that demo.
2021-12-14 11:39:52 +01:00
Hugo Locurcio
0200ba6c95 Merge pull request #664 from seancwall/change-2d-creeps-start-button-shortcut 2021-12-13 21:22:33 +01:00
Jon Bonazza
d047c2de5b feat: update websocket-minimal to gdscript2.0
Update the networking/websocket-minimal project to use gdscript 2.0.
2021-12-07 10:28:40 -08:00
Camille Mohr-Daurat
f30f16b8ce Merge pull request #638 from nekomatata/physics-tests-4.0-conversion
Convert physics test projects to 4.0
2021-12-07 09:21:00 -07:00
PouleyKetchoupp
52f5b2e5d2 Convert physics test projects to 4.0 2021-12-07 09:19:28 -07:00
Sean Wall
0fc59325ab Change start button shortcut to ui_accept 2021-12-01 20:17:38 -05:00
Hugo Locurcio
eba852bbde Switch 2D Platformer and Multiplayer Bomber demos to GLES2
This allows those demos to run on a greater range of devices.

Particles2D nodes were converted to CPUParticles2D for compatibility
with GLES2.

Physics-Based 2D Platformer demo now uses the same stretch mode
as 2D Platformer for consistency.
2021-11-17 19:39:39 +01:00
Hugo Locurcio
f82dd94089 Merge pull request #662 from benjarmstrong/mic_record_freeze_fix 2021-11-11 16:08:07 +01:00
Benjamin Armstrong
3e9e2079a7 Fix stall when playing recorded audio 2021-11-12 01:24:55 +11:00
Aaron Franke
585455e67c Merge pull request #639 from aaronfranke/godot3.4
Upgrade demos to Godot 3.4
2021-11-05 13:01:54 -04:00
Aaron Franke
b7e0a470c7 Update demos to Godot 3.4 2021-11-05 11:48:47 -05:00
Aaron Franke
53ea602c07 Update README for the new 3.3 branch 2021-11-05 10:15:06 -05:00
Aaron Franke
874d3bcc33 Merge pull request #657 from Calinou/allow-fallback-gles2
Allow 3D demos to fallback to GLES2
2021-11-05 11:07:01 -04:00
Hugo Locurcio
cbb5c94c6f Allow 3D demos to fallback to GLES2
A GLES2-specific tweak is now documented for the GUI in 3D demo.

This also tweaks shadow quality and performance to find a better
balance and result in smoother shadows, including when using GLES2
(thanks to the use of PCF13 shadow filter mode).

In demos that allow falling back to GLES2, ETC1 texture import
is enabled to allow exporting to Android or HTML5 without having
to tweak anything.
2021-11-05 09:57:51 -05:00
Nate Trost
87cfcb7a4f Update Android IAP demo for v1.1 of PBL plugin
Minor update to reflect an API change in v1.1 of the
Google Play Billing Library plugin.

The queryPurchases function changed to be asyncronous,
added a query_purchases_response callback to process
the results.

This change is dependent on the contents of:
https://github.com/godotengine/godot-google-play-billing/pull/25
2021-11-02 15:53:54 -05:00
Hugo Locurcio
31cc886d07 Add a volumetric fog demo
This is an example of Godot's volumetric fog capabilities
with the Vulkan renderer.

Showcased features are:

- Positive/negative density volumes that affect albedo (incoming light)
  and emission.
- Box/ellipsoid shapes, height falloff, and density modulation using a
  3D texture.
- Temporal reprojection for greater stability and avoiding flickering.
  - The difference is demonstrated with a moving fog volume.
- Global density adjustment. With FogVolume nodes that have a
  positive density, it's possible to apply volumetric fog only in
  specific areas.
2021-10-31 22:02:48 +01:00
bruvzg
9a2889b35b [Complex Text Layouts] Add BiDi and font features demo. 2021-10-28 10:18:15 +03:00
bruvzg
44daa8ac89 [Complex Text Layouts] Add UI mirroring demo. 2021-10-28 10:18:15 +03:00
Aaron Franke
44aefaecb6 Merge pull request #655 from Calinou/bullet-shower-no-check-collision-with-other-bullets
Don't check bullet collision with other bullets in the Bullet shower demo
2021-10-26 10:33:38 -04:00
Hugo Locurcio
7a7af4cf4e Don't check bullet collision with other bullets in the Bullet shower demo
This improves performance by reducing the number of collision checks
that need to be done.
2021-10-25 23:16:29 +02:00
Rémi Verschelde
1916f87ac5 Merge pull request #654 from aaronfranke/circlepop-noready 2021-10-15 21:54:09 +02:00
Aaron Franke
36e8b45bd4 Remove useless "_ready" in the Circle Pop demo 2021-10-15 14:35:14 -05:00
Rémi Verschelde
89b64e33e2 CI: Ping actions/checkout@v2, no need to be more specific 2021-10-15 21:20:16 +02:00
Gunnar Ahlberg
2b10e6724e Fix leaked object - Label (#648)
This fixes a warning of leaked instances.
2021-09-13 00:05:26 -05:00
Hugo Locurcio
b9685cb369 Merge pull request #645 from Calinou/use-remotesync-keyword
Use `remotesync` instead of the deprecated `sync` in networking demos
2021-08-29 17:09:25 +02:00
Hugo Locurcio
d1f25ca4aa Use remotesync instead of the deprecated sync in networking demos
The `sync` keyword has been deprecated since Godot 3.1.
2021-08-29 12:22:37 +02:00
Aaron Franke
11a72411cc Merge pull request #644 from Calinou/ci-update-to-godot-3.3.3
GitHub Actions: Update to Godot 3.3.3 for HTML5 deployment
2021-08-22 14:55:44 -05:00
Hugo Locurcio
5057fcff50 GitHub Actions: Update to Godot 3.3.3 for HTML5 deployment 2021-08-22 11:56:01 +02:00
Aaron Franke
d791cd9bda Merge pull request #643 from shahediqbal13/mono-iap-signal-mismatch
Google play billing method signature mismatch in demo with Godot's android billing plugin method
2021-08-18 18:46:42 -04:00
Shahed Iqbal
7d7c728227 Fixes following issues:
1. Google play billing method(OnGodotGooglePlayBilling_sku_details_query_error) signature in GooglePlayBilling class doesn't match with Godot's android library exposed method
Check: https://github.com/godotengine/godot-google-play-billing/blob/master/godot-google-play-billing/src/main/java/org/godotengine/godot/plugin/googleplaybilling/GodotGooglePlayBilling.java
Line: 236.

2. "OnConnectError" method signature mismatch
2021-08-19 03:23:44 +06:00
Aaron Franke
5fb81434e7 Merge pull request #642 from nathanfranke/opensimplexnoise-improvements
Simplify and improve OpenSimplexNoise viewer
2021-08-18 00:05:26 -04:00
Nathan Franke
c3c4fdf4fa Simplify and improve OpenSimplexNoise viewer 2021-08-17 23:02:55 -05:00
Aaron Franke
9ea18370d3 Add link to the Godot Asset Library for Skeleton2D 2021-08-17 21:03:15 -05:00
Aaron Franke
f9333dce01 Merge pull request #640 from shahediqbal13/mono-iap-signal-mismatch
Mono IAP signal method definition mismatch.
2021-08-17 21:24:11 -04:00
Aaron Franke
84a87a5128 Merge pull request #641 from aaronfranke/desc
Ensure most demos have descriptions and screenshots
2021-08-17 20:49:22 -04:00
Aaron Franke
7d64830cfe Ensure most demos have descriptions and screenshots 2021-08-16 21:13:06 -05:00
Shahed Iqbal
f08916c90f Mono IAP signal method definition mismatch. Updated OnPurchaseConsumptionError() method to match with GooglePlayBilling's signal 2021-08-15 02:48:05 +06:00
Angad Kambli
e44e3521b6 add pseudolocalization demo 2021-08-09 12:18:35 +05:30
Aaron Franke
89978a7421 Merge pull request #636 from Powerbyte7/patch-1
Fix jumps in scale and rotation when pinching
2021-07-18 11:19:48 -07:00
Powerbyte7
6ca2a45a21 Fix jumps in scale and rotation when pinching
When pressing with two fingers at once and pinching,  an old coordinate contained in the curr_state dictionary gets added to the base_state dictionary, which causes unintended jumps in both scale and rotation. By clearing base_state the script functions as intended.
2021-07-18 17:00:59 +02:00
Agnis "NeZvērs" Aldiņš
57f8628b50 Update impact, rigid groundcheck, moving platform (#634) 2021-07-17 13:00:51 -04:00
Aaron Franke
a4e8231f5a Merge pull request #635 from aaronfranke/tweaks
Minor tweaks to Pong and Dodge the Creeps
2021-07-12 13:15:01 -07:00
Aaron Franke
f71816ed31 Minor tweaks to Pong and Dodge the Creeps 2021-07-11 13:08:01 -04:00
Aaron Franke
ef069d49ae Merge pull request #632 from aaronfranke/fsm-bullets
Fix bullets in the Finite State Machine demo
2021-07-06 20:34:41 -04:00
Aaron Franke
742ea87708 Merge pull request #633 from starptr/master
Use the Jump sound already present in the Platformer 2D demo
2021-07-06 20:32:50 -04:00
Yuto Nishida
45f5417822 Add jump sound effect 2021-07-06 16:40:15 -07:00
Aaron Franke
f28a09ea0d Fix bullets in the Finite State Machine demo 2021-07-05 01:09:50 -04:00
Aaron Franke
85c1805d33 Merge pull request #631 from aaronfranke/not
Use "not" instead of the exclamation mark in GDScript files
2021-07-05 01:00:28 -04:00
Aaron Franke
7e129db12e Use "not" instead of the exclamation mark in GDScript files
Also add String casts
2021-07-04 03:46:21 -04:00
Aaron Franke
7bfc57d1ae Merge pull request #628 from aaronfranke/skeleton2d
Add a Skeleton2D demo
2021-06-25 19:19:26 -04:00
Aaron Franke
cd48c9a9cc Add a Skeleton2D demo 2021-06-25 19:12:53 -04:00
Rémi Verschelde
244b759787 Merge pull request #627 from aaronfranke/no-builtin-e
Replace built-in scripts and delete strange "e" scripts
2021-06-21 20:57:16 +02:00
Aaron Franke
6875a21545 Replace built-in scripts and delete strange "e" scripts 2021-06-21 12:33:42 -04:00
Aaron Franke
694ee7fa36 Merge pull request #626 from aaronfranke/jrpg-simplify
Vastly simplify the JRPG demo
2021-06-21 12:22:44 -04:00
Aaron Franke
6e3db7c64d Vastly simplify the JRPG demo 2021-06-20 22:47:24 -04:00
Agnis "NeZvērs" Aldiņš
2d4d23302a 3D physics tests - Moving platform (#623) 2021-06-09 20:57:49 -04:00
Aaron Franke
4456027f91 Merge pull request #625 from aaronfranke/3d2d-robot
Simplify 3D robot in the 3D in 2D demo
2021-06-07 09:40:49 -04:00
Aaron Franke
19312b2899 Simplify 3D robot in the 3D in 2D demo 2021-06-06 23:28:53 -04:00
Aaron Franke
ca17967de1 Merge pull request #622 from aaronfranke/waypoint-camera-current
Have waypoints check if the camera is current
2021-05-29 03:19:57 -04:00
Aaron Franke
491fb265b1 Have waypoints check if the camera is current
If not, get the current camera.
2021-05-29 03:16:07 -04:00
Agnis "NeZvērs" Aldiņš
08be1b7f03 Additional 3D physics tests - RigidBody impact and ground check (#619)
Co-authored-by: Camille Mohr-Daurat <pouleyKetchoup@gmail.com>
2021-05-29 02:58:01 -04:00
Aaron Franke
4ef90a836a Merge pull request #621 from nellodotca/master
Fixed project settings to match tutorial
2021-05-24 21:09:43 -04:00
nello
bfd903a933 Fixed project settings to match tutorial 2021-05-24 19:14:12 -03:00
Aaron Franke
e0db0b8f6d Merge pull request #615 from nekomatata/physics-tests-draw-shape-clean
Fix hack to draw shapes in 3D physics tests
2021-05-19 15:45:22 -04:00
PouleyKetchoupp
4d21951b71 Fix hack to draw shapes in 3D physics tests
Using Shape::get_debug_mesh instead of the previous hack to draw a mesh
instance based on a collision shape.
2021-05-05 13:41:51 -07:00
Aaron Franke
7656c08454 Merge pull request #614 from aaronfranke/gridmap-perf
Improve performance in GridMap demos by adjusting octant size
2021-05-04 15:22:10 -04:00
Aaron Franke
e894e4655a Improve performance in GridMap demos 2021-05-04 02:48:32 -04:00
Aaron Franke
2ce76ff4e5 Update web deploy CI to use Godot 3.3 2021-04-24 04:20:39 -04:00
Aaron Franke
e5d829eb8f Merge pull request #613 from nekomatata/physics-tests-contacts-update
Update contact tests in physics tests for 2D & 3D
2021-04-24 02:32:19 -05:00
PouleyKetchoupp
7f025e000e Update contact tests in physics tests for 2D & 3D
- Create bodies by duplicating the ones from the scene to allow custom
settings on them for testing purpose
- Rename 3D test with multiple groups of bodies "Contact Islands"
instead of "Contacts Extended" for clarity
- Added "Contact Islands" test for 2D
- Fixed log spamming with "Contact Islands" tests due to printing log
messages for each group of bodies
- Added parameter to randomize spawn positions in order to make
contact separation more balanced (avoids artifacts like a huge column
for circles in 2D test)
- Using smaller shapes and larger amount of objects by default to test
more extreme case
2021-04-21 18:25:35 -07:00
Aaron Franke
5132941a84 Merge pull request #612 from nekomatata/physics-tests-3.3
Physics Tests 3.3 update
2021-04-21 19:51:44 -05:00
PouleyKetchoupp
ef265cca0a Physics Tests 3.3 update
Fix custom collision shape drawing in physics tests:
CollisionShape debug draw has changed in 3.3 and now requires a body
to be rendered, so the trick to display custom physics shapes in the
physics tests had to be updated.

Cylinder support:
Now cylinders are supported in Godot Physics, so the exception to avoid
spamming errors when cylinders are used can be removed.

Rigid body picking:
Added mouse-picking to Test Shapes in both 2D and 3D.
2021-04-21 16:50:33 -07:00
Aaron Franke
31bb09233b Update the OS test demo for Godot 3.3 2021-04-21 19:30:53 -04:00
Aaron Franke
57f5e0835d Merge pull request #558 from aaronfranke/update-3.2.4
Update projects to Godot 3.3
2021-04-21 18:20:01 -05:00
Aaron Franke
814909538f Update projects to Godot 3.3 2021-04-21 19:17:12 -04:00
3069 changed files with 112850 additions and 53122 deletions

View File

@@ -1,24 +1,7 @@
<!--
Only submit a pull request if all of the following conditions are met:
Please target the `master` branch in priority.
PRs can target `3.x` if the same change was done in `master`, or is not relevant there.
* 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.
Relevant fixes are cherry-picked for stable branches as needed by maintainers.
You can mention in the description if the change is compatible with `3.x`.
-->

View File

@@ -1,23 +1,41 @@
[preset.0]
name="HTML5"
platform="HTML5"
name="Web"
platform="Web"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path=""
script_export_mode=1
script_encryption_key=""
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.0.options]
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custom_template/release=""
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variant/extensions_support=false
variant/thread_support=true
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=false
vram_texture_compression/for_mobile=true
html/export_icon=true
html/custom_html_shell=""
html/head_include=""
html/full_window_size=true
html/canvas_resize_policy=2
html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=true
progressive_web_app/enabled=true
progressive_web_app/ensure_cross_origin_isolation_headers=true
progressive_web_app/offline_page=""
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progressive_web_app/orientation=1
progressive_web_app/icon_144x144=""
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View File

@@ -1,19 +1,38 @@
<!-- 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 class="unsupported-demos">
<li><code>2d/glow</code>: Not supported on the Compatibility rendering method (which the web platform always uses).</li>
<li><code>2d/navigation_mesh_chunks</code>: Relies on debug-only drawing functionality which is not available in projects exported in release mode.</li>
<li><code>2d/physics_tests</code>: Relies on debug-only drawing functionality which is not available in projects exported in release mode.</li>
<li><code>3d/labels_and_texts</code>: Does not export in headless mode due to an engine bug (font importing infinite loop).</li>
<li><code>3d/decals</code>: Not supported on the Compatibility rendering method (which the web platform always uses).</li>
<li><code>3d/ik</code>: Demo is not fully ported to Godot 4 yet (even though the feature works on the web).</li>
<li><code>3d/navigation_mesh_chunks</code>: Relies on debug-only drawing functionality which is not available in projects exported in release mode.</li>
<li><code>3d/occlusion_culling_mesh_lod</code>: Occlusion culling is disabled by default in web builds to decrease binary size.</li>
<li><code>3d/particles</code>: Demo mostly showcases features that are not available in Compatibility (which the web platform always uses).</li>
<li><code>3d/physical_light_camera_units</code>: Demo is not tuned for the Compatibility rendering method (which the web platform always uses).</li>
<li><code>3d/physics_tests</code>: Relies on debug-only drawing functionality which is not available in projects exported in release mode.</li>
<li><code>3d/variable_rate_shading</code>: Not supported on the Compatibility rendering method (which the web platform always uses)</li>
<li><code>3d/volumetric_fog</code>: Not supported on the Compatibility rendering method (which the web platform always uses)</li>
<li><code>3d/voxel</code>: Freezes after a few seconds of gameplay due to web platform-specific threading issues.</li>
<li><code>audio/bpm_sync</code>: Not functional on the web platform due to differences in the audio playback implementation.</li>
<li><code>audio/device_changer</code>: Not relevant for the web platform, as the web browser always chooses the audio output device.</li>
<li><code>audio/midi_piano</code>: Not functional on the web platform due to differences in the audio playback implementation.</li>
<li><code>audio/spectrum</code>: Not functional on the web platform due to differences in the audio playback implementation.</li>
<li><code>compute/*</code>: Not supported on the Compatibility rendering method (which the web platform always uses).</li>
<li><code>gui/msdf_font</code>: Does not export in headless mode due to an engine bug (font importing crashes).</li>
<li><code>gui/translation</code>: Does not export in headless mode due to an engine bug (font importing crashes).</li>
<li><code>loading/runtime_save_load</code>: Native filesystem access is not available on the web platform.</li>
<li><code>misc/compute_shader_heightmap</code>: Not supported on the Compatibility rendering method (which the web platform always uses).</li>
<li><code>misc/large_world_coordinates</code>: Not supported on the Compatibility rendering method (which the web platform always uses).</li>
<li><code>misc/matrix_transform</code>: Results are only visible in the editor.</li>
<li><code>mobile/android_iap</code>: Only relevant on native Android.</li>
<li><code>mobile/sensors</code>: Not supported on the web platform.</li>
<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>
<li><code>xr/*</code>: Not functional on the web platform, as these demos are not designed for WebXR.</li>
</ul>
</body>
</html>

View File

@@ -4,13 +4,15 @@
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Godot demos exported to HTML5</title>
<title>Official Godot demos exported to Web</title>
<style>
:root {
--background-color: #fff;
--text-color: #222;
--link-color: hsl(220, 100%, 45%);
--link-visited-color: hsl(270, 100%, 55%);
--link-underline-color: hsla(220, 100%, 45%, 0.3);
--link-underline-visited-color: hsla(270, 100%, 45%, 0.3);
}
@media (prefers-color-scheme: dark) {
@@ -18,7 +20,9 @@
--background-color: #222;
--text-color: #eee;
--link-color: hsl(200, 100%, 70%);
--link-visited-color: hsl(250, 100%, 80%);
--link-underline-color: hsla(200, 100%, 70%, 0.3);
--link-underline-visited-color: hsla(250, 100%, 70%, 0.3);
}
}
@@ -52,6 +56,11 @@
text-decoration-thickness: 0.125rem;
}
a:visited {
color: var(--link-visited-color);
text-decoration-color: var(--link-visited-color);
}
a:hover {
filter: brightness(117.5%);
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@@ -88,6 +97,9 @@
margin: 20px 10px;
}
.unsupported-demos li {
margin-bottom: 1.5rem;
}
</style>
</head>
@@ -96,12 +108,12 @@
<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
exported to the web 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,
The web exports on this page are provided for demonstration purposes only.
Some of these demos may not function or render correctly on the web platform,
especially on mobile devices.
For best performance, it's recommended to
<a href="https://godotengine.org/download">download</a> a native editor
@@ -110,7 +122,7 @@
<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.
documentation for information on exporting your own projects to the web.
</p>
<h2>List of demos</h2>

4
.gitignore vendored
View File

@@ -20,3 +20,7 @@ mono_crash.*.json
.directory
.DS_Store
*~
*.blend1
# Jetbrains IDE files
.idea/

View File

@@ -3,6 +3,6 @@
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)
[Godot shader language](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
Renderers: Glow for 2D and Physics Platformer use Forward+, 2D Particles uses Mobile, and the rest use Compatibility

View File

@@ -9,9 +9,9 @@ in the documentation for more information.
Language: GDScript
Renderer: GLES 2
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/887
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2711
## Screenshots

View File

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View File

@@ -8,82 +8,81 @@ const BULLET_COUNT = 500
const SPEED_MIN = 20
const SPEED_MAX = 80
const bullet_image = preload("res://bullet.png")
const bullet_image := preload("res://bullet.png")
var bullets = []
var shape
var bullets := []
var shape := RID()
class Bullet:
var position = Vector2()
var speed = 1.0
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()
var body := RID()
func _ready():
randomize()
shape = Physics2DServer.circle_shape_create()
func _ready() -> void:
shape = PhysicsServer2D.circle_shape_create()
# Set the collision shape's radius for each bullet in pixels.
Physics2DServer.shape_set_data(shape, 8)
PhysicsServer2D.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()
var bullet := Bullet.new()
# Give each bullet its own random speed.
bullet.speed = randf_range(SPEED_MIN, SPEED_MAX)
bullet.body = PhysicsServer2D.body_create()
Physics2DServer.body_set_space(bullet.body, get_world_2d().get_space())
Physics2DServer.body_add_shape(bullet.body, shape)
PhysicsServer2D.body_set_space(bullet.body, get_world_2d().get_space())
PhysicsServer2D.body_add_shape(bullet.body, shape)
# Don't make bullets check collision with other bullets to improve performance.
PhysicsServer2D.body_set_collision_mask(bullet.body, 0)
# 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)
randf_range(0, get_viewport_rect().size.x) + get_viewport_rect().size.x,
randf_range(0, get_viewport_rect().size.y)
)
var transform2d = Transform2D()
var transform2d := Transform2D()
transform2d.origin = bullet.position
Physics2DServer.body_set_state(bullet.body, Physics2DServer.BODY_STATE_TRANSFORM, transform2d)
PhysicsServer2D.body_set_state(bullet.body, PhysicsServer2D.BODY_STATE_TRANSFORM, transform2d)
bullets.push_back(bullet)
func _process(_delta):
func _process(_delta: float) -> void:
# Order the CanvasItem to update every frame.
update()
queue_redraw()
func _physics_process(delta):
var transform2d = Transform2D()
var offset = get_viewport_rect().size.x + 16
for bullet in bullets:
func _physics_process(delta: float) -> void:
var transform2d := Transform2D()
var offset := get_viewport_rect().size.x + 16
for bullet: 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.
# Move the bullet back to the right when it left the screen.
bullet.position.x = offset
transform2d.origin = bullet.position
Physics2DServer.body_set_state(bullet.body, Physics2DServer.BODY_STATE_TRANSFORM, transform2d)
PhysicsServer2D.body_set_state(bullet.body, PhysicsServer2D.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:
func _draw() -> void:
var offset := -bullet_image.get_size() * 0.5
for bullet: 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)
func _exit_tree() -> void:
for bullet: Bullet in bullets:
PhysicsServer2D.free_rid(bullet.body)
Physics2DServer.free_rid(shape)
PhysicsServer2D.free_rid(shape)
bullets.clear()

View File

@@ -1,8 +1,9 @@
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View File

@@ -4,30 +4,34 @@ extends Node2D
# 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
## The number of bullets currently touched by the player.
var touching := 0
onready var sprite = $AnimatedSprite
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
func _ready():
func _ready() -> void:
# 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):
func _input(event: InputEvent) -> void:
# Getting the movement of the mouse so the sprite can follow its position.
if event is InputEventMouseMotion:
position = event.position - Vector2(0, 16)
func _on_body_shape_entered(_body_id, _body, _body_shape, _local_shape):
func _on_body_shape_entered(_body_id: RID, _body: Node2D, _body_shape_index: int, _local_shape_index: int) -> void:
# Player got touched by a bullet so sprite changes to sad face.
touching += 1
if touching >= 1:
sprite.frame = 1
func _on_body_shape_exited(_body_id, _body, _body_shape, _local_shape):
func _on_body_shape_exited(_body_id: RID, _body: Node2D, _body_shape_index: int, _local_shape_index: int) -> void:
touching -= 1
# When non of the bullets are touching the player,
# sprite changes to happy face.
if touching == 0:
sprite.frame = 0

View File

@@ -6,36 +6,31 @@
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
config_version=5
[application]
config/name="Bullet Shower"
config/description="Demonstrates how to manage large amounts of objects efficiently using low-level Servers."
config/tags=PackedStringArray("2d", "demo", "official", "performance")
run/main_scene="res://shower.tscn"
config/icon="res://icon.png"
config/features=PackedStringArray("4.2")
config/icon="res://icon.webp"
[debug]
gdscript/warnings/untyped_declaration=1
[display]
window/dpi/allow_hidpi=true
window/stretch/mode="2d"
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[physics]
[layer_names]
2d/cell_size=64
common/enable_pause_aware_picking=true
2d_physics/layer_1="Player"
[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 )
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

View File

@@ -1,33 +1,40 @@
[gd_scene load_steps=7 format=2]
[gd_scene load_steps=7 format=3 uid="uid://c78by7hc4fmwx"]
[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]
[ext_resource type="Script" path="res://bullets.gd" id="2"]
[ext_resource type="Texture2D" uid="uid://d3u7k0742d5ug" path="res://face_happy.png" id="3"]
[ext_resource type="Texture2D" uid="uid://8j32onnr4qo3" path="res://face_sad.png" id="4"]
[ext_resource type="Script" path="res://player.gd" id="5"]
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 3 ), ExtResource( 4 ) ],
[sub_resource type="SpriteFrames" id="1"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": ExtResource("3")
}, {
"duration": 1.0,
"texture": ExtResource("4")
}],
"loop": true,
"name": "default",
"name": &"default",
"speed": 5.0
} ]
}]
[sub_resource type="CircleShape2D" id=2]
[sub_resource type="CircleShape2D" id="2"]
radius = 27.0
[node name="Shower" type="Node2D"]
[node name="Bullets" type="Node2D" parent="."]
script = ExtResource( 2 )
script = ExtResource("2")
[node name="Player" type="Area2D" parent="."]
script = ExtResource( 5 )
script = ExtResource("5")
[node name="AnimatedSprite" type="AnimatedSprite" parent="Player"]
frames = SubResource( 1 )
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="Player"]
sprite_frames = SubResource("1")
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"]
shape = SubResource( 2 )
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"]

View File

@@ -1,57 +0,0 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://HUD.gd" type="Script" id=1]
[ext_resource path="res://fonts/Xolonium-Regular.ttf" type="DynamicFontData" id=2]
[sub_resource type="DynamicFont" id=1]
size = 64
font_data = ExtResource( 2 )
[sub_resource type="DynamicFont" id=2]
size = 64
font_data = ExtResource( 2 )
[sub_resource type="InputEventAction" id=3]
action = "ui_select"
[sub_resource type="ShortCut" id=4]
shortcut = SubResource( 3 )
[node name="HUD" type="CanvasLayer"]
script = ExtResource( 1 )
[node name="ScoreLabel" type="Label" parent="."]
anchor_right = 1.0
margin_bottom = 78.0
custom_fonts/font = SubResource( 1 )
text = "0"
align = 1
[node name="MessageLabel" type="Label" parent="."]
anchor_top = 0.5
anchor_right = 1.0
anchor_bottom = 0.5
margin_top = -79.5
margin_bottom = 79.5
custom_fonts/font = SubResource( 1 )
text = "Dodge the
Creeps"
align = 1
[node name="StartButton" type="Button" parent="."]
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
margin_left = -90.0
margin_top = -200.0
margin_right = 90.0
margin_bottom = -100.0
custom_fonts/font = SubResource( 2 )
shortcut = SubResource( 4 )
text = "Start"
[node name="MessageTimer" type="Timer" parent="."]
one_shot = true
[connection signal="pressed" from="StartButton" to="." method="_on_StartButton_pressed"]
[connection signal="timeout" from="MessageTimer" to="." method="_on_MessageTimer_timeout"]

View File

@@ -1,54 +0,0 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://Main.gd" type="Script" id=1]
[ext_resource path="res://Mob.tscn" type="PackedScene" id=2]
[ext_resource path="res://Player.tscn" type="PackedScene" id=3]
[ext_resource path="res://HUD.tscn" type="PackedScene" id=4]
[ext_resource path="res://art/House In a Forest Loop.ogg" type="AudioStream" id=5]
[ext_resource path="res://art/gameover.wav" type="AudioStream" id=6]
[sub_resource type="Curve2D" id=1]
_data = {
"points": PoolVector2Array( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 480, 0, 0, 0, 0, 0, 480, 720, 0, 0, 0, 0, 0, 720, 0, 0, 0, 0, 0, 0 )
}
[node name="Main" type="Node"]
script = ExtResource( 1 )
mob_scene = 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="Player" parent="." instance=ExtResource( 3 )]
[node name="MobTimer" type="Timer" parent="."]
wait_time = 0.5
[node name="ScoreTimer" type="Timer" parent="."]
[node name="StartTimer" type="Timer" parent="."]
wait_time = 2.0
one_shot = true
[node name="StartPosition" type="Position2D" parent="."]
position = Vector2( 240, 450 )
[node name="MobPath" type="Path2D" parent="."]
curve = SubResource( 1 )
[node name="MobSpawnLocation" type="PathFollow2D" parent="MobPath"]
[node name="HUD" parent="." instance=ExtResource( 4 )]
[node name="Music" type="AudioStreamPlayer" parent="."]
stream = ExtResource( 5 )
[node name="DeathSound" type="AudioStreamPlayer" parent="."]
stream = ExtResource( 6 )
[connection signal="hit" from="Player" to="." method="game_over"]
[connection signal="timeout" from="MobTimer" to="." method="_on_MobTimer_timeout"]
[connection signal="timeout" from="ScoreTimer" to="." method="_on_ScoreTimer_timeout"]
[connection signal="timeout" from="StartTimer" to="." method="_on_StartTimer_timeout"]
[connection signal="start_game" from="HUD" to="." method="new_game"]

View File

@@ -1,18 +0,0 @@
extends RigidBody2D
#warning-ignore-all:unused_class_variable
export var min_speed = 150
export var max_speed = 250
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()

View File

@@ -1,53 +0,0 @@
[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/enemySwimming_1.png" type="Texture" id=6]
[ext_resource path="res://art/enemySwimming_2.png" type="Texture" id=7]
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
"loop": true,
"name": "fly",
"speed": 3.0
}, {
"frames": [ ExtResource( 6 ), ExtResource( 7 ) ],
"loop": true,
"name": "swim",
"speed": 4.0
}, {
"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",
]]
collision_mask = 0
gravity_scale = 0.0
script = ExtResource( 1 )
__meta__ = {
"_edit_group_": true
}
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
scale = Vector2( 0.75, 0.75 )
frames = SubResource( 1 )
animation = "walk"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
rotation = 1.5708
shape = SubResource( 2 )
[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="."]
[connection signal="screen_exited" from="VisibilityNotifier2D" to="." method="_on_VisibilityNotifier2D_screen_exited"]

View File

@@ -1,53 +0,0 @@
extends Area2D
signal hit
export var speed = 400 # How fast the player will move (pixels/sec).
var screen_size # Size of the game window.
func _ready():
screen_size = get_viewport_rect().size
hide()
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
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite.play()
else:
$AnimatedSprite.stop()
position += velocity * delta
position.x = clamp(position.x, 0, screen_size.x)
position.y = clamp(position.y, 0, screen_size.y)
if velocity.x != 0:
$AnimatedSprite.animation = "right"
$AnimatedSprite.flip_v = false
$AnimatedSprite.flip_h = velocity.x < 0
elif velocity.y != 0:
$AnimatedSprite.animation = "up"
$AnimatedSprite.flip_v = velocity.y > 0
func start(pos):
position = pos
show()
$CollisionShape2D.disabled = false
func _on_Player_body_entered(_body):
hide() # Player disappears after being hit.
emit_signal("hit")
# Must be deferred as we can't change physics properties on a physics callback.
$CollisionShape2D.set_deferred("disabled", true)

View File

@@ -1,70 +0,0 @@
[gd_scene load_steps=13 format=2]
[ext_resource path="res://Player.gd" type="Script" id=1]
[ext_resource path="res://art/playerGrey_walk1.png" type="Texture" id=2]
[ext_resource path="res://art/playerGrey_walk2.png" type="Texture" id=3]
[ext_resource path="res://art/playerGrey_up1.png" type="Texture" id=4]
[ext_resource path="res://art/playerGrey_up2.png" type="Texture" id=5]
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
"loop": true,
"name": "right",
"speed": 5.0
}, {
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
"loop": true,
"name": "up",
"speed": 5.0
} ]
[sub_resource type="CapsuleShape2D" id=2]
radius = 26.1701
height = 14.822
[sub_resource type="Gradient" id=3]
colors = PoolColorArray( 1, 1, 1, 0.501961, 1, 1, 1, 0 )
[sub_resource type="GradientTexture" id=4]
gradient = SubResource( 3 )
[sub_resource type="Curve" id=5]
_data = [ Vector2( 0.00501098, 0.5 ), 0.0, 0.0, 0, 0, Vector2( 0.994989, 0.324 ), 0.0, 0.0, 0, 0 ]
[sub_resource type="CurveTexture" id=6]
curve = SubResource( 5 )
[sub_resource type="ParticlesMaterial" id=7]
flag_disable_z = true
gravity = Vector3( 0, 0, 0 )
initial_velocity = 1.0
orbit_velocity = 0.0
orbit_velocity_random = 0.0
scale = 0.75
scale_curve = SubResource( 6 )
color_ramp = SubResource( 4 )
[node name="Player" type="Area2D"]
z_index = 10
script = ExtResource( 1 )
__meta__ = {
"_edit_group_": true
}
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
scale = Vector2( 0.5, 0.5 )
frames = SubResource( 1 )
animation = "right"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 2 )
[node name="Trail" type="Particles2D" parent="."]
z_index = -1
amount = 10
speed_scale = 2.0
local_coords = false
process_material = SubResource( 7 )
texture = ExtResource( 2 )
[connection signal="body_entered" from="." to="." method="_on_Player_body_entered"]

View File

@@ -4,22 +4,24 @@ 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)
["Your first 2D game"](https://docs.godotengine.org/en/latest/getting_started/first_2d_game/index.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)
Renderer: Compatibility
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
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2712
## Screenshots
![GIF from the documentation](https://docs.godotengine.org/en/latest/_images/dodge_preview.gif)
![Screenshot](screenshots/dodge.png)
## Copying
`art/House In a Forest Loop.ogg` Copyright &copy; 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

View File

@@ -1,15 +1,19 @@
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importer="oggvorbisstr"
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@@ -10,10 +10,10 @@ func show_message(text):
func show_game_over():
show_message("Game Over")
yield($MessageTimer, "timeout")
await $MessageTimer.timeout
$MessageLabel.text = "Dodge the\nCreeps"
$MessageLabel.show()
yield(get_tree().create_timer(1), "timeout")
await get_tree().create_timer(1).timeout
$StartButton.show()
@@ -23,7 +23,7 @@ func update_score(score):
func _on_StartButton_pressed():
$StartButton.hide()
emit_signal("start_game")
start_game.emit()
func _on_MessageTimer_timeout():

View File

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[gd_scene load_steps=5 format=3 uid="uid://ccqoreueuxdb7"]
[ext_resource type="Script" path="res://hud.gd" id="1"]
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action = &"start_game"
[sub_resource type="Shortcut" id="4"]
events = [SubResource("InputEventAction_fopy7")]
[node name="HUD" type="CanvasLayer"]
script = ExtResource("1")
[node name="ScoreLabel" type="Label" parent="."]
anchors_preset = 10
anchor_right = 1.0
offset_bottom = 78.0
grow_horizontal = 2
theme_override_fonts/font = ExtResource("2_2jm3i")
theme_override_font_sizes/font_size = 60
text = "0"
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@@ -1,12 +1,8 @@
extends Node
export(PackedScene) var mob_scene
@export var mob_scene: PackedScene
var score
func _ready():
randomize()
func game_over():
$ScoreTimer.stop()
$MobTimer.stop()
@@ -16,7 +12,7 @@ func game_over():
func new_game():
get_tree().call_group("mobs", "queue_free")
get_tree().call_group(&"mobs", &"queue_free")
score = 0
$Player.start($StartPosition.position)
$StartTimer.start()
@@ -26,28 +22,29 @@ func new_game():
func _on_MobTimer_timeout():
# Create a new instance of the Mob scene.
var mob = mob_scene.instantiate()
# Choose a random location on Path2D.
var mob_spawn_location = get_node("MobPath/MobSpawnLocation")
mob_spawn_location.offset = randi()
# Create a Mob instance and add it to the scene.
var mob = mob_scene.instance()
add_child(mob)
# Set the mob's direction perpendicular to the path direction.
var direction = mob_spawn_location.rotation + PI / 2
var mob_spawn_location = get_node(^"MobPath/MobSpawnLocation")
mob_spawn_location.progress = randi()
# Set the mob's position to a random location.
mob.position = mob_spawn_location.position
# Set the mob's direction perpendicular to the path direction.
var direction = mob_spawn_location.rotation + PI / 2
# Add some randomness to the direction.
direction += rand_range(-PI / 4, PI / 4)
direction += randf_range(-PI / 4, PI / 4)
mob.rotation = direction
# Choose the velocity.
var velocity = Vector2(rand_range(mob.min_speed, mob.max_speed), 0)
# Choose the velocity for the mob.
var velocity = Vector2(randf_range(150.0, 250.0), 0.0)
mob.linear_velocity = velocity.rotated(direction)
# Spawn the mob by adding it to the Main scene.
add_child(mob)
func _on_ScoreTimer_timeout():
score += 1

View File

@@ -0,0 +1,59 @@
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mob_scene = ExtResource("2_50pww")
[node name="ColorRect" type="ColorRect" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0.219608, 0.372549, 0.380392, 1)
[node name="Player" parent="." instance=ExtResource("3_veqnc")]
[node name="MobTimer" type="Timer" parent="."]
wait_time = 0.5
[node name="ScoreTimer" type="Timer" parent="."]
[node name="StartTimer" type="Timer" parent="."]
wait_time = 2.0
one_shot = true
[node name="StartPosition" type="Marker2D" parent="."]
position = Vector2(240, 450)
[node name="MobPath" type="Path2D" parent="."]
curve = SubResource("1")
[node name="MobSpawnLocation" type="PathFollow2D" parent="MobPath"]
[node name="HUD" parent="." instance=ExtResource("4_0qnje")]
[node name="Music" type="AudioStreamPlayer" parent="."]
stream = ExtResource("5_55d8h")
[node name="DeathSound" type="AudioStreamPlayer" parent="."]
stream = ExtResource("6_hp1r0")
[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"]

View File

@@ -0,0 +1,10 @@
extends RigidBody2D
func _ready():
var mob_types = Array($AnimatedSprite2D.sprite_frames.get_animation_names())
$AnimatedSprite2D.animation = mob_types.pick_random()
$AnimatedSprite2D.play()
func _on_VisibilityNotifier2D_screen_exited():
queue_free()

View File

@@ -0,0 +1,49 @@
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[ext_resource type="Script" path="res://mob.gd" id="1"]
[ext_resource type="Texture2D" uid="uid://yqglrrsx7j1f" path="res://art/enemyFlyingAlt_1.png" id="2"]
[ext_resource type="Texture2D" uid="uid://bpot8awhdn6ph" path="res://art/enemyFlyingAlt_2.png" id="3"]
[ext_resource type="Texture2D" uid="uid://bu4221t7qpa7d" path="res://art/enemyWalking_1.png" id="4"]
[ext_resource type="Texture2D" uid="uid://booij5t7h4efb" path="res://art/enemyWalking_2.png" id="5"]
[ext_resource type="Texture2D" uid="uid://5lvm88ij4jqn" path="res://art/enemySwimming_1.png" id="6"]
[ext_resource type="Texture2D" uid="uid://bng45cvsgufqc" path="res://art/enemySwimming_2.png" id="7"]
[sub_resource type="SpriteFrames" id="1"]
animations = [{
"frames": [ExtResource( "6" ), ExtResource( "7" )],
"loop": true,
"name": &"swim",
"speed": 4.0
}, {
"frames": [ExtResource( "2" ), ExtResource( "3" )],
"loop": true,
"name": &"fly",
"speed": 3.0
}, {
"frames": [ExtResource( "4" ), ExtResource( "5" )],
"loop": true,
"name": &"walk",
"speed": 4.0
}]
[sub_resource type="CapsuleShape2D" id="2"]
radius = 37.0
height = 100.0
[node name="Mob" type="RigidDynamicBody2D" groups=["mobs"]]
collision_mask = 0
gravity_scale = 0.0
script = ExtResource( "1" )
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
scale = Vector2(0.75, 0.75)
frames = SubResource( "1" )
animation = &"walk"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
rotation = 1.5708
shape = SubResource( "2" )
[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="."]
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View File

@@ -0,0 +1,54 @@
extends Area2D
signal hit
@export var speed = 400 # How fast the player will move (pixels/sec).
var screen_size # Size of the game window.
func _ready():
screen_size = get_viewport_rect().size
hide()
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
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite2D.play()
else:
$AnimatedSprite2D.stop()
position += velocity * delta
position = position.clamp(Vector2.ZERO, screen_size)
if velocity.x != 0:
$AnimatedSprite2D.animation = &"right"
$AnimatedSprite2D.flip_v = false
$Trail.rotation = 0
$AnimatedSprite2D.flip_h = velocity.x < 0
elif velocity.y != 0:
$AnimatedSprite2D.animation = &"up"
rotation = PI if velocity.y > 0 else 0
func start(pos):
position = pos
rotation = 0
show()
$CollisionShape2D.disabled = false
func _on_body_entered(_body):
hide() # Player disappears after being hit.
hit.emit()
# Must be deferred as we can't change physics properties on a physics callback.
$CollisionShape2D.set_deferred(&"disabled", true)

View File

@@ -0,0 +1,75 @@
[gd_scene load_steps=13 format=3 uid="uid://4vwrqjegqwpj"]
[ext_resource type="Script" path="res://player.gd" id="1"]
[ext_resource type="Texture2D" uid="uid://ftkxr8r4qghp" path="res://art/playerGrey_walk1.png" id="2"]
[ext_resource type="Texture2D" uid="uid://couyhcegeihme" path="res://art/playerGrey_walk2.png" id="3"]
[ext_resource type="Texture2D" uid="uid://b4yyoafu8bi0q" path="res://art/playerGrey_up1.png" id="4"]
[ext_resource type="Texture2D" uid="uid://bko65a0nd66st" path="res://art/playerGrey_up2.png" id="5"]
[sub_resource type="SpriteFrames" id="1"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": ExtResource("2")
}, {
"duration": 1.0,
"texture": ExtResource("3")
}],
"loop": true,
"name": &"right",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": ExtResource("4")
}, {
"duration": 1.0,
"texture": ExtResource("5")
}],
"loop": true,
"name": &"up",
"speed": 5.0
}]
[sub_resource type="CapsuleShape2D" id="2"]
radius = 27.0
height = 68.0
[sub_resource type="Gradient" id="3"]
colors = PackedColorArray(1, 1, 1, 0.501961, 1, 1, 1, 0)
[sub_resource type="GradientTexture1D" id="4"]
gradient = SubResource("3")
[sub_resource type="Curve" id="5"]
_data = [Vector2(0.00501098, 0.5), 0.0, 0.0, 0, 0, Vector2(0.994989, 0.324), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="6"]
curve = SubResource("5")
[sub_resource type="ParticleProcessMaterial" id="7"]
gravity = Vector3(0, 0, 0)
scale_curve = SubResource("6")
color_ramp = SubResource("4")
[node name="Player" type="Area2D"]
z_index = 10
script = ExtResource("1")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
scale = Vector2(0.5, 0.5)
sprite_frames = SubResource("1")
animation = &"right"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("2")
[node name="Trail" type="GPUParticles2D" parent="."]
z_index = -1
amount = 10
process_material = SubResource("7")
texture = ExtResource("2")
speed_scale = 2.0
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

View File

@@ -6,12 +6,7 @@
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
config_version=5
[application]
@@ -19,48 +14,64 @@ 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'
This is a finished version of the game featured in the 'Your first 2D 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"
config/tags=PackedStringArray("2d", "demo", "official")
run/main_scene="res://main.tscn"
config/features=PackedStringArray("4.2")
config/icon="res://icon.webp"
[display]
window/size/width=480
window/size/height=720
window/size/viewport_width=480
window/size/viewport_height=720
window/size/window_width_override=480
window/size/window_height_override=720
window/stretch/mode="canvas_items"
[input]
move_left={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"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)
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"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)
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"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)
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"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)
]
]
}
start_game={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194309,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

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@@ -0,0 +1,15 @@
# Dynamic TileMap Layers
Example of how to make a fake wall using TileMap's
`_tile_data_runtime_update()` method. It shows how
to disable collisions per layer.
Language: GDScript
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2713
## Screenshots
![Screenshot](screenshots/fake_wall.png)

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@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bpov140lx7at3"
path="res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=["res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cs8h2qyuakmko"
path="res://.godot/imported/obstacle.png-06287f6b2d26dd03335fd87ab78c2cc2.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://level/obstacle.png"
dest_files=["res://.godot/imported/obstacle.png-06287f6b2d26dd03335fd87ab78c2cc2.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,51 @@
extends TileMapLayer
# You can have multiple layers if you make this an array.
var player_in_secret := false
var layer_alpha := 1.0
func _ready() -> void:
set_process(false)
func _process(delta: float) -> void:
if player_in_secret:
if layer_alpha > 0.3:
# Animate the layer transparency.
layer_alpha = move_toward(layer_alpha, 0.3, delta)
self_modulate = Color(1, 1, 1, layer_alpha)
else:
set_process(false)
else:
if layer_alpha < 1.0:
layer_alpha = move_toward(layer_alpha, 1.0, delta)
self_modulate = Color(1, 1, 1, layer_alpha)
else:
set_process(false)
func _use_tile_data_runtime_update(_coords: Vector2i) -> bool:
return true
func _tile_data_runtime_update(_coords: Vector2i, tile_data: TileData) -> void:
# Remove collision for secret layer.
tile_data.set_collision_polygons_count(0, 0)
func _on_secret_detector_body_entered(body: Node2D) -> void:
if body is not CharacterBody2D:
# Detect the player only.
return
player_in_secret = true
set_process(true)
func _on_secret_detector_body_exited(body: Node2D) -> void:
if body is not CharacterBody2D:
return
player_in_secret = false
set_process(true)

View File

@@ -0,0 +1,32 @@
extends CharacterBody2D
const WALK_FORCE = 600
const WALK_MAX_SPEED = 200
const STOP_FORCE = 1300
const JUMP_SPEED = 200
@onready var gravity: float = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta: float) -> void:
# Horizontal movement code. First, get the player's input.
var walk := WALK_FORCE * (Input.get_axis(&"move_left", &"move_right"))
# Slow down the player if they're not trying to move.
if abs(walk) < WALK_FORCE * 0.2:
# The velocity, slowed down a bit, and then reassigned.
velocity.x = move_toward(velocity.x, 0, STOP_FORCE * delta)
else:
velocity.x += walk * delta
# Clamp to the maximum horizontal movement speed.
velocity.x = clamp(velocity.x, -WALK_MAX_SPEED, WALK_MAX_SPEED)
# Vertical movement code. Apply gravity.
velocity.y += gravity * delta
# Move based on the velocity and snap to the ground.
# TODO: This information should be set to the CharacterBody properties instead of arguments: snap, Vector2.DOWN, Vector2.UP
# TODO: Rename velocity to linear_velocity in the rest of the script.
move_and_slide()
# Check for jumping. is_on_floor() must be called after movement code.
if is_on_floor() and Input.is_action_just_pressed(&"jump"):
velocity.y = -JUMP_SPEED

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@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dfb8rr2fakwgp"
path="res://.godot/imported/player.png-1ad27fc2a62fa126eae918723933dd6f.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://player/player.png"
dest_files=["res://.godot/imported/player.png-1ad27fc2a62fa126eae918723933dd6f.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@@ -0,0 +1,17 @@
[gd_scene load_steps=4 format=3 uid="uid://1o70ce0fv10w"]
[ext_resource type="Script" path="res://player/player.gd" id="1"]
[ext_resource type="Texture2D" uid="uid://dfb8rr2fakwgp" path="res://player/player.png" id="2"]
[sub_resource type="RectangleShape2D" id="1"]
size = Vector2(14, 14)
[node name="Player" type="CharacterBody2D"]
script = ExtResource("1")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("2")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(-0.315559, 0.157784)
shape = SubResource("1")

View File

@@ -0,0 +1,71 @@
; 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=5
[application]
config/name="Dynamic TileMap Layers"
config/description="Example of how to make a kinematic character controller in 2D using
CharacterBody2D. The character moves around, is affected by moving
platforms, can jump through one-way collision platforms, etc."
config/tags=PackedStringArray("2d", "demo", "official", "tilemap")
run/main_scene="res://world.tscn"
config/features=PackedStringArray("4.3")
config/icon="res://icon.png"
[debug]
gdscript/warnings/untyped_declaration=1
[display]
window/size/viewport_width=530
window/size/viewport_height=495
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[input]
jump={
"deadzone": 0.2,
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":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)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.2,
"events": [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)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.2,
"events": [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)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[physics]
common/physics_ticks_per_second=120
2d/default_gravity=500
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
environment/defaults/default_clear_color=Color(0.156863, 0.133333, 0.25098, 1)

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@@ -0,0 +1,48 @@
[gd_scene load_steps=8 format=4 uid="uid://de7qapkqfycxl"]
[ext_resource type="Texture2D" uid="uid://cs8h2qyuakmko" path="res://level/obstacle.png" id="2"]
[ext_resource type="Script" path="res://level/tile_map.gd" id="2_q8fhk"]
[ext_resource type="PackedScene" uid="uid://1o70ce0fv10w" path="res://player/player.tscn" id="3"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_on5ov"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_vnjib"]
texture = ExtResource("2")
0:0/0 = 0
0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
[sub_resource type="TileSet" id="TileSet_xqlka"]
physics_layer_0/collision_layer = 1
physics_layer_0/physics_material = SubResource("PhysicsMaterial_on5ov")
sources/0 = SubResource("TileSetAtlasSource_vnjib")
[sub_resource type="RectangleShape2D" id="RectangleShape2D_a2gec"]
size = Vector2(112, 48)
[node name="World" type="Node2D"]
[node name="Ground" type="TileMapLayer" parent="."]
use_parent_material = true
tile_map_data = PackedByteArray("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")
tile_set = SubResource("TileSet_xqlka")
[node name="Secret" type="TileMapLayer" parent="."]
use_parent_material = true
tile_map_data = PackedByteArray("AAAOABoAAAAAAAAAAAAOABsAAAAAAAAAAAAOABwAAAAAAAAAAAAPABoAAAAAAAAAAAAPABsAAAAAAAAAAAAPABwAAAAAAAAAAAAQABoAAAAAAAAAAAAQABsAAAAAAAAAAAAQABwAAAAAAAAAAAARABoAAAAAAAAAAAARABsAAAAAAAAAAAARABwAAAAAAAAAAAASABoAAAAAAAAAAAASABsAAAAAAAAAAAASABwAAAAAAAAAAAATABoAAAAAAAAAAAATABsAAAAAAAAAAAATABwAAAAAAAAAAAAUABoAAAAAAAAAAAAUABsAAAAAAAAAAAAUABwAAAAAAAAAAAA=")
tile_set = SubResource("TileSet_xqlka")
script = ExtResource("2_q8fhk")
[node name="Camera2D" type="Camera2D" parent="."]
offset = Vector2(265, 247)
[node name="Player" parent="." instance=ExtResource("3")]
position = Vector2(120, 456)
[node name="SecretDetector" type="Area2D" parent="."]
position = Vector2(280, 440)
[node name="CollisionShape2D" type="CollisionShape2D" parent="SecretDetector"]
shape = SubResource("RectangleShape2D_a2gec")
[connection signal="body_entered" from="SecretDetector" to="Secret" method="_on_secret_detector_body_entered"]
[connection signal="body_exited" from="SecretDetector" to="Secret" method="_on_secret_detector_body_exited"]

View File

@@ -1,25 +1,87 @@
[gd_scene load_steps=5 format=2]
[gd_scene load_steps=9 format=3 uid="uid://dmn8nkpogiwsf"]
[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 type="PackedScene" uid="uid://bpdyvy2681m3i" path="res://player/Player.tscn" id="1"]
[ext_resource type="FontFile" uid="uid://b5bspum6ffekd" path="res://fonts/SourceCodePro-Bold.ttf" id="2_r1c5f"]
[ext_resource type="PackedScene" uid="uid://cvi13chv8g4hj" path="res://debug/StatesStackDiplayer.tscn" id="3"]
[ext_resource type="PackedScene" uid="uid://bq6rrfy53rfvo" path="res://debug/ControlsPanel.tscn" id="4"]
[sub_resource type="Animation" id="1"]
[sub_resource type="Animation" id="2"]
length = 0.6
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("BodyPivot/Body:modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.05, 0.1, 0.15, 0.2, 0.25, 0.4),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1),
"update": 0,
"values": [Color(1, 1, 1, 1), Color(1, 0, 0, 1), Color(1, 1, 1, 1), Color(1, 0, 0, 1), Color(1, 1, 1, 1), Color(1, 0, 0, 1), Color(1, 1, 1, 1)]
}
[sub_resource type="Animation" id="3"]
[sub_resource type="AnimationLibrary" id="AnimationLibrary_qbwwp"]
_data = {
"idle": SubResource("1"),
"stagger": SubResource("2"),
"walk": SubResource("3")
}
[node name="Demo" type="Node"]
[node name="Player" parent="." instance=ExtResource( 1 )]
[node name="Player" parent="." instance=ExtResource("1")]
position = Vector2(640, 400)
[node name="Explanations" parent="." instance=ExtResource( 2 )]
[node name="StateMachine" parent="Player" index="0"]
start_state = NodePath("Idle")
[node name="Control" type="Control" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
[node name="AnimationPlayer" parent="Player" index="1"]
libraries = {
"": SubResource("AnimationLibrary_qbwwp")
}
[node name="StatesStackDiplayer" parent="Control" instance=ExtResource( 3 )]
[node name="StateNameDisplayer" parent="Player" index="5"]
theme_override_fonts/font = ExtResource("2_r1c5f")
[node name="ControlsPanel" parent="Control" instance=ExtResource( 4 )]
[node name="Explanations" type="RichTextLabel" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 10.0
offset_top = -370.0
offset_right = -10.0
offset_bottom = -730.0
grow_horizontal = 2
grow_vertical = 2
size_flags_vertical = 4
mouse_filter = 2
bbcode_enabled = true
text = "This example shows how to apply the State programming pattern in GDScript, including Hierarchical States, and a pushdown automaton.
States are common in games. You can use the pattern to:
1. Separate each behavior and transitions between behaviors, thus make scripts shorter and easier to manage.
2. Respect the Single Responsibility Principle. Each State object represents one action.
3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
You can read more about States in the excellent Game Programming Patterns ebook."
[node name="Control" type="Control" parent="."]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="StatesStackDiplayer" parent="Control" instance=ExtResource("3")]
layout_mode = 0
[node name="ControlsPanel" parent="Control" instance=ExtResource("4")]
layout_mode = 1
[editable path="Player"]

View File

@@ -6,9 +6,9 @@ pushdown automaton.
Language: GDScript
Renderer: GLES 2
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/516
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2714
## Why use a state machine

View File

@@ -1,41 +1,41 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://fonts/source_code_pro_explanations.tres" type="DynamicFont" id=1]
[gd_scene format=3 uid="uid://bq6rrfy53rfvo"]
[node name="ControlsPanel" type="Panel"]
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anchor_left = 1.0
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offset_bottom = 171.0
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[node name="Keys" type="Label" parent="."]
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margin_left = 10.0
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custom_fonts/font = ExtResource( 1 )
text = "Shoot:
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[node name="Actions" type="Label" parent="HBoxContainer"]
layout_mode = 2
text = "Move:
Shoot:
Attack:
Stagger:
Jump:
Sprint:"
[node name="Keys2" type="Label" parent="."]
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text = "R
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layout_mode = 2
text = "WASD
R
F
X
Space
Shift"
align = 2

View File

@@ -1,30 +1,16 @@
[gd_scene load_steps=3 format=2]
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bbcode_text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
States are common in games. You can use the pattern to:
1. Separate each behavior and transitions between behaviors, thus make scripts shorter and easier to manage
2. Respect the Single Responsibility Principle. Each State object represents [b]one[/b] action
3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
You can read more about States in the excellent [url=http://gameprogrammingpatterns.com/state.html]Game Programming Patterns ebook[/url]."
text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
States are common in games. You can use the pattern to:
@@ -34,6 +20,3 @@ 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."
__meta__ = {
"_edit_lock_": true
}

View File

@@ -1,48 +1,41 @@
[gd_scene load_steps=4 format=2]
[gd_scene load_steps=3 format=3 uid="uid://cvi13chv8g4hj"]
[ext_resource path="res://debug/states_stack_displayer.gd" type="Script" id=1]
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size = 20
use_filter = true
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[ext_resource type="FontFile" uid="uid://b5bspum6ffekd" path="res://fonts/SourceCodePro-Bold.ttf" id="2_58if7"]
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offset_bottom = 170.0
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[node name="Title" type="Label" parent="."]
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text = "Pushown"
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layout_mode = 1
anchors_preset = 15
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grow_horizontal = 2
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[node name="Title" type="Label" parent="VBoxContainer"]
layout_mode = 2
theme_override_fonts/font = ExtResource("2_58if7")
text = "StateStack"
uppercase = true
[node name="States" type="Label" parent="."]
margin_left = 20.0
margin_top = 50.0
margin_right = 190.0
margin_bottom = 170.0
custom_fonts/font = SubResource( 1 )
text = "Jump
Test"
align = 1
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="Numbers" type="Label" parent="."]
margin_left = 20.0
margin_top = 50.0
margin_right = 190.0
margin_bottom = 170.0
custom_fonts/font = SubResource( 1 )
[node name="Numbers" type="Label" parent="VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
theme_override_fonts/font = ExtResource("2_58if7")
text = "1.
2."
horizontal_alignment = 2
[node name="States" type="Label" parent="VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
theme_override_fonts/font = ExtResource("2_58if7")
text = "Jump
Test"

View File

@@ -1,14 +1,16 @@
extends Panel
onready var fsm_node = get_node("../../Player/StateMachine")
@onready var fsm_node: Node = get_node(^"../../Player/StateMachine")
func _process(_delta):
var states_names = ""
var numbers = ""
var index = 0
for state in fsm_node.states_stack:
states_names += state.get_name() + "\n"
func _process(_delta: float) -> void:
var states_names := ""
var numbers := ""
var index := 0
for state: Node in fsm_node.states_stack:
states_names += String(state.name) + "\n"
numbers += str(index) + "\n"
index += 1
$States.text = states_names
$Numbers.text = numbers
%States.text = states_names
%Numbers.text = numbers

View File

@@ -0,0 +1,33 @@
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size = 20
use_mipmaps = false
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font_data = ExtResource( 1 )
_sections_unfolded = [ "Font", "Settings" ]

View File

@@ -1,12 +0,0 @@
[gd_resource type="DynamicFont" load_steps=2 format=2]
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[gd_scene load_steps=19 format=3 uid="uid://bpdyvy2681m3i"]
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"update": 0,
"values": [ Color( 1, 1, 1, 1 ), Color( 1, 0, 0, 1 ), Color( 1, 1, 1, 1 ), Color( 1, 0, 0, 1 ), Color( 1, 1, 1, 1 ), Color( 1, 0, 0, 1 ), Color( 1, 1, 1, 1 ) ]
"values": [Color(1, 1, 1, 1), Color(1, 0, 0, 1), Color(1, 1, 1, 1), Color(1, 0, 0, 1), Color(1, 1, 1, 1), Color(1, 0, 0, 1), Color(1, 1, 1, 1)]
}
[sub_resource type="Animation" id=3]
[sub_resource type="Animation" id="3"]
[sub_resource type="DynamicFont" id=4]
size = 20
use_filter = true
font_data = ExtResource( 14 )
[node name="Player" type="KinematicBody2D"]
position = Vector2( 628.826, 391.266 )
script = ExtResource( 1 )
__meta__ = {
"_edit_horizontal_guides_": [ ]
[sub_resource type="AnimationLibrary" id="AnimationLibrary_vi1hn"]
_data = {
"idle": SubResource("1"),
"stagger": SubResource("2"),
"walk": SubResource("3")
}
[node name="Player" type="CharacterBody2D"]
script = ExtResource("1")
[node name="StateMachine" type="Node" parent="."]
script = ExtResource( 2 )
script = ExtResource("2")
[node name="Idle" type="Node" parent="StateMachine"]
script = ExtResource( 3 )
script = ExtResource("3")
[node name="Move" type="Node" parent="StateMachine"]
script = ExtResource( 4 )
script = ExtResource("4")
[node name="Jump" type="Node" parent="StateMachine"]
script = ExtResource( 5 )
script = ExtResource("5")
[node name="Stagger" type="Node" parent="StateMachine"]
script = ExtResource( 6 )
script = ExtResource("6")
[node name="Attack" type="Node" parent="StateMachine"]
script = ExtResource( 7 )
script = ExtResource("7")
[node name="Die" type="Node" parent="StateMachine"]
script = ExtResource( 8 )
script = ExtResource("8")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/idle = SubResource( 1 )
anims/stagger = SubResource( 2 )
anims/walk = SubResource( 3 )
libraries = {
"": SubResource("AnimationLibrary_vi1hn")
}
[node name="Shadow" type="Sprite" parent="."]
self_modulate = Color( 1, 1, 1, 0.361098 )
position = Vector2( 0, -4 )
texture = ExtResource( 9 )
[node name="Shadow" type="Sprite2D" parent="."]
self_modulate = Color(1, 1, 1, 0.361098)
position = Vector2(0, -4)
texture = ExtResource("9")
[node name="BodyPivot" type="Position2D" parent="."]
[node name="BodyPivot" type="Marker2D" parent="."]
[node name="Body" type="Sprite" parent="BodyPivot"]
position = Vector2( 0, -58.8242 )
texture = ExtResource( 10 )
[node name="Body" type="Sprite2D" parent="BodyPivot"]
position = Vector2(0, -58)
texture = ExtResource("10")
[node name="BulletSpawn" type="Node2D" parent="BodyPivot"]
position = Vector2( 1.17401, -61.266 )
script = ExtResource( 11 )
position = Vector2(0, -58)
script = ExtResource("11")
[node name="CooldownTimer" type="Timer" parent="BodyPivot/BulletSpawn"]
wait_time = 0.2
one_shot = true
[node name="WeaponPivot" type="Position2D" parent="BodyPivot"]
position = Vector2( 1.17401, -61.266 )
script = ExtResource( 12 )
[node name="WeaponPivot" type="Marker2D" parent="BodyPivot"]
position = Vector2(0, -58)
script = ExtResource("12")
[node name="Offset" type="Position2D" parent="BodyPivot/WeaponPivot"]
position = Vector2( 110, 0 )
[node name="Offset" type="Marker2D" parent="BodyPivot/WeaponPivot"]
position = Vector2(110, 0)
[node name="Sword" parent="BodyPivot/WeaponPivot/Offset" instance=ExtResource( 13 )]
[node name="Sword" parent="BodyPivot/WeaponPivot/Offset" instance=ExtResource("13")]
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
polygon = PoolVector2Array( -20, 0, -20, -20, 20, -20, 20, 0 )
polygon = PackedVector2Array(-20, 0, -20, -20, 20, -20, 20, 0)
[node name="StateNameDisplayer" type="Label" parent="."]
margin_left = -109.0
margin_top = -172.0
margin_right = 110.0
margin_bottom = -138.0
custom_fonts/font = SubResource( 4 )
text = "Test"
align = 1
valign = 1
offset_left = -109.0
offset_top = -180.0
offset_right = 110.0
offset_bottom = -143.0
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 24
text = "Idle"
horizontal_alignment = 1
uppercase = true
script = ExtResource( 15 )
script = ExtResource("15")
[connection signal="state_changed" from="StateMachine" to="BodyPivot/WeaponPivot/Offset/Sword" method="_on_StateMachine_state_changed"]
[connection signal="state_changed" from="StateMachine" to="StateNameDisplayer" method="_on_StateMachine_state_changed"]
[connection signal="animation_finished" from="AnimationPlayer" to="StateMachine" method="_on_animation_finished"]

View File

@@ -1,8 +1,9 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/body.png-313f6363670a5852a7b7126ab476d8b1.stex"
type="CompressedTexture2D"
uid="uid://ds53oxkqrcumd"
path="res://.godot/imported/body.png-313f6363670a5852a7b7126ab476d8b1.ctex"
metadata={
"vram_texture": false
}
@@ -10,25 +11,24 @@ metadata={
[deps]
source_file="res://player/body.png"
dest_files=[ "res://.import/body.png-313f6363670a5852a7b7126ab476d8b1.stex" ]
dest_files=["res://.godot/imported/body.png-313f6363670a5852a7b7126ab476d8b1.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/hdr_compression=1
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
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
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -1,14 +1,14 @@
[gd_scene load_steps=3 format=2]
[gd_scene load_steps=3 format=3 uid="uid://b6uru8lfx45ma"]
[ext_resource path="res://player/bullet/bullet.gd" type="Script" id=1]
[ext_resource type="Script" path="res://player/bullet/bullet.gd" id="1"]
[sub_resource type="CircleShape2D" id=1]
[sub_resource type="CircleShape2D" id="1"]
radius = 12.0
[node name="Bullet" type="KinematicBody2D"]
[node name="Bullet" type="CharacterBody2D"]
collision_layer = 2
collision_mask = 2
script = ExtResource( 1 )
script = ExtResource("1")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
shape = SubResource("1")

View File

@@ -1,23 +1,23 @@
extends KinematicBody2D
extends CharacterBody2D
var direction = Vector2()
export(float) var speed = 1000.0
var direction := Vector2()
@export var speed := 1000.0
onready var root = get_tree().root
@onready var root := get_tree().root
func _ready():
set_as_toplevel(true)
func _ready() -> void:
set_as_top_level(true)
func _physics_process(delta):
func _physics_process(delta: float) -> void:
if not root.get_visible_rect().has_point(position):
queue_free()
var motion = direction * speed * delta
var collision_info = move_and_collide(motion)
var motion := direction * speed * delta
var collision_info := move_and_collide(motion)
if collision_info:
queue_free()
func _draw():
draw_circle(Vector2(), $CollisionShape2D.shape.radius, Color.white)
func _draw() -> void:
draw_circle(Vector2(), $CollisionShape2D.shape.radius, Color.WHITE)

View File

@@ -1,17 +1,18 @@
extends Node2D
var bullet = preload("Bullet.tscn")
var bullet := preload("Bullet.tscn")
func _unhandled_input(event):
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("fire"):
fire(owner.look_direction)
fire()
func fire(direction):
func fire() -> void:
if not $CooldownTimer.is_stopped():
return
$CooldownTimer.start()
var new_bullet = bullet.instance()
new_bullet.direction = direction
var new_bullet := bullet.instantiate()
add_child(new_bullet)
new_bullet.position = global_position
new_bullet.direction = owner.look_direction

View File

@@ -1,25 +1,28 @@
extends KinematicBody2D
# The Player is a KinematicBody2D, in other words a physics-driven object.
extends CharacterBody2D
# The Player is a CharacterBody2D, 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)
signal direction_changed(new_direction: Vector2)
var look_direction = Vector2.RIGHT setget set_look_direction
var look_direction := Vector2.RIGHT:
set(value):
look_direction = value
set_look_direction(value)
func take_damage(attacker, amount, effect = null):
if is_a_parent_of(attacker):
func take_damage(attacker: Node, amount: float, effect: Node = null) -> void:
if is_ancestor_of(attacker):
return
$States/Stagger.knockback_direction = (attacker.global_position - global_position).normalized()
$Health.take_damage(amount, effect)
func set_dead(value):
func set_dead(value: bool) -> void:
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)
func set_look_direction(value: Vector2) -> void:
direction_changed.emit(value)

View File

@@ -1,12 +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
@onready var idle: Node = $Idle
@onready var move: Node = $Move
@onready var jump: Node = $Jump
@onready var stagger: Node = $Stagger
@onready var attack: Node = $Attack
func _ready():
func _ready() -> void:
states_map = {
"idle": idle,
"move": move,
@@ -16,7 +16,7 @@ func _ready():
}
func _change_state(state_name):
func _change_state(state_name: String) -> void:
# The base state_machine interface this node extends does most of the work.
if not _active:
return
@@ -24,10 +24,11 @@ func _change_state(state_name):
states_stack.push_front(states_map[state_name])
if state_name == "jump" and current_state == move:
jump.initialize(move.speed, move.velocity)
._change_state(state_name)
super._change_state(state_name)
func _unhandled_input(event):
func _unhandled_input(event: InputEvent) -> void:
# 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"):
@@ -35,4 +36,5 @@ func _unhandled_input(event):
return
_change_state("attack")
return
current_state.handle_input(event)

View File

@@ -1,8 +1,9 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/shadow.png-493c4635eca1ce8bdece629560617dc7.stex"
type="CompressedTexture2D"
uid="uid://eds33w28pilu"
path="res://.godot/imported/shadow.png-493c4635eca1ce8bdece629560617dc7.ctex"
metadata={
"vram_texture": false
}
@@ -10,25 +11,24 @@ metadata={
[deps]
source_file="res://player/shadow.png"
dest_files=[ "res://.import/shadow.png-493c4635eca1ce8bdece629560617dc7.stex" ]
dest_files=["res://.godot/imported/shadow.png-493c4635eca1ce8bdece629560617dc7.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/hdr_compression=1
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
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
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -1,8 +1,8 @@
extends "res://state_machine/state.gd"
func enter():
owner.get_node("AnimationPlayer").play("idle")
func enter() -> void:
owner.get_node(^"AnimationPlayer").play("idle")
func _on_Sword_attack_finished():
emit_signal("finished", "previous")
func _on_Sword_attack_finished() -> void:
finished.emit("previous")

View File

@@ -1,12 +1,12 @@
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
# The animation only affects the Body Sprite2D's modulate property so it
# could stack with other animations if we had two AnimationPlayer nodes.
func enter():
owner.get_node("AnimationPlayer").play("stagger")
func enter() -> void:
owner.get_node(^"AnimationPlayer").play("stagger")
func _on_animation_finished(anim_name):
func _on_animation_finished(anim_name: String) -> void:
assert(anim_name == "stagger")
emit_signal("finished", "previous")
finished.emit("previous")

View File

@@ -1,14 +1,14 @@
extends Label
var start_position = Vector2()
var start_position := Vector2()
func _ready():
start_position = rect_position
func _ready() -> void:
start_position = position
func _physics_process(_delta):
rect_position = $"../BodyPivot".position + start_position
func _physics_process(_delta: float) -> void:
position = $"../BodyPivot".position + start_position
func _on_StateMachine_state_changed(current_state):
text = current_state.get_name()
func _on_StateMachine_state_changed(current_state: Node) -> void:
text = String(current_state.name)

View File

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

View File

@@ -1,23 +1,23 @@
extends "../motion.gd"
export(float) var base_max_horizontal_speed = 400.0
@export 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 var air_acceleration := 1000.0
@export var air_deceleration := 2000.0
@export var air_steering_power := 50.0
export(float) var gravity = 1600.0
@export var gravity := 1600.0
var enter_velocity = Vector2()
var enter_velocity := Vector2()
var max_horizontal_speed = 0.0
var horizontal_speed = 0.0
var horizontal_velocity = Vector2()
var max_horizontal_speed := 0.0
var horizontal_speed := 0.0
var horizontal_velocity := Vector2()
var vertical_speed = 0.0
var height = 0.0
var vertical_speed := 0.0
var height := 0.0
func initialize(speed, velocity):
func initialize(speed: float, velocity: Vector2) -> void:
horizontal_speed = speed
if speed > 0.0:
max_horizontal_speed = speed
@@ -26,8 +26,8 @@ func initialize(speed, velocity):
enter_velocity = velocity
func enter():
var input_direction = get_input_direction()
func enter() -> void:
var input_direction := get_input_direction()
update_look_direction(input_direction)
if input_direction:
@@ -36,36 +36,37 @@ func enter():
horizontal_velocity = Vector2()
vertical_speed = 600.0
owner.get_node("AnimationPlayer").play("idle")
owner.get_node(^"AnimationPlayer").play("idle")
func update(delta):
var input_direction = get_input_direction()
func update(delta: float) -> void:
var input_direction := get_input_direction()
update_look_direction(input_direction)
move_horizontally(delta, input_direction)
animate_jump_height(delta)
if height <= 0.0:
emit_signal("finished", "previous")
finished.emit("previous")
func move_horizontally(delta, direction):
func move_horizontally(delta: float, direction: Vector2) -> void:
if direction:
horizontal_speed += air_acceleration * delta
else:
horizontal_speed -= air_deceleration * delta
horizontal_speed = clamp(horizontal_speed, 0, max_horizontal_speed)
var target_velocity = horizontal_speed * direction.normalized()
var steering_velocity = (target_velocity - horizontal_velocity).normalized() * air_steering_power
var target_velocity := horizontal_speed * direction.normalized()
var steering_velocity := (target_velocity - horizontal_velocity).normalized() * air_steering_power
horizontal_velocity += steering_velocity
owner.move_and_slide(horizontal_velocity)
owner.velocity = horizontal_velocity
owner.move_and_slide()
func animate_jump_height(delta):
func animate_jump_height(delta: float) -> void:
vertical_speed -= gravity * delta
height += vertical_speed * delta
height = max(0.0, height)
owner.get_node("BodyPivot").position.y = -height
owner.get_node(^"BodyPivot").position.y = -height

View File

@@ -1,19 +1,18 @@
extends "res://state_machine/state.gd"
# Collection of important methods to handle direction and animation.
func handle_input(event):
func handle_input(event: InputEvent) -> void:
if event.is_action_pressed("simulate_damage"):
emit_signal("finished", "stagger")
finished.emit("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")
func get_input_direction() -> Vector2:
return Vector2(
Input.get_axis(&"move_left", &"move_right"),
Input.get_axis(&"move_up", &"move_down")
)
return input_direction
func update_look_direction(direction):
func update_look_direction(direction: Vector2) -> void:
if direction and owner.look_direction != direction:
owner.look_direction = direction

View File

@@ -1,14 +1,14 @@
extends "on_ground.gd"
func enter():
owner.get_node("AnimationPlayer").play("idle")
func enter() -> void:
owner.get_node(^"AnimationPlayer").play("idle")
func handle_input(event):
return .handle_input(event)
func handle_input(event: InputEvent) -> void:
return super.handle_input(event)
func update(_delta):
var input_direction = get_input_direction()
func update(_delta: float) -> void:
var input_direction: Vector2 = get_input_direction()
if input_direction:
emit_signal("finished", "move")
finished.emit("move")

View File

@@ -1,25 +1,25 @@
extends "on_ground.gd"
export(float) var max_walk_speed = 450
export(float) var max_run_speed = 700
@export var max_walk_speed := 450.0
@export var max_run_speed := 700.0
func enter():
func enter() -> void:
speed = 0.0
velocity = Vector2()
var input_direction = get_input_direction()
var input_direction := get_input_direction()
update_look_direction(input_direction)
owner.get_node("AnimationPlayer").play("walk")
owner.get_node(^"AnimationPlayer").play("walk")
func handle_input(event):
return .handle_input(event)
func handle_input(event: InputEvent) -> void:
return super.handle_input(event)
func update(_delta):
var input_direction = get_input_direction()
if not input_direction:
emit_signal("finished", "idle")
func update(_delta: float) -> void:
var input_direction := get_input_direction()
if input_direction.is_zero_approx():
finished.emit("idle")
update_look_direction(input_direction)
if Input.is_action_pressed("run"):
@@ -27,16 +27,17 @@ func update(_delta):
else:
speed = max_walk_speed
var collision_info = move(speed, input_direction)
var collision_info := move(speed, input_direction)
if not collision_info:
return
if speed == max_run_speed and collision_info.collider.is_in_group("environment"):
return
func move(p_speed: float, direction: Vector2) -> KinematicCollision2D:
owner.velocity = direction.normalized() * p_speed
owner.move_and_slide()
if owner.get_slide_collision_count() == 0:
return null
func move(speed, direction):
velocity = direction.normalized() * speed
owner.move_and_slide(velocity, Vector2(), 5, 2)
if owner.get_slide_count() == 0:
return
return owner.get_slide_collision(0)

View File

@@ -1,10 +1,9 @@
extends "../motion.gd"
# warning-ignore-all:unused_class_variable
var speed = 0.0
var velocity = Vector2()
var speed := 0.0
var velocity := Vector2()
func handle_input(event):
func handle_input(event: InputEvent) -> void:
if event.is_action_pressed("jump"):
emit_signal("finished", "jump")
return .handle_input(event)
finished.emit("jump")
return super.handle_input(event)

View File

@@ -1,243 +1,250 @@
[gd_scene load_steps=8 format=2]
[gd_scene load_steps=9 format=3 uid="uid://cdacdp11r3jua"]
[ext_resource path="res://player/weapon/sword.gd" type="Script" id=1]
[ext_resource path="res://player/weapon/sword.png" type="Texture" id=2]
[ext_resource type="Script" path="res://player/weapon/sword.gd" id="1"]
[ext_resource type="Texture2D" uid="uid://7cfjw83v5m75" path="res://player/weapon/sword.png" id="2"]
[sub_resource type="Animation" id=1]
[sub_resource type="Animation" id="1"]
resource_name = "SETUP"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:rotation_degrees")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [ 0.0 ]
"values": [0.0]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath(".:scale")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [ Vector2( 1, 1 ) ]
"values": [Vector2(1, 1)]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath(".:visible")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ true ]
"values": [true]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath(".:monitoring")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ true ]
"values": [true]
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/path = NodePath(".:monitorable")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ false ]
"values": [false]
}
[sub_resource type="Animation" id=2]
[sub_resource type="Animation" id="2"]
resource_name = "attack_circular"
length = 0.3
step = 0.05
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:rotation_degrees")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.15, 0.2 ),
"transitions": PoolRealArray( 0.439427, 1, 1 ),
"times": PackedFloat32Array(0, 0.15, 0.2),
"transitions": PackedFloat32Array(0.439427, 1, 1),
"update": 0,
"values": [ -100.0, 100.0, 90.0 ]
"values": [-100.0, 100.0, 90.0]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath(".:scale")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0, 0.05, 0.15, 0.2 ),
"transitions": PoolRealArray( 1, 2.50795, 1, 1 ),
"times": PackedFloat32Array(0, 0.05, 0.15, 0.2),
"transitions": PackedFloat32Array(1, 2.50795, 1, 1),
"update": 0,
"values": [ Vector2( 1, 1 ), Vector2( 1, 1.3 ), Vector2( 1, 1 ), Vector2( 1, 1 ) ]
"values": [Vector2(1, 1), Vector2(1, 1.3), Vector2(1, 1), Vector2(1, 1)]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath(".:visible")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ true ]
"values": [true]
}
[sub_resource type="Animation" id=3]
[sub_resource type="Animation" id="3"]
length = 0.45
step = 0.05
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:rotation_degrees")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.15, 0.2 ),
"transitions": PoolRealArray( 0.439427, 1, 1 ),
"times": PackedFloat32Array(0, 0.15, 0.2),
"transitions": PackedFloat32Array(0.439427, 1, 1),
"update": 0,
"values": [ -80.0, 85.0, 75.0 ]
"values": [-80.0, 85.0, 75.0]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath(".:scale")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0, 0.05, 0.15, 0.2 ),
"transitions": PoolRealArray( 1, 2.50795, 1, 1 ),
"times": PackedFloat32Array(0, 0.05, 0.15, 0.2),
"transitions": PackedFloat32Array(1, 2.50795, 1, 1),
"update": 0,
"values": [ Vector2( 1, 1 ), Vector2( 1, 1.3 ), Vector2( 1, 1 ), Vector2( 1, 1 ) ]
"values": [Vector2(1, 1), Vector2(1, 1.3), Vector2(1, 1), Vector2(1, 1)]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath(".:visible")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ true ]
"values": [true]
}
tracks/3/type = "method"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath(".")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0.1, 0.25 ),
"transitions": PoolRealArray( 1, 1 ),
"values": [ {
"args": [ ],
"method": "set_attack_input_listening"
"times": PackedFloat32Array(0.1, 0.25),
"transitions": PackedFloat32Array(1, 1),
"values": [{
"args": [],
"method": &"set_attack_input_listening"
}, {
"args": [ ],
"method": "set_ready_for_next_attack"
} ]
"args": [],
"method": &"set_ready_for_next_attack"
}]
}
[sub_resource type="Animation" id=4]
[sub_resource type="Animation" id="4"]
resource_name = "attack_medium"
length = 0.5
step = 0.05
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:rotation_degrees")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0.05, 0.25, 0.35 ),
"transitions": PoolRealArray( 0.439427, 1, 1 ),
"times": PackedFloat32Array(0.05, 0.25, 0.35),
"transitions": PackedFloat32Array(0.439427, 1, 1),
"update": 0,
"values": [ 95.0, -95.0, -90.0 ]
"values": [95.0, -95.0, -90.0]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath(".:scale")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0, 0.1, 0.2, 0.25 ),
"transitions": PoolRealArray( 1, 2.50795, 1, 1 ),
"times": PackedFloat32Array(0, 0.1, 0.2, 0.25),
"transitions": PackedFloat32Array(1, 2.50795, 1, 1),
"update": 0,
"values": [ Vector2( 1, 1 ), Vector2( 1, 1.3 ), Vector2( 1, 1 ), Vector2( 1, 1 ) ]
"values": [Vector2(1, 1), Vector2(1, 1.3), Vector2(1, 1), Vector2(1, 1)]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath(".:visible")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ true ]
"values": [true]
}
[sub_resource type="Animation" id=5]
[sub_resource type="Animation" id="5"]
length = 0.01
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:visible")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ false ]
"values": [false]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_6cp3i"]
_data = {
"SETUP": SubResource("1"),
"attack_circular": SubResource("2"),
"attack_fast": SubResource("3"),
"attack_medium": SubResource("4"),
"idle": SubResource("5")
}
[node name="Sword" type="Area2D"]
input_pickable = false
monitorable = false
collision_layer = 16
collision_mask = 3
script = ExtResource( 1 )
input_pickable = false
monitorable = false
script = ExtResource("1")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/SETUP = SubResource( 1 )
anims/attack_circular = SubResource( 2 )
anims/attack_fast = SubResource( 3 )
anims/attack_medium = SubResource( 4 )
anims/idle = SubResource( 5 )
libraries = {
"": SubResource("AnimationLibrary_6cp3i")
}
[node name="Sword" type="Sprite" parent="."]
position = Vector2( 4, 0 )
texture = ExtResource( 2 )
offset = Vector2( 67, 0 )
[node name="Sword" type="Sprite2D" parent="."]
position = Vector2(4, 0)
texture = ExtResource("2")
offset = Vector2(67, 0)
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
polygon = PoolVector2Array( 28.0001, -15.9999, 136, -15.9995, 160, 0, 136, 16.0005, 27.9999, 16.0001 )
polygon = PackedVector2Array(28.0001, -15.9999, 136, -15.9995, 160, 0, 136, 16.0005, 27.9999, 16.0001)

View File

@@ -2,43 +2,50 @@ extends Area2D
signal attack_finished
enum States { IDLE, ATTACK }
var state = null
enum States {
IDLE,
ATTACK,
}
enum AttackInputStates { IDLE, LISTENING, REGISTERED }
var attack_input_state = AttackInputStates.IDLE
var ready_for_next_attack = false
enum AttackInputStates {
IDLE,
LISTENING,
REGISTERED,
}
var state: States = States.IDLE
var attack_input_state := AttackInputStates.IDLE
var ready_for_next_attack := false
const MAX_COMBO_COUNT = 3
var combo_count = 0
var combo_count := 0
var attack_current = {}
var combo = [{
var attack_current := {}
var combo := [{
"damage": 1,
"animation": "attack_fast",
"effect": null
"effect": null,
},
{
"damage": 1,
"animation": "attack_fast",
"effect": null
"effect": null,
},
{
"damage": 3,
"animation": "attack_medium",
"effect": null
}]
"effect": null,
}
]
var hit_objects = []
var hit_objects := []
func _ready():
# warning-ignore:return_value_discarded
$AnimationPlayer.connect("animation_finished", self, "_on_animation_finished")
# warning-ignore:return_value_discarded
self.connect("body_entered", self, "_on_body_entered")
func _ready() -> void:
$AnimationPlayer.animation_finished.connect(_on_animation_finished)
body_entered.connect(_on_body_entered)
_change_state(States.IDLE)
func _change_state(new_state):
func _change_state(new_state: States) -> void:
match state:
States.ATTACK:
hit_objects = []
@@ -59,7 +66,7 @@ func _change_state(new_state):
state = new_state
func _unhandled_input(event):
func _unhandled_input(event: InputEvent) -> void:
if not state == States.ATTACK:
return
if attack_input_state != AttackInputStates.LISTENING:
@@ -68,46 +75,47 @@ func _unhandled_input(event):
attack_input_state = AttackInputStates.REGISTERED
func _physics_process(_delta):
func _physics_process(_delta: float) -> void:
if attack_input_state == AttackInputStates.REGISTERED and ready_for_next_attack:
attack()
func attack():
func attack() -> void:
combo_count += 1
_change_state(States.ATTACK)
# Use with AnimationPlayer func track.
func set_attack_input_listening():
func set_attack_input_listening() -> void:
attack_input_state = AttackInputStates.LISTENING
# Use with AnimationPlayer func track.
func set_ready_for_next_attack():
func set_ready_for_next_attack() -> void:
ready_for_next_attack = true
func _on_body_entered(body):
func _on_body_entered(body: Node2D) -> void:
if not body.has_node("Health"):
return
if body.get_rid().get_id() in hit_objects:
return
hit_objects.append(body.get_rid().get_id())
body.take_damage(self, attack_current["damage"], attack_current["effect"])
func _on_animation_finished(_name):
if not attack_current:
func _on_animation_finished(_name: String) -> void:
if attack_current.is_empty():
return
if attack_input_state == AttackInputStates.REGISTERED and combo_count < MAX_COMBO_COUNT:
attack()
else:
_change_state(States.IDLE)
emit_signal("attack_finished")
attack_finished.emit()
func _on_StateMachine_state_changed(current_state):
func _on_StateMachine_state_changed(current_state: Node) -> void:
if current_state.name == "Attack":
attack()

Some files were not shown because too many files have changed in this diff Show More