Compare commits

..

7 Commits
3.3 ... 3.1

Author SHA1 Message Date
Aaron Franke
ea5b868fc7 [3.1] Simplify list of branches in the README (#1255) 2025-10-02 16:51:20 -07:00
Rémi Verschelde
a6ae6f64be Update README for new branches, matches Godot upstream
(cherry picked from commit c0180d20d1)
2023-02-28 18:37:03 +01:00
Aaron Franke
507b8c6cf6 [3.1] Update README for the new 3.3 branch 2021-11-05 10:16:20 -05:00
Aaron Franke
e59d96ef7a Merge pull request #610 from aaronfranke/3.1-readme-license-3.2
[3.1] Update README for the new 3.2 branch
2021-04-21 03:51:30 -05:00
Aaron Franke
19584aae6a [3.1] Update README for the new 3.2 branch 2021-04-04 01:16:45 -04:00
Aaron Franke
342f27e327 Merge pull request #407 from aaronfranke/3.1
Remove BPM Sync demo from the 3.1 branch
2020-02-10 19:21:38 -05:00
Aaron Franke
4d10544dd9 Remove BPM Sync demo from the 3.1 branch 2020-02-10 19:13:49 -05:00
1786 changed files with 10153 additions and 39933 deletions

View File

@@ -1,16 +1,6 @@
# Top-most EditorConfig file.
root = true
# Unix-style newlines with a newline ending every file.
[*]
charset = utf-8
end_of_line = lf
insert_final_newline = true
[*.cs]
csharp_space_after_cast = false
indent_size = 4
[*.csproj]
insert_final_newline = false
indent_size = 2

2
.gitattributes vendored
View File

@@ -1,4 +1,2 @@
# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf
*.hdr binary

13
.github/CODEOWNERS vendored
View File

@@ -1,13 +0,0 @@
# Lines starting with '#' are comments.
# Each line is a file pattern followed by one or more owners.
# Owners can be @users, @org/teams or emails
/.github/dist/ @Calinou
/3d/voxel/ @aaronfranke
/misc/matrix_transform/ @aaronfranke
/misc/2.5d/ @aaronfranke
/mono/2.5d/ @aaronfranke
/2d/physics_tests/ @pouleyKetchoupp
/3d/physics_tests/ @pouleyKetchoupp

2
.github/FUNDING.yml vendored Normal file
View File

@@ -0,0 +1,2 @@
patreon: godotengine
custom: https://godotengine.org/donate

18
.github/ISSUE_TEMPLATE.md vendored Normal file
View File

@@ -0,0 +1,18 @@
<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot-demo-projects/issues?q=is%3Aissue
-->
**Which demo project is affected:**
<!-- Specify the project name or path. -->
**OS/device including version:**
<!-- Specify GPU model and drivers if graphics-related. -->
**Issue description:**
<!-- What happened, and what was expected. -->
**Screenshots of issue:**
<!-- Drag in an image, or link in the form of "![]()". If not relevant, remove this section. -->

View File

@@ -1,34 +0,0 @@
---
name: Bug Report
about: Report a bug with one of the demo projects.
title: ""
labels: bug
assignees: ""
---
<!--
Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot-demo-projects/issues?q=is%3Aissue
Only submit an issue if it is reproducible with the latest stable Godot version.
-->
**Which demo project is affected:**
<!-- Specify the project name or path. -->
**OS/device including version:**
<!-- Specify GPU model and drivers if graphics-related. -->
**Issue description:**
<!-- What happened, what was expected, and what went wrong. -->
**Screenshots of issue:**
<!--
This section is optional.
Drag in an image, or post an image with a link in the form of:
![Alt Text Here](https://pbs.twimg.com/media/DW5AJnZVAAM1805?format=jpg)
-->

View File

@@ -1,19 +0,0 @@
---
name: Feature / Enhancement Request
about: Adding new features or improving existing ones.
title: ""
labels: enhancement
assignees: ""
---
<!--
Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot-demo-projects/issues?q=is%3Aissue
-->
**Which demo project is affected:**
<!-- Specify the project name or path. -->
**Description:**

View File

@@ -1,24 +0,0 @@
<!--
Only submit a pull request if all of the following conditions are met:
* It must work with the latest stable Godot version. Do not submit a
pull request if it only works with alpha/beta builds.
* It must follow all of the Godot style guides, including the GDScript
style guide and the C# style guide.
* The demo should not be overcomplicated. Simplicity is usually preferred.
* If you are submitting a new demo, please ensure that it includes a
README file similar to the other demos.
* If you are submitting a copy of a demo translated to C# etc:
* Please ensure that there is a good reason to have this demo translated.
We don't want to have multiple copies of every single project.
* Please ensure that the code mirrors the original closely.
* In the project.godot file and in the README, include "with C#" etc in
the title, and also include a link to the original in the README.
-->

View File

@@ -1,6 +0,0 @@
version: 2
updates:
- package-ecosystem: "github-actions"
directory: "/"
schedule:
interval: "daily"

View File

View File

@@ -1,23 +0,0 @@
[preset.0]
name="HTML5"
platform="HTML5"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path=""
script_export_mode=1
script_encryption_key=""
[preset.0.options]
custom_template/debug=""
custom_template/release=""
variant/export_type=0
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=false
html/custom_html_shell=""
html/head_include=""
html/full_window_size=true

View File

@@ -1,19 +0,0 @@
<!-- The list of demos will be inserted above by the CI process. -->
</ul>
<h2>Unavailable demos</h2>
<ul>
<li><code>2d/hdr/</code>: Not supported on HTML5 yet.
<li><code>3d/voxel/</code>: Not supported on HTML5 yet.
<li><code>audio/device_changer/</code>: Not supported on HTML5 due to browser limitations.
<li><code>loading/background_load/</code>: Not supported on HTML5 yet.
<li><code>loading/multiple_threads_loading/</code>: Not supported on HTML5 yet.
<li><code>loading/threads/</code>: Not supported on HTML5 yet.
<li><code>misc/matrix_transform/</code>: Results are only visible in the editor.
<li><code>mobile/android_iap/</code>: Only relevant on native Android.
<li><code>mobile/sensors/</code>: Not supported on HTML5 yet.
<li><code>mono/*/</code>: Not available yet (requires Mono-enabled HTML5 build).</li>
<li><code>networking/*/</code>: Doesn't make sense to be hosted on a static host, as the server must be hosted on the same origin due to the browser's same-origin policy.</li>
<li><code>plugins/*/</code>: Only effective within the editor.</li>
</ul>
</body>
</html>

View File

@@ -1,118 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Godot demos exported to HTML5</title>
<style>
:root {
--background-color: #fff;
--text-color: #222;
--link-color: hsl(220, 100%, 45%);
--link-underline-color: hsla(220, 100%, 45%, 0.3);
}
@media (prefers-color-scheme: dark) {
:root {
--background-color: #222;
--text-color: #eee;
--link-color: hsl(200, 100%, 70%);
--link-underline-color: hsla(200, 100%, 70%, 0.3);
}
}
*:focus {
/* More visible outline for better keyboard navigation. */
outline: 0.125rem solid hsl(220, 100%, 62.5%);
/* Make the outline always appear above other elements. */
position: relative;
}
html {
background-color: var(--background-color);
color: var(--text-color);
}
body {
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen-Sans, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
max-width: 50rem;
margin: 0 auto;
padding: 0.75rem;
line-height: 1.618rem;
}
h2 {
margin-top: 2.5rem;
}
a {
color: var(--link-color);
text-decoration-color: var(--link-underline-color);
text-decoration-thickness: 0.125rem;
}
a:hover {
filter: brightness(117.5%);
}
a:active {
filter: brightness(82.5%);
}
ul {
padding-left: 0;
}
li {
display: block;
}
li a {
display: inline-block;
width: 100%;
height: 4rem;
margin-left: 0.5rem;
}
li a:hover {
background-color: hsla(0, 0%, 50%, 0.1);
}
li a * {
float: left;
}
li a p {
height: 24px;
margin: 20px 10px;
}
</style>
</head>
<body>
<h1>Godot demo projects</h1>
<p>
This page lists
<a href="https://github.com/godotengine/godot-demo-projects">official Godot demo projects</a>
exported to HTML5 for testing purposes. These projects are deployed automatically
on every commit on the <code>master</code> branch of the repository.
</p>
<p>
The HTML5 exports on this page are provided for demonstration purposes only.
Some of these demos may not function or render correctly on HTML5,
especially on mobile devices.
For best performance, it's recommended to
<a href="https://godotengine.org/download">download</a> a native editor
and run the demo project by importing its files in the project manager.
</p>
<p>
See the
<a href="https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_web.html">Exporting for the Web</a>
documentation for information on exporting your own projects to HTML5.
</p>
<h2>List of demos</h2>
<ul>
<!-- The list of demos will be inserted below by the CI process. -->

View File

@@ -1,8 +0,0 @@
# 2D Demos
These demos are all 2D, but otherwise do not have a common theme.
Languages: Most have GDScript, some have
[GDSL](https://docs.godotengine.org/en/latest/tutorials/shaders/shader_reference/shading_language.html)
Renderers: 6 of them are GLES 3, but most are GLES 2

View File

@@ -1,20 +0,0 @@
# Bullet Shower
This demonstrates how to manage large amounts of objects efficiently using
low-level Servers.
See
[Optimization using Servers](https://docs.godotengine.org/en/latest/tutorials/performance/using_servers.html)
in the documentation for more information.
Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/887
## Screenshots
![No collision](screenshots/no_collision.png)
![Collision](screenshots/collision.png)

Binary file not shown.

Before

Width:  |  Height:  |  Size: 312 B

View File

@@ -1,93 +0,0 @@
extends Node2D
# This demo is an example of controling a high number of 2D objects with logic
# and collision without using nodes in the scene. This technique is a lot more
# efficient than using instancing and nodes, but requires more programming and
# is less visual. Bullets are managed together in the `bullets.gd` script.
const BULLET_COUNT = 500
const SPEED_MIN = 20
const SPEED_MAX = 80
const bullet_image = preload("res://bullet.png")
var bullets = []
var shape
class Bullet:
var position = Vector2()
var speed = 1.0
# The body is stored as a RID, which is an "opaque" way to access resources.
# With large amounts of objects (thousands or more), it can be significantly
# faster to use RIDs compared to a high-level approach.
var body = RID()
func _ready():
randomize()
shape = Physics2DServer.circle_shape_create()
# Set the collision shape's radius for each bullet in pixels.
Physics2DServer.shape_set_data(shape, 8)
for _i in BULLET_COUNT:
var bullet = Bullet.new()
# Give each bullet its own speed.
bullet.speed = rand_range(SPEED_MIN, SPEED_MAX)
bullet.body = Physics2DServer.body_create()
Physics2DServer.body_set_space(bullet.body, get_world_2d().get_space())
Physics2DServer.body_add_shape(bullet.body, shape)
# Don't make bullets check collision with other bullets to improve performance.
# Their collision mask is still configured to the default value, which allows
# bullets to detect collisions with the player.
Physics2DServer.body_set_collision_layer(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)
)
var transform2d = Transform2D()
transform2d.origin = bullet.position
Physics2DServer.body_set_state(bullet.body, Physics2DServer.BODY_STATE_TRANSFORM, transform2d)
bullets.push_back(bullet)
func _process(_delta):
# Order the CanvasItem to update every frame.
update()
func _physics_process(delta):
var transform2d = Transform2D()
var offset = get_viewport_rect().size.x + 16
for bullet in bullets:
bullet.position.x -= bullet.speed * delta
if bullet.position.x < -16:
# The bullet has left the screen; move it back to the right.
bullet.position.x = offset
transform2d.origin = bullet.position
Physics2DServer.body_set_state(bullet.body, Physics2DServer.BODY_STATE_TRANSFORM, transform2d)
# Instead of drawing each bullet individually in a script attached to each bullet,
# we are drawing *all* the bullets at once here.
func _draw():
var offset = -bullet_image.get_size() * 0.5
for bullet in bullets:
draw_texture(bullet_image, bullet.position + offset)
# Perform cleanup operations (required to exit without error messages in the console).
func _exit_tree():
for bullet in bullets:
Physics2DServer.free_rid(bullet.body)
Physics2DServer.free_rid(shape)
bullets.clear()

Binary file not shown.

Before

Width:  |  Height:  |  Size: 907 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 846 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.9 KiB

View File

@@ -1,33 +0,0 @@
extends Node2D
# This demo is an example of controling a high number of 2D objects with logic
# and collision without using nodes in the scene. This technique is a lot more
# efficient than using instancing and nodes, but requires more programming and
# is less visual. Bullets are managed together in the `bullets.gd` script.
# The number of bullets currently touched by the player.
var touching = 0
onready var sprite = $AnimatedSprite
func _ready():
# The player follows the mouse cursor automatically, so there's no point
# in displaying the mouse cursor.
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
func _input(event):
if event is InputEventMouseMotion:
position = event.position - Vector2(0, 16)
func _on_body_shape_entered(_body_id, _body, _body_shape, _local_shape):
touching += 1
if touching >= 1:
sprite.frame = 1
func _on_body_shape_exited(_body_id, _body, _body_shape, _local_shape):
touching -= 1
if touching == 0:
sprite.frame = 0

View File

@@ -1,41 +0,0 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="Bullet Shower"
config/description="Demonstrates how to manage large amounts of objects efficiently using low-level Servers."
run/main_scene="res://shower.tscn"
config/icon="res://icon.png"
[display]
window/dpi/allow_hidpi=true
window/stretch/mode="2d"
window/stretch/aspect="expand"
[physics]
2d/cell_size=64
common/enable_pause_aware_picking=true
[rendering]
quality/driver/driver_name="GLES2"
quality/intended_usage/framebuffer_allocation=0
quality/intended_usage/framebuffer_allocation.mobile=0
vram_compression/import_etc=true
vram_compression/import_etc2=false
environment/default_clear_color=Color( 0.133333, 0.133333, 0.2, 1 )

Binary file not shown.

Before

Width:  |  Height:  |  Size: 152 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 150 KiB

View File

@@ -1,34 +0,0 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://bullets.gd" type="Script" id=2]
[ext_resource path="res://face_happy.png" type="Texture" id=3]
[ext_resource path="res://face_sad.png" type="Texture" id=4]
[ext_resource path="res://player.gd" type="Script" id=5]
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 3 ), ExtResource( 4 ) ],
"loop": true,
"name": "default",
"speed": 5.0
} ]
[sub_resource type="CircleShape2D" id=2]
radius = 27.0
[node name="Shower" type="Node2D"]
[node name="Bullets" type="Node2D" parent="."]
script = ExtResource( 2 )
[node name="Player" type="Area2D" parent="."]
script = ExtResource( 5 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="Player"]
frames = SubResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"]
shape = SubResource( 2 )
[connection signal="body_shape_entered" from="Player" to="Player" method="_on_body_shape_entered"]
[connection signal="body_shape_exited" from="Player" to="Player" method="_on_body_shape_exited"]

View File

@@ -13,7 +13,7 @@ func show_game_over():
yield($MessageTimer, "timeout")
$MessageLabel.text = "Dodge the\nCreeps"
$MessageLabel.show()
yield(get_tree().create_timer(1), "timeout")
yield(get_tree().create_timer(1), 'timeout')
$StartButton.show()

View File

@@ -53,6 +53,5 @@ text = "Start"
[node name="MessageTimer" type="Timer" parent="."]
one_shot = true
[connection signal="pressed" from="StartButton" to="." method="_on_StartButton_pressed"]
[connection signal="timeout" from="MessageTimer" to="." method="_on_MessageTimer_timeout"]

View File

@@ -1,6 +1,6 @@
extends Node
export(PackedScene) var mob_scene
export (PackedScene) var Mob
var score
func _ready():
@@ -16,7 +16,6 @@ func game_over():
func new_game():
get_tree().call_group("mobs", "queue_free")
score = 0
$Player.start($StartPosition.position)
$StartTimer.start()
@@ -26,27 +25,14 @@ func new_game():
func _on_MobTimer_timeout():
# Choose a random location on Path2D.
var mob_spawn_location = get_node("MobPath/MobSpawnLocation")
mob_spawn_location.offset = randi()
# Create a Mob instance and add it to the scene.
var mob = mob_scene.instance()
$MobPath/MobSpawnLocation.offset = randi()
var mob = Mob.instance()
add_child(mob)
# Set the mob's direction perpendicular to the path direction.
var direction = mob_spawn_location.rotation + PI / 2
# Set the mob's position to a random location.
mob.position = mob_spawn_location.position
# Add some randomness to the direction.
var direction = $MobPath/MobSpawnLocation.rotation + PI / 2
mob.position = $MobPath/MobSpawnLocation.position
direction += rand_range(-PI / 4, PI / 4)
mob.rotation = direction
# Choose the velocity for the mob.
var velocity = Vector2(rand_range(150.0, 250.0), 0.0)
mob.linear_velocity = velocity.rotated(direction)
mob.linear_velocity = Vector2(rand_range(mob.min_speed, mob.max_speed), 0).rotated(direction)
func _on_ScoreTimer_timeout():

View File

@@ -14,7 +14,7 @@ _data = {
[node name="Main" type="Node"]
script = ExtResource( 1 )
mob_scene = ExtResource( 2 )
Mob = ExtResource( 2 )
[node name="ColorRect" type="ColorRect" parent="."]
anchor_right = 1.0
@@ -47,7 +47,6 @@ stream = ExtResource( 5 )
[node name="DeathSound" type="AudioStreamPlayer" parent="."]
stream = ExtResource( 6 )
[connection signal="hit" from="Player" to="." method="game_over"]
[connection signal="timeout" from="MobTimer" to="." method="_on_MobTimer_timeout"]
[connection signal="timeout" from="ScoreTimer" to="." method="_on_ScoreTimer_timeout"]

View File

@@ -1,8 +1,11 @@
extends RigidBody2D
#warning-ignore-all:unused_class_variable
export var min_speed = 150
export var max_speed = 250
var mob_types = ["walk", "swim", "fly"]
func _ready():
$AnimatedSprite.playing = true
var mob_types = $AnimatedSprite.frames.get_animation_names()
$AnimatedSprite.animation = mob_types[randi() % mob_types.size()]

View File

@@ -15,24 +15,22 @@ animations = [ {
"name": "fly",
"speed": 3.0
}, {
"frames": [ ExtResource( 6 ), ExtResource( 7 ) ],
"loop": true,
"name": "swim",
"speed": 4.0
}, {
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
"loop": true,
"name": "walk",
"speed": 4.0
}, {
"frames": [ ExtResource( 6 ), ExtResource( 7 ) ],
"loop": true,
"name": "swim",
"speed": 4.0
} ]
[sub_resource type="CapsuleShape2D" id=2]
radius = 35.2706
height = 23.3281
[node name="Mob" type="RigidBody2D" groups=[
"mobs",
]]
[node name="Mob" type="RigidBody2D"]
collision_mask = 0
gravity_scale = 0.0
script = ExtResource( 1 )
@@ -44,11 +42,12 @@ __meta__ = {
scale = Vector2( 0.75, 0.75 )
frames = SubResource( 1 )
animation = "walk"
frame = 1
playing = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
rotation = 1.5708
shape = SubResource( 2 )
[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="."]
[connection signal="screen_exited" from="VisibilityNotifier2D" to="." method="_on_VisibilityNotifier2D_screen_exited"]

View File

@@ -2,8 +2,8 @@ extends Area2D
signal hit
export var speed = 400 # How fast the player will move (pixels/sec).
var screen_size # Size of the game window.
export var speed = 400
var screen_size
func _ready():
screen_size = get_viewport_rect().size
@@ -11,22 +11,15 @@ func _ready():
func _process(delta):
var velocity = Vector2.ZERO # The player's movement vector.
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if Input.is_action_pressed("move_down"):
velocity.y += 1
if Input.is_action_pressed("move_up"):
velocity.y -= 1
var velocity = Vector2()
velocity.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
velocity.y = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite.play()
else:
$AnimatedSprite.stop()
position += velocity * delta
position.x = clamp(position.x, 0, screen_size.x)
position.y = clamp(position.y, 0, screen_size.y)
@@ -47,7 +40,6 @@ func start(pos):
func _on_Player_body_entered(_body):
hide() # Player disappears after being hit.
hide()
emit_signal("hit")
# Must be deferred as we can't change physics properties on a physics callback.
$CollisionShape2D.set_deferred("disabled", true)

View File

@@ -67,5 +67,4 @@ 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

@@ -1,33 +0,0 @@
# Dodge the Creeps
This is a simple game where your character must move
and avoid the enemies for as long as possible.
This is a finished version of the game featured in the
["Your first game"](https://docs.godotengine.org/en/latest/getting_started/step_by_step/your_first_game.html)
tutorial in the documentation. For more details,
consider following the tutorial in the documentation.
Language: GDScript
Renderer: GLES 3 (particles are not available in GLES 2)
Note: There is a C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/dodge_the_creeps).
Note: There is a GDNative C++ version available [here](https://github.com/godotengine/gdnative-demos/tree/master/cpp/dodge_the_creeps).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/515
## 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
Images are from "Abstract Platformer". Created in 2016 by kenney.nl, [CC0 1.0 Universal](http://creativecommons.org/publicdomain/zero/1.0/). Source: https://www.kenney.nl/assets/abstract-platformer
Font is "Xolonium". Copyright &copy; 2011-2016 Severin Meyer <sev.ch@web.de>, with Reserved Font Name Xolonium, SIL open font license version 1.1. Details are in `fonts/LICENSE.txt`.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.9 KiB

After

Width:  |  Height:  |  Size: 2.0 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.9 KiB

After

Width:  |  Height:  |  Size: 2.0 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.5 KiB

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.8 KiB

View File

@@ -2,15 +2,15 @@
importer="texture"
type="StreamTexture"
path="res://.import/paddle.png-0e798fb0912613386507c9904d5cc01a.stex"
path="res://.import/set3_tiles.png-7dd06b1fc0bcfaa06e9dd732f61382a2.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://paddle.png"
dest_files=[ "res://.import/paddle.png-0e798fb0912613386507c9904d5cc01a.stex" ]
source_file="res://art/set3_tiles.png"
dest_files=[ "res://.import/set3_tiles.png-7dd06b1fc0bcfaa06e9dd732f61382a2.stex" ]
[params]

View File

@@ -0,0 +1,2 @@
"Abstract Platformer" by kenney.nl is licensed under http://creativecommons.org/publicdomain/zero/1.0/
"House in a Forest Loop" by https://opengameart.org/users/horrorpen is licensed under http://creativecommons.org/licenses/by/3.0/

0
2d/dodge_the_creeps/fonts/FONTLOG.txt Normal file → Executable file
View File

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.6 KiB

After

Width:  |  Height:  |  Size: 2.2 KiB

View File

@@ -8,15 +8,13 @@
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="Dodge the Creeps"
config/description="This is a simple game where your character must move
and avoid the enemies for as long as possible.
This is a finished version of the game featured in the 'Your first game'
tutorial in the documentation. For more details, consider
following the tutorial in the documentation."
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"
@@ -24,8 +22,6 @@ config/icon="res://icon.png"
window/size/width=480
window/size/height=720
window/stretch/mode="2d"
window/stretch/aspect="keep"
[input]
@@ -61,3 +57,7 @@ move_down={
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
]
}
[rendering]
environment/default_environment="res://default_env.tres"

Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 KiB

View File

@@ -1,50 +1,15 @@
[gd_scene load_steps=6 format=2]
[gd_scene load_steps=5 format=2]
[ext_resource path="res://player/Player.tscn" type="PackedScene" id=1]
[ext_resource path="res://fonts/source_code_pro_explanations.tres" type="DynamicFont" id=2]
[ext_resource path="res://debug/Explanations.tscn" type="PackedScene" id=2]
[ext_resource path="res://debug/StatesStackDiplayer.tscn" type="PackedScene" id=3]
[ext_resource path="res://debug/ControlsPanel.tscn" type="PackedScene" id=4]
[ext_resource path="res://fonts/source_code_pro_explanations_bold.tres" type="DynamicFont" id=5]
[node name="Demo" type="Node"]
[node name="Player" parent="." instance=ExtResource( 1 )]
position = Vector2( 640, 400 )
[node name="Explanations" type="RichTextLabel" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 10.0
margin_top = -370.0
margin_right = -10.0
margin_bottom = -730.0
rect_clip_content = false
mouse_filter = 2
size_flags_vertical = 4
custom_fonts/bold_font = ExtResource( 5 )
custom_fonts/normal_font = ExtResource( 2 )
bbcode_enabled = true
bbcode_text = "This example shows how to apply the State programming pattern in GDScript, including Hierarchical States, and a pushdown automaton.
States are common in games. You can use the pattern to:
1. Separate each behavior and transitions between behaviors, thus make scripts shorter and easier to manage
2. Respect the Single Responsibility Principle. Each State object represents [b]one[/b] action
3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
You can read more about States in the excellent [url=http://gameprogrammingpatterns.com/state.html]Game Programming Patterns ebook[/url]."
text = "This example shows how to apply the State programming pattern in GDScript, including Hierarchical States, and a pushdown automaton.
States are common in games. You can use the pattern to:
1. Separate each behavior and transitions between behaviors, thus make scripts shorter and easier to manage
2. Respect the Single Responsibility Principle. Each State object represents one action
3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
You can read more about States in the excellent Game Programming Patterns ebook."
__meta__ = {
"_edit_lock_": true
}
[node name="Explanations" parent="." instance=ExtResource( 2 )]
[node name="Control" type="Control" parent="."]
anchor_right = 1.0

View File

@@ -1,32 +0,0 @@
# Hierarchical Finite State Machine
This example shows how to apply the State machine programming
pattern in GDscript, including Hierarchical States, and a
pushdown automaton.
Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/516
## Why use a state machine
States are common in games. You can use the pattern to:
1. Separate each behavior and transitions between behaviors,
thus make scripts shorter and easier to manage.
2. Respect the Single Responsibility Principle.
Each State object represents one action.
3. Improve your code's structure. Look at the scene tree and
FileSystem tab: without looking at the code, you'll know
what the Player can or cannot do.
You can read more about States in the excellent
[Game Programming Patterns ebook](https://gameprogrammingpatterns.com/state.html).
## Screenshots
![Screenshot](screenshots/fsm-attack.png)

View File

@@ -7,8 +7,8 @@ func _process(_delta):
var numbers = ""
var index = 0
for state in fsm_node.states_stack:
states_names += String(state.get_name()) + "\n"
numbers += str(index) + "\n"
states_names += state.get_name() + '\n'
numbers += str(index) + '\n'
index += 1
$States.text = states_names
$Numbers.text = numbers

View File

@@ -0,0 +1,13 @@
[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
sky_curve = 0.25
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
ground_curve = 0.01
[resource]
background_mode = 2
background_sky = SubResource( 1 )

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.1 KiB

After

Width:  |  Height:  |  Size: 2.2 KiB

View File

@@ -41,6 +41,7 @@ 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_": [ ]
@@ -80,11 +81,11 @@ texture = ExtResource( 9 )
[node name="BodyPivot" type="Position2D" parent="."]
[node name="Body" type="Sprite" parent="BodyPivot"]
position = Vector2( 0, -58 )
position = Vector2( 0, -58.8242 )
texture = ExtResource( 10 )
[node name="BulletSpawn" type="Node2D" parent="BodyPivot"]
position = Vector2( 0, -58 )
position = Vector2( 1.17401, -61.266 )
script = ExtResource( 11 )
[node name="CooldownTimer" type="Timer" parent="BodyPivot/BulletSpawn"]
@@ -92,7 +93,7 @@ wait_time = 0.2
one_shot = true
[node name="WeaponPivot" type="Position2D" parent="BodyPivot"]
position = Vector2( 0, -58 )
position = Vector2( 1.17401, -61.266 )
script = ExtResource( 12 )
[node name="Offset" type="Position2D" parent="BodyPivot/WeaponPivot"]
@@ -109,15 +110,11 @@ margin_top = -172.0
margin_right = 110.0
margin_bottom = -138.0
custom_fonts/font = SubResource( 4 )
text = "Idle"
text = "Test"
align = 1
valign = 1
uppercase = true
script = ExtResource( 15 )
__meta__ = {
"_edit_use_anchors_": false
}
[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"]

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.0 KiB

After

Width:  |  Height:  |  Size: 1.3 KiB

View File

@@ -3,14 +3,12 @@ extends KinematicBody2D
var direction = Vector2()
export(float) var speed = 1000.0
onready var root = get_tree().root
func _ready():
set_as_toplevel(true)
func _physics_process(delta):
if not root.get_visible_rect().has_point(position):
if is_outside_view_bounds():
queue_free()
var motion = direction * speed * delta
@@ -19,5 +17,10 @@ func _physics_process(delta):
queue_free()
func is_outside_view_bounds():
return position.x > OS.get_screen_size().x or position.x < 0.0 \
or position.y > OS.get_screen_size().y or position.y < 0.0
func _draw():
draw_circle(Vector2(), $CollisionShape2D.shape.radius, Color.white)

View File

@@ -2,17 +2,16 @@ extends Node2D
var bullet = preload("Bullet.tscn")
func _unhandled_input(event):
func _input(event):
if event.is_action_pressed("fire"):
fire()
fire(owner.look_direction)
func fire():
func fire(direction):
if not $CooldownTimer.is_stopped():
return
$CooldownTimer.start()
var new_bullet = bullet.instance()
new_bullet.direction = direction
add_child(new_bullet)
new_bullet.position = global_position
new_bullet.direction = owner.look_direction

View File

@@ -1,18 +1,12 @@
extends "res://state_machine/state_machine.gd"
onready var idle = $Idle
onready var move = $Move
onready var jump = $Jump
onready var stagger = $Stagger
onready var attack = $Attack
func _ready():
states_map = {
"idle": idle,
"move": move,
"jump": jump,
"stagger": stagger,
"attack": attack,
"idle": $Idle,
"move": $Move,
"jump": $Jump,
"stagger": $Stagger,
"attack": $Attack,
}
@@ -22,16 +16,16 @@ func _change_state(state_name):
return
if state_name in ["stagger", "jump", "attack"]:
states_stack.push_front(states_map[state_name])
if state_name == "jump" and current_state == move:
jump.initialize(move.speed, move.velocity)
if state_name == "jump" and current_state == $Move:
$Jump.initialize($Move.speed, $Move.velocity)
._change_state(state_name)
func _unhandled_input(event):
func _input(event):
# Here we only handle input that can interrupt states, attacking in this case,
# otherwise we let the state node handle it.
if event.is_action_pressed("attack"):
if current_state in [attack, stagger]:
if current_state in [$Attack, $Stagger]:
return
_change_state("attack")
return

Binary file not shown.

Before

Width:  |  Height:  |  Size: 427 B

After

Width:  |  Height:  |  Size: 765 B

View File

@@ -11,4 +11,4 @@ func _physics_process(_delta):
func _on_StateMachine_state_changed(current_state):
text = String(current_state.get_name())
text = current_state.get_name()

View File

@@ -19,26 +19,18 @@ var height = 0.0
func initialize(speed, velocity):
horizontal_speed = speed
if speed > 0.0:
max_horizontal_speed = speed
else:
max_horizontal_speed = base_max_horizontal_speed
max_horizontal_speed = speed if speed > 0.0 else base_max_horizontal_speed
enter_velocity = velocity
func enter():
var input_direction = get_input_direction()
update_look_direction(input_direction)
if input_direction:
horizontal_velocity = enter_velocity
else:
horizontal_velocity = Vector2()
horizontal_velocity = enter_velocity if input_direction else Vector2()
vertical_speed = 600.0
owner.get_node("AnimationPlayer").play("idle")
func update(delta):
var input_direction = get_input_direction()
update_look_direction(input_direction)
@@ -48,7 +40,6 @@ func update(delta):
if height <= 0.0:
emit_signal("finished", "previous")
func move_horizontally(delta, direction):
if direction:
horizontal_speed += air_acceleration * delta
@@ -62,7 +53,6 @@ func move_horizontally(delta, direction):
owner.move_and_slide(horizontal_velocity)
func animate_jump_height(delta):
vertical_speed -= gravity * delta
height += vertical_speed * delta

View File

@@ -7,10 +7,9 @@ func handle_input(event):
func get_input_direction():
var input_direction = Vector2(
Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
)
var input_direction = Vector2()
input_direction.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
input_direction.y = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
return input_direction

View File

@@ -22,11 +22,7 @@ func update(_delta):
emit_signal("finished", "idle")
update_look_direction(input_direction)
if Input.is_action_pressed("run"):
speed = max_run_speed
else:
speed = max_walk_speed
speed = max_run_speed if Input.is_action_pressed("run") else max_walk_speed
var collision_info = move(speed, input_direction)
if not collision_info:
return

View File

@@ -59,7 +59,7 @@ func _change_state(new_state):
state = new_state
func _unhandled_input(event):
func _input(event):
if not state == States.ATTACK:
return
if attack_input_state != AttackInputStates.LISTENING:

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.6 KiB

After

Width:  |  Height:  |  Size: 1.9 KiB

View File

@@ -8,12 +8,13 @@
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="Hierarchical Finite State Machine"
config/description="This example shows how to apply the State machine programming
pattern in GDscript, including Hierarchical States, and a
pushdown automaton."
config/name="Hierarchical Finite State Machine example"
run/main_scene="res://Demo.tscn"
config/icon="res://icon.png"
@@ -21,7 +22,6 @@ config/icon="res://icon.png"
window/size/width=1280
window/size/height=720
window/dpi/allow_hidpi=true
window/stretch/mode="2d"
window/stretch/aspect="expand"
@@ -96,6 +96,4 @@ attack={
[rendering]
quality/driver/driver_name="GLES2"
vram_compression/import_etc=true
vram_compression/import_etc2=false
environment/default_environment="res://default_env.tres"

Binary file not shown.

Before

Width:  |  Height:  |  Size: 23 KiB

View File

@@ -7,9 +7,10 @@ extends Node
signal state_changed(current_state)
# You should set a starting node from the inspector or on the node that inherits
# from this state machine interface. If you don't, the game will default to
# the first state in the state machine's children.
# You must set a starting node from the inspector or on
# the node that inherits from this state machine interface.
# If you don't the game will crash (on purpose, so you won't
# forget to initialize the state machine).
export(NodePath) var start_state
var states_map = {}
@@ -21,9 +22,7 @@ func _ready():
if not start_state:
start_state = get_child(0).get_path()
for child in get_children():
var err = child.connect("finished", self, "_change_state")
if err:
printerr(err)
child.connect("finished", self, "_change_state")
initialize(start_state)
@@ -43,7 +42,7 @@ func set_active(value):
current_state = null
func _unhandled_input(event):
func _input(event):
current_state.handle_input(event)

View File

@@ -9,15 +9,10 @@ const IMAGE_SIZE = Vector2(930, 720)
# Enums for the various modes and brush shapes that can be applied.
enum BrushModes {
PENCIL,
ERASER,
CIRCLE_SHAPE,
RECTANGLE_SHAPE,
PENCIL, ERASER, CIRCLE_SHAPE, RECTANGLE_SHAPE
}
enum BrushShapes {
RECTANGLE,
CIRCLE,
RECTANGLE, CIRCLE
}
# The top-left position of the canvas.
@@ -237,9 +232,11 @@ func _draw():
draw_circle(brush.brush_pos, brush.brush_shape_circle_radius, brush.brush_color)
func save_picture(path):
# Wait until the frame has finished before getting the texture.
yield(VisualServer, "frame_post_draw")
# Wait a couple frames so the save dialog isn't in the way.
yield (get_tree(), "idle_frame")
yield (get_tree(), "idle_frame")
# Get the viewport image.
var img = get_viewport().get_texture().get_data()

BIN
2d/gd_paint/PaintTools.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 440 B

View File

@@ -2,15 +2,15 @@
importer="texture"
type="StreamTexture"
path="res://.import/face_happy.png-38d387d31ec13459f749c93ce3d75d80.stex"
path="res://.import/PaintTools.png-636e86a6d210b52282c946752bbcc6f1.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://face_happy.png"
dest_files=[ "res://.import/face_happy.png-38d387d31ec13459f749c93ce3d75d80.stex" ]
source_file="res://PaintTools.png"
dest_files=[ "res://.import/PaintTools.png-636e86a6d210b52282c946752bbcc6f1.stex" ]
[params]

View File

@@ -1,8 +1,8 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://paint_control.gd" type="Script" id=1]
[ext_resource path="res://tools_panel.gd" type="Script" id=2]
[ext_resource path="res://paint_tools.png" type="Texture" id=3]
[ext_resource path="res://PaintControl.gd" type="Script" id=1]
[ext_resource path="res://ToolsPanel.gd" type="Script" id=2]
[ext_resource path="res://PaintTools.png" type="Texture" id=3]
[sub_resource type="StyleBoxFlat" id=1]
bg_color = Color( 1, 1, 1, 1 )
@@ -10,23 +10,19 @@ bg_color = Color( 1, 1, 1, 1 )
[node name="PaintRoot" type="Control"]
margin_right = 40.0
margin_bottom = 40.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="DrawingAreaBG" type="Panel" parent="."]
margin_left = 350.0
margin_right = 1280.0
margin_bottom = 720.0
custom_styles/panelf = SubResource( 1 )
custom_styles/panel = SubResource( 1 )
custom_styles/panelnc = SubResource( 1 )
[node name="PaintControl" type="Control" parent="."]
margin_right = 40.0
margin_bottom = 40.0
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="TLPos" type="Position2D" parent="PaintControl"]
position = Vector2( 350, 0 )
@@ -141,6 +137,7 @@ text = "Brush shape: Circle"
align = 1
[node name="ButtonShapeBox" type="Button" parent="ToolsPanel/BrushSettings"]
editor/display_folded = true
margin_left = 100.0
margin_top = 100.0
margin_right = 160.0
@@ -154,6 +151,7 @@ region_enabled = true
region_rect = Rect2( 0, 16, 16, 16 )
[node name="ButtonShapeCircle" type="Button" parent="ToolsPanel/BrushSettings"]
editor/display_folded = true
margin_left = 190.0
margin_top = 100.0
margin_right = 250.0

View File

@@ -1,15 +0,0 @@
# GD Paint
GD Paint is a simple image editor made using Godot and GDScript.
It supports different types of "brushes": a basic pen/pencil
and eraser, as well as a rectangle and a circle brush.
Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/517
## Screenshots
![Screenshot](screenshots/gdpaint.png)

View File

@@ -1,16 +1,20 @@
extends Panel
onready var brush_settings = $BrushSettings
onready var label_brush_size = brush_settings.get_node(@"LabelBrushSize")
onready var label_brush_shape = brush_settings.get_node(@"LabelBrushShape")
onready var label_stats = $LabelStats
onready var label_tools = $LabelTools
var paint_control
onready var _parent = get_parent()
onready var save_dialog = _parent.get_node(@"SaveFileDialog")
onready var paint_control = _parent.get_node(@"PaintControl")
onready var brush_settings = $BrushSettings
onready var label_tools = $LabelTools
onready var label_brush_size = $BrushSettings/LabelBrushSize
onready var label_brush_shape = $BrushSettings/LabelBrushShape
onready var label_stats = $LabelStats
var save_dialog
func _ready():
# Get PaintControl and SaveFileDialog.
paint_control = get_parent().get_node("PaintControl")
save_dialog = get_parent().get_node("SaveFileDialog")
# warning-ignore-all:return_value_discarded
# Assign all of the needed signals for the oppersation buttons.
$ButtonUndo.connect("pressed", self, "button_pressed", ["undo_stroke"])
@@ -30,7 +34,7 @@ func _ready():
$ColorPickerBackground.connect("color_changed", self, "background_color_changed")
$BrushSettings/HScrollBarBrushSize.connect("value_changed", self, "brush_size_changed")
# Assign the "file_selected" signal in SaveFileDialog.
# Assign the 'file_selected' signal in SaveFileDialog.
save_dialog.connect("file_selected", self, "save_file_selected")
# Set physics process so we can update the status label.

View File

@@ -0,0 +1,14 @@
[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
sky_curve = 0.25
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
ground_curve = 0.01
sun_energy = 16.0
[resource]
background_mode = 2
background_sky = SubResource( 1 )

Binary file not shown.

Before

Width:  |  Height:  |  Size: 474 B

After

Width:  |  Height:  |  Size: 884 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 273 B

View File

@@ -8,20 +8,20 @@
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="GD Paint"
config/description="GD Paint is a simple image editor made using Godot and GDScript.
It supports different types of 'brushes': a basic pen/pencil
and eraser, as well as a rectangle and a circle brush."
run/main_scene="res://paint_root.tscn"
run/main_scene="res://Paint_root.tscn"
config/icon="res://icon.png"
[display]
window/size/width=1280
window/size/height=720
window/dpi/allow_hidpi=true
window/stretch/mode="2d"
window/stretch/aspect="keep"
@@ -31,6 +31,4 @@ singletons=[ ]
[rendering]
quality/driver/driver_name="GLES2"
vram_compression/import_etc=true
vram_compression/import_etc2=false
environment/default_environment="res://default_env.tres"

Binary file not shown.

Before

Width:  |  Height:  |  Size: 31 KiB

File diff suppressed because one or more lines are too long

View File

@@ -0,0 +1,13 @@
[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
sky_curve = 0.25
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
ground_curve = 0.01
[resource]
background_mode = 2
background_sky = SubResource( 1 )

View File

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

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 KiB

View File

@@ -0,0 +1,84 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://pawns/actor.gd" type="Script" id=1]
[ext_resource path="res://pawns/sprites/character.png" type="Texture" id=2]
[sub_resource type="Animation" id=1]
resource_name = "bump"
length = 0.1
step = 0.01
tracks/0/type = "value"
tracks/0/path = NodePath("Pivot/Sprite:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.02, 0.04, 0.06, 0.08, 0.1 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1 ),
"update": 0,
"values": [ Vector2( 0, 0 ), Vector2( -1.5, -9 ), Vector2( 6.5, 2.5 ), Vector2( -11.5, 8.5 ), Vector2( 4, -5 ), Vector2( 0, 0 ) ]
}
[sub_resource type="Animation" id=2]
resource_name = "walk"
length = 0.25
step = 0.05
tracks/0/type = "value"
tracks/0/path = NodePath("Pivot/Sprite:self_modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = false
tracks/0/keys = {
"times": PoolRealArray( 0, 0.1, 0.25 ),
"transitions": PoolRealArray( 1, 1, 1 ),
"update": 0,
"values": [ Color( 1, 1, 1, 1 ), Color( 1, 0.9375, 0, 1 ), Color( 1, 1, 1, 1 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Pivot/Sprite:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0, 0.1, 0.15, 0.25 ),
"transitions": PoolRealArray( 1, 0.303143, 2.61003, 1 ),
"update": 0,
"values": [ Vector2( 1.43051e-06, -1.90735e-06 ), Vector2( 1.43051e-06, -1.90735e-06 ), Vector2( 0, -20 ), Vector2( 1.43051e-06, -1.90735e-06 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Pivot/Sprite:scale")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0, 0.05, 0.15, 0.25 ),
"transitions": PoolRealArray( 1, 0.354553, 1, 1 ),
"update": 0,
"values": [ Vector2( 1, 1 ), Vector2( 1.20007, 0.917384 ), Vector2( 0.916712, 1.13495 ), Vector2( 1, 1 ) ]
}
[node name="Actor" type="Node2D"]
position = Vector2( 32, 32 )
z_index = 1
script = ExtResource( 1 )
__meta__ = {
"_edit_group_": true
}
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/bump = SubResource( 1 )
anims/walk = SubResource( 2 )
[node name="Tween" type="Tween" parent="."]
[node name="Pivot" type="Position2D" parent="."]
[node name="Sprite" type="Sprite" parent="Pivot"]
position = Vector2( 1.43051e-06, -1.90735e-06 )
texture = ExtResource( 2 )
centered = false
offset = Vector2( -32, -32 )

View File

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

View File

@@ -0,0 +1,5 @@
extends Node2D
enum CellType { ACTOR, OBSTACLE, OBJECT }
#warning-ignore:unused_class_variable
export(CellType) var type = CellType.ACTOR

Binary file not shown.

After

Width:  |  Height:  |  Size: 899 B

View File

@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/character.png-98ed16816c5b464731c4fa68fe5b8613.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://pawns/sprites/character.png"
dest_files=[ "res://.import/character.png-98ed16816c5b464731c4fa68fe5b8613.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 787 B

View File

@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/character_grey.png-a95d64c2e947e85f04dd1c6474e46965.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://pawns/sprites/character_grey.png"
dest_files=[ "res://.import/character_grey.png-a95d64c2e947e85f04dd1c6474e46965.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

View File

@@ -2,15 +2,15 @@
importer="texture"
type="StreamTexture"
path="res://.import/gBot.png-b94e4323e02d18e8c6fabf612fa396da.stex"
path="res://.import/star.png-4f164f82cf41ace82182660f1be8e68d.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://player/gBot.png"
dest_files=[ "res://.import/gBot.png-b94e4323e02d18e8c6fabf612fa396da.stex" ]
source_file="res://pawns/sprites/star.png"
dest_files=[ "res://.import/star.png-4f164f82cf41ace82182660f1be8e68d.stex" ]
[params]

View File

@@ -8,46 +8,25 @@
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="3D Waypoints"
config/description="This is an example of displaying GUI elements such as Labels in a 3D world, without relying on viewports. This results in better readability and performance for use cases such as showing player names."
run/main_scene="res://main.tscn"
config/name="Grid Movement"
run/main_scene="res://Game.tscn"
config/icon="res://icon.png"
[display]
window/size/width=1280
window/size/height=720
window/stretch/mode="2d"
window/stretch/aspect="expand"
[input]
move_forward={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":90,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
]
}
move_back={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
]
}
move_left={
"deadzone": 0.51,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":81,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
]
}
move_right={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
@@ -56,17 +35,31 @@ move_right={
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
]
}
toggle_mouse_capture={
move_left={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777253,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777217,"unicode":0,"echo":false,"script":null)
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
]
}
move_down={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
]
}
move_up={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
]
}
[rendering]
quality/driver/driver_name="GLES2"
vram_compression/import_etc=true
vram_compression/import_etc2=false
quality/filters/msaa=2
environment/default_environment="res://default_env.tres"

View File

@@ -0,0 +1,19 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://tilesets/grid/actor.png" type="Texture" id=1]
[ext_resource path="res://tilesets/grid/obstacle.png" type="Texture" id=2]
[ext_resource path="res://tilesets/grid/object.png" type="Texture" id=3]
[node name="Node2D" type="Node2D"]
[node name="Actor" type="Sprite" parent="."]
position = Vector2( 32, 32 )
texture = ExtResource( 1 )
[node name="Obstacle" type="Sprite" parent="."]
position = Vector2( 96, 32 )
texture = ExtResource( 2 )
[node name="Object" type="Sprite" parent="."]
position = Vector2( 160, 32 )
texture = ExtResource( 3 )

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 KiB

View File

@@ -2,15 +2,15 @@
importer="texture"
type="StreamTexture"
path="res://.import/godot.png-5e0da45ed3d6786d5794553e04f58a8c.stex"
path="res://.import/actor.png-6a88af8a7bcb079732153877dfb0db8b.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://godot.png"
dest_files=[ "res://.import/godot.png-5e0da45ed3d6786d5794553e04f58a8c.stex" ]
source_file="res://tilesets/grid/actor.png"
dest_files=[ "res://.import/actor.png-6a88af8a7bcb079732153877dfb0db8b.stex" ]
[params]

View File

@@ -1,9 +1,8 @@
[gd_resource type="TileSet" load_steps=4 format=2]
[ext_resource path="res://grid_movement/grid/tiles/actor.png" type="Texture" id=1]
[ext_resource path="res://grid_movement/grid/tiles/obstacle.png" type="Texture" id=2]
[ext_resource path="res://grid_movement/grid/tiles/object.png" type="Texture" id=3]
[ext_resource path="res://tilesets/grid/actor.png" type="Texture" id=1]
[ext_resource path="res://tilesets/grid/obstacle.png" type="Texture" id=2]
[ext_resource path="res://tilesets/grid/object.png" type="Texture" id=3]
[resource]

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.3 KiB

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