Compare commits

..

33 Commits
3.5 ... 2.1

Author SHA1 Message Date
Aaron Franke
238b5f001c [2.1] Simplify list of branches in the README (#1255) 2025-10-02 16:35:34 -07:00
Rémi Verschelde
9537d1fc99 Update README for new branches, matches Godot upstream
(cherry picked from commit c0180d20d1)
2023-02-28 18:37:29 +01:00
Aaron Franke
0b47703fc4 [2.1] Update README for the new 3.3 branch 2021-11-05 10:14:42 -05:00
Aaron Franke
c231e2abba Merge pull request #608 from aaronfranke/2.1-readme-license-3.2
[2.1] Update README for the new 3.2 branch
2021-04-21 03:50:38 -05:00
Aaron Franke
b02987981b [2.1] Update README for the new 3.2 branch 2021-04-04 01:15:25 -04:00
Aaron Franke
7dec39be19 Merge pull request #402 from aaronfranke/2.1-readme-license
[2.1] Update README and LICENSE
2020-02-03 17:06:35 -05:00
Aaron Franke
1ef7c8defb [2.1] Update README and LICENSE 2020-02-03 17:02:18 -05:00
Aaron Franke
238057d534 Merge pull request #269 from PetePete1984/space-shooter-rework
Update Space Shooter demo to 2.1.5
2020-01-21 22:06:31 -05:00
PetePete1984
4221882f58 Update Space Shooter demo to 2.1.5
Major changes:
- added Readme
- included sensible directory structure
- resizable window now uses stretching
- main menu UI organized in containers
- less reliance on get_parent() or get_node("..") calls
- more usage of signals and groups
- split the large level scene into enemies & tilemap scenes
- moved the hud out of the player scene and into the main game scene
- player can now shoot by holding the space bar

Room for improvement:
- the enemies use very similar code and could be generalized more
2018-08-02 18:03:42 +02:00
Rémi Verschelde
9587296412 Merge pull request #232 from Calinou/improve-readme-2.1
Reorganize the README and make the version compatibility notice clearer
2018-03-26 20:58:49 +02:00
Hugo Locurcio
5f65fcbca1 Reorganize the README and make the version compatibility notice clearer 2018-03-26 18:44:50 +02:00
Rémi Verschelde
af5d7a1598 Merge pull request #173 from RandomShaper/adpod-mt-2.1
Examples about (multi)touch events (2.1)
2018-01-09 22:31:30 +01:00
Pedro J. Estébanez
b6db599fa1 Examples about (multi)touch events 2017-12-07 03:42:48 +01:00
Rémi Verschelde
0eec5d704a Merge pull request #101 from mhilbrunner/patch-1
README: Different branches for Godot versions
2017-11-28 17:59:41 +01:00
Max Hilbrunner
864b185f51 README: Different branches for Godot versions 2017-11-28 17:31:57 +01:00
Rémi Verschelde
35d4415184 Merge pull request #64 from ISylvox/spaceshooter-fix
[2.1] 2D/space_shooter: Some tweaks
2017-10-29 16:53:41 +01:00
Rémi Verschelde
951315dd26 Merge pull request #63 from ISylvox/3dplatformer-smallfix
[2.1] 3D/platformer: Adjust Player's collision capsule
2017-10-29 16:53:25 +01:00
Rémi Verschelde
71e832089d Input mapping: Add code to load/save config 2017-09-24 16:58:38 +02:00
Rémi Verschelde
fdcdd2ea5b Merge pull request #62 from ISylvox/rubegoldberg-smallfix
Rubegoldberg/engine.cfg: Changed the deprecated 'default_density' to 'default_linear_damp'
2017-09-04 10:45:52 +02:00
Indah Sylvia
2666ea133b 2D/space_shooter tweaks:
- renamed the project
- made the ship can't do shooting when killed
2017-09-04 03:19:10 +07:00
Indah Sylvia
2ce07fd572 3D/platformer: Adjust Player's collision capsule 2017-09-03 14:48:38 +07:00
Indah Sylvia
ff8052794b Rubegoldberg/engine.cfg: 'default_density' to 'default_linear_damp' 2017-09-03 13:55:08 +07:00
Rémi Verschelde
d88403cec1 Merge pull request #60 from eon-s/2.1
Added platformer demo with kinematic character from 2.2
2017-08-29 07:53:01 +02:00
eon-s
b6390ebc4d Added platformer demo with kinematic character from 2.2
Has some fixes on the input handling (replacing just_pressed), fix motion enabled, corrections on enemy scene and tilemap.
2017-08-28 20:14:53 -03:00
Rémi Verschelde
5fe6147a34 Add gitignore 2017-07-15 12:34:17 +02:00
Rémi Verschelde
4621cbd2d3 Tween Demo: Fix sprite and color pickers display 2017-07-15 12:33:34 +02:00
Rémi Verschelde
cbccc3a3da Allow changing player facing side while in the air
* As soon as the user wants to change direction while in the air, change
  the character's facing side.
* This allows for example shooting left then right while in the air and
  gives a better feeling.

Adapted from @stormi's 8ff2aec4f1.
2017-04-11 22:24:27 +02:00
Mario Schlack
491aef3974 Added Input.set_mouse_mode(...) test cases.
(cherry picked from commit ee75abef10)
2017-01-21 16:32:42 +01:00
Rémi Verschelde
67313fc1be Merge pull request #34 from Faless/split_screen_rebased
Backport split screen platformer to 2.1 compatibile API
2017-01-19 11:19:33 +01:00
Fabio Alessandrelli
ed6ae9dc2f Implement split screen in "Split Screen Platformer" 2017-01-14 02:14:19 +01:00
Fabio Alessandrelli
5260eeabc7 Copy 2D platformer code to new split screen platformer folder 2017-01-14 02:14:08 +01:00
Rémi Verschelde
f18d5d02c3 Remove empty inverse kinematics demo
Fixes #27.

(cherry picked from commit 50895875ed)
2016-12-04 11:29:26 +01:00
William Tumeo
ed9494f251 free coin in 3D platformer
(cherry picked from commit 76bfb10deb)
2016-11-16 19:17:44 +01:00
2875 changed files with 23708 additions and 92443 deletions

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@@ -6,11 +6,3 @@ root = true
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
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@@ -1,4 +1,2 @@
# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf
*.hdr binary

13
.github/CODEOWNERS vendored
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@@ -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

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@@ -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)
-->

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@@ -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:**

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@@ -1,23 +0,0 @@
<!--
Only submit a pull request if all of the following conditions are met:
* It must work with the latest Godot version of the branch you're submitting to.
* 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.
-->

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

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@@ -1,23 +0,0 @@
[preset.0]
name="HTML5"
platform="HTML5"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter="*.json"
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

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@@ -1,20 +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>
<li><code>3d/global_illumination/</code>: Not supported on HTML5 yet (freezes the browser).</li>
<li><code>3d/voxel/</code>: Not supported on HTML5 yet.</li>
<li><code>audio/device_changer/</code>: Not supported on HTML5 due to browser limitations.</li>
<li><code>loading/background_load/</code>: Not supported on HTML5 yet.</li>
<li><code>loading/multiple_threads_loading/</code>: Not supported on HTML5 yet.</li>
<li><code>loading/threads/</code>: Not supported on HTML5 yet.</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 HTML5 yet.</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>
</ul>
</body>
</html>

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@@ -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. -->

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@@ -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: 4 of them are GLES 3, but most are GLES 2

BIN
2d/area_input/box_area.png Normal file

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5
2d/area_input/engine.cfg Normal file
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@@ -0,0 +1,5 @@
[application]
name="Area 2D Input Events"
main_scene="res://input.tscn"
icon="res://icon.png"

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2d/area_input/icon.png Normal file

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14
2d/area_input/input.gd Normal file
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@@ -0,0 +1,14 @@
extends Area2D
# Virtual from CollisionObject2D (also available as signal)
func _input_event(viewport, event, shape_idx):
# Convert event to local coordinates
if (event.type == InputEvent.MOUSE_MOTION):
event = make_input_local(event)
get_node("label").set_text(str(event.pos))
# Virtual from CollisionObject2D (also available as signal)
func _mouse_exit():
get_node("label").set_text("")

109
2d/area_input/input.tscn Normal file
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@@ -0,0 +1,109 @@
[gd_scene load_steps=6 format=1]
[ext_resource path="res://input.gd" type="Script" id=1]
[ext_resource path="res://box_area.png" type="Texture" id=2]
[ext_resource path="res://circle_area.png" type="Texture" id=3]
[sub_resource type="RectangleShape2D" id=1]
custom_solver_bias = 0.0
extents = Vector2( 64, 64 )
[sub_resource type="CircleShape2D" id=2]
custom_solver_bias = 0.0
radius = 64.0
[node name="base" type="Node2D"]
[node name="box" type="Area2D" parent="."]
transform/pos = Vector2( 212, 281 )
transform/rot = 35.4081
input/pickable = true
shapes/0/shape = SubResource( 1 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 )
shapes/0/trigger = false
gravity_vec = Vector2( 0, 1 )
gravity = 98.0
linear_damp = 0.1
angular_damp = 1.0
script/script = ExtResource( 1 )
[node name="sprite" type="Sprite" parent="box"]
texture = ExtResource( 2 )
[node name="label" type="Label" parent="box"]
focus/ignore_mouse = true
focus/stop_mouse = true
size_flags/horizontal = 2
margin/left = -43.0
margin/top = 71.0
margin/right = 43.0
margin/bottom = 84.0
align = 1
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
[node name="shape" type="CollisionShape2D" parent="box"]
shape = SubResource( 1 )
trigger = false
_update_shape_index = -1
[node name="circle" type="Area2D" parent="."]
transform/pos = Vector2( 547.877, 286.808 )
transform/rot = -40.5985
input/pickable = true
shapes/0/shape = SubResource( 2 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 )
shapes/0/trigger = false
gravity_vec = Vector2( 0, 1 )
gravity = 98.0
linear_damp = 0.1
angular_damp = 1.0
script/script = ExtResource( 1 )
[node name="sprite" type="Sprite" parent="circle"]
texture = ExtResource( 3 )
[node name="label" type="Label" parent="circle"]
focus/ignore_mouse = true
focus/stop_mouse = true
size_flags/horizontal = 2
margin/left = -43.0
margin/top = 71.0
margin/right = 43.0
margin/bottom = 84.0
align = 1
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
[node name="shape" type="CollisionShape2D" parent="circle"]
shape = SubResource( 2 )
trigger = false
_update_shape_index = -1
[node name="Label" type="Label" parent="."]
focus/ignore_mouse = true
focus/stop_mouse = true
size_flags/horizontal = 2
margin/left = 0.0
margin/top = 0.0
margin/right = 40.0
margin/bottom = 13.0
text = "This demo shows how to use a regular Area2D to get input events, and how to convert the input events to local coordinates of the node.\nUnlike controls, Input on Area2D or PhysicsBody2D nodes only works properly (with scrolling) on canvas layer 0."
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1

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@@ -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)

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importer="texture"
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@@ -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()

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[deps]
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dest_files=[ "res://.import/face_sad.png-0ac7165eab24f595aba17a746a66c550.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
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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
process/normal_map_invert_y=false
stream=false
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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
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source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
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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

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; 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]
common/enable_pause_aware_picking=true
2d/cell_size=64
[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 )

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[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"]

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.import
logs/

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extends CanvasLayer
signal start_game
func show_message(text):
$MessageLabel.text = text
$MessageLabel.show()
$MessageTimer.start()
func show_game_over():
show_message("Game Over")
yield($MessageTimer, "timeout")
$MessageLabel.text = "Dodge the\nCreeps"
$MessageLabel.show()
yield(get_tree().create_timer(1), "timeout")
$StartButton.show()
func update_score(score):
$ScoreLabel.text = str(score)
func _on_StartButton_pressed():
$StartButton.hide()
emit_signal("start_game")
func _on_MessageTimer_timeout():
$MessageLabel.hide()

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[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 = "start_game"
[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"
__meta__ = {
"_edit_use_anchors_": false
}
[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"]

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MIT License
Copyright (c) 2017 KidsCanCode
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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extends Node
export(PackedScene) var mob_scene
var score
func _ready():
randomize()
func game_over():
$ScoreTimer.stop()
$MobTimer.stop()
$HUD.show_game_over()
$Music.stop()
$DeathSound.play()
func new_game():
get_tree().call_group("mobs", "queue_free")
score = 0
$Player.start($StartPosition.position)
$StartTimer.start()
$HUD.update_score(score)
$HUD.show_message("Get Ready")
$Music.play()
func _on_MobTimer_timeout():
# Create a new instance of the Mob scene.
var mob = mob_scene.instance()
# Choose a random location on Path2D.
var mob_spawn_location = get_node("MobPath/MobSpawnLocation")
mob_spawn_location.offset = randi()
# Set the mob's direction perpendicular to the path direction.
var direction = mob_spawn_location.rotation + PI / 2
# Set the mob's position to a random location.
mob.position = mob_spawn_location.position
# Add some randomness to the direction.
direction += rand_range(-PI / 4, PI / 4)
mob.rotation = direction
# Choose the velocity for the mob.
var velocity = Vector2(rand_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
$HUD.update_score(score)
func _on_StartTimer_timeout():
$MobTimer.start()
$ScoreTimer.start()

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[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"]

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extends RigidBody2D
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()

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[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"]

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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)

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@@ -1,71 +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"]

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@@ -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 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)
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`.

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Please distribute this file along with the Xolonium fonts when possible.
Source
Find the sourcefiles of Xolonium at
<gitlab.com/sev/xolonium>
Credits
Xolonium is created with FontForge <fontforge.org>,
Inkscape <inkscape.org>, Python <python.org>, and
FontTools <github.com/fonttools>.
It originated as a custom font for the open-source
game Xonotic <xonotic.org>. With many thanks to the
Xonotic community for your support.
Supported OpenType features
case Provides case sensitive placement of punctuation,
brackets, and math symbols for uppercase text.
frac Replaces number/number sequences with diagonal fractions.
Numbers that touch a slash should not exceed 10 digits.
kern Provides kerning for Latin, Greek, and Cyrillic scripts.
locl Dutch: Replaces j with a stressed version if it follows í.
Sami: Replaces n-form Eng with the preferred N-form version.
Romanian and Moldovan: Replaces ŞşŢţ with the preferred ȘșȚț.
pnum Replaces monospaced digits with proportional versions.
sinf Replaces digits with scientific inferiors below the baseline.
subs Replaces digits with subscript versions on the baseline.
sups Replaces digits with superscript versions.
zero Replaces zero with a slashed version.
Supported glyph sets
Adobe Latin 3
OpenType W1G
ISO 8859-1 Western European
ISO 8859-2 Central European
ISO 8859-3 South European
ISO 8859-4 North European
ISO 8859-5 Cyrillic
ISO 8859-7 Greek
ISO 8859-9 Turkish
ISO 8859-10 Nordic
ISO 8859-13 Baltic Rim
ISO 8859-14 Celtic
ISO 8859-15 Western European
ISO 8859-16 South-Eastern European
Available glyphs
!"#$%&'()*+,-./0123456789:;<=>?
@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_
`abcdefghijklmnopqrstuvwxyz{|}~
 ¡¢£¤¥¦§¨©ª«¬ ®¯°±²³´µ¶·¸¹º»¼½¾¿
ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖרÙÚÛÜÝÞß
àáâãäåæçèéêëìíîïðñòóôõö÷øùúûüýþÿ
ĀāĂ㥹ĆćĈĉĊċČčĎďĐđĒēĔĕĖėĘęĚěĜĝĞğ
ĠġĢģĤĥĦħĨĩĪīĬĭĮįİıIJijĴĵĶķĸĹĺĻļĽľ
ĿŀŁłŃńŅņŇňŊŋŌōŎŏŐőŒœŔŕŖŗŘřŚśŜŝŞş
ŠšŢţŤťŦŧŨũŪūŬŭŮůŰűŲųŴŵŶŷŸŹźŻżŽž
ƒǺǻǼǽǾǿȘșȚțȷ
ˆˇˉ˘˙˚˛˜˝
ͺ;΄΅Ά·ΈΉΊΌΎΏΐ
ΑΒΓΔΕΖΗΘΙΚΛΜΝΞΟΠΡΣΤΥΦΧΨΩΪΫάέήίΰ
αβγδεζηθικλμνξοπρςστυφχψωϊϋόύώ
ЀЁЂЃЄЅІЇЈЉЊЋЌЍЎЏАБВГДЕЖЗИЙКЛМНОП
РСТУФХЦЧШЩЪЫЬЭЮЯабвгдежзийклмноп
рстуфхцчшщъыьэюяѐёђѓєѕіїјљњћќѝўџ
ѢѣѲѳѴѵҐґҒғҔҕҖҗҘҙҚқҜҝҞҟҠҡҢңҤҥҦҧҨҩ
ҪҫҬҭҮүҰұҲҳҴҵҶҷҸҹҺһҼҽӀӁӂӇӈӋӌӏӐӑӒӓ
ӔӕӖӗӘәӜӝӞӟӠӡӢӣӤӥӦӧӨөӮӯӰӱӲӳӴӵӶӷӸӹ
Ԥԥ
ḂḃḊḋḞḟṀṁṖṗṠṡṪṫẀẁẂẃẄẅẞỲỳ
     ‒–—―‘’‚‛“”„‟†‡•…‰′″‹›‽‾⁄
⁰⁴⁵⁶⁷⁸⁹⁺⁻⁼⁽⁾ⁿ₀₁₂₃₄₅₆₇₈₉₊₋₌₍₎
₤₦₩₫€₯₱₹₺₽₿
℅ℓ№℗™Ω℮
⅛⅜⅝⅞
←↑→↓
∂∆∏∑−∕∙√∞∟∫≈≠≤≥
■▬▮▰▲▶▼◀◆◊●◢◣◤◥
☄★☠☢☣⚙⚛⚠⚡⛔
❇❈❌❤❰❱❲❳
fffiflffiffl
🌌🌍🌎🌏👽💣🔥🔫
😁😃😄😆😇😈😉😊😎😐😒😕😘
😛😝😞😟😠😣😭😮😲😴😵
🚀
Debugging glyphs
 U+EFFD Font version
 U+F000 Font hinting indicator
Changelog
Xolonium 4.1 2016-11-22 Severin Meyer <sev.ch@web.de>
Reverted frac OpenType feature to a more stable implementation
Xolonium 4.0 2016-10-08 Severin Meyer <sev.ch@web.de>
Decreased width of most glyphs
Thinner vertical stems in Xolonium-Regular
Thicker horizontal stems in Xolonium-Bold
Revised diagonal stems
Lowered middle bars
Revised diacritical bars
Added glyphs:
ӏẞ₿
U+2007 U+2008 U+2009 U+200A U+202F
U+EFFD U+F000
Revised glyphs:
$&,JKQRXkwxy~¢¤ßǻ˜ζκλμξφЖУжћѴѵ∕₱₺₦₩€ℓ№≈ffffiffl
❤🌍🌎🌏😁😄😇😈😉😊😘😭😮😴🚀
Removed uncommon glyphs:
ʼnſʼҌҍҎҏҾҿӃӄӇӈӚӛӪӫӬӭ
U+0312 U+0313 U+0326
Simplified OpenType features pnum, zero, and case
Removed OpenType feature dlig
Revised vertical metrics
Merged outlines of composite glyphs in otf version
Added ttf version with custom outlines and instructions
Added woff and woff2 version
Xolonium 3.1 2015-06-10 Severin Meyer <sev.ch@web.de>
Added currency glyphs:
₦₩₫₱₹₺₽
Revised glyph:
Relicensed public release under the SIL Open Font License 1.1
Xolonium 3.0 2015-05-04 Severin Meyer <sev.ch@web.de>
Decreased width of glyphs
Decreased descender height
Increased height of super/subscript glyphs
Revised width of dashes, underscore, and overscore
Sharper bends with more circular proportions
Decreased stroke thickness of mathematical glyphs
Revised diacritical marks
Revised diacritical bars
Revised Cyrillic hooks
Revised glyphs:
GQRYjmuwßŊŒſƒǻfffiffiffl
ΞΨΩδζιξπςστυφω
ЉЄДЛУЭЯбдлэяєљђєћѢѣҨҩҼҽӃӄӘә
#$&'()*,/69?@[]{}~¡£¤¥§©®¿
‹›₤€₯ℓ№℗℮←↑→↓∂∏∑∞≈▰☄❈❰❱❲❳😝
Raised vertical position of mathematical glyphs
Unified advance width of numeral and monetary glyphs
Unified advance width of mathematical glyphs
Revised bearings
Rewrote kern feature
Bolder Xolonium-Bold with improved proportions
Updated glyph names to conform to the AGLFN 1.7
Revised hints and PS Private Dictionary
Added glyphs:
ӶӷԤԥ
Added OpenType features:
case frac liga locl pnum sinf subs sups zero
Xolonium 2.4 2014-12-23 Severin Meyer <sev.ch@web.de>
Added dingbats:
⛔💣🔥
Revised size and design of emoticons
Revised dingbats:
⌖☄☠☣⚙⚛⚠⚡❇❈🌌🌍🌎🌏🔫
Removed dingbat:
💥
Xolonium 2.3 2014-08-14 Severin Meyer <sev.ch@web.de>
Bugfixed ε and έ, thanks to bowzee for the feedback
Xolonium 2.2 2014-03-01 Severin Meyer <sev.ch@web.de>
Added dingbats:
⌖◆●❌💥
Revised dingbats:
•←↑→↓◊☄★☠☣⚙⚛⚠⚡❇❈❤🌌🌍🌎🌏👽🔫🚀
Removed dingbats:
♻✪💡📡🔋🔧🔭
Xolonium 2.1 2013-10-20 Severin Meyer <sev.ch@web.de>
Added dingbats:
←↑→↓❰❱❲❳■▬▮▰▲▶▼◀◢◣◤◥
☄★☠☢☣♻⚙⚛⚠⚡✪❇❈❤
🌌🌍🌎🌏👽💡📡🔋🔧🔫🔭🚀
😁😃😄😆😇😈😉😊😎😐😒😕
😘😛😝😞😟😠😣😭😮😲😴😵
Xolonium 2.0.1 2013-07-12 Severin Meyer <sev.ch@web.de>
Reorganised and simplified files
Xolonium 2.0 2012-08-11 Severin Meyer <sev.ch@web.de>
Revised bends
Revised thickness of uppercase diagonal stems
Revised diacritical marks
Revised hints and PS Private Dictionary
Revised glyphs:
*1469@DPRly{}§©®¶ÐÞƒΘΞαεζνξνυЄЉЊ
ЏБЗЛУЧЪЫЬЭЯбзлчъыьэяєљњџ•€∂∙√∞∫≠
Completed glyph sets:
Adobe Latin 3
OpenType World Glyph Set 1 (W1G)
Ghostscript Standard (ghostscript-fonts-std-8.11)
Added OpenType kern feature
Added Xolonium-Bold
Xolonium 1.2 2011-02-12 Severin Meyer <sev.ch@web.de>
Revised glyphs:
D·Ðı
Completed glyph sets:
ISO 8859-7 (Greek)
Unicode Latin Extended-A block
Added glyphs:
†‡•…‰⁄™∂∑−√∞≠≤≥
Xolonium 1.1 2011-01-17 Severin Meyer <sev.ch@web.de>
Revised placement of cedilla and ogonek in accented glyphs
Revised glyphs:
,;DKTjkvwxy¥§Ð˛
Completed glyph sets:
ISO 8859-2 (Central European)
ISO 8859-3 (South European, Esperanto)
ISO 8859-4 (North European)
ISO 8859-5 (Cyrillic)
ISO 8859-9 (Turkish)
ISO 8859-10 (Nordic)
ISO 8859-13 (Baltic Rim)
ISO 8859-14 (Celtic)
ISO 8859-16 (South-Eastern European)
Added glyphs:
ȷʼ̒ ЀЍѐѝ‒–—‘’‚‛“”„‟‹›
Xolonium 1.0 2011-01-04 Severin Meyer <sev.ch@web.de>
Completed glyph sets:
ISO 8859-1 (Western European)
ISO 8859-15 (Western European)
Added glyphs:
ĄĆĘŁŃŚŹŻąćęłńśźżıˆˇ˙˚˛˜

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Copyright 2011-2016 Severin Meyer <sev.ch@web.de>,
with Reserved Font Name Xolonium.
This Font Software is licensed under the SIL Open Font License,
Version 1.1. This license is copied below, and is also available
with a FAQ at <http://scripts.sil.org/OFL>
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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; 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
[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 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"
[display]
window/size/width=480
window/size/height=720
window/stretch/mode="2d"
window/stretch/aspect="keep"
[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,"physical_scancode":0,"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,"physical_scancode":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,"physical_scancode":0,"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,"physical_scancode":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,"physical_scancode":0,"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,"physical_scancode":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,"physical_scancode":0,"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,"physical_scancode":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": 0.5,
"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":16777221,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}

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extends RigidBody2D
# Member variables
var timeout = 5
func _process(delta):
timeout -= delta
if (timeout < 1):
set_opacity(timeout)
if (timeout < 0):
queue_free()
func _ready():
set_process(true)

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[gd_scene load_steps=4 format=1]
[ext_resource path="res://ball.gd" type="Script" id=1]
[ext_resource path="res://ball.png" type="Texture" id=2]
[sub_resource type="CircleShape2D" id=1]
custom_solver_bias = 0.0
radius = 7.45713
[node name="bal" type="RigidBody2D"]
input/pickable = false
shapes/0/shape = SubResource( 1 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 )
shapes/0/trigger = false
collision/layers = 1
collision/mask = 1
mode = 0
mass = 1.0
friction = 1.0
bounce = 0.0
gravity_scale = 1.0
custom_integrator = false
continuous_cd = 0
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
velocity/linear = Vector2( 0, 0 )
velocity/angular = 0.0
damp_override/linear = -1.0
damp_override/angular = -1.0
script/script = ExtResource( 1 )
[node name="sprite" type="Sprite" parent="."]
transform/pos = Vector2( 0, 1 )
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
trigger = false
_update_shape_index = 0

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extends Node2D
# Member variables
const EMIT_INTERVAL = 0.1
var timeout = EMIT_INTERVAL
func _process(delta):
timeout -= delta
if (timeout < 0):
timeout = EMIT_INTERVAL
var ball = preload("res://ball.tscn").instance()
ball.set_pos(Vector2(randf()*get_viewport_rect().size.x, 0))
add_child(ball)
func _ready():
set_process(true)

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[gd_scene load_steps=13 format=1]
[ext_resource path="res://dynamic_colobjs.gd" type="Script" id=1]
[ext_resource path="res://circle.png" type="Texture" id=2]
[ext_resource path="res://box.png" type="Texture" id=3]
[ext_resource path="res://poly.png" type="Texture" id=4]
[sub_resource type="CircleShape2D" id=1]
custom_solver_bias = 0.0
radius = 28.8504
[sub_resource type="RectangleShape2D" id=2]
custom_solver_bias = 0.0
extents = Vector2( 32.1805, 30.0328 )
[sub_resource type="ConvexPolygonShape2D" id=3]
custom_solver_bias = 0.0
points = Vector2Array( 49.5669, -27.9744, 45.1564, 15.3961, 18.6931, -1.51105 )
[sub_resource type="ConvexPolygonShape2D" id=4]
custom_solver_bias = 0.0
points = Vector2Array( -55.093, -14.2052, -37.1739, 2.89948, -40.1345, 21.2602, -53.3067, 15.8716 )
[sub_resource type="ConvexPolygonShape2D" id=5]
custom_solver_bias = 0.0
points = Vector2Array( -40.1345, 21.2602, -37.1739, 2.89948, -14.386, -14.0076, -6.30005, 0.694214 )
[sub_resource type="ConvexPolygonShape2D" id=6]
custom_solver_bias = 0.0
points = Vector2Array( -14.386, -14.0076, 18.6931, -1.51105, 45.1564, 15.3961, -6.30005, 0.694214 )
[sub_resource type="Animation" id=7]
resource/name = "movethem"
length = 4.0
loop = true
step = 0.1
tracks/0/type = "value"
tracks/0/path = NodePath("base/circle:transform/pos")
tracks/0/interp = 1
tracks/0/keys = { "cont":true, "times":FloatArray( 0, 2 ), "transitions":FloatArray( 1, 1 ), "values":[ Vector2( 0, 0 ), Vector2( 52.7569, -70.845 ) ] }
tracks/1/type = "value"
tracks/1/path = NodePath("base/box:transform/pos")
tracks/1/interp = 1
tracks/1/keys = { "cont":true, "times":FloatArray( 0, 2 ), "transitions":FloatArray( 1, 1 ), "values":[ Vector2( 193.173, -2.72076 ), Vector2( 195.894, -72.0999 ) ] }
tracks/2/type = "value"
tracks/2/path = NodePath("base/box:transform/rot")
tracks/2/interp = 1
tracks/2/keys = { "cont":true, "times":FloatArray( 0, 2 ), "transitions":FloatArray( 1, 1 ), "values":[ 0.0, 92.8111 ] }
tracks/3/type = "value"
tracks/3/path = NodePath("base/polygon:transform/pos")
tracks/3/interp = 1
tracks/3/keys = { "cont":true, "times":FloatArray( 0, 2 ), "transitions":FloatArray( 1, 1 ), "values":[ Vector2( 382.265, -2.72076 ), Vector2( 495.176, -10.883 ) ] }
[sub_resource type="Animation" id=8]
resource/name = "toggletrigger"
length = 6.0
loop = true
step = 0.1
tracks/0/type = "value"
tracks/0/path = NodePath("base/box:trigger")
tracks/0/interp = 1
tracks/0/keys = { "cont":false, "times":FloatArray( 0, 4 ), "transitions":FloatArray( 1, 1 ), "values":[ false, true ] }
tracks/1/type = "value"
tracks/1/path = NodePath("base/box:visibility/opacity")
tracks/1/interp = 1
tracks/1/keys = { "cont":false, "times":FloatArray( 0, 4 ), "transitions":FloatArray( 1, 1 ), "values":[ 1.0, 0.2 ] }
[node name="base" type="Node2D"]
script/script = ExtResource( 1 )
[node name="base" type="KinematicBody2D" parent="."]
transform/pos = Vector2( 137, 470 )
input/pickable = false
shapes/0/shape = SubResource( 1 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 7.91353, -10.6267 )
shapes/0/trigger = false
shapes/1/shape = SubResource( 2 )
shapes/1/transform = Matrix32( 0.970626, -0.240595, 0.240595, 0.970626, 193.581, -13.1276 )
shapes/1/trigger = false
shapes/2/shape = SubResource( 3 )
shapes/2/transform = Matrix32( 1, 0, 0, 1, 399.202, -3.9451 )
shapes/2/trigger = false
shapes/3/shape = SubResource( 4 )
shapes/3/transform = Matrix32( 1, 0, 0, 1, 399.202, -3.9451 )
shapes/3/trigger = false
shapes/4/shape = SubResource( 5 )
shapes/4/transform = Matrix32( 1, 0, 0, 1, 399.202, -3.9451 )
shapes/4/trigger = false
shapes/5/shape = SubResource( 6 )
shapes/5/transform = Matrix32( 1, 0, 0, 1, 399.202, -3.9451 )
shapes/5/trigger = false
collision/layers = 1
collision/mask = 1
collision/margin = 0.08
[node name="circle" type="CollisionShape2D" parent="base"]
transform/pos = Vector2( 7.91353, -10.6267 )
shape = SubResource( 1 )
trigger = false
_update_shape_index = 0
[node name="sprite" type="Sprite" parent="base/circle"]
texture = ExtResource( 2 )
[node name="box" type="CollisionShape2D" parent="base"]
transform/pos = Vector2( 193.581, -13.1276 )
transform/rot = 13.9217
shape = SubResource( 2 )
trigger = false
_update_shape_index = 1
[node name="Sprite" type="Sprite" parent="base/box"]
texture = ExtResource( 3 )
[node name="polygon" type="CollisionPolygon2D" parent="base"]
transform/pos = Vector2( 399.202, -3.9451 )
build_mode = 0
polygon = Vector2Array( -55.093, -14.2052, -37.1739, 2.89948, -14.386, -14.0076, 18.6931, -1.51105, 49.5669, -27.9744, 45.1564, 15.3961, -6.30005, 0.694214, -40.1345, 21.2602, -53.3067, 15.8716 )
shape_range = Vector2( 2, 5 )
trigger = false
[node name="Sprite" type="Sprite" parent="base/polygon"]
texture = ExtResource( 4 )
[node name="shapemove" type="AnimationPlayer" parent="."]
playback/process_mode = 1
playback/default_blend_time = 0.0
root/root = NodePath("..")
anims/movethem = SubResource( 7 )
playback/active = true
playback/speed = 1.0
blend_times = [ ]
autoplay = "movethem"
[node name="triggertoggle" type="AnimationPlayer" parent="."]
playback/process_mode = 1
playback/default_blend_time = 0.0
root/root = NodePath("..")
anims/movethem = SubResource( 7 )
anims/toggletrigger = SubResource( 8 )
playback/active = true
playback/speed = 1.0
blend_times = [ ]
autoplay = "toggletrigger"
[node name="Label" type="Label" parent="."]
focus/ignore_mouse = true
focus/stop_mouse = true
size_flags/horizontal = 2
margin/left = 21.0
margin/top = 21.0
margin/right = 719.0
margin/bottom = 73.0
text = "This demo simply shows that it\'s possible now to move a CollisionShape and CollisionPolygon after it was created\nand also turn it into a trigger at run-time. CollisionShape will remain alive during the running game and you can\ninteract with them, even though they are just meant to be helpers.\nIt is always recommended in a real use-case scenario, to move a body instead of a shape, as that path is better optimized."
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1

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[application]
name="Run-Time CollisionShape"
main_scene="res://dynamic_colobjs.tscn"
icon="res://icon.png"

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@@ -1,60 +0,0 @@
[gd_scene load_steps=6 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/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="Control" type="Control" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="StatesStackDiplayer" parent="Control" instance=ExtResource( 3 )]
[node name="ControlsPanel" parent="Control" instance=ExtResource( 4 )]
[editable path="Player"]

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@@ -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)

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@@ -1,38 +0,0 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://fonts/source_code_pro_explanations.tres" type="DynamicFont" id=1]
[node name="ControlsPanel" type="Panel"]
anchor_left = 1.0
anchor_right = 1.0
margin_left = -220.0
margin_bottom = 170.0
[node name="Keys" type="Label" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 10.0
margin_top = 10.0
margin_right = -10.0
margin_bottom = -10.0
custom_fonts/font = ExtResource( 1 )
text = "Shoot:
Attack:
Stagger:
Jump:
Sprint:"
[node name="Keys2" type="Label" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 10.0
margin_top = 10.0
margin_right = -10.0
margin_bottom = -10.0
custom_fonts/font = ExtResource( 1 )
text = "R
F
X
Space
Shift"
align = 2

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@@ -1,39 +0,0 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://fonts/source_code_pro_explanations_bold.tres" type="DynamicFont" id=1]
[ext_resource path="res://fonts/source_code_pro_explanations.tres" type="DynamicFont" id=2]
[node name="Explanations" type="RichTextLabel"]
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( 1 )
custom_fonts/normal_font = ExtResource( 2 )
bbcode_enabled = true
bbcode_text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
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
}

View File

@@ -1,48 +0,0 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://debug/states_stack_displayer.gd" type="Script" id=1]
[ext_resource path="res://fonts/SourceCodePro-Bold.ttf" type="DynamicFontData" id=2]
[sub_resource type="DynamicFont" id=1]
size = 20
use_filter = true
font_data = ExtResource( 2 )
[node name="StatesStackDiplayer" type="Panel"]
margin_right = 210.0
margin_bottom = 170.0
script = ExtResource( 1 )
__meta__ = {
"_edit_group_": true
}
[node name="Title" type="Label" parent="."]
anchor_left = 0.5
anchor_right = 0.5
margin_left = -105.0
margin_right = 105.0
margin_bottom = 40.0
custom_fonts/font = SubResource( 1 )
text = "Pushown"
align = 1
valign = 1
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="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 )
text = "1.
2."

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@@ -1,15 +0,0 @@
extends Panel
onready var fsm_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 += String(state.get_name()) + "\n"
numbers += str(index) + "\n"
index += 1
$States.text = states_names
$Numbers.text = numbers

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@@ -1,12 +0,0 @@
[gd_resource type="DynamicFont" load_steps=2 format=2]
[ext_resource path="res://fonts/SourceCodePro-Bold.ttf" type="DynamicFontData" id=1]
[resource]
size = 20
use_mipmaps = false
use_filter = true
font_data = ExtResource( 1 )
_sections_unfolded = [ "Font", "Settings" ]

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@@ -1,12 +0,0 @@
[gd_resource type="DynamicFont" load_steps=2 format=2]
[ext_resource path="res://fonts/SourceCodePro-Black.ttf" type="DynamicFontData" id=1]
[resource]
size = 24
use_mipmaps = false
use_filter = true
font_data = ExtResource( 1 )
_sections_unfolded = [ "Font", "Settings" ]

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@@ -1,35 +0,0 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
[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
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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@@ -1,124 +0,0 @@
[gd_scene load_steps=20 format=2]
[ext_resource path="res://player/player_controller.gd" type="Script" id=1]
[ext_resource path="res://player/player_state_machine.gd" type="Script" id=2]
[ext_resource path="res://player/states/motion/on_ground/idle.gd" type="Script" id=3]
[ext_resource path="res://player/states/motion/on_ground/move.gd" type="Script" id=4]
[ext_resource path="res://player/states/motion/in_air/jump.gd" type="Script" id=5]
[ext_resource path="res://player/states/combat/stagger.gd" type="Script" id=6]
[ext_resource path="res://player/states/combat/attack.gd" type="Script" id=7]
[ext_resource path="res://player/states/die.gd" type="Script" id=8]
[ext_resource path="res://player/shadow.png" type="Texture" id=9]
[ext_resource path="res://player/body.png" type="Texture" id=10]
[ext_resource path="res://player/bullet/bullet_spawner.gd" type="Script" id=11]
[ext_resource path="res://player/weapon/weapon_pivot.gd" type="Script" id=12]
[ext_resource path="res://player/weapon/Sword.tscn" type="PackedScene" id=13]
[ext_resource path="res://fonts/SourceCodePro-Bold.ttf" type="DynamicFontData" id=14]
[ext_resource path="res://player/states/debug/state_name_displayer.gd" type="Script" id=15]
[sub_resource type="Animation" id=1]
[sub_resource type="Animation" id=2]
length = 0.6
tracks/0/type = "value"
tracks/0/path = NodePath("BodyPivot/Body:modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.05, 0.1, 0.15, 0.2, 0.25, 0.4 ),
"transitions": PoolRealArray( 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="DynamicFont" id=4]
size = 20
use_filter = true
font_data = ExtResource( 14 )
[node name="Player" type="KinematicBody2D"]
script = ExtResource( 1 )
__meta__ = {
"_edit_horizontal_guides_": [ ]
}
[node name="StateMachine" type="Node" parent="."]
script = ExtResource( 2 )
[node name="Idle" type="Node" parent="StateMachine"]
script = ExtResource( 3 )
[node name="Move" type="Node" parent="StateMachine"]
script = ExtResource( 4 )
[node name="Jump" type="Node" parent="StateMachine"]
script = ExtResource( 5 )
[node name="Stagger" type="Node" parent="StateMachine"]
script = ExtResource( 6 )
[node name="Attack" type="Node" parent="StateMachine"]
script = ExtResource( 7 )
[node name="Die" type="Node" parent="StateMachine"]
script = ExtResource( 8 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/idle = SubResource( 1 )
anims/stagger = SubResource( 2 )
anims/walk = SubResource( 3 )
[node name="Shadow" type="Sprite" parent="."]
self_modulate = Color( 1, 1, 1, 0.361098 )
position = Vector2( 0, -4 )
texture = ExtResource( 9 )
[node name="BodyPivot" type="Position2D" parent="."]
[node name="Body" type="Sprite" parent="BodyPivot"]
position = Vector2( 0, -58 )
texture = ExtResource( 10 )
[node name="BulletSpawn" type="Node2D" parent="BodyPivot"]
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( 0, -58 )
script = ExtResource( 12 )
[node name="Offset" type="Position2D" parent="BodyPivot/WeaponPivot"]
position = Vector2( 110, 0 )
[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 )
[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 = "Idle"
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"]
[connection signal="attack_finished" from="BodyPivot/WeaponPivot/Offset/Sword" to="StateMachine/Attack" method="_on_Sword_attack_finished"]

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