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2 Commits
3.x ... 3.4

Author SHA1 Message Date
Aaron Franke
cd242f60fb [3.4] Simplify list of branches in the README (#1255) 2025-10-02 17:01:44 -07:00
Rémi Verschelde
7a4d361d4d Update README for new branches, matches Godot upstream
(cherry picked from commit c0180d20d1)
2023-02-28 18:36:03 +01:00
675 changed files with 2997 additions and 15278 deletions

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@@ -5,7 +5,7 @@ platform="HTML5"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter="*.json"
include_filter=""
exclude_filter=""
export_path=""
script_export_mode=1

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@@ -2,7 +2,6 @@ extends CanvasLayer
signal start_game
func show_message(text):
$MessageLabel.text = text
$MessageLabel.show()

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@@ -3,7 +3,6 @@ extends Node
export(PackedScene) var mob_scene
var score
func _ready():
randomize()
@@ -51,7 +50,6 @@ func _on_MobTimer_timeout():
# Spawn the mob by adding it to the Main scene.
add_child(mob)
func _on_ScoreTimer_timeout():
score += 1
$HUD.update_score(score)

View File

@@ -20,6 +20,9 @@ mob_scene = ExtResource( 2 )
anchor_right = 1.0
anchor_bottom = 1.0
color = Color( 0.219608, 0.372549, 0.380392, 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Player" parent="." instance=ExtResource( 3 )]

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@@ -1,6 +1,5 @@
extends RigidBody2D
func _ready():
$AnimatedSprite.playing = true
var mob_types = $AnimatedSprite.frames.get_animation_names()

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@@ -5,7 +5,6 @@ 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()

View File

@@ -17,7 +17,5 @@ force/max_rate=false
force/max_rate_hz=44100
edit/trim=true
edit/normalize=true
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
edit/loop=false
compress/mode=0

View File

@@ -49,6 +49,9 @@ __meta__ = {
[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 )]

View File

@@ -7,6 +7,9 @@ anchor_left = 1.0
anchor_right = 1.0
margin_left = -220.0
margin_bottom = 170.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Keys" type="Label" parent="."]
anchor_right = 1.0

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@@ -2,7 +2,6 @@ extends Panel
onready var fsm_node = get_node("../../Player/StateMachine")
func _process(_delta):
var states_names = ""
var numbers = ""

View File

@@ -104,7 +104,6 @@ position = Vector2( 110, 0 )
polygon = PoolVector2Array( -20, 0, -20, -20, 20, -20, 20, 0 )
[node name="StateNameDisplayer" type="Label" parent="."]
physics_interpolation_mode = 2
margin_left = -109.0
margin_top = -172.0
margin_right = 110.0
@@ -115,6 +114,9 @@ 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"]

View File

@@ -5,7 +5,6 @@ export(float) var speed = 1000.0
onready var root = get_tree().root
func _ready():
set_as_toplevel(true)

View File

@@ -2,7 +2,6 @@ extends Node2D
var bullet = preload("Bullet.tscn")
func _unhandled_input(event):
if event.is_action_pressed("fire"):
fire()
@@ -14,6 +13,6 @@ func fire():
$CooldownTimer.start()
var new_bullet = bullet.instance()
add_child(new_bullet)
new_bullet.position = global_position
new_bullet.direction = owner.look_direction
add_child(new_bullet)

View File

@@ -7,7 +7,6 @@ signal direction_changed(new_direction)
var look_direction = Vector2.RIGHT setget set_look_direction
func take_damage(attacker, amount, effect = null):
if is_a_parent_of(attacker):
return

View File

@@ -6,7 +6,6 @@ onready var jump = $Jump
onready var stagger = $Stagger
onready var attack = $Attack
func _ready():
states_map = {
"idle": idle,

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@@ -1,6 +1,5 @@
extends "res://state_machine/state.gd"
func enter():
owner.get_node("AnimationPlayer").play("idle")

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@@ -3,7 +3,6 @@ extends "res://state_machine/state.gd"
# The animation only affects the Body Sprite's modulate property so it
# could stack with other animations if we had two AnimationPlayer nodes.
func enter():
owner.get_node("AnimationPlayer").play("stagger")

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@@ -2,7 +2,6 @@ extends Label
var start_position = Vector2()
func _ready():
start_position = rect_position

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@@ -1,6 +1,5 @@
extends "res://state_machine/state.gd"
# Initialize the state. E.g. change the animation.
func enter():
owner.set_dead(true)

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@@ -17,7 +17,6 @@ var horizontal_velocity = Vector2()
var vertical_speed = 0.0
var height = 0.0
func initialize(speed, velocity):
horizontal_speed = speed
if speed > 0.0:

View File

@@ -1,7 +1,6 @@
extends "res://state_machine/state.gd"
# Collection of important methods to handle direction and animation.
func handle_input(event):
if event.is_action_pressed("simulate_damage"):
emit_signal("finished", "stagger")

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@@ -1,6 +1,5 @@
extends "on_ground.gd"
func enter():
owner.get_node("AnimationPlayer").play("idle")

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@@ -1,9 +1,7 @@
extends "on_ground.gd"
export(float) var max_walk_speed = 450.0
export(float) var max_run_speed = 700.0
export(float) var max_walk_speed = 450
export(float) var max_run_speed = 700
func enter():
speed = 0.0

View File

@@ -4,7 +4,6 @@ extends "../motion.gd"
var speed = 0.0
var velocity = Vector2()
func handle_input(event):
if event.is_action_pressed("jump"):
emit_signal("finished", "jump")

View File

@@ -30,7 +30,6 @@ var combo = [{
var hit_objects = []
func _ready():
# warning-ignore:return_value_discarded
$AnimationPlayer.connect("animation_finished", self, "_on_animation_finished")

View File

@@ -2,7 +2,6 @@ extends Position2D
var z_index_start = 0
func _ready():
#warning-ignore:return_value_discarded
owner.connect("direction_changed", self, "_on_Parent_direction_changed")

View File

@@ -94,10 +94,6 @@ attack={
]
}
[physics]
common/physics_interpolation=true
[rendering]
quality/driver/driver_name="GLES2"

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@@ -6,7 +6,6 @@ extends Node
# warning-ignore:unused_signal
signal finished(next_state_name)
# Initialize the state. E.g. change the animation.
func enter():
pass

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@@ -17,7 +17,6 @@ var states_stack = []
var current_state = null
var _active = false setget set_active
func _ready():
if not start_state:
start_state = get_child(0).get_path()

View File

@@ -48,7 +48,6 @@ var brush_shape = BrushShapes.CIRCLE;
# in the _draw function for more details).
var bg_color = Color.white
func _ready():
# Get the top left position node. We need this to find out whether or not the mouse is inside the canvas.
TL_node = get_node("TLPos")

View File

@@ -215,7 +215,8 @@ text = "Clear picture"
[node name="SaveFileDialog" type="FileDialog" parent="."]
margin_right = 600.0
margin_bottom = 400.0
rect_min_size = Vector2( 300, 105 )
resizable = true
access = 2
filters = PoolStringArray( "*.png" )
current_dir = "/home/aaronfranke/workspace/godot-demo-projects/2d/gd_paint"
current_path = "/home/aaronfranke/workspace/godot-demo-projects/2d/gd_paint/"

View File

@@ -10,7 +10,6 @@ onready var _parent = get_parent()
onready var save_dialog = _parent.get_node(@"SaveFileDialog")
onready var paint_control = _parent.get_node(@"PaintControl")
func _ready():
# warning-ignore-all:return_value_discarded
# Assign all of the needed signals for the oppersation buttons.

View File

@@ -4,7 +4,6 @@ const CAVE_LIMIT = 1000
onready var cave = $Cave
func _unhandled_input(event):
if event is InputEventMouseMotion and event.button_mask > 0:
var rel_x = event.relative.x

View File

@@ -60,11 +60,6 @@ move_up={
]
}
[physics]
common/physics_fps=120
common/physics_interpolation=true
[rendering]
quality/driver/driver_name="GLES2"

View File

@@ -3,7 +3,6 @@ extends KinematicBody2D
const MOTION_SPEED = 160 # Pixels/second.
const TAN30DEG = tan(deg2rad(30))
func _physics_process(_delta):
var motion = Vector2()
motion.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")

View File

@@ -18,4 +18,3 @@ shape = SubResource( 1 )
[node name="Camera2D" type="Camera2D" parent="."]
current = true
process_mode = 0

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@@ -2,7 +2,6 @@ extends Node2D
export(PackedScene) var ball_scene = preload("res://ball.tscn")
func _unhandled_input(event):
if event.is_echo():
return

View File

@@ -29,9 +29,7 @@ singletons=[ ]
[physics]
common/physics_fps=120
2d/default_gravity=300
common/physics_interpolation=true
[rendering]

View File

@@ -90,4 +90,3 @@ physics_material_override = SubResource( 10 )
[node name="Camera2D" type="Camera2D" parent="."]
offset = Vector2( 400, 300 )
current = true
process_mode = 0

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@@ -1,20 +0,0 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://decorations/bone_pile_1.png" type="Texture" id=1]
[sub_resource type="CapsuleShape2D" id=1]
radius = 18.0
height = 28.0
[node name="bone_pile" type="Node2D"]
[node name="StaticBody2D" type="StaticBody2D" parent="."]
[node name="Sprite" type="Sprite" parent="StaticBody2D"]
position = Vector2( 0, -14 )
texture = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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[gd_scene load_steps=3 format=2]
[ext_resource path="res://decorations/bone_pile_2.png" type="Texture" id=1]
[sub_resource type="CapsuleShape2D" id=1]
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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[ext_resource path="res://decorations/sparkle.png" type="Texture" id=1]
[ext_resource path="res://decorations/candle.png" type="Texture" id=2]
[ext_resource path="res://decorations/fire.png" type="Texture" id=3]
[ext_resource path="res://decorations/glow.png" type="Texture" id=4]
[sub_resource type="CanvasItemMaterial" id=1]
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particles_anim_h_frames = 11
particles_anim_v_frames = 1
particles_anim_loop = false
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colors = PoolColorArray( 1, 0.584314, 0, 1, 1, 0.84063, 0.226563, 1, 1, 0.584314, 0, 1 )
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particles_anim_h_frames = 8
particles_anim_v_frames = 1
particles_anim_loop = false
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colors = PoolColorArray( 1, 0.351563, 0, 1, 0.895996, 0.745333, 0.230999, 1, 1, 0.426842, 0.0234375, 1 )
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texture = ExtResource( 2 )
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modulate = Color( 1, 0.360784, 0.113725, 1 )
light_mask = 128
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light_mask = 128
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position = Vector2( -13, -35 )
scale = Vector2( 0.6, 0.6 )
amount = 1
lifetime = 0.8
texture = ExtResource( 3 )
gravity = Vector2( 0, 0 )
color_ramp = SubResource( 2 )
anim_speed = 1.0
[node name="Sparkle" type="CPUParticles2D" parent="Sprite"]
light_mask = 128
material = SubResource( 3 )
position = Vector2( -13, -35 )
scale = Vector2( 0.6, 0.6 )
amount = 3
texture = ExtResource( 1 )
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angular_velocity = 1.0
tangential_accel = 49.54
scale_amount_curve = SubResource( 4 )
color_ramp = SubResource( 5 )
anim_speed = 1.0
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modulate = Color( 0.94902, 1, 0, 1 )
light_mask = 128
position = Vector2( -13, -28.689 )
scale = Vector2( 0.25, 0.25 )
amount = 1
lifetime = 0.8
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gravity = Vector2( 0, 0 )
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light_mask = 2
position = Vector2( -15, -49 )
texture = SubResource( 9 )
color = Color( 1, 0.466667, 0.0352941, 1 )
energy = 2.0
range_height = 450.9
range_item_cull_mask = 145
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shadow_gradient_length = 30.0
shadow_item_cull_mask = 145
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light_mask = 2
texture = SubResource( 10 )
color = Color( 0.709804, 0.388235, 0.313726, 1 )
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radius = 9.0
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@@ -1,54 +0,0 @@
extends KinematicBody2D
const MOTION_SPEED = 160 # Pixels/second.
var last_direction = Vector2(1, 0)
var anim_directions = {
"idle": [ # list of [animation name, horizontal flip]
["side_right_idle", false],
["45front_right_idle", false],
["front_idle", false],
["45front_left_idle", false],
["side_left_idle", false],
["45back_left_idle", false],
["back_idle", false],
["45back_right_idle", false],
],
"walk": [
["side_right_walk", false],
["45front_right_walk", false],
["front_walk", false],
["45front_left_walk", false],
["side_left_walk", false],
["45back_left_walk", false],
["back_walk", false],
["45back_right_walk", false],
],
}
func _physics_process(_delta):
var motion = Vector2()
motion.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
motion.y = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
motion.y /= 2
motion = motion.normalized() * MOTION_SPEED
#warning-ignore:return_value_discarded
var dir = move_and_slide(motion)
if dir.length() > 0:
last_direction = dir
update_animation("walk")
else:
update_animation("idle")
func update_animation(anim_set):
var angle = rad2deg(last_direction.angle()) + 22.5
var slice_dir = floor(angle / 45)
$Sprite.set_animation(anim_directions[anim_set][slice_dir][0])
$Sprite.flip_h = anim_directions[anim_set][slice_dir][1]

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@@ -68,11 +68,6 @@ move_up={
]
}
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common/physics_interpolation=true
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View File

@@ -1,15 +1,15 @@
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[ext_resource path="res://tileset/isotiles.png" type="Texture" id=1]
[ext_resource path="res://isotiles.png" type="Texture" id=1]
[sub_resource type="ConvexPolygonShape2D" id=1]
points = PoolVector2Array( 68, 68, 132, 100, 68, 132, 4, 100 )
points = PoolVector2Array( 0, -32, 64, 0, 0, 32, -64, 0 )
[sub_resource type="ConvexPolygonShape2D" id=2]
points = PoolVector2Array( 5, 67, 17, 59, 41, 59, 53, 67, 53, 83, 41, 91, 21, 91, 5, 83 )
points = PoolVector2Array( -24, -12, -10, -22, 10, -22, 24, -12, 24, 2, 10, 12, -10, 12, -24, 2 )
[sub_resource type="ConvexPolygonShape2D" id=3]
points = PoolVector2Array( 2, 86, 82, 46, 82, 70, 2, 110 )
points = PoolVector2Array( -40, 16, 24, -16, 40, -8, -24, 24 )
[resource]
0/name = "Base"
@@ -46,10 +46,10 @@ points = PoolVector2Array( 2, 86, 82, 46, 82, 70, 2, 110 )
2/modulate = Color( 1, 1, 1, 1 )
2/region = Rect2( 28, 220, 140, 140 )
2/tile_mode = 0
2/occluder_offset = Vector2( 0, 0 )
2/navigation_offset = Vector2( 0, 0 )
2/shape_offset = Vector2( 0, 0 )
2/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
2/occluder_offset = Vector2( 70, 70 )
2/navigation_offset = Vector2( 70, 70 )
2/shape_offset = Vector2( 70, 70 )
2/shape_transform = Transform2D( 1, 0, 0, 1, 70, 70 )
2/shape = SubResource( 1 )
2/shape_one_way = false
2/shape_one_way_margin = 1.0
@@ -58,7 +58,7 @@ points = PoolVector2Array( 2, 86, 82, 46, 82, 70, 2, 110 )
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 1 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
"shape_transform": Transform2D( 1, 0, 0, 1, 70, 70 )
} ]
2/z_index = 0
3/name = "Column"
@@ -67,10 +67,10 @@ points = PoolVector2Array( 2, 86, 82, 46, 82, 70, 2, 110 )
3/modulate = Color( 1, 1, 1, 1 )
3/region = Rect2( 259, 241, 55, 95 )
3/tile_mode = 0
3/occluder_offset = Vector2( 0, 0 )
3/navigation_offset = Vector2( 0, 0 )
3/shape_offset = Vector2( 0, 0 )
3/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
3/occluder_offset = Vector2( 27.5, 47.5 )
3/navigation_offset = Vector2( 27.5, 47.5 )
3/shape_offset = Vector2( 29.5, 47.5 )
3/shape_transform = Transform2D( 1, 0, 0, 1, 29.5, 47.5 )
3/shape = SubResource( 2 )
3/shape_one_way = false
3/shape_one_way_margin = 1.0
@@ -79,7 +79,7 @@ points = PoolVector2Array( 2, 86, 82, 46, 82, 70, 2, 110 )
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 2 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
"shape_transform": Transform2D( 1, 0, 0, 1, 29.5, 47.5 )
} ]
3/z_index = 0
4/name = "Door1"
@@ -88,10 +88,10 @@ points = PoolVector2Array( 2, 86, 82, 46, 82, 70, 2, 110 )
4/modulate = Color( 1, 1, 1, 1 )
4/region = Rect2( 54, 426, 85, 110 )
4/tile_mode = 0
4/occluder_offset = Vector2( 0, 0 )
4/navigation_offset = Vector2( 0, 0 )
4/shape_offset = Vector2( 0, 0 )
4/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
4/occluder_offset = Vector2( 42.5, 55 )
4/navigation_offset = Vector2( 42.5, 55 )
4/shape_offset = Vector2( 42.5, 55 )
4/shape_transform = Transform2D( 1, 0, 0, 1, 42.5, 55 )
4/shape = SubResource( 3 )
4/shape_one_way = false
4/shape_one_way_margin = 1.0
@@ -100,6 +100,6 @@ points = PoolVector2Array( 2, 86, 82, 46, 82, 70, 2, 110 )
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 3 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
"shape_transform": Transform2D( 1, 0, 0, 1, 42.5, 55 )
} ]
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View File

@@ -1,9 +1,6 @@
[gd_scene load_steps=3 format=2]
[gd_scene load_steps=2 format=2]
[ext_resource path="res://tileset/isotiles.png" type="Texture" id=1]
[sub_resource type="OccluderPolygon2D" id=2]
polygon = PoolVector2Array( 0, -100, -67, -68, -66, 0, -1, 33, 66, -2, 64, -67 )
[ext_resource path="res://isotiles.png" type="Texture" id=1]
[node name="TilesetEdit" type="Node2D"]
@@ -30,10 +27,6 @@ region_rect = Rect2( 28, 220, 140, 140 )
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Wall/StaticBody2D"]
polygon = PoolVector2Array( -64, 0, 0, 32, 64, 0, 0, -32 )
[node name="LightOccluder2D" type="LightOccluder2D" parent="Wall"]
visible = false
occluder = SubResource( 2 )
[node name="Column" type="Sprite" parent="."]
position = Vector2( 600, 0 )
texture = ExtResource( 1 )
@@ -45,7 +38,7 @@ region_rect = Rect2( 259, 241, 55, 95 )
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Column/StaticBody2D"]
position = Vector2( 2, 0 )
polygon = PoolVector2Array( -27, 7, -14, 20, 16, 20, 28, 4, 24, -12, 10, -22, -10, -22, -24, -12 )
polygon = PoolVector2Array( -24, 2, -10, 12, 10, 12, 24, 2, 24, -12, 10, -22, -10, -22, -24, -12 )
[node name="Door1" type="Sprite" parent="."]
position = Vector2( 800, 0 )

12
2d/isometric/troll.gd Normal file
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@@ -0,0 +1,12 @@
extends KinematicBody2D
const MOTION_SPEED = 160 # Pixels/second.
func _physics_process(_delta):
var motion = Vector2()
motion.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
motion.y = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
motion.y /= 2
motion = motion.normalized() * MOTION_SPEED
#warning-ignore:return_value_discarded
move_and_slide(motion)

BIN
2d/isometric/troll.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.9 KiB

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@@ -2,15 +2,15 @@
importer="texture"
type="StreamTexture"
path="res://.import/rug_1.png-896a8fa0328d56f625c2abdf2d216a8b.stex"
path="res://.import/troll.png-78efc50bfccaa17f54d40cfea3eef5f5.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://rug_1.png"
dest_files=[ "res://.import/rug_1.png-896a8fa0328d56f625c2abdf2d216a8b.stex" ]
source_file="res://troll.png"
dest_files=[ "res://.import/troll.png-78efc50bfccaa17f54d40cfea3eef5f5.stex" ]
[params]

20
2d/isometric/troll.tscn Normal file
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@@ -0,0 +1,20 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://troll.gd" type="Script" id=1]
[ext_resource path="res://troll.png" type="Texture" id=2]
[sub_resource type="CircleShape2D" id=1]
radius = 16.0
[node name="Troll" type="KinematicBody2D"]
script = ExtResource( 1 )
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( -4, -28 )
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
[node name="Camera2D" type="Camera2D" parent="."]
current = true

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@@ -1,6 +1,5 @@
extends Node
func _on_body_entered(body):
if body.name == "Player":
$"../WinText".show()

View File

@@ -9,7 +9,6 @@ var velocity = Vector2()
onready var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta):
# Horizontal movement code. First, get the player's input.
var walk = WALK_FORCE * (Input.get_action_strength("move_right") - Input.get_action_strength("move_left"))

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