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102 Commits
4.0 ... 4.2

Author SHA1 Message Date
Aaron Franke
4de36e7ea0 [4.2] Simplify list of branches in the README (#1255) 2025-10-02 17:10:05 -07:00
Hugo Locurcio
98e9176b73 Update README for new branches 2024-03-06 19:32:56 +01:00
Nazarwadim
b8a8670301 Fix hitboxes not matching physical appearance in Squash the Creeps (#1019) 2024-03-06 19:31:21 +01:00
Markus Sauermann
a69b2f7e21 Rewrite GUI in 3D demo to use Physics Picking for mouse events (#925)
Rework GUI in 3D Demo to handle mouse events via
Physics Picking instead of in _unhandled_input.

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

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

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

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

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

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

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

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

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

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

Some changes are included for more polish:

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

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

There's still a race condition when the plugin starts up. It's looking for an editor interface child that hasn't been loaded yet. May want to use _ready to define some behavior before _enter_tree is used.
2023-03-12 19:03:58 -04:00
Aaron Franke
8a4a0262e9 Merge pull request #880 from InfiniteProductions/audio/text_to_speech-demo-fixed-to-work-with-Godot-4-stable
audio/text_to_speech demo fixed to work with Godot 4 stable
2023-03-08 13:44:55 -06:00
InfiniteProductions
2b16927567 warnings fixed
-id shadowed by function parameter
-delta and new_text never used
2023-03-08 19:56:51 +01:00
InfiniteProductions
92c39e7f1c GUI/InputRemapMenu demo fixed to work with Godot 4 stable (#875)
File class object replaced by the new FileAccess class in order to fix the demo for Godot 4 release
2023-03-08 11:06:57 -06:00
Aaron Franke
185d0f4b05 Merge pull request #878 from InfiniteProductions/audio/device_changer-demo-fixed-to-work-with-Godot-4-stable
fix getter/setter usage of AudioServer object
2023-03-06 23:13:33 -06:00
Aaron Franke
82c9367044 Merge pull request #876 from InfiniteProductions/GUI/rich_text_bbcode_godot-4-stable_fix
disconnect unused signal connected to a removed method
2023-03-06 23:11:16 -06:00
Aaron Franke
4045f997c2 Merge pull request #877 from InfiniteProductions/loading/serialization-demo-fixed-to-work-with-Godot-4
loading/serialization demo fixed to work with Godot 4 stable
2023-03-06 23:05:50 -06:00
InfiniteProductions
934b02bd84 fix getter/setter usage of AudioServer object
update names to match new ones
2023-03-06 21:37:59 +01:00
InfiniteProductions
4e27134403 fix a warning on Stringify call
The function 'stringify()' is a static function but was called from an instance. Instead, it should be directly called from the type: 'JSON.stringify()'.<GDScript Error>STATIC_CALLED_ON_INSTANCE
<GDScript Source>save_load_json.gd:37
2023-03-06 10:46:53 +01:00
Aaron Franke
76ec36d805 Merge pull request #874 from dalexeev/gds-var-colon-style
Fix GDScript code style regarding colon (demos)
2023-03-05 23:49:35 -06:00
Danil Alexeev
285139fc4e Fix GDScript code style regarding colon (demos) 2023-03-06 08:44:13 +03:00
InfiniteProductions
a62a4c8534 disconnect unused signal connected to a removed method
Handler "_on_pause_pressed" has been removed but not the signal from the button.
2023-03-05 22:41:28 +01:00
Jonathan Nicholl
3696e43696 Fix 3D platformer (#872)
Also converted the PNG files to lossless WebP and removed an unused .import file while I was at it.
The rest of the changes were done automatically by the editor when I opened the files.
2023-03-03 22:56:03 +01:00
1565 changed files with 31080 additions and 12068 deletions

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<!--
Only submit a pull request if all of the following conditions are met:
Please target the `master` branch in priority.
PRs can target `3.x` if the same change was done in `master`, or is not relevant there.
* It must work with the latest Godot version of the branch you're submitting to.
* It must follow all of the Godot style guides, including the GDScript
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* 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.
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* Please ensure that the code mirrors the original closely.
* In the project.godot file and in the README, include "with C#" etc in
the title, and also include a link to the original in the README.
Relevant fixes are cherry-picked for stable branches as needed by maintainers.
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process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://b8fv8swublbqq"
path="res://.godot/imported/troll.png-78efc50bfccaa17f54d40cfea3eef5f5.ctex"
uid="uid://brwp8bimc75uu"
path="res://.godot/imported/icon.webp-e94f9a68b0f625a567a797079e4d325f.ctex"
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dest_files=["res://.godot/imported/troll.png-78efc50bfccaa17f54d40cfea3eef5f5.ctex"]
source_file="res://icon.webp"
dest_files=["res://.godot/imported/icon.webp-e94f9a68b0f625a567a797079e4d325f.ctex"]
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@@ -8,16 +8,14 @@
config_version=5
_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."
config/tags=PackedStringArray("2d", "demo", "official", "performance")
run/main_scene="res://shower.tscn"
config/features=PackedStringArray("4.0")
config/icon="res://icon.png"
config/features=PackedStringArray("4.2")
config/icon="res://icon.webp"
[display]

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@@ -7,7 +7,13 @@
[sub_resource type="SpriteFrames" id="1"]
animations = [{
"frames": [ExtResource("3"), ExtResource("4")],
"frames": [{
"duration": 1.0,
"texture": ExtResource("3")
}, {
"duration": 1.0,
"texture": ExtResource("4")
}],
"loop": true,
"name": &"default",
"speed": 5.0
@@ -25,7 +31,7 @@ script = ExtResource("2")
script = ExtResource("5")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="Player"]
frames = SubResource("1")
sprite_frames = SubResource("1")
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"]
shape = SubResource("2")

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@@ -33,14 +33,16 @@ func _process(delta):
if velocity.x != 0:
$AnimatedSprite2D.animation = &"right"
$AnimatedSprite2D.flip_v = false
$Trail.rotation = 0
$AnimatedSprite2D.flip_h = velocity.x < 0
elif velocity.y != 0:
$AnimatedSprite2D.animation = &"up"
$AnimatedSprite2D.flip_v = velocity.y > 0
rotation = PI if velocity.y > 0 else 0
func start(pos):
position = pos
rotation = 0
show()
$CollisionShape2D.disabled = false

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@@ -8,12 +8,24 @@
[sub_resource type="SpriteFrames" id="1"]
animations = [{
"frames": [ExtResource( "2" ), ExtResource( "3" )],
"frames": [{
"duration": 1.0,
"texture": ExtResource("2")
}, {
"duration": 1.0,
"texture": ExtResource("3")
}],
"loop": true,
"name": &"right",
"speed": 5.0
}, {
"frames": [ExtResource( "4" ), ExtResource( "5" )],
"frames": [{
"duration": 1.0,
"texture": ExtResource("4")
}, {
"duration": 1.0,
"texture": ExtResource("5")
}],
"loop": true,
"name": &"up",
"speed": 5.0
@@ -27,37 +39,37 @@ height = 68.0
colors = PackedColorArray(1, 1, 1, 0.501961, 1, 1, 1, 0)
[sub_resource type="GradientTexture1D" id="4"]
gradient = SubResource( "3" )
gradient = SubResource("3")
[sub_resource type="Curve" id="5"]
_data = [Vector2(0.00501098, 0.5), 0.0, 0.0, 0, 0, Vector2(0.994989, 0.324), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="6"]
curve = SubResource( "5" )
curve = SubResource("5")
[sub_resource type="ParticlesMaterial" id="7"]
[sub_resource type="ParticleProcessMaterial" id="7"]
gravity = Vector3(0, 0, 0)
scale_curve = SubResource( "6" )
color_ramp = SubResource( "4" )
scale_curve = SubResource("6")
color_ramp = SubResource("4")
[node name="Player" type="Area2D"]
z_index = 10
script = ExtResource( "1" )
script = ExtResource("1")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
scale = Vector2(0.5, 0.5)
frames = SubResource( "1" )
sprite_frames = SubResource("1")
animation = &"right"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( "2" )
shape = SubResource("2")
[node name="Trail" type="GPUParticles2D" parent="."]
z_index = -1
amount = 10
process_material = SubResource("7")
texture = ExtResource("2")
speed_scale = 2.0
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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[remap]
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uid="uid://brwp8bimc75uu"
path="res://.godot/imported/icon.webp-e94f9a68b0f625a567a797079e4d325f.ctex"
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mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
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@@ -17,9 +17,10 @@ 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."
config/tags=PackedStringArray("2d", "demo", "official")
run/main_scene="res://Main.tscn"
config/features=PackedStringArray("4.0")
config/icon="res://icon.png"
config/features=PackedStringArray("4.2")
config/icon="res://icon.webp"
[debug]

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@@ -0,0 +1,13 @@
# Dynamic TileMap Layers
Example of how to make a fake wall using TileMap's
`_tile_data_runtime_update()` method. It shows how
to disable collisions per layer.
Language: GDScript
Renderer: OpenGL
## Screenshots
![Screenshot](screenshots/fake_wall.png)

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mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
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process/hdr_as_srgb=false
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@@ -0,0 +1,57 @@
extends TileMap
var secret_layer: int # You can have multiple layers if you make this an array.
var player_in_secret: bool
var layer_alpha := 1.0
func _init() -> void:
for i in get_layers_count(): # Find the secret layer by name.
if get_layer_name(i) == "Secret":
secret_layer = i
func _ready() -> void:
set_process(false)
func _process(delta: float) -> void:
if player_in_secret:
if layer_alpha > 0.3:
layer_alpha = move_toward(layer_alpha, 0.3, delta) # Animate the layer transparency.
set_layer_modulate(secret_layer, Color(1, 1, 1, layer_alpha))
else:
set_process(false)
else:
if layer_alpha < 1.0:
layer_alpha = move_toward(layer_alpha, 1.0, delta)
set_layer_modulate(secret_layer, Color(1, 1, 1, layer_alpha))
else:
set_process(false)
func _use_tile_data_runtime_update(layer: int, _coords: Vector2i) -> bool:
if layer == secret_layer:
return true
return false
func _tile_data_runtime_update(_layer: int, _coords: Vector2i, tile_data: TileData) -> void:
tile_data.set_collision_polygons_count(0, 0) # Remove collision for secret layer.
func _on_secret_detector_body_entered(body: Node2D) -> void:
if not body is CharacterBody2D: # Detect player only.
return
player_in_secret = true
set_process(true)
func _on_secret_detector_body_exited(body: Node2D) -> void:
if not body is CharacterBody2D:
return
player_in_secret = false
set_process(true)

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

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path="res://.godot/imported/player.png-1ad27fc2a62fa126eae918723933dd6f.ctex"
metadata={
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[deps]
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compress/channel_pack=0
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mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
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@@ -0,0 +1,17 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://player/player.gd" type="Script" id=1]
[ext_resource path="res://player/player.png" type="Texture2D" id=2]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2(7, 7)
[node name="Player" type="CharacterBody2D"]
script = ExtResource( 1 )
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(-0.315559, 0.157784)
shape = SubResource( 1 )

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@@ -0,0 +1,66 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="Dynamic TileMap Layers"
config/description="Example of how to make a kinematic character controller in 2D using
CharacterBody2D. The character moves around, is affected by moving
platforms, can jump through one-way collision platforms, etc."
run/main_scene="res://world.tscn"
config/features=PackedStringArray("4.2")
config/icon="res://icon.png"
[display]
window/size/viewport_width=530
window/size/viewport_height=495
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[input]
jump={
"deadzone": 0.5,
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.5,
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.5,
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
[physics]
common/physics_ticks_per_second=120
2d/default_gravity=500
[rendering]
renderer/rendering_method="gl_compatibility"
environment/defaults/default_clear_color=Color(0.156863, 0.133333, 0.25098, 1)
anti_aliasing/quality/msaa_2d=2

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[gd_scene load_steps=8 format=3 uid="uid://de7qapkqfycxl"]
[ext_resource type="Texture2D" uid="uid://cs8h2qyuakmko" path="res://level/obstacle.png" id="2"]
[ext_resource type="Script" path="res://level/tile_map.gd" id="2_q8fhk"]
[ext_resource type="PackedScene" path="res://player/player.tscn" id="3"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_on5ov"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_vnjib"]
texture = ExtResource("2")
0:0/0 = 0
0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:0/0/physics_layer_0/angular_velocity = 0.0
0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:0/0 = 0
1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:0/0/physics_layer_0/angular_velocity = 0.0
[sub_resource type="TileSet" id="TileSet_xqlka"]
physics_layer_0/collision_layer = 1
physics_layer_0/physics_material = SubResource("PhysicsMaterial_on5ov")
sources/0 = SubResource("TileSetAtlasSource_vnjib")
[sub_resource type="RectangleShape2D" id="RectangleShape2D_a2gec"]
size = Vector2(112, 48)
[node name="World" type="Node2D"]
[node name="TileMap" type="TileMap" parent="."]
z_index = 1
tile_set = SubResource("TileSet_xqlka")
format = 2
layer_0/name = "Ground"
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layer_1/name = "Secret"
layer_1/enabled = true
layer_1/modulate = Color(1, 1, 1, 1)
layer_1/y_sort_enabled = false
layer_1/y_sort_origin = 0
layer_1/z_index = 0
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script = ExtResource("2_q8fhk")
[node name="Camera2D" type="Camera2D" parent="."]
offset = Vector2(265, 247)
[node name="Player" parent="." instance=ExtResource("3")]
position = Vector2(120, 456)
[node name="SecretDetector" type="Area2D" parent="."]
position = Vector2(280, 440)
[node name="CollisionShape2D" type="CollisionShape2D" parent="SecretDetector"]
shape = SubResource("RectangleShape2D_a2gec")
[connection signal="body_entered" from="SecretDetector" to="TileMap" method="_on_secret_detector_body_entered"]
[connection signal="body_exited" from="SecretDetector" to="TileMap" method="_on_secret_detector_body_exited"]

View File

@@ -60,8 +60,8 @@ text = "This example shows how to apply the State programming pattern in GDScrip
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
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."

View File

@@ -17,7 +17,7 @@ grow_vertical = 2
[node name="Title" type="Label" parent="VBoxContainer"]
layout_mode = 2
text = "Pushown"
text = "StateStack"
uppercase = true
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]

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@@ -14,9 +14,10 @@ config/name="Hierarchical Finite State Machine"
config/description="This example shows how to apply the State machine programming
pattern in GDscript, including Hierarchical States, and a
pushdown automaton."
config/tags=PackedStringArray("2d", "ai", "demo", "official")
run/main_scene="res://Demo.tscn"
config/features=PackedStringArray("4.0")
config/icon="res://icon.png"
config/features=PackedStringArray("4.2")
config/icon="res://icon.webp"
[display]
@@ -86,7 +87,7 @@ simulate_damage={
attack={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":70,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":6,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":2,"pressure":0.0,"pressed":true,"script":null)
]
}

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@@ -16,9 +16,9 @@ dest_files=["res://.godot/imported/ocean_beach.png-b571ab5468cc775a520aaa47efbed
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@@ -16,9 +16,9 @@ dest_files=["res://.godot/imported/ocean_cave.png-2a86f381e3092b4cb698b627d778e1
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@@ -14,9 +14,10 @@ config/name="Glow for 2D"
config/description="This showcases how to use glow in a 2D game via the WorldEnvironment node.
Slide the cave image left and right to observe the glow effect at work."
config/tags=PackedStringArray("2d", "demo", "official", "rendering")
run/main_scene="res://beach_cave.tscn"
config/features=PackedStringArray("4.0")
config/icon="res://icon.png"
config/features=PackedStringArray("4.2")
config/icon="res://icon.webp"
run/name=""
[display]
@@ -30,7 +31,7 @@ window/stretch/aspect="expand"
toggle_glow_map={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":71,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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@@ -12,9 +12,10 @@ config_version=5
config/name="Hexagonal Game"
config/description="Very simple demo showing a hexagonal TileMap and TileSet."
config/tags=PackedStringArray("2d", "demo", "official", "tilemap")
run/main_scene="res://map.tscn"
config/features=PackedStringArray("4.0")
config/icon="res://icon.png"
config/features=PackedStringArray("4.2")
config/icon="res://icon.webp"
[display]
@@ -27,32 +28,32 @@ move_down={
"deadzone": 0.5,
"events": [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)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"unicode":0,"echo":false,"script":null)
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]
}
move_left={
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move_right={
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":0,"echo":false,"script":null)
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}
move_up={
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
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Language: GDScript
Renderer: GLES 2
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/112
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2D lighting effects are achieved using a mixture of PointLight2D nodes (which provide real-time shadows)
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## Screenshots
![Screenshot](screenshots/isometric.png)
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