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2 Commits
4.2 ... 3.3

Author SHA1 Message Date
Aaron Franke
bf94d62472 [3.3] Simplify list of branches in the README (#1255) 2025-10-02 17:00:58 -07:00
Rémi Verschelde
95d97d9001 Update README for new branches, matches Godot upstream
(cherry picked from commit c0180d20d1)
2023-02-28 18:36:34 +01:00
2744 changed files with 49959 additions and 93128 deletions

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@@ -1,7 +1,24 @@
<!--
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.
Only submit a pull request if all of the following conditions are met:
Relevant fixes are cherry-picked for stable branches as needed by maintainers.
You can mention in the description if the change is compatible with `3.x`.
* It must work with the latest stable Godot version. Do not submit a
pull request if it only works with alpha/beta builds.
* It must follow all of the Godot style guides, including the GDScript
style guide and the C# style guide.
* The demo should not be overcomplicated. Simplicity is usually preferred.
* If you are submitting a new demo, please ensure that it includes a
README file similar to the other demos.
* If you are submitting a copy of a demo translated to C# etc:
* Please ensure that there is a good reason to have this demo translated.
We don't want to have multiple copies of every single project.
* Please ensure that the code mirrors the original closely.
* In the project.godot file and in the README, include "with C#" etc in
the title, and also include a link to the original in the README.
-->

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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

View File

@@ -2,16 +2,15 @@
</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>2d/hdr/</code>: Not supported on HTML5 yet.
<li><code>3d/voxel/</code>: Not supported on HTML5 yet.
<li><code>audio/device_changer/</code>: Not supported on HTML5 due to browser limitations.
<li><code>loading/background_load/</code>: Not supported on HTML5 yet.
<li><code>loading/multiple_threads_loading/</code>: Not supported on HTML5 yet.
<li><code>loading/threads/</code>: Not supported on HTML5 yet.
<li><code>misc/matrix_transform/</code>: Results are only visible in the editor.
<li><code>mobile/android_iap/</code>: Only relevant on native Android.
<li><code>mobile/sensors/</code>: Not supported on HTML5 yet.
<li><code>mono/*/</code>: Not available yet (requires Mono-enabled HTML5 build).</li>
<li><code>networking/*/</code>: Doesn't make sense to be hosted on a static host, as the server must be hosted on the same origin due to the browser's same-origin policy.</li>
<li><code>plugins/*/</code>: Only effective within the editor.</li>

1
.gitignore vendored
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@@ -20,4 +20,3 @@ mono_crash.*.json
.directory
.DS_Store
*~
*.blend1

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@@ -5,4 +5,4 @@ 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
Renderers: 6 of them are GLES 3, but most are GLES 2

View File

@@ -9,7 +9,7 @@ in the documentation for more information.
Language: GDScript
Renderer: Vulkan Mobile
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/887

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@@ -1,9 +1,8 @@
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@@ -11,24 +10,25 @@ metadata={
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@@ -10,7 +10,7 @@ const SPEED_MAX = 80
const bullet_image = preload("res://bullet.png")
var bullets := []
var bullets = []
var shape
@@ -24,37 +24,41 @@ class Bullet:
func _ready():
shape = PhysicsServer2D.circle_shape_create()
randomize()
shape = Physics2DServer.circle_shape_create()
# Set the collision shape's radius for each bullet in pixels.
PhysicsServer2D.shape_set_data(shape, 8)
Physics2DServer.shape_set_data(shape, 8)
for _i in BULLET_COUNT:
var bullet = Bullet.new()
# Give each bullet its own random speed.
bullet.speed = randf_range(SPEED_MIN, SPEED_MAX)
bullet.body = PhysicsServer2D.body_create()
# Give each bullet its own speed.
bullet.speed = rand_range(SPEED_MIN, SPEED_MAX)
bullet.body = Physics2DServer.body_create()
PhysicsServer2D.body_set_space(bullet.body, get_world_2d().get_space())
PhysicsServer2D.body_add_shape(bullet.body, shape)
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.
PhysicsServer2D.body_set_collision_mask(bullet.body, 0)
# 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(
randf_range(0, get_viewport_rect().size.x) + get_viewport_rect().size.x,
randf_range(0, get_viewport_rect().size.y)
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
PhysicsServer2D.body_set_state(bullet.body, PhysicsServer2D.BODY_STATE_TRANSFORM, transform2d)
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.
queue_redraw()
update()
func _physics_process(delta):
@@ -64,11 +68,12 @@ func _physics_process(delta):
bullet.position.x -= bullet.speed * delta
if bullet.position.x < -16:
# Move the bullet back to the right when it left the screen.
# The bullet has left the screen; move it back to the right.
bullet.position.x = offset
transform2d.origin = bullet.position
PhysicsServer2D.body_set_state(bullet.body, PhysicsServer2D.BODY_STATE_TRANSFORM, transform2d)
Physics2DServer.body_set_state(bullet.body, Physics2DServer.BODY_STATE_TRANSFORM, transform2d)
# Instead of drawing each bullet individually in a script attached to each bullet,
@@ -82,7 +87,7 @@ func _draw():
# Perform cleanup operations (required to exit without error messages in the console).
func _exit_tree():
for bullet in bullets:
PhysicsServer2D.free_rid(bullet.body)
Physics2DServer.free_rid(bullet.body)
PhysicsServer2D.free_rid(shape)
Physics2DServer.free_rid(shape)
bullets.clear()

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@@ -1,9 +1,8 @@
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type="StreamTexture"
path="res://.import/face_happy.png-38d387d31ec13459f749c93ce3d75d80.stex"
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@@ -11,24 +10,25 @@ metadata={
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flags/mipmaps=false
flags/anisotropic=false
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process/fix_alpha_border=true
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detect_3d/compress_to=1
process/HDR_as_SRGB=false
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stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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@@ -1,9 +1,8 @@
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type="StreamTexture"
path="res://.import/face_sad.png-0ac7165eab24f595aba17a746a66c550.stex"
metadata={
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@@ -11,24 +10,25 @@ metadata={
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source_file="res://face_sad.png"
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mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
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/normal_map_invert_y=false
process/hdr_as_srgb=false
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detect_3d/compress_to=1
process/HDR_as_SRGB=false
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detect_3d=true
svg/scale=1.0

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@@ -1,34 +0,0 @@
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@@ -7,7 +7,7 @@ extends Node2D
# The number of bullets currently touched by the player.
var touching = 0
@onready var sprite = $AnimatedSprite2D
onready var sprite = $AnimatedSprite
func _ready():
@@ -17,13 +17,11 @@ func _ready():
func _input(event):
# Getting the movement of the mouse so the sprite can follow its position.
if event is InputEventMouseMotion:
position = event.position - Vector2(0, 16)
func _on_body_shape_entered(_body_id, _body, _body_shape, _local_shape):
# Player got touched by a bullet so sprite changes to sad face.
touching += 1
if touching >= 1:
sprite.frame = 1
@@ -31,7 +29,5 @@ func _on_body_shape_entered(_body_id, _body, _body_shape, _local_shape):
func _on_body_shape_exited(_body_id, _body, _body_shape, _local_shape):
touching -= 1
# When non of the bullets are touching the player,
# sprite changes to happy face.
if touching == 0:
sprite.frame = 0

View File

@@ -6,30 +6,36 @@
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
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."
config/tags=PackedStringArray("2d", "demo", "official", "performance")
run/main_scene="res://shower.tscn"
config/features=PackedStringArray("4.2")
config/icon="res://icon.webp"
config/icon="res://icon.png"
[display]
window/stretch/mode="canvas_items"
window/dpi/allow_hidpi=true
window/stretch/mode="2d"
window/stretch/aspect="expand"
[layer_names]
2d_physics/layer_1="Player"
[physics]
2d/cell_size=64
common/enable_pause_aware_picking=true
[rendering]
renderer/rendering_method="mobile"
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 )

View File

@@ -1,40 +1,34 @@
[gd_scene load_steps=7 format=3 uid="uid://c78by7hc4fmwx"]
[gd_scene load_steps=7 format=2]
[ext_resource type="Script" path="res://bullets.gd" id="2"]
[ext_resource type="Texture2D" uid="uid://d3u7k0742d5ug" path="res://face_happy.png" id="3"]
[ext_resource type="Texture2D" uid="uid://8j32onnr4qo3" path="res://face_sad.png" id="4"]
[ext_resource type="Script" path="res://player.gd" id="5"]
[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": [{
"duration": 1.0,
"texture": ExtResource("3")
}, {
"duration": 1.0,
"texture": ExtResource("4")
}],
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 3 ), ExtResource( 4 ) ],
"loop": true,
"name": &"default",
"name": "default",
"speed": 5.0
}]
} ]
[sub_resource type="CircleShape2D" id="2"]
[sub_resource type="CircleShape2D" id=2]
radius = 27.0
[node name="Shower" type="Node2D"]
[node name="Bullets" type="Node2D" parent="."]
script = ExtResource("2")
script = ExtResource( 2 )
[node name="Player" type="Area2D" parent="."]
script = ExtResource("5")
script = ExtResource( 5 )
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="Player"]
sprite_frames = SubResource("1")
[node name="AnimatedSprite" type="AnimatedSprite" parent="Player"]
frames = SubResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"]
shape = SubResource("2")
shape = SubResource( 2 )
[connection signal="body_shape_entered" from="Player" to="Player" method="_on_body_shape_entered"]
[connection signal="body_shape_exited" from="Player" to="Player" method="_on_body_shape_exited"]

View File

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

View File

@@ -1,53 +1,54 @@
[gd_scene load_steps=4 format=3 uid="uid://ccqoreueuxdb7"]
[gd_scene load_steps=7 format=2]
[ext_resource type="Script" path="res://HUD.gd" id="1"]
[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="InputEventAction" id="InputEventAction_fopy7"]
action = &"start_game"
[sub_resource type="DynamicFont" id=1]
size = 64
font_data = ExtResource( 2 )
[sub_resource type="Shortcut" id="4"]
events = [SubResource("InputEventAction_fopy7")]
[sub_resource type="DynamicFont" id=2]
size = 64
font_data = ExtResource( 2 )
[sub_resource type="InputEventAction" id=3]
action = "ui_select"
[sub_resource type="ShortCut" id=4]
shortcut = SubResource( 3 )
[node name="HUD" type="CanvasLayer"]
script = ExtResource("1")
script = ExtResource( 1 )
[node name="ScoreLabel" type="Label" parent="."]
anchors_preset = 10
anchor_right = 1.0
offset_bottom = 78.0
grow_horizontal = 2
theme_override_font_sizes/font_size = 60
margin_bottom = 78.0
custom_fonts/font = SubResource( 1 )
text = "0"
horizontal_alignment = 1
align = 1
[node name="MessageLabel" type="Label" parent="."]
anchors_preset = 14
anchor_top = 0.5
anchor_right = 1.0
anchor_bottom = 0.5
offset_top = -79.5
offset_bottom = 79.5
grow_horizontal = 2
grow_vertical = 2
theme_override_font_sizes/font_size = 60
margin_top = -79.5
margin_bottom = 79.5
custom_fonts/font = SubResource( 1 )
text = "Dodge the
Creeps"
horizontal_alignment = 1
align = 1
[node name="StartButton" type="Button" parent="."]
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -90.0
offset_top = -200.0
offset_right = 90.0
offset_bottom = -100.0
grow_horizontal = 2
grow_vertical = 0
theme_override_font_sizes/font_size = 60
shortcut = SubResource("4")
margin_left = -90.0
margin_top = -200.0
margin_right = 90.0
margin_bottom = -100.0
custom_fonts/font = SubResource( 2 )
shortcut = SubResource( 4 )
text = "Start"
[node name="MessageTimer" type="Timer" parent="."]

View File

@@ -1,8 +1,12 @@
extends Node
@export var mob_scene: PackedScene
export(PackedScene) var mob_scene
var score
func _ready():
randomize()
func game_over():
$ScoreTimer.stop()
$MobTimer.stop()
@@ -12,7 +16,7 @@ func game_over():
func new_game():
get_tree().call_group(&"mobs", &"queue_free")
get_tree().call_group("mobs", "queue_free")
score = 0
$Player.start($StartPosition.position)
$StartTimer.start()
@@ -22,12 +26,13 @@ func new_game():
func _on_MobTimer_timeout():
# Create a new instance of the Mob scene.
var mob = mob_scene.instantiate()
# Choose a random location on Path2D.
var mob_spawn_location = get_node(^"MobPath/MobSpawnLocation")
mob_spawn_location.progress = randi()
var mob_spawn_location = get_node("MobPath/MobSpawnLocation")
mob_spawn_location.offset = randi()
# Create a Mob instance and add it to the scene.
var mob = mob_scene.instance()
add_child(mob)
# Set the mob's direction perpendicular to the path direction.
var direction = mob_spawn_location.rotation + PI / 2
@@ -36,15 +41,13 @@ func _on_MobTimer_timeout():
mob.position = mob_spawn_location.position
# Add some randomness to the direction.
direction += randf_range(-PI / 4, PI / 4)
direction += rand_range(-PI / 4, PI / 4)
mob.rotation = direction
# Choose the velocity for the mob.
var velocity = Vector2(randf_range(150.0, 250.0), 0.0)
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

View File

@@ -1,31 +1,27 @@
[gd_scene load_steps=8 format=3 uid="uid://cyfwty2q3rdse"]
[gd_scene load_steps=8 format=2]
[ext_resource type="Script" path="res://Main.gd" id="1"]
[ext_resource type="PackedScene" uid="uid://rkdnhqgf2hpj" path="res://Mob.tscn" id="2"]
[ext_resource type="PackedScene" uid="uid://4vwrqjegqwpj" path="res://Player.tscn" id="3"]
[ext_resource type="PackedScene" uid="uid://ccqoreueuxdb7" path="res://HUD.tscn" id="4"]
[ext_resource type="AudioStream" uid="uid://q2pf4fr8d0ks" path="res://art/House In a Forest Loop.ogg" id="5"]
[ext_resource type="AudioStream" uid="uid://dw26fpygeag8o" path="res://art/gameover.wav" id="6"]
[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"]
[sub_resource type="Curve2D" id=1]
_data = {
"points": PackedVector2Array(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)
"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 )
}
point_count = 5
[node name="Main" type="Node"]
script = ExtResource("1")
mob_scene = ExtResource("2")
script = ExtResource( 1 )
mob_scene = ExtResource( 2 )
[node name="ColorRect" type="ColorRect" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0.219608, 0.372549, 0.380392, 1)
color = Color( 0.219608, 0.372549, 0.380392, 1 )
[node name="Player" parent="." instance=ExtResource("3")]
[node name="Player" parent="." instance=ExtResource( 3 )]
[node name="MobTimer" type="Timer" parent="."]
wait_time = 0.5
@@ -36,21 +32,21 @@ wait_time = 0.5
wait_time = 2.0
one_shot = true
[node name="StartPosition" type="Marker2D" parent="."]
position = Vector2(240, 450)
[node name="StartPosition" type="Position2D" parent="."]
position = Vector2( 240, 450 )
[node name="MobPath" type="Path2D" parent="."]
curve = SubResource("1")
curve = SubResource( 1 )
[node name="MobSpawnLocation" type="PathFollow2D" parent="MobPath"]
[node name="HUD" parent="." instance=ExtResource("4")]
[node name="HUD" parent="." instance=ExtResource( 4 )]
[node name="Music" type="AudioStreamPlayer" parent="."]
stream = ExtResource("5")
stream = ExtResource( 5 )
[node name="DeathSound" type="AudioStreamPlayer" parent="."]
stream = ExtResource("6")
stream = ExtResource( 6 )
[connection signal="hit" from="Player" to="." method="game_over"]
[connection signal="timeout" from="MobTimer" to="." method="_on_MobTimer_timeout"]

View File

@@ -1,9 +1,9 @@
extends RigidBody2D
func _ready():
$AnimatedSprite2D.play()
var mob_types = Array($AnimatedSprite2D.sprite_frames.get_animation_names())
$AnimatedSprite2D.animation = mob_types.pick_random()
$AnimatedSprite.playing = true
var mob_types = $AnimatedSprite.frames.get_animation_names()
$AnimatedSprite.animation = mob_types[randi() % mob_types.size()]
func _on_VisibilityNotifier2D_screen_exited():

View File

@@ -1,49 +1,54 @@
[gd_scene load_steps=10 format=3 uid="uid://rkdnhqgf2hpj"]
[gd_scene load_steps=10 format=2]
[ext_resource type="Script" path="res://Mob.gd" id="1"]
[ext_resource type="Texture2D" uid="uid://yqglrrsx7j1f" path="res://art/enemyFlyingAlt_1.png" id="2"]
[ext_resource type="Texture2D" uid="uid://bpot8awhdn6ph" path="res://art/enemyFlyingAlt_2.png" id="3"]
[ext_resource type="Texture2D" uid="uid://bu4221t7qpa7d" path="res://art/enemyWalking_1.png" id="4"]
[ext_resource type="Texture2D" uid="uid://booij5t7h4efb" path="res://art/enemyWalking_2.png" id="5"]
[ext_resource type="Texture2D" uid="uid://5lvm88ij4jqn" path="res://art/enemySwimming_1.png" id="6"]
[ext_resource type="Texture2D" uid="uid://bng45cvsgufqc" path="res://art/enemySwimming_2.png" id="7"]
[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( "6" ), ExtResource( "7" )],
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
"loop": true,
"name": &"swim",
"speed": 4.0
}, {
"frames": [ExtResource( "2" ), ExtResource( "3" )],
"loop": true,
"name": &"fly",
"name": "fly",
"speed": 3.0
}, {
"frames": [ExtResource( "4" ), ExtResource( "5" )],
"frames": [ ExtResource( 6 ), ExtResource( 7 ) ],
"loop": true,
"name": &"walk",
"name": "swim",
"speed": 4.0
}]
}, {
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
"loop": true,
"name": "walk",
"speed": 4.0
} ]
[sub_resource type="CapsuleShape2D" id="2"]
radius = 37.0
height = 100.0
[sub_resource type="CapsuleShape2D" id=2]
radius = 35.2706
height = 23.3281
[node name="Mob" type="RigidDynamicBody2D" groups=["mobs"]]
[node name="Mob" type="RigidBody2D" groups=[
"mobs",
]]
collision_mask = 0
gravity_scale = 0.0
script = ExtResource( "1" )
script = ExtResource( 1 )
__meta__ = {
"_edit_group_": true
}
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
scale = Vector2(0.75, 0.75)
frames = SubResource( "1" )
animation = &"walk"
[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" )
shape = SubResource( 2 )
[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="."]
[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="."]
[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_VisibilityNotifier2D_screen_exited"]
[connection signal="screen_exited" from="VisibilityNotifier2D" to="." method="_on_VisibilityNotifier2D_screen_exited"]

View File

@@ -2,7 +2,7 @@ extends Area2D
signal hit
@export var speed = 400 # How fast the player will move (pixels/sec).
export var speed = 400 # How fast the player will move (pixels/sec).
var screen_size # Size of the game window.
func _ready():
@@ -12,43 +12,42 @@ func _ready():
func _process(delta):
var velocity = Vector2.ZERO # The player's movement vector.
if Input.is_action_pressed(&"move_right"):
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed(&"move_left"):
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if Input.is_action_pressed(&"move_down"):
if Input.is_action_pressed("move_down"):
velocity.y += 1
if Input.is_action_pressed(&"move_up"):
if Input.is_action_pressed("move_up"):
velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite2D.play()
$AnimatedSprite.play()
else:
$AnimatedSprite2D.stop()
$AnimatedSprite.stop()
position += velocity * delta
position = position.clamp(Vector2.ZERO, screen_size)
position.x = clamp(position.x, 0, screen_size.x)
position.y = clamp(position.y, 0, screen_size.y)
if velocity.x != 0:
$AnimatedSprite2D.animation = &"right"
$AnimatedSprite2D.flip_v = false
$Trail.rotation = 0
$AnimatedSprite2D.flip_h = velocity.x < 0
$AnimatedSprite.animation = "right"
$AnimatedSprite.flip_v = false
$AnimatedSprite.flip_h = velocity.x < 0
elif velocity.y != 0:
$AnimatedSprite2D.animation = &"up"
rotation = PI if velocity.y > 0 else 0
$AnimatedSprite.animation = "up"
$AnimatedSprite.flip_v = velocity.y > 0
func start(pos):
position = pos
rotation = 0
show()
$CollisionShape2D.disabled = false
func _on_Player_body_entered(_body):
hide() # Player disappears after being hit.
hit.emit()
emit_signal("hit")
# Must be deferred as we can't change physics properties on a physics callback.
$CollisionShape2D.set_deferred(&"disabled", true)
$CollisionShape2D.set_deferred("disabled", true)

View File

@@ -1,75 +1,71 @@
[gd_scene load_steps=13 format=3 uid="uid://4vwrqjegqwpj"]
[gd_scene load_steps=13 format=2]
[ext_resource type="Script" path="res://Player.gd" id="1"]
[ext_resource type="Texture2D" uid="uid://ftkxr8r4qghp" path="res://art/playerGrey_walk1.png" id="2"]
[ext_resource type="Texture2D" uid="uid://couyhcegeihme" path="res://art/playerGrey_walk2.png" id="3"]
[ext_resource type="Texture2D" uid="uid://b4yyoafu8bi0q" path="res://art/playerGrey_up1.png" id="4"]
[ext_resource type="Texture2D" uid="uid://bko65a0nd66st" path="res://art/playerGrey_up2.png" id="5"]
[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": [{
"duration": 1.0,
"texture": ExtResource("2")
}, {
"duration": 1.0,
"texture": ExtResource("3")
}],
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
"loop": true,
"name": &"right",
"name": "right",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": ExtResource("4")
}, {
"duration": 1.0,
"texture": ExtResource("5")
}],
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
"loop": true,
"name": &"up",
"name": "up",
"speed": 5.0
}]
} ]
[sub_resource type="CapsuleShape2D" id="2"]
radius = 27.0
height = 68.0
[sub_resource type="CapsuleShape2D" id=2]
radius = 26.1701
height = 14.822
[sub_resource type="Gradient" id="3"]
colors = PackedColorArray(1, 1, 1, 0.501961, 1, 1, 1, 0)
[sub_resource type="Gradient" id=3]
colors = PoolColorArray( 1, 1, 1, 0.501961, 1, 1, 1, 0 )
[sub_resource type="GradientTexture1D" id="4"]
gradient = SubResource("3")
[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]
point_count = 2
[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="CurveTexture" id=6]
curve = SubResource( 5 )
[sub_resource type="ParticleProcessMaterial" id="7"]
gravity = Vector3(0, 0, 0)
scale_curve = SubResource("6")
color_ramp = SubResource("4")
[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")
script = ExtResource( 1 )
__meta__ = {
"_edit_group_": true
}
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
scale = Vector2(0.5, 0.5)
sprite_frames = SubResource("1")
animation = &"right"
[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")
shape = SubResource( 2 )
[node name="Trail" type="GPUParticles2D" parent="."]
[node name="Trail" type="Particles2D" 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"]

View File

@@ -4,13 +4,13 @@ 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)
["Your first game"](https://docs.godotengine.org/en/latest/getting_started/step_by_step/your_first_game.html)
tutorial in the documentation. For more details,
consider following the tutorial in the documentation.
Language: GDScript
Renderer: Vulkan Mobile
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).

View File

@@ -1,19 +1,15 @@
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importer="ogg_vorbis"
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@@ -6,7 +6,7 @@
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
config_version=4
[application]
@@ -14,67 +14,50 @@ 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'
This is a finished version of the game featured in the 'Your first game'
tutorial in the documentation. For more details, consider
following the tutorial in the documentation."
config/tags=PackedStringArray("2d", "demo", "official")
run/main_scene="res://Main.tscn"
config/features=PackedStringArray("4.2")
config/icon="res://icon.webp"
[debug]
gdscript/warnings/redundant_await=false
config/icon="res://icon.png"
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window/size/viewport_width=480
window/size/viewport_height=720
window/size/window_width_override=480
window/size/window_height_override=720
window/stretch/mode="canvas_items"
window/size/width=480
window/size/height=720
window/stretch/mode="2d"
window/stretch/aspect="keep"
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move_left={
"deadzone": 0.5,
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, 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)
]
]
}
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}
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}
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]
}
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renderer/rendering_method="mobile"

View File

@@ -1,13 +0,0 @@
# 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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@@ -1,57 +0,0 @@
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)

View File

@@ -1,32 +0,0 @@
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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@@ -1,34 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dfb8rr2fakwgp"
path="res://.godot/imported/player.png-1ad27fc2a62fa126eae918723933dd6f.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://player/player.png"
dest_files=["res://.godot/imported/player.png-1ad27fc2a62fa126eae918723933dd6f.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -1,17 +0,0 @@
[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 )

View File

@@ -1,66 +0,0 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=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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@@ -1,57 +0,0 @@
[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"
layer_0/tile_data = PackedInt32Array(0, 0, 0, 65536, 0, 0, 131072, 0, 0, 196608, 0, 0, 262144, 0, 0, 327680, 0, 0, 393216, 0, 0, 458752, 0, 0, 524288, 0, 0, 589824, 0, 0, 655360, 0, 0, 720896, 0, 0, 786432, 0, 0, 851968, 0, 0, 917504, 0, 0, 983040, 0, 0, 1048576, 0, 0, 1114112, 0, 0, 1179648, 0, 0, 1245184, 0, 0, 1310720, 0, 0, 1376256, 0, 0, 1441792, 0, 0, 1507328, 0, 0, 1572864, 0, 0, 1638400, 0, 0, 1703936, 0, 0, 1769472, 0, 0, 1835008, 0, 0, 1900544, 0, 0, 1966080, 0, 0, 1, 0, 0, 65537, 0, 0, 131073, 0, 0, 196609, 0, 0, 262145, 0, 0, 327681, 0, 0, 393217, 0, 0, 458753, 0, 0, 524289, 0, 0, 589825, 0, 0, 655361, 0, 0, 720897, 0, 0, 786433, 0, 0, 851969, 0, 0, 917505, 0, 0, 983041, 0, 0, 1048577, 0, 0, 1114113, 0, 0, 1179649, 0, 0, 1245185, 0, 0, 1310721, 0, 0, 1376257, 0, 0, 1441793, 0, 0, 1507329, 0, 0, 1572865, 0, 0, 1638401, 0, 0, 1703937, 0, 0, 1769473, 0, 0, 1835009, 0, 0, 1900545, 0, 0, 1966081, 0, 0, 2, 0, 0, 65538, 0, 0, 1900546, 0, 0, 1966082, 0, 0, 3, 0, 0, 65539, 0, 0, 1900547, 0, 0, 1966083, 0, 0, 4, 0, 0, 65540, 0, 0, 1900548, 0, 0, 1966084, 0, 0, 5, 0, 0, 65541, 0, 0, 1900549, 0, 0, 1966085, 0, 0, 6, 0, 0, 65542, 0, 0, 1900550, 0, 0, 1966086, 0, 0, 7, 0, 0, 65543, 0, 0, 1900551, 0, 0, 1966087, 0, 0, 8, 0, 0, 65544, 0, 0, 1900552, 0, 0, 1966088, 0, 0, 9, 0, 0, 65545, 0, 0, 1900553, 0, 0, 1966089, 0, 0, 10, 0, 0, 65546, 0, 0, 1900554, 0, 0, 1966090, 0, 0, 11, 0, 0, 65547, 0, 0, 1900555, 0, 0, 1966091, 0, 0, 12, 0, 0, 65548, 0, 0, 1900556, 0, 0, 1966092, 0, 0, 13, 0, 0, 65549, 0, 0, 1900557, 0, 0, 1966093, 0, 0, 14, 0, 0, 65550, 0, 0, 1900558, 0, 0, 1966094, 0, 0, 15, 0, 0, 65551, 0, 0, 1900559, 0, 0, 1966095, 0, 0, 16, 0, 0, 65552, 0, 0, 1900560, 0, 0, 1966096, 0, 0, 17, 0, 0, 65553, 0, 0, 1900561, 0, 0, 1966097, 0, 0, 18, 0, 0, 65554, 0, 0, 1900562, 0, 0, 1966098, 0, 0, 19, 0, 0, 65555, 0, 0, 1900563, 0, 0, 1966099, 0, 0, 20, 0, 0, 65556, 0, 0, 1900564, 0, 0, 1966100, 0, 0, 21, 0, 0, 65557, 0, 0, 1900565, 0, 0, 1966101, 0, 0, 22, 0, 0, 65558, 0, 0, 1900566, 0, 0, 1966102, 0, 0, 23, 0, 0, 65559, 0, 0, 1900567, 0, 0, 1966103, 0, 0, 24, 0, 0, 65560, 0, 0, 1900568, 0, 0, 1966104, 0, 0, 25, 0, 0, 65561, 0, 0, 1900569, 0, 0, 1966105, 0, 0, 26, 0, 0, 65562, 0, 0, 1900570, 0, 0, 1966106, 0, 0, 27, 0, 0, 65563, 0, 0, 1900571, 0, 0, 1966107, 0, 0, 28, 0, 0, 65564, 0, 0, 1900572, 0, 0, 1966108, 0, 0, 29, 0, 0, 65565, 0, 0, 1900573, 0, 0, 1966109, 0, 0, 30, 0, 0, 65566, 0, 0, 1900574, 0, 0, 1966110, 0, 0, 31, 0, 0, 65567, 0, 0, 131103, 0, 0, 196639, 0, 0, 262175, 0, 0, 327711, 0, 0, 393247, 0, 0, 458783, 0, 0, 524319, 0, 0, 589855, 0, 0, 655391, 0, 0, 720927, 0, 0, 786463, 0, 0, 851999, 0, 0, 917535, 0, 0, 983071, 0, 0, 1048607, 0, 0, 1114143, 0, 0, 1179679, 0, 0, 1245215, 0, 0, 1310751, 0, 0, 1376287, 0, 0, 1441823, 0, 0, 1507359, 0, 0, 1572895, 0, 0, 1638431, 0, 0, 1703967, 0, 0, 1769503, 0, 0, 1835039, 0, 0, 1900575, 0, 0, 1966111, 0, 0, 32, 0, 0, 65568, 0, 0, 131104, 0, 0, 196640, 0, 0, 262176, 0, 0, 327712, 0, 0, 393248, 0, 0, 458784, 0, 0, 524320, 0, 0, 589856, 0, 0, 655392, 0, 0, 720928, 0, 0, 786464, 0, 0, 852000, 0, 0, 917536, 0, 0, 983072, 0, 0, 1048608, 0, 0, 1114144, 0, 0, 1179680, 0, 0, 1245216, 0, 0, 1310752, 0, 0, 1376288, 0, 0, 1441824, 0, 0, 1507360, 0, 0, 1572896, 0, 0, 1638432, 0, 0, 1703968, 0, 0, 1769504, 0, 0, 1835040, 0, 0, 1900576, 0, 0, 1966112, 0, 0, 1572878, 0, 0, 1572879, 0, 0, 1572880, 0, 0, 1572881, 0, 0, 1572882, 0, 0, 1572883, 0, 0, 1572884, 0, 0, 1507348, 0, 0, 1441812, 0, 0, 1441811, 0, 0, 1441810, 0, 0, 1441809, 0, 0, 1441808, 0, 0, 1441807, 0, 0, 1441806, 0, 0, 1507342, 0, 0, 1507343, 0, 0, 1507344, 0, 0, 1507345, 0, 0, 1507346, 0, 0, 1507347, 0, 0, 1638414, 0, 0, 1638415, 0, 0, 1638416, 0, 0, 1638417, 0, 0, 1638418, 0, 0, 1638419, 0, 0, 1638420, 0, 0)
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
layer_1/tile_data = PackedInt32Array(1703950, 0, 0, 1769486, 0, 0, 1835022, 0, 0, 1703951, 0, 0, 1769487, 0, 0, 1835023, 0, 0, 1703952, 0, 0, 1769488, 0, 0, 1835024, 0, 0, 1703953, 0, 0, 1769489, 0, 0, 1835025, 0, 0, 1703954, 0, 0, 1769490, 0, 0, 1835026, 0, 0, 1703955, 0, 0, 1769491, 0, 0, 1835027, 0, 0, 1703956, 0, 0, 1769492, 0, 0, 1835028, 0, 0)
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

@@ -1,83 +1,60 @@
[gd_scene load_steps=8 format=3 uid="uid://dmn8nkpogiwsf"]
[gd_scene load_steps=6 format=2]
[ext_resource type="PackedScene" uid="uid://bpdyvy2681m3i" path="res://player/Player.tscn" id="1"]
[ext_resource type="PackedScene" uid="uid://cvi13chv8g4hj" path="res://debug/StatesStackDiplayer.tscn" id="3"]
[ext_resource type="PackedScene" uid="uid://bq6rrfy53rfvo" path="res://debug/ControlsPanel.tscn" id="4"]
[sub_resource type="Animation" id="1"]
[sub_resource type="Animation" id="2"]
length = 0.6
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("BodyPivot/Body:modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.05, 0.1, 0.15, 0.2, 0.25, 0.4),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1),
"update": 0,
"values": [Color(1, 1, 1, 1), Color(1, 0, 0, 1), Color(1, 1, 1, 1), Color(1, 0, 0, 1), Color(1, 1, 1, 1), Color(1, 0, 0, 1), Color(1, 1, 1, 1)]
}
[sub_resource type="Animation" id="3"]
[sub_resource type="AnimationLibrary" id="AnimationLibrary_qbwwp"]
_data = {
"idle": SubResource("1"),
"stagger": SubResource("2"),
"walk": SubResource("3")
}
[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="StateMachine" parent="Player" index="0"]
start_state = NodePath("Idle")
[node name="AnimationPlayer" parent="Player" index="1"]
libraries = {
"": SubResource("AnimationLibrary_qbwwp")
}
[node name="Player" parent="." instance=ExtResource( 1 )]
position = Vector2( 640, 400 )
[node name="Explanations" type="RichTextLabel" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 10.0
offset_top = -370.0
offset_right = -10.0
offset_bottom = -730.0
grow_horizontal = 2
grow_vertical = 2
size_flags_vertical = 4
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.
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="."]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
__meta__ = {
"_edit_use_anchors_": false
}
[node name="StatesStackDiplayer" parent="Control" instance=ExtResource("3")]
layout_mode = 0
[node name="StatesStackDiplayer" parent="Control" instance=ExtResource( 3 )]
[node name="ControlsPanel" parent="Control" instance=ExtResource("4")]
layout_mode = 1
[node name="ControlsPanel" parent="Control" instance=ExtResource( 4 )]
[editable path="Player"]

View File

@@ -6,7 +6,7 @@ pushdown automaton.
Language: GDScript
Renderer: Compatibility
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/516

View File

@@ -1,41 +1,41 @@
[gd_scene format=3 uid="uid://bq6rrfy53rfvo"]
[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"]
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -150.0
offset_bottom = 171.0
grow_horizontal = 0
margin_left = -220.0
margin_bottom = 170.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="HBoxContainer" type="HBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -56.5
offset_top = -65.0
offset_right = 56.5
offset_bottom = 65.0
grow_horizontal = 2
grow_vertical = 2
[node name="Actions" type="Label" parent="HBoxContainer"]
layout_mode = 2
text = "Move:
Shoot:
[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="Keys" type="Label" parent="HBoxContainer"]
layout_mode = 2
text = "WASD
R
[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

View File

@@ -1,16 +1,30 @@
[gd_scene format=3 uid="uid://bywptem1jb35a"]
[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"]
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anchor_right = 1.0
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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:
@@ -20,3 +34,6 @@ States are common in games. You can use the pattern to:
3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
You can read more about States in the excellent Game Programming Patterns ebook."
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@@ -1,37 +1,48 @@
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[gd_scene load_steps=4 format=2]
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text = "Pushown"
align = 1
valign = 1
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[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="Numbers" type="Label" parent="VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
text = "1.
2."
horizontal_alignment = 2
[node name="States" type="Label" parent="VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
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[node name="States" type="Label" parent="."]
margin_left = 20.0
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text = "Jump
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View File

@@ -1,6 +1,6 @@
extends Panel
@onready var fsm_node = get_node(^"../../Player/StateMachine")
onready var fsm_node = get_node("../../Player/StateMachine")
func _process(_delta):
var states_names = ""
@@ -10,5 +10,5 @@ func _process(_delta):
states_names += String(state.get_name()) + "\n"
numbers += str(index) + "\n"
index += 1
%States.text = states_names
%Numbers.text = numbers
$States.text = states_names
$Numbers.text = numbers

View File

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@@ -1,118 +1,122 @@
[gd_scene load_steps=19 format=3 uid="uid://bpdyvy2681m3i"]
[gd_scene load_steps=20 format=2]
[ext_resource type="Script" path="res://player/player_controller.gd" id="1"]
[ext_resource type="Script" path="res://player/player_state_machine.gd" id="2"]
[ext_resource type="Script" path="res://player/states/motion/on_ground/idle.gd" id="3"]
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[ext_resource type="Script" path="res://player/states/motion/in_air/jump.gd" id="5"]
[ext_resource type="Script" path="res://player/states/combat/stagger.gd" id="6"]
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[ext_resource type="Script" path="res://player/bullet/bullet_spawner.gd" id="11"]
[ext_resource type="Script" path="res://player/weapon/weapon_pivot.gd" id="12"]
[ext_resource type="PackedScene" uid="uid://cdacdp11r3jua" path="res://player/weapon/Sword.tscn" id="13"]
[ext_resource type="Script" path="res://player/states/debug/state_name_displayer.gd" id="15"]
[ext_resource path="res://player/player_controller.gd" type="Script" id=1]
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[sub_resource type="DynamicFont" id=4]
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script = ExtResource( 1 )
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}
[node name="Player" type="CharacterBody2D"]
script = ExtResource("1")
[node name="StateMachine" type="Node" parent="."]
script = ExtResource("2")
script = ExtResource( 2 )
[node name="Idle" type="Node" parent="StateMachine"]
script = ExtResource("3")
script = ExtResource( 3 )
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script = ExtResource("4")
script = ExtResource( 4 )
[node name="Jump" type="Node" parent="StateMachine"]
script = ExtResource("5")
script = ExtResource( 5 )
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script = ExtResource("6")
script = ExtResource( 6 )
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script = ExtResource("7")
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self_modulate = Color( 1, 1, 1, 0.361098 )
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texture = ExtResource( 9 )
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texture = ExtResource("10")
[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)
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script = ExtResource( 12 )
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position = Vector2(110, 0)
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position = Vector2( 110, 0 )
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
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polygon = PoolVector2Array( -20, 0, -20, -20, 20, -20, 20, 0 )
[node name="StateNameDisplayer" type="Label" parent="."]
offset_left = -109.0
offset_top = -180.0
offset_right = 110.0
offset_bottom = -143.0
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 24
margin_left = -109.0
margin_top = -172.0
margin_right = 110.0
margin_bottom = -138.0
custom_fonts/font = SubResource( 4 )
text = "Idle"
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align = 1
valign = 1
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script = ExtResource("15")
script = ExtResource( 15 )
__meta__ = {
"_edit_use_anchors_": false
}
[connection signal="state_changed" from="StateMachine" to="BodyPivot/WeaponPivot/Offset/Sword" method="_on_StateMachine_state_changed"]
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View File

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View File

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

View File

@@ -1,12 +1,12 @@
extends CharacterBody2D
extends KinematicBody2D
var direction = Vector2()
@export var speed: float = 1000.0
export(float) var speed = 1000.0
@onready var root = get_tree().root
onready var root = get_tree().root
func _ready():
set_as_top_level(true)
set_as_toplevel(true)
func _physics_process(delta):
@@ -20,4 +20,4 @@ func _physics_process(delta):
func _draw():
draw_circle(Vector2(), $CollisionShape2D.shape.radius, Color.WHITE)
draw_circle(Vector2(), $CollisionShape2D.shape.radius, Color.white)

View File

@@ -12,7 +12,7 @@ func fire():
return
$CooldownTimer.start()
var new_bullet = bullet.instantiate()
var new_bullet = bullet.instance()
add_child(new_bullet)
new_bullet.position = global_position
new_bullet.direction = owner.look_direction

View File

@@ -1,17 +1,14 @@
extends CharacterBody2D
# The Player is a CharacterBody2D, in other words a physics-driven object.
extends KinematicBody2D
# The Player is a KinematicBody2D, in other words a physics-driven object.
# It can move, collide with the world, etc...
# The player has a state machine, but the body and the state machine are separate.
signal direction_changed(new_direction)
var look_direction = Vector2.RIGHT:
set(value):
look_direction = value
set_look_direction(value)
var look_direction = Vector2.RIGHT setget set_look_direction
func take_damage(attacker, amount, effect = null):
if is_ancestor_of(attacker):
if is_a_parent_of(attacker):
return
$States/Stagger.knockback_direction = (attacker.global_position - global_position).normalized()
$Health.take_damage(amount, effect)
@@ -24,4 +21,5 @@ func set_dead(value):
func set_look_direction(value):
look_direction = value
emit_signal("direction_changed", value)

View File

@@ -1,10 +1,10 @@
extends "res://state_machine/state_machine.gd"
@onready var idle = $Idle
@onready var move = $Move
@onready var jump = $Jump
@onready var stagger = $Stagger
@onready var attack = $Attack
onready var idle = $Idle
onready var move = $Move
onready var jump = $Jump
onready var stagger = $Stagger
onready var attack = $Attack
func _ready():
states_map = {
@@ -24,7 +24,7 @@ func _change_state(state_name):
states_stack.push_front(states_map[state_name])
if state_name == "jump" and current_state == move:
jump.initialize(move.speed, move.velocity)
super._change_state(state_name)
._change_state(state_name)
func _unhandled_input(event):

View File

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View File

@@ -1,7 +1,7 @@
extends "res://state_machine/state.gd"
func enter():
owner.get_node(^"AnimationPlayer").play("idle")
owner.get_node("AnimationPlayer").play("idle")
func _on_Sword_attack_finished():

View File

@@ -1,10 +1,10 @@
extends "res://state_machine/state.gd"
# The stagger state end with the stagger animation from the AnimationPlayer.
# The animation only affects the Body Sprite2D's modulate property so it
# 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")
owner.get_node("AnimationPlayer").play("stagger")
func _on_animation_finished(anim_name):

View File

@@ -3,11 +3,11 @@ extends Label
var start_position = Vector2()
func _ready():
start_position = position
start_position = rect_position
func _physics_process(_delta):
position = $"../BodyPivot".position + start_position
rect_position = $"../BodyPivot".position + start_position
func _on_StateMachine_state_changed(current_state):

View File

@@ -3,7 +3,7 @@ extends "res://state_machine/state.gd"
# Initialize the state. E.g. change the animation.
func enter():
owner.set_dead(true)
owner.get_node(^"AnimationPlayer").play("die")
owner.get_node("AnimationPlayer").play("die")
func _on_animation_finished(_anim_name):

View File

@@ -1,12 +1,12 @@
extends "../motion.gd"
@export var base_max_horizontal_speed: float = 400.0
export(float) var base_max_horizontal_speed = 400.0
@export var air_acceleration: float = 1000.0
@export var air_deceleration: float = 2000.0
@export var air_steering_power: float = 50.0
export(float) var air_acceleration = 1000.0
export(float) var air_deceleration = 2000.0
export(float) var air_steering_power = 50.0
@export var gravity: float = 1600.0
export(float) var gravity = 1600.0
var enter_velocity = Vector2()
@@ -36,7 +36,7 @@ func enter():
horizontal_velocity = Vector2()
vertical_speed = 600.0
owner.get_node(^"AnimationPlayer").play("idle")
owner.get_node("AnimationPlayer").play("idle")
func update(delta):
@@ -60,8 +60,7 @@ func move_horizontally(delta, direction):
var steering_velocity = (target_velocity - horizontal_velocity).normalized() * air_steering_power
horizontal_velocity += steering_velocity
owner.velocity = horizontal_velocity
owner.move_and_slide()
owner.move_and_slide(horizontal_velocity)
func animate_jump_height(delta):
@@ -69,4 +68,4 @@ func animate_jump_height(delta):
height += vertical_speed * delta
height = max(0.0, height)
owner.get_node(^"BodyPivot").position.y = -height
owner.get_node("BodyPivot").position.y = -height

View File

@@ -8,8 +8,8 @@ func handle_input(event):
func get_input_direction():
var input_direction = Vector2(
Input.get_axis(&"move_left", &"move_right"),
Input.get_axis(&"move_up", &"move_down")
Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
)
return input_direction

View File

@@ -1,11 +1,11 @@
extends "on_ground.gd"
func enter():
owner.get_node(^"AnimationPlayer").play("idle")
owner.get_node("AnimationPlayer").play("idle")
func handle_input(event):
return super.handle_input(event)
return .handle_input(event)
func update(_delta):

View File

@@ -1,7 +1,7 @@
extends "on_ground.gd"
@export var max_walk_speed: float = 450
@export var max_run_speed: float = 700
export(float) var max_walk_speed = 450
export(float) var max_run_speed = 700
func enter():
speed = 0.0
@@ -9,16 +9,16 @@ func enter():
var input_direction = get_input_direction()
update_look_direction(input_direction)
owner.get_node(^"AnimationPlayer").play("walk")
owner.get_node("AnimationPlayer").play("walk")
func handle_input(event):
return super.handle_input(event)
return .handle_input(event)
func update(_delta):
var input_direction = get_input_direction()
if input_direction.is_zero_approx():
if not input_direction:
emit_signal("finished", "idle")
update_look_direction(input_direction)
@@ -35,8 +35,8 @@ func update(_delta):
func move(speed, direction):
owner.velocity = direction.normalized() * speed
owner.move_and_slide()
if owner.get_slide_collision_count() == 0:
velocity = direction.normalized() * speed
owner.move_and_slide(velocity, Vector2(), 5, 2)
if owner.get_slide_count() == 0:
return
return owner.get_slide_collision(0)

View File

@@ -7,4 +7,4 @@ var velocity = Vector2()
func handle_input(event):
if event.is_action_pressed("jump"):
emit_signal("finished", "jump")
return super.handle_input(event)
return .handle_input(event)

View File

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

View File

@@ -31,8 +31,10 @@ var combo = [{
var hit_objects = []
func _ready():
$AnimationPlayer.animation_finished.connect(self._on_animation_finished)
body_entered.connect(self._on_body_entered)
# warning-ignore:return_value_discarded
$AnimationPlayer.connect("animation_finished", self, "_on_animation_finished")
# warning-ignore:return_value_discarded
self.connect("body_entered", self, "_on_body_entered")
_change_state(States.IDLE)
@@ -96,7 +98,7 @@ func _on_body_entered(body):
func _on_animation_finished(_name):
if attack_current.is_empty():
if not attack_current:
return
if attack_input_state == AttackInputStates.REGISTERED and combo_count < MAX_COMBO_COUNT:

View File

@@ -1,9 +1,8 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://7cfjw83v5m75"
path="res://.godot/imported/sword.png-fc7f0084cdf333c826eda2b33f2ec3cc.ctex"
type="StreamTexture"
path="res://.import/sword.png-fc7f0084cdf333c826eda2b33f2ec3cc.stex"
metadata={
"vram_texture": false
}
@@ -11,24 +10,25 @@ metadata={
[deps]
source_file="res://player/weapon/sword.png"
dest_files=["res://.godot/imported/sword.png-fc7f0084cdf333c826eda2b33f2ec3cc.ctex"]
dest_files=[ "res://.import/sword.png-fc7f0084cdf333c826eda2b33f2ec3cc.stex" ]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
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/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -1,9 +1,10 @@
extends Marker2D
extends Position2D
var z_index_start = 0
func _ready():
owner.direction_changed.connect(self._on_Parent_direction_changed)
#warning-ignore:return_value_discarded
owner.connect("direction_changed", self, "_on_Parent_direction_changed")
z_index_start = z_index

View File

@@ -6,7 +6,7 @@
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
config_version=4
[application]
@@ -14,88 +14,88 @@ 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("4.2")
config/icon="res://icon.webp"
config/icon="res://icon.png"
[display]
window/size/viewport_width=1280
window/size/viewport_height=720
window/stretch/mode="canvas_items"
window/size/width=1280
window/size/height=720
window/dpi/allow_hidpi=true
window/stretch/mode="2d"
window/stretch/aspect="expand"
[gdnative]
singletons=[ ]
[input]
move_left={
"deadzone": 0.5,
"events": [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)
, 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":65,"key_label":0,"unicode":113,"echo":false,"script":null)
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
]
]
}
move_up={
"deadzone": 0.5,
"events": [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":4194320,"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":87,"key_label":0,"unicode":122,"echo":false,"script":null)
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
]
]
}
move_right={
"deadzone": 0.5,
"events": [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":4194321,"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":68,"key_label":0,"unicode":100,"echo":false,"script":null)
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null)
]
]
}
move_down={
"deadzone": 0.5,
"events": [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":4194322,"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":83,"key_label":0,"unicode":115,"echo":false,"script":null)
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
]
]
}
fire={
"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":82,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":82,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":7,"pressure":0.0,"pressed":false,"script":null)
]
]
}
run={
"deadzone": 0.5,
"events": [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":4194325,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777237,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":1,"pressure":0.0,"pressed":false,"script":null)
]
]
}
jump={
"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":32,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
]
]
}
simulate_damage={
"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":88,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":88,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":3,"pressure":0.0,"pressed":false,"script":null)
]
]
}
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":2,"pressure":0.0,"pressed":true,"script":null)
]
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":70,"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)
]
}
[physics]
common/physics_ticks_per_second=120
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
quality/driver/driver_name="GLES2"
vram_compression/import_etc=true
vram_compression/import_etc2=false

View File

@@ -10,34 +10,32 @@ signal state_changed(current_state)
# You should set a starting node from the inspector or on the node that inherits
# from this state machine interface. If you don't, the game will default to
# the first state in the state machine's children.
@export var start_state: NodePath
export(NodePath) var start_state
var states_map = {}
var states_stack = []
var current_state = null
var _active = false:
set(value):
_active = value
set_active(value)
var _active = false setget set_active
func _enter_tree():
if start_state.is_empty():
func _ready():
if not start_state:
start_state = get_child(0).get_path()
for child in get_children():
var err = child.finished.connect(self._change_state)
var err = child.connect("finished", self, "_change_state")
if err:
printerr(err)
initialize(start_state)
func initialize(initial_state):
_active = true
set_active(true)
states_stack.push_front(get_node(initial_state))
current_state = states_stack[0]
current_state.enter()
func set_active(value):
_active = value
set_physics_process(value)
set_process_input(value)
if not _active:

View File

@@ -6,7 +6,7 @@ and eraser, as well as a rectangle and a circle brush.
Language: GDScript
Renderer: Vulkan Mobile
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/517

BIN
2d/gd_paint/icon.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 474 B

View File

@@ -0,0 +1,34 @@
[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
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -4,6 +4,8 @@ extends Control
const UNDO_MODE_SHAPE = -2
# A constant for whether or not we can undo.
const UNDO_NONE = -1
# How large is the image (it's actually the size of DrawingAreaBG, because that's our background canvas).
const IMAGE_SIZE = Vector2(930, 720)
# Enums for the various modes and brush shapes that can be applied.
enum BrushModes {
@@ -18,6 +20,9 @@ enum BrushShapes {
CIRCLE,
}
# The top-left position of the canvas.
var TL_node
# A list to hold all of the dictionaries that make up each brush.
var brush_data_list = []
@@ -36,24 +41,29 @@ var undo_element_list_num = -1
# The current brush settings: The mode, size, color, and shape we have currently selected.
var brush_mode = BrushModes.PENCIL
var brush_size = 32
var brush_color = Color.BLACK
var brush_color = Color.black
var brush_shape = BrushShapes.CIRCLE;
# The color of the background. We need this for the eraser (see the how we handle the eraser
# in the _draw function for more details).
var bg_color = Color.WHITE
var bg_color = Color.white
@onready var drawing_area = $"../DrawingAreaBG"
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")
set_process(true)
func _process(_delta):
var mouse_pos = get_viewport().get_mouse_position()
# Check if the mouse is currently inside the canvas/drawing-area.
var drawing_area_rect := Rect2(drawing_area.position, drawing_area.size)
is_mouse_in_drawing_area = drawing_area_rect.has_point(mouse_pos)
is_mouse_in_drawing_area = false
if mouse_pos.x > TL_node.global_position.x:
if mouse_pos.y > TL_node.global_position.y:
is_mouse_in_drawing_area = true
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
if Input.is_mouse_button_pressed(BUTTON_LEFT):
# If we do not have a position for when the mouse was first clicked, then this must
# be the first time is_mouse_button_pressed has been called since the mouse button was
# released, so we need to store the position.
@@ -100,10 +110,11 @@ func check_if_mouse_is_inside_canvas():
# Make sure the mouse click starting position is inside the canvas.
# This is so if we start out click outside the canvas (say chosing a color from the color picker)
# and then move our mouse back into the canvas, it won't start painting.
if Rect2(drawing_area.position, drawing_area.size).has_point(mouse_click_start_pos):
# Make sure the current mouse position is inside the canvas.
if is_mouse_in_drawing_area:
return true
if mouse_click_start_pos.x > TL_node.global_position.x:
if mouse_click_start_pos.y > TL_node.global_position.y:
# Make sure the current mouse position is inside the canvas.
if is_mouse_in_drawing_area:
return true
return false
@@ -115,7 +126,7 @@ func undo_stroke():
# If we are undoing a shape, then we can just remove the latest brush.
if undo_element_list_num == UNDO_MODE_SHAPE:
if brush_data_list.size() > 0:
brush_data_list.remove_at(brush_data_list.size() - 1)
brush_data_list.remove(brush_data_list.size() - 1)
# Now that we've undone a shape, we cannot undo again until another stoke is added.
undo_element_list_num = UNDO_NONE
@@ -135,7 +146,7 @@ func undo_stroke():
undo_element_list_num = UNDO_NONE
# Redraw the brushes
queue_redraw()
update()
func add_brush(mouse_pos, type):
@@ -187,7 +198,7 @@ func add_brush(mouse_pos, type):
# Add the brush and update/draw all of the brushes.
brush_data_list.append(new_brush)
queue_redraw()
update()
func _draw():
@@ -228,12 +239,14 @@ func _draw():
func save_picture(path):
# Wait until the frame has finished before getting the texture.
await RenderingServer.frame_post_draw
yield(VisualServer, "frame_post_draw")
# Get the viewport image.
var img = get_viewport().get_texture().get_image()
var img = get_viewport().get_texture().get_data()
# Crop the image so we only have canvas area.
var cropped_image = img.get_region(Rect2(drawing_area.position, drawing_area.size))
var cropped_image = img.get_rect(Rect2(TL_node.global_position, IMAGE_SIZE))
# Flip the image on the Y-axis (it's flipped upside down by default).
cropped_image.flip_y()
# Save the image with the passed in path we got from the save dialog.
cropped_image.save_png(path)

222
2d/gd_paint/paint_root.tscn Normal file
View File

@@ -0,0 +1,222 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://paint_control.gd" type="Script" id=1]
[ext_resource path="res://tools_panel.gd" type="Script" id=2]
[ext_resource path="res://paint_tools.png" type="Texture" id=3]
[sub_resource type="StyleBoxFlat" id=1]
bg_color = Color( 1, 1, 1, 1 )
[node name="PaintRoot" type="Control"]
margin_right = 40.0
margin_bottom = 40.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="DrawingAreaBG" type="Panel" parent="."]
margin_left = 350.0
margin_right = 1280.0
margin_bottom = 720.0
custom_styles/panel = SubResource( 1 )
[node name="PaintControl" type="Control" parent="."]
margin_right = 40.0
margin_bottom = 40.0
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="TLPos" type="Position2D" parent="PaintControl"]
position = Vector2( 350, 0 )
[node name="ToolsPanel" type="Panel" parent="."]
margin_right = 350.0
margin_bottom = 720.0
script = ExtResource( 2 )
[node name="LabelTools" type="Label" parent="ToolsPanel"]
margin_left = 20.0
margin_top = 10.0
margin_right = 330.0
margin_bottom = 24.0
text = "Selected tool: Pencil"
align = 1
[node name="ButtonToolPencil" type="Button" parent="ToolsPanel"]
margin_left = 40.0
margin_top = 40.0
margin_right = 100.0
margin_bottom = 100.0
[node name="Sprite" type="Sprite" parent="ToolsPanel/ButtonToolPencil"]
position = Vector2( 30, 30 )
scale = Vector2( 2.5, 2.5 )
texture = ExtResource( 3 )
region_enabled = true
region_rect = Rect2( 0, 0, 16, 16 )
[node name="ButtonToolEraser" type="Button" parent="ToolsPanel"]
margin_left = 110.0
margin_top = 40.0
margin_right = 170.0
margin_bottom = 100.0
[node name="Sprite" type="Sprite" parent="ToolsPanel/ButtonToolEraser"]
position = Vector2( 30, 30 )
scale = Vector2( 2.5, 2.5 )
texture = ExtResource( 3 )
region_enabled = true
region_rect = Rect2( 16, 0, 16, 16 )
[node name="ButtonToolRectangle" type="Button" parent="ToolsPanel"]
margin_left = 180.0
margin_top = 40.0
margin_right = 240.0
margin_bottom = 100.0
[node name="Sprite" type="Sprite" parent="ToolsPanel/ButtonToolRectangle"]
position = Vector2( 30, 30 )
scale = Vector2( 2.5, 2.5 )
texture = ExtResource( 3 )
region_enabled = true
region_rect = Rect2( 0, 16, 16, 16 )
[node name="ButtonToolCircle" type="Button" parent="ToolsPanel"]
margin_left = 250.0
margin_top = 40.0
margin_right = 310.0
margin_bottom = 100.0
[node name="Sprite" type="Sprite" parent="ToolsPanel/ButtonToolCircle"]
position = Vector2( 30, 30 )
scale = Vector2( 2.5, 2.5 )
texture = ExtResource( 3 )
region_enabled = true
region_rect = Rect2( 16, 16, 16, 16 )
[node name="LabelBrushColor" type="Label" parent="ToolsPanel"]
margin_left = 20.0
margin_top = 120.0
margin_right = 330.0
margin_bottom = 134.0
text = "Current color"
align = 1
[node name="ColorPickerBrush" type="ColorPickerButton" parent="ToolsPanel"]
margin_left = 20.0
margin_top = 140.0
margin_right = 330.0
margin_bottom = 190.0
[node name="BrushSettings" type="Control" parent="ToolsPanel"]
margin_top = 200.0
margin_right = 350.0
margin_bottom = 375.0
[node name="LabelBrushSize" type="Label" parent="ToolsPanel/BrushSettings"]
margin_left = 20.0
margin_top = 10.0
margin_right = 330.0
margin_bottom = 24.0
text = "Brush size: 32px"
align = 1
[node name="HScrollBarBrushSize" type="HScrollBar" parent="ToolsPanel/BrushSettings"]
margin_left = 20.0
margin_top = 30.0
margin_right = 330.0
margin_bottom = 60.0
min_value = 2.0
step = 1.0
value = 32.0
[node name="LabelBrushShape" type="Label" parent="ToolsPanel/BrushSettings"]
margin_left = 20.0
margin_top = 80.0
margin_right = 330.0
margin_bottom = 94.0
text = "Brush shape: Circle"
align = 1
[node name="ButtonShapeBox" type="Button" parent="ToolsPanel/BrushSettings"]
margin_left = 100.0
margin_top = 100.0
margin_right = 160.0
margin_bottom = 160.0
[node name="Sprite" type="Sprite" parent="ToolsPanel/BrushSettings/ButtonShapeBox"]
position = Vector2( 30, 30 )
scale = Vector2( 2.5, 2.5 )
texture = ExtResource( 3 )
region_enabled = true
region_rect = Rect2( 0, 16, 16, 16 )
[node name="ButtonShapeCircle" type="Button" parent="ToolsPanel/BrushSettings"]
margin_left = 190.0
margin_top = 100.0
margin_right = 250.0
margin_bottom = 160.0
[node name="Sprite" type="Sprite" parent="ToolsPanel/BrushSettings/ButtonShapeCircle"]
position = Vector2( 30, 30 )
scale = Vector2( 2.5, 2.5 )
texture = ExtResource( 3 )
region_enabled = true
region_rect = Rect2( 16, 16, 16, 16 )
[node name="LabelBackgroundColor" type="Label" parent="ToolsPanel"]
margin_left = 20.0
margin_top = 400.0
margin_right = 330.0
margin_bottom = 414.0
text = "Background color"
align = 1
[node name="ColorPickerBackground" type="ColorPickerButton" parent="ToolsPanel"]
margin_left = 20.0
margin_top = 420.0
margin_right = 330.0
margin_bottom = 470.0
color = Color( 1, 1, 1, 1 )
edit_alpha = false
[node name="LabelStats" type="Label" parent="ToolsPanel"]
modulate = Color( 0.414062, 0.414062, 0.414062, 1 )
margin_left = 20.0
margin_top = 590.0
margin_right = 330.0
margin_bottom = 604.0
text = "Brush objects: 00000"
align = 1
[node name="ButtonUndo" type="Button" parent="ToolsPanel"]
margin_left = 10.0
margin_top = 520.0
margin_right = 340.0
margin_bottom = 560.0
text = "Undo last stroke"
[node name="ButtonSave" type="Button" parent="ToolsPanel"]
margin_left = 10.0
margin_top = 620.0
margin_right = 340.0
margin_bottom = 660.0
text = "Save picture"
[node name="ButtonClear" type="Button" parent="ToolsPanel"]
margin_left = 10.0
margin_top = 670.0
margin_right = 340.0
margin_bottom = 710.0
text = "Clear picture"
[node name="SaveFileDialog" type="FileDialog" parent="."]
margin_right = 600.0
margin_bottom = 400.0
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/"

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