Compare commits

..

33 Commits
4.3 ... 2.1

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

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

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

(cherry picked from commit 50895875ed)
2016-12-04 11:29:26 +01:00
William Tumeo
ed9494f251 free coin in 3D platformer
(cherry picked from commit 76bfb10deb)
2016-11-16 19:17:44 +01:00
3699 changed files with 24075 additions and 142050 deletions

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@@ -6,11 +6,3 @@ root = true
charset = utf-8
end_of_line = lf
insert_final_newline = true
[*.cs]
csharp_space_after_cast = false
indent_size = 4
[*.csproj]
insert_final_newline = false
indent_size = 2

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

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

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

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

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@@ -1,7 +0,0 @@
<!--
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.
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`.
-->

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

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@@ -1,41 +0,0 @@
[preset.0]
name="Web"
platform="Web"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path=""
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.0.options]
custom_template/debug=""
custom_template/release=""
variant/extensions_support=false
variant/thread_support=true
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=true
html/export_icon=true
html/custom_html_shell=""
html/head_include=""
html/canvas_resize_policy=2
html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=true
progressive_web_app/enabled=true
progressive_web_app/ensure_cross_origin_isolation_headers=true
progressive_web_app/offline_page=""
progressive_web_app/display=0
progressive_web_app/orientation=1
progressive_web_app/icon_144x144=""
progressive_web_app/icon_180x180=""
progressive_web_app/icon_512x512=""
progressive_web_app/background_color=Color(0, 0, 0, 1)

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@@ -1,38 +0,0 @@
<!-- The list of demos will be inserted above by the CI process. -->
</ul>
<h2>Unavailable demos</h2>
<ul class="unsupported-demos">
<li><code>2d/glow</code>: Not supported on the Compatibility rendering method (which the web platform always uses).</li>
<li><code>2d/navigation_mesh_chunks</code>: Relies on debug-only drawing functionality which is not available in projects exported in release mode.</li>
<li><code>2d/physics_tests</code>: Relies on debug-only drawing functionality which is not available in projects exported in release mode.</li>
<li><code>3d/labels_and_texts</code>: Does not export in headless mode due to an engine bug (font importing infinite loop).</li>
<li><code>3d/decals</code>: Not supported on the Compatibility rendering method (which the web platform always uses).</li>
<li><code>3d/ik</code>: Demo is not fully ported to Godot 4 yet (even though the feature works on the web).</li>
<li><code>3d/navigation_mesh_chunks</code>: Relies on debug-only drawing functionality which is not available in projects exported in release mode.</li>
<li><code>3d/occlusion_culling_mesh_lod</code>: Occlusion culling is disabled by default in web builds to decrease binary size.</li>
<li><code>3d/particles</code>: Demo mostly showcases features that are not available in Compatibility (which the web platform always uses).</li>
<li><code>3d/physical_light_camera_units</code>: Demo is not tuned for the Compatibility rendering method (which the web platform always uses).</li>
<li><code>3d/physics_tests</code>: Relies on debug-only drawing functionality which is not available in projects exported in release mode.</li>
<li><code>3d/variable_rate_shading</code>: Not supported on the Compatibility rendering method (which the web platform always uses)</li>
<li><code>3d/volumetric_fog</code>: Not supported on the Compatibility rendering method (which the web platform always uses)</li>
<li><code>3d/voxel</code>: Freezes after a few seconds of gameplay due to web platform-specific threading issues.</li>
<li><code>audio/bpm_sync</code>: Not functional on the web platform due to differences in the audio playback implementation.</li>
<li><code>audio/device_changer</code>: Not relevant for the web platform, as the web browser always chooses the audio output device.</li>
<li><code>audio/midi_piano</code>: Not functional on the web platform due to differences in the audio playback implementation.</li>
<li><code>audio/spectrum</code>: Not functional on the web platform due to differences in the audio playback implementation.</li>
<li><code>compute/*</code>: Not supported on the Compatibility rendering method (which the web platform always uses).</li>
<li><code>gui/msdf_font</code>: Does not export in headless mode due to an engine bug (font importing crashes).</li>
<li><code>gui/translation</code>: Does not export in headless mode due to an engine bug (font importing crashes).</li>
<li><code>loading/runtime_save_load</code>: Native filesystem access is not available on the web platform.</li>
<li><code>misc/compute_shader_heightmap</code>: Not supported on the Compatibility rendering method (which the web platform always uses).</li>
<li><code>misc/large_world_coordinates</code>: Not supported on the Compatibility rendering method (which the web platform always uses).</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 the web platform.</li>
<li><code>mono/*</code>: Not available yet (requires Mono-enabled HTML5 build).</li>
<li><code>networking/*</code>: Doesn't make sense to be hosted on a static host, as the server must be hosted on the same origin due to the browser's same-origin policy.</li>
<li><code>plugins/*</code>: Only effective within the editor.</li>
<li><code>xr/*</code>: Not functional on the web platform, as these demos are not designed for WebXR.</li>
</ul>
</body>
</html>

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@@ -1,130 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Official Godot demos exported to Web</title>
<style>
:root {
--background-color: #fff;
--text-color: #222;
--link-color: hsl(220, 100%, 45%);
--link-visited-color: hsl(270, 100%, 55%);
--link-underline-color: hsla(220, 100%, 45%, 0.3);
--link-underline-visited-color: hsla(270, 100%, 45%, 0.3);
}
@media (prefers-color-scheme: dark) {
:root {
--background-color: #222;
--text-color: #eee;
--link-color: hsl(200, 100%, 70%);
--link-visited-color: hsl(250, 100%, 80%);
--link-underline-color: hsla(200, 100%, 70%, 0.3);
--link-underline-visited-color: hsla(250, 100%, 70%, 0.3);
}
}
*:focus {
/* More visible outline for better keyboard navigation. */
outline: 0.125rem solid hsl(220, 100%, 62.5%);
/* Make the outline always appear above other elements. */
position: relative;
}
html {
background-color: var(--background-color);
color: var(--text-color);
}
body {
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen-Sans, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
max-width: 50rem;
margin: 0 auto;
padding: 0.75rem;
line-height: 1.618rem;
}
h2 {
margin-top: 2.5rem;
}
a {
color: var(--link-color);
text-decoration-color: var(--link-underline-color);
text-decoration-thickness: 0.125rem;
}
a:visited {
color: var(--link-visited-color);
text-decoration-color: var(--link-visited-color);
}
a:hover {
filter: brightness(117.5%);
}
a:active {
filter: brightness(82.5%);
}
ul {
padding-left: 0;
}
li {
display: block;
}
li a {
display: inline-block;
width: 100%;
height: 4rem;
margin-left: 0.5rem;
}
li a:hover {
background-color: hsla(0, 0%, 50%, 0.1);
}
li a * {
float: left;
}
li a p {
height: 24px;
margin: 20px 10px;
}
.unsupported-demos li {
margin-bottom: 1.5rem;
}
</style>
</head>
<body>
<h1>Godot demo projects</h1>
<p>
This page lists
<a href="https://github.com/godotengine/godot-demo-projects">official Godot demo projects</a>
exported to the web for testing purposes. These projects are deployed automatically
on every commit on the <code>master</code> branch of the repository.
</p>
<p>
The web exports on this page are provided for demonstration purposes only.
Some of these demos may not function or render correctly on the web platform,
especially on mobile devices.
For best performance, it's recommended to
<a href="https://godotengine.org/download">download</a> a native editor
and run the demo project by importing its files in the project manager.
</p>
<p>
See the
<a href="https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_web.html">Exporting for the Web</a>
documentation for information on exporting your own projects to the web.
</p>
<h2>List of demos</h2>
<ul>
<!-- The list of demos will be inserted below by the CI process. -->

4
.gitignore vendored
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@@ -20,7 +20,3 @@ mono_crash.*.json
.directory
.DS_Store
*~
*.blend1
# Jetbrains IDE files
.idea/

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@@ -1,8 +0,0 @@
# 2D Demos
These demos are all 2D, but otherwise do not have a common theme.
Languages: Most have GDScript, some have
[Godot shader language](https://docs.godotengine.org/en/latest/tutorials/shaders/shader_reference/shading_language.html)
Renderers: Glow for 2D and Physics Platformer use Forward+, 2D Particles uses Mobile, and the rest use Compatibility

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

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

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

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@@ -1,20 +0,0 @@
# Bullet Shower
This demonstrates how to manage large amounts of objects efficiently using
low-level Servers.
See
[Optimization using Servers](https://docs.godotengine.org/en/latest/tutorials/performance/using_servers.html)
in the documentation for more information.
Language: GDScript
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2711
## Screenshots
![No collision](screenshots/no_collision.png)
![Collision](screenshots/collision.png)

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@@ -1,34 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bcoiuym4nw1ua"
path="res://.godot/imported/bullet.png-ff1424653e10246c11e3724e402c519e.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://bullet.png"
dest_files=["res://.godot/imported/bullet.png-ff1424653e10246c11e3724e402c519e.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

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@@ -1,88 +0,0 @@
extends Node2D
# This demo is an example of controling a high number of 2D objects with logic
# and collision without using nodes in the scene. This technique is a lot more
# efficient than using instancing and nodes, but requires more programming and
# is less visual. Bullets are managed together in the `bullets.gd` script.
const BULLET_COUNT = 500
const SPEED_MIN = 20
const SPEED_MAX = 80
const bullet_image := preload("res://bullet.png")
var bullets := []
var shape := RID()
class Bullet:
var position := Vector2()
var speed := 1.0
# The body is stored as a RID, which is an "opaque" way to access resources.
# With large amounts of objects (thousands or more), it can be significantly
# faster to use RIDs compared to a high-level approach.
var body := RID()
func _ready() -> void:
shape = PhysicsServer2D.circle_shape_create()
# Set the collision shape's radius for each bullet in pixels.
PhysicsServer2D.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()
PhysicsServer2D.body_set_space(bullet.body, get_world_2d().get_space())
PhysicsServer2D.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)
# 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)
)
var transform2d := Transform2D()
transform2d.origin = bullet.position
PhysicsServer2D.body_set_state(bullet.body, PhysicsServer2D.BODY_STATE_TRANSFORM, transform2d)
bullets.push_back(bullet)
func _process(_delta: float) -> void:
# Order the CanvasItem to update every frame.
queue_redraw()
func _physics_process(delta: float) -> void:
var transform2d := Transform2D()
var offset := get_viewport_rect().size.x + 16
for bullet: Bullet in bullets:
bullet.position.x -= bullet.speed * delta
if bullet.position.x < -16:
# Move the bullet back to the right when it left the screen.
bullet.position.x = offset
transform2d.origin = bullet.position
PhysicsServer2D.body_set_state(bullet.body, PhysicsServer2D.BODY_STATE_TRANSFORM, transform2d)
# Instead of drawing each bullet individually in a script attached to each bullet,
# we are drawing *all* the bullets at once here.
func _draw() -> void:
var offset := -bullet_image.get_size() * 0.5
for bullet: Bullet in bullets:
draw_texture(bullet_image, bullet.position + offset)
# Perform cleanup operations (required to exit without error messages in the console).
func _exit_tree() -> void:
for bullet: Bullet in bullets:
PhysicsServer2D.free_rid(bullet.body)
PhysicsServer2D.free_rid(shape)
bullets.clear()

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extends Node2D
# This demo is an example of controling a high number of 2D objects with logic
# and collision without using nodes in the scene. This technique is a lot more
# efficient than using instancing and nodes, but requires more programming and
# is less visual. Bullets are managed together in the `bullets.gd` script.
## The number of bullets currently touched by the player.
var touching := 0
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
func _ready() -> void:
# The player follows the mouse cursor automatically, so there's no point
# in displaying the mouse cursor.
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
func _input(event: InputEvent) -> void:
# 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: RID, _body: Node2D, _body_shape_index: int, _local_shape_index: int) -> void:
# Player got touched by a bullet so sprite changes to sad face.
touching += 1
if touching >= 1:
sprite.frame = 1
func _on_body_shape_exited(_body_id: RID, _body: Node2D, _body_shape_index: int, _local_shape_index: int) -> void:
touching -= 1
# When non of the bullets are touching the player,
# sprite changes to happy face.
if touching == 0:
sprite.frame = 0

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[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"
[debug]
gdscript/warnings/untyped_declaration=1
[display]
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[layer_names]
2d_physics/layer_1="Player"
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

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[gd_scene load_steps=7 format=3 uid="uid://c78by7hc4fmwx"]
[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"]
[sub_resource type="SpriteFrames" id="1"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": ExtResource("3")
}, {
"duration": 1.0,
"texture": ExtResource("4")
}],
"loop": true,
"name": &"default",
"speed": 5.0
}]
[sub_resource type="CircleShape2D" id="2"]
radius = 27.0
[node name="Shower" type="Node2D"]
[node name="Bullets" type="Node2D" parent="."]
script = ExtResource("2")
[node name="Player" type="Area2D" parent="."]
script = ExtResource("5")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="Player"]
sprite_frames = SubResource("1")
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"]
shape = SubResource("2")
[connection signal="body_shape_entered" from="Player" to="Player" method="_on_body_shape_entered"]
[connection signal="body_shape_exited" from="Player" to="Player" method="_on_body_shape_exited"]

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.import
logs/

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

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# Dodge the Creeps
This is a simple game where your character must move
and avoid the enemies for as long as possible.
This is a finished version of the game featured in the
["Your first 2D game"](https://docs.godotengine.org/en/latest/getting_started/first_2d_game/index.html)
tutorial in the documentation. For more details,
consider following the tutorial in the documentation.
Language: GDScript
Renderer: Compatibility
Note: There is a C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/dodge_the_creeps).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2712
## Screenshots
![GIF from the documentation](https://docs.godotengine.org/en/latest/_images/dodge_preview.gif)
![Screenshot](screenshots/dodge.png)
## Copying
`art/House In a Forest Loop.ogg` Copyright &copy; 2012 [HorrorPen](https://opengameart.org/users/horrorpen), [CC-BY 3.0: Attribution](http://creativecommons.org/licenses/by/3.0/). Source: https://opengameart.org/content/loop-house-in-a-forest
Images are from "Abstract Platformer". Created in 2016 by kenney.nl, [CC0 1.0 Universal](http://creativecommons.org/publicdomain/zero/1.0/). Source: https://www.kenney.nl/assets/abstract-platformer
Font is "Xolonium". Copyright &copy; 2011-2016 Severin Meyer <sev.ch@web.de>, with Reserved Font Name Xolonium, SIL open font license version 1.1. Details are in `fonts/LICENSE.txt`.

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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

@@ -1,253 +0,0 @@
Please distribute this file along with the Xolonium fonts when possible.
Source
Find the sourcefiles of Xolonium at
<gitlab.com/sev/xolonium>
Credits
Xolonium is created with FontForge <fontforge.org>,
Inkscape <inkscape.org>, Python <python.org>, and
FontTools <github.com/fonttools>.
It originated as a custom font for the open-source
game Xonotic <xonotic.org>. With many thanks to the
Xonotic community for your support.
Supported OpenType features
case Provides case sensitive placement of punctuation,
brackets, and math symbols for uppercase text.
frac Replaces number/number sequences with diagonal fractions.
Numbers that touch a slash should not exceed 10 digits.
kern Provides kerning for Latin, Greek, and Cyrillic scripts.
locl Dutch: Replaces j with a stressed version if it follows í.
Sami: Replaces n-form Eng with the preferred N-form version.
Romanian and Moldovan: Replaces ŞşŢţ with the preferred ȘșȚț.
pnum Replaces monospaced digits with proportional versions.
sinf Replaces digits with scientific inferiors below the baseline.
subs Replaces digits with subscript versions on the baseline.
sups Replaces digits with superscript versions.
zero Replaces zero with a slashed version.
Supported glyph sets
Adobe Latin 3
OpenType W1G
ISO 8859-1 Western European
ISO 8859-2 Central European
ISO 8859-3 South European
ISO 8859-4 North European
ISO 8859-5 Cyrillic
ISO 8859-7 Greek
ISO 8859-9 Turkish
ISO 8859-10 Nordic
ISO 8859-13 Baltic Rim
ISO 8859-14 Celtic
ISO 8859-15 Western European
ISO 8859-16 South-Eastern European
Available glyphs
!"#$%&'()*+,-./0123456789:;<=>?
@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_
`abcdefghijklmnopqrstuvwxyz{|}~
 ¡¢£¤¥¦§¨©ª«¬ ®¯°±²³´µ¶·¸¹º»¼½¾¿
ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖרÙÚÛÜÝÞß
àáâãäåæçèéêëìíîïðñòóôõö÷øùúûüýþÿ
ĀāĂ㥹ĆćĈĉĊċČčĎďĐđĒēĔĕĖėĘęĚěĜĝĞğ
ĠġĢģĤĥĦħĨĩĪīĬĭĮįİıIJijĴĵĶķĸĹĺĻļĽľ
ĿŀŁłŃńŅņŇňŊŋŌōŎŏŐőŒœŔŕŖŗŘřŚśŜŝŞş
ŠšŢţŤťŦŧŨũŪūŬŭŮůŰűŲųŴŵŶŷŸŹźŻżŽž
ƒǺǻǼǽǾǿȘșȚțȷ
ˆˇˉ˘˙˚˛˜˝
ͺ;΄΅Ά·ΈΉΊΌΎΏΐ
ΑΒΓΔΕΖΗΘΙΚΛΜΝΞΟΠΡΣΤΥΦΧΨΩΪΫάέήίΰ
αβγδεζηθικλμνξοπρςστυφχψωϊϋόύώ
ЀЁЂЃЄЅІЇЈЉЊЋЌЍЎЏАБВГДЕЖЗИЙКЛМНОП
РСТУФХЦЧШЩЪЫЬЭЮЯабвгдежзийклмноп
рстуфхцчшщъыьэюяѐёђѓєѕіїјљњћќѝўџ
ѢѣѲѳѴѵҐґҒғҔҕҖҗҘҙҚқҜҝҞҟҠҡҢңҤҥҦҧҨҩ
ҪҫҬҭҮүҰұҲҳҴҵҶҷҸҹҺһҼҽӀӁӂӇӈӋӌӏӐӑӒӓ
ӔӕӖӗӘәӜӝӞӟӠӡӢӣӤӥӦӧӨөӮӯӰӱӲӳӴӵӶӷӸӹ
Ԥԥ
ḂḃḊḋḞḟṀṁṖṗṠṡṪṫẀẁẂẃẄẅẞỲỳ
     ‒–—―‘’‚‛“”„‟†‡•…‰′″‹›‽‾⁄
⁰⁴⁵⁶⁷⁸⁹⁺⁻⁼⁽⁾ⁿ₀₁₂₃₄₅₆₇₈₉₊₋₌₍₎
₤₦₩₫€₯₱₹₺₽₿
℅ℓ№℗™Ω℮
⅛⅜⅝⅞
←↑→↓
∂∆∏∑−∕∙√∞∟∫≈≠≤≥
■▬▮▰▲▶▼◀◆◊●◢◣◤◥
☄★☠☢☣⚙⚛⚠⚡⛔
❇❈❌❤❰❱❲❳
fffiflffiffl
🌌🌍🌎🌏👽💣🔥🔫
😁😃😄😆😇😈😉😊😎😐😒😕😘
😛😝😞😟😠😣😭😮😲😴😵
🚀
Debugging glyphs
 U+EFFD Font version
 U+F000 Font hinting indicator
Changelog
Xolonium 4.1 2016-11-22 Severin Meyer <sev.ch@web.de>
Reverted frac OpenType feature to a more stable implementation
Xolonium 4.0 2016-10-08 Severin Meyer <sev.ch@web.de>
Decreased width of most glyphs
Thinner vertical stems in Xolonium-Regular
Thicker horizontal stems in Xolonium-Bold
Revised diagonal stems
Lowered middle bars
Revised diacritical bars
Added glyphs:
ӏẞ₿
U+2007 U+2008 U+2009 U+200A U+202F
U+EFFD U+F000
Revised glyphs:
$&,JKQRXkwxy~¢¤ßǻ˜ζκλμξφЖУжћѴѵ∕₱₺₦₩€ℓ№≈ffffiffl
❤🌍🌎🌏😁😄😇😈😉😊😘😭😮😴🚀
Removed uncommon glyphs:
ʼnſʼҌҍҎҏҾҿӃӄӇӈӚӛӪӫӬӭ
U+0312 U+0313 U+0326
Simplified OpenType features pnum, zero, and case
Removed OpenType feature dlig
Revised vertical metrics
Merged outlines of composite glyphs in otf version
Added ttf version with custom outlines and instructions
Added woff and woff2 version
Xolonium 3.1 2015-06-10 Severin Meyer <sev.ch@web.de>
Added currency glyphs:
₦₩₫₱₹₺₽
Revised glyph:
Relicensed public release under the SIL Open Font License 1.1
Xolonium 3.0 2015-05-04 Severin Meyer <sev.ch@web.de>
Decreased width of glyphs
Decreased descender height
Increased height of super/subscript glyphs
Revised width of dashes, underscore, and overscore
Sharper bends with more circular proportions
Decreased stroke thickness of mathematical glyphs
Revised diacritical marks
Revised diacritical bars
Revised Cyrillic hooks
Revised glyphs:
GQRYjmuwßŊŒſƒǻfffiffiffl
ΞΨΩδζιξπςστυφω
ЉЄДЛУЭЯбдлэяєљђєћѢѣҨҩҼҽӃӄӘә
#$&'()*,/69?@[]{}~¡£¤¥§©®¿
‹›₤€₯ℓ№℗℮←↑→↓∂∏∑∞≈▰☄❈❰❱❲❳😝
Raised vertical position of mathematical glyphs
Unified advance width of numeral and monetary glyphs
Unified advance width of mathematical glyphs
Revised bearings
Rewrote kern feature
Bolder Xolonium-Bold with improved proportions
Updated glyph names to conform to the AGLFN 1.7
Revised hints and PS Private Dictionary
Added glyphs:
ӶӷԤԥ
Added OpenType features:
case frac liga locl pnum sinf subs sups zero
Xolonium 2.4 2014-12-23 Severin Meyer <sev.ch@web.de>
Added dingbats:
⛔💣🔥
Revised size and design of emoticons
Revised dingbats:
⌖☄☠☣⚙⚛⚠⚡❇❈🌌🌍🌎🌏🔫
Removed dingbat:
💥
Xolonium 2.3 2014-08-14 Severin Meyer <sev.ch@web.de>
Bugfixed ε and έ, thanks to bowzee for the feedback
Xolonium 2.2 2014-03-01 Severin Meyer <sev.ch@web.de>
Added dingbats:
⌖◆●❌💥
Revised dingbats:
•←↑→↓◊☄★☠☣⚙⚛⚠⚡❇❈❤🌌🌍🌎🌏👽🔫🚀
Removed dingbats:
♻✪💡📡🔋🔧🔭
Xolonium 2.1 2013-10-20 Severin Meyer <sev.ch@web.de>
Added dingbats:
←↑→↓❰❱❲❳■▬▮▰▲▶▼◀◢◣◤◥
☄★☠☢☣♻⚙⚛⚠⚡✪❇❈❤
🌌🌍🌎🌏👽💡📡🔋🔧🔫🔭🚀
😁😃😄😆😇😈😉😊😎😐😒😕
😘😛😝😞😟😠😣😭😮😲😴😵
Xolonium 2.0.1 2013-07-12 Severin Meyer <sev.ch@web.de>
Reorganised and simplified files
Xolonium 2.0 2012-08-11 Severin Meyer <sev.ch@web.de>
Revised bends
Revised thickness of uppercase diagonal stems
Revised diacritical marks
Revised hints and PS Private Dictionary
Revised glyphs:
*1469@DPRly{}§©®¶ÐÞƒΘΞαεζνξνυЄЉЊ
ЏБЗЛУЧЪЫЬЭЯбзлчъыьэяєљњџ•€∂∙√∞∫≠
Completed glyph sets:
Adobe Latin 3
OpenType World Glyph Set 1 (W1G)
Ghostscript Standard (ghostscript-fonts-std-8.11)
Added OpenType kern feature
Added Xolonium-Bold
Xolonium 1.2 2011-02-12 Severin Meyer <sev.ch@web.de>
Revised glyphs:
D·Ðı
Completed glyph sets:
ISO 8859-7 (Greek)
Unicode Latin Extended-A block
Added glyphs:
†‡•…‰⁄™∂∑−√∞≠≤≥
Xolonium 1.1 2011-01-17 Severin Meyer <sev.ch@web.de>
Revised placement of cedilla and ogonek in accented glyphs
Revised glyphs:
,;DKTjkvwxy¥§Ð˛
Completed glyph sets:
ISO 8859-2 (Central European)
ISO 8859-3 (South European, Esperanto)
ISO 8859-4 (North European)
ISO 8859-5 (Cyrillic)
ISO 8859-9 (Turkish)
ISO 8859-10 (Nordic)
ISO 8859-13 (Baltic Rim)
ISO 8859-14 (Celtic)
ISO 8859-16 (South-Eastern European)
Added glyphs:
ȷʼ̒ ЀЍѐѝ‒–—‘’‚‛“”„‟‹›
Xolonium 1.0 2011-01-04 Severin Meyer <sev.ch@web.de>
Completed glyph sets:
ISO 8859-1 (Western European)
ISO 8859-15 (Western European)
Added glyphs:
ĄĆĘŁŃŚŹŻąćęłńśźżıˆˇ˙˚˛˜

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@@ -1,94 +0,0 @@
Copyright 2011-2016 Severin Meyer <sev.ch@web.de>,
with Reserved Font Name Xolonium.
This Font Software is licensed under the SIL Open Font License,
Version 1.1. This license is copied below, and is also available
with a FAQ at <http://scripts.sil.org/OFL>
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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@@ -1,33 +0,0 @@
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uid="uid://cit6gwe5px1q8"
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fallbacks=[]
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View File

@@ -1,30 +0,0 @@
extends CanvasLayer
signal start_game
func show_message(text):
$MessageLabel.text = text
$MessageLabel.show()
$MessageTimer.start()
func show_game_over():
show_message("Game Over")
await $MessageTimer.timeout
$MessageLabel.text = "Dodge the\nCreeps"
$MessageLabel.show()
await get_tree().create_timer(1).timeout
$StartButton.show()
func update_score(score):
$ScoreLabel.text = str(score)
func _on_StartButton_pressed():
$StartButton.hide()
start_game.emit()
func _on_MessageTimer_timeout():
$MessageLabel.hide()

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@@ -1,61 +0,0 @@
[gd_scene load_steps=5 format=3 uid="uid://ccqoreueuxdb7"]
[ext_resource type="Script" path="res://hud.gd" id="1"]
[ext_resource type="FontFile" uid="uid://cit6gwe5px1q8" path="res://fonts/Xolonium-Regular.ttf" id="2_2jm3i"]
[sub_resource type="InputEventAction" id="InputEventAction_fopy7"]
action = &"start_game"
[sub_resource type="Shortcut" id="4"]
events = [SubResource("InputEventAction_fopy7")]
[node name="HUD" type="CanvasLayer"]
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_fonts/font = ExtResource("2_2jm3i")
theme_override_font_sizes/font_size = 60
text = "0"
horizontal_alignment = 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_fonts/font = ExtResource("2_2jm3i")
theme_override_font_sizes/font_size = 60
text = "Dodge the
Creeps"
horizontal_alignment = 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_fonts/font = ExtResource("2_2jm3i")
theme_override_font_sizes/font_size = 60
shortcut = SubResource("4")
text = "Start"
[node name="MessageTimer" type="Timer" parent="."]
one_shot = true
[connection signal="pressed" from="StartButton" to="." method="_on_StartButton_pressed"]
[connection signal="timeout" from="MessageTimer" to="." method="_on_MessageTimer_timeout"]

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metadata={
"vram_texture": false
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[deps]
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compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
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mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
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View File

@@ -1,56 +0,0 @@
extends Node
@export var mob_scene: PackedScene
var score
func game_over():
$ScoreTimer.stop()
$MobTimer.stop()
$HUD.show_game_over()
$Music.stop()
$DeathSound.play()
func new_game():
get_tree().call_group(&"mobs", &"queue_free")
score = 0
$Player.start($StartPosition.position)
$StartTimer.start()
$HUD.update_score(score)
$HUD.show_message("Get Ready")
$Music.play()
func _on_MobTimer_timeout():
# Create a new instance of the Mob scene.
var mob = mob_scene.instantiate()
# Choose a random location on Path2D.
var mob_spawn_location = get_node(^"MobPath/MobSpawnLocation")
mob_spawn_location.progress = randi()
# Set the mob's position to a random location.
mob.position = mob_spawn_location.position
# Set the mob's direction perpendicular to the path direction.
var direction = mob_spawn_location.rotation + PI / 2
# Add some randomness to the direction.
direction += randf_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)
mob.linear_velocity = velocity.rotated(direction)
# Spawn the mob by adding it to the Main scene.
add_child(mob)
func _on_ScoreTimer_timeout():
score += 1
$HUD.update_score(score)
func _on_StartTimer_timeout():
$MobTimer.start()
$ScoreTimer.start()

View File

@@ -1,59 +0,0 @@
[gd_scene load_steps=8 format=3 uid="uid://cyfwty2q3rdse"]
[ext_resource type="Script" path="res://main.gd" id="1_0r6n5"]
[ext_resource type="PackedScene" uid="uid://rkdnhqgf2hpj" path="res://mob.tscn" id="2_50pww"]
[ext_resource type="PackedScene" uid="uid://4vwrqjegqwpj" path="res://player.tscn" id="3_veqnc"]
[ext_resource type="PackedScene" uid="uid://ccqoreueuxdb7" path="res://hud.tscn" id="4_0qnje"]
[ext_resource type="AudioStream" uid="uid://q2pf4fr8d0ks" path="res://art/House In a Forest Loop.ogg" id="5_55d8h"]
[ext_resource type="AudioStream" uid="uid://dw26fpygeag8o" path="res://art/gameover.wav" id="6_hp1r0"]
[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)
}
point_count = 5
[node name="Main" type="Node"]
script = ExtResource("1_0r6n5")
mob_scene = ExtResource("2_50pww")
[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)
[node name="Player" parent="." instance=ExtResource("3_veqnc")]
[node name="MobTimer" type="Timer" parent="."]
wait_time = 0.5
[node name="ScoreTimer" type="Timer" parent="."]
[node name="StartTimer" type="Timer" parent="."]
wait_time = 2.0
one_shot = true
[node name="StartPosition" type="Marker2D" parent="."]
position = Vector2(240, 450)
[node name="MobPath" type="Path2D" parent="."]
curve = SubResource("1")
[node name="MobSpawnLocation" type="PathFollow2D" parent="MobPath"]
[node name="HUD" parent="." instance=ExtResource("4_0qnje")]
[node name="Music" type="AudioStreamPlayer" parent="."]
stream = ExtResource("5_55d8h")
[node name="DeathSound" type="AudioStreamPlayer" parent="."]
stream = ExtResource("6_hp1r0")
[connection signal="hit" from="Player" to="." method="game_over"]
[connection signal="timeout" from="MobTimer" to="." method="_on_MobTimer_timeout"]
[connection signal="timeout" from="ScoreTimer" to="." method="_on_ScoreTimer_timeout"]
[connection signal="timeout" from="StartTimer" to="." method="_on_StartTimer_timeout"]
[connection signal="start_game" from="HUD" to="." method="new_game"]

View File

@@ -1,10 +0,0 @@
extends RigidBody2D
func _ready():
var mob_types = Array($AnimatedSprite2D.sprite_frames.get_animation_names())
$AnimatedSprite2D.animation = mob_types.pick_random()
$AnimatedSprite2D.play()
func _on_VisibilityNotifier2D_screen_exited():
queue_free()

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@@ -1,49 +0,0 @@
[gd_scene load_steps=10 format=3 uid="uid://rkdnhqgf2hpj"]
[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"]
[sub_resource type="SpriteFrames" id="1"]
animations = [{
"frames": [ExtResource( "6" ), ExtResource( "7" )],
"loop": true,
"name": &"swim",
"speed": 4.0
}, {
"frames": [ExtResource( "2" ), ExtResource( "3" )],
"loop": true,
"name": &"fly",
"speed": 3.0
}, {
"frames": [ExtResource( "4" ), ExtResource( "5" )],
"loop": true,
"name": &"walk",
"speed": 4.0
}]
[sub_resource type="CapsuleShape2D" id="2"]
radius = 37.0
height = 100.0
[node name="Mob" type="RigidDynamicBody2D" groups=["mobs"]]
collision_mask = 0
gravity_scale = 0.0
script = ExtResource( "1" )
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
scale = Vector2(0.75, 0.75)
frames = SubResource( "1" )
animation = &"walk"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
rotation = 1.5708
shape = SubResource( "2" )
[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="."]
[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_VisibilityNotifier2D_screen_exited"]

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@@ -1,54 +0,0 @@
extends Area2D
signal hit
@export var speed = 400 # How fast the player will move (pixels/sec).
var screen_size # Size of the game window.
func _ready():
screen_size = get_viewport_rect().size
hide()
func _process(delta):
var velocity = Vector2.ZERO # The player's movement vector.
if Input.is_action_pressed(&"move_right"):
velocity.x += 1
if Input.is_action_pressed(&"move_left"):
velocity.x -= 1
if Input.is_action_pressed(&"move_down"):
velocity.y += 1
if Input.is_action_pressed(&"move_up"):
velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite2D.play()
else:
$AnimatedSprite2D.stop()
position += velocity * delta
position = position.clamp(Vector2.ZERO, screen_size)
if velocity.x != 0:
$AnimatedSprite2D.animation = &"right"
$AnimatedSprite2D.flip_v = false
$Trail.rotation = 0
$AnimatedSprite2D.flip_h = velocity.x < 0
elif velocity.y != 0:
$AnimatedSprite2D.animation = &"up"
rotation = PI if velocity.y > 0 else 0
func start(pos):
position = pos
rotation = 0
show()
$CollisionShape2D.disabled = false
func _on_body_entered(_body):
hide() # Player disappears after being hit.
hit.emit()
# Must be deferred as we can't change physics properties on a physics callback.
$CollisionShape2D.set_deferred(&"disabled", true)

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@@ -1,75 +0,0 @@
[gd_scene load_steps=13 format=3 uid="uid://4vwrqjegqwpj"]
[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"]
[sub_resource type="SpriteFrames" id="1"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": ExtResource("2")
}, {
"duration": 1.0,
"texture": ExtResource("3")
}],
"loop": true,
"name": &"right",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": ExtResource("4")
}, {
"duration": 1.0,
"texture": ExtResource("5")
}],
"loop": true,
"name": &"up",
"speed": 5.0
}]
[sub_resource type="CapsuleShape2D" id="2"]
radius = 27.0
height = 68.0
[sub_resource type="Gradient" id="3"]
colors = PackedColorArray(1, 1, 1, 0.501961, 1, 1, 1, 0)
[sub_resource type="GradientTexture1D" 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="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")
[node name="Player" type="Area2D"]
z_index = 10
script = ExtResource("1")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
scale = Vector2(0.5, 0.5)
sprite_frames = SubResource("1")
animation = &"right"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("2")
[node name="Trail" type="GPUParticles2D" parent="."]
z_index = -1
amount = 10
process_material = SubResource("7")
texture = ExtResource("2")
speed_scale = 2.0
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

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@@ -1,77 +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="Dodge the Creeps"
config/description="This is a simple game where your character must move
and avoid the enemies for as long as possible.
This is a finished version of the game featured in the 'Your first 2D game'
tutorial in the documentation. For more details, consider
following the tutorial in the documentation."
config/tags=PackedStringArray("2d", "demo", "official")
run/main_scene="res://main.tscn"
config/features=PackedStringArray("4.2")
config/icon="res://icon.webp"
[display]
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"
[input]
move_left={
"deadzone": 0.2,
"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":0,"physical_keycode":65,"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":4194319,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
]
}
move_right={
"deadzone": 0.2,
"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":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)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
]
}
move_up={
"deadzone": 0.2,
"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":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)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
]
}
move_down={
"deadzone": 0.2,
"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":0,"physical_keycode":83,"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":4194322,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
]
}
start_game={
"deadzone": 0.2,
"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":0,"physical_keycode":4194309,"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":32,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

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

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

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

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

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

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# 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: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2713
## Screenshots
![Screenshot](screenshots/fake_wall.png)

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bpov140lx7at3"
path="res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=["res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.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

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cs8h2qyuakmko"
path="res://.godot/imported/obstacle.png-06287f6b2d26dd03335fd87ab78c2cc2.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://level/obstacle.png"
dest_files=["res://.godot/imported/obstacle.png-06287f6b2d26dd03335fd87ab78c2cc2.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

@@ -1,51 +0,0 @@
extends TileMapLayer
# You can have multiple layers if you make this an array.
var player_in_secret := false
var layer_alpha := 1.0
func _ready() -> void:
set_process(false)
func _process(delta: float) -> void:
if player_in_secret:
if layer_alpha > 0.3:
# Animate the layer transparency.
layer_alpha = move_toward(layer_alpha, 0.3, delta)
self_modulate = 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)
self_modulate = Color(1, 1, 1, layer_alpha)
else:
set_process(false)
func _use_tile_data_runtime_update(_coords: Vector2i) -> bool:
return true
func _tile_data_runtime_update(_coords: Vector2i, tile_data: TileData) -> void:
# Remove collision for secret layer.
tile_data.set_collision_polygons_count(0, 0)
func _on_secret_detector_body_entered(body: Node2D) -> void:
if body is not CharacterBody2D:
# Detect the player only.
return
player_in_secret = true
set_process(true)
func _on_secret_detector_body_exited(body: Node2D) -> void:
if body is not 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: float = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta: float) -> void:
# 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

View File

@@ -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=3 uid="uid://1o70ce0fv10w"]
[ext_resource type="Script" path="res://player/player.gd" id="1"]
[ext_resource type="Texture2D" uid="uid://dfb8rr2fakwgp" path="res://player/player.png" id="2"]
[sub_resource type="RectangleShape2D" id="1"]
size = Vector2(14, 14)
[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

@@ -1,71 +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."
config/tags=PackedStringArray("2d", "demo", "official", "tilemap")
run/main_scene="res://world.tscn"
config/features=PackedStringArray("4.3")
config/icon="res://icon.png"
[debug]
gdscript/warnings/untyped_declaration=1
[display]
window/size/viewport_width=530
window/size/viewport_height=495
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[input]
jump={
"deadzone": 0.2,
"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,"location":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,"location":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,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.2,
"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,"location":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,"location":0,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.2,
"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,"location":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,"location":0,"echo":false,"script":null)
]
}
[physics]
common/physics_ticks_per_second=120
2d/default_gravity=500
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
environment/defaults/default_clear_color=Color(0.156863, 0.133333, 0.25098, 1)

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