Compare commits

..

9 Commits
4.3 ... 3.0

Author SHA1 Message Date
Aaron Franke
ab9be2e79d [3.0] Simplify list of branches in the README (#1255) 2025-10-02 16:39:50 -07:00
Rémi Verschelde
3e4f49cef7 Update README for new branches, matches Godot upstream
(cherry picked from commit c0180d20d1)
2023-02-28 18:37:18 +01:00
Aaron Franke
a3c35ce2be [3.0] Update README for the new 3.3 branch 2021-11-05 10:15:40 -05:00
Aaron Franke
74a5c91794 Merge pull request #609 from aaronfranke/3.0-readme-license-3.2
[3.0] Update README for the new 3.2 branch
2021-04-21 03:51:11 -05:00
Aaron Franke
9ac0b6f58b [3.0] Update README for the new 3.2 branch 2021-04-04 01:16:02 -04:00
Aaron Franke
6501f329b7 Merge pull request #403 from aaronfranke/3.0-readme-license
[3.0] Update README and LICENSE
2020-02-03 17:06:45 -05:00
Aaron Franke
8cbfd92486 [3.0] Update README and LICENSE 2020-02-03 17:02:37 -05:00
Rémi Verschelde
e113915c80 Merge pull request #333 from aaronfranke/3.0-no-bl
Remove "background load" demo from the 3.0 branch
2019-06-11 12:27:29 +02:00
Aaron Franke
ef5cec6aaf Remove "background load" demo from the 3.0 branch
This was created by reduz in 3.1 dev before alpha. The simplest solution is to require using Godot 3.1 to use this demo (and therefore removing it from the 3.0 branch).
2019-06-05 23:27:21 -04:00
3683 changed files with 52442 additions and 136212 deletions

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

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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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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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@@ -1,36 +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="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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@@ -0,0 +1,25 @@
extends CanvasLayer
signal start_game
func show_message(text):
$MessageLabel.text = text
$MessageLabel.show()
$MessageTimer.start()
func show_game_over():
show_message("Game Over")
yield($MessageTimer, "timeout")
$StartButton.show()
$MessageLabel.text = "Dodge the\nCreeps!"
$MessageLabel.show()
func update_score(score):
$ScoreLabel.text = str(score)
func _on_StartButton_pressed():
$StartButton.hide()
emit_signal("start_game")
func _on_MessageTimer_timeout():
$MessageLabel.hide()

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@@ -0,0 +1,126 @@
[gd_scene load_steps=6 format=2]
[ext_resource path="res://HUD.gd" type="Script" id=1]
[ext_resource path="res://fonts/Xolonium-Regular.ttf" type="DynamicFontData" id=2]
[sub_resource type="DynamicFont" id=1]
size = 64
use_mipmaps = false
use_filter = false
font_data = ExtResource( 2 )
_sections_unfolded = [ "Font", "Settings" ]
[sub_resource type="DynamicFont" id=2]
size = 72
use_mipmaps = false
use_filter = false
font_data = ExtResource( 2 )
_sections_unfolded = [ "Font", "Settings" ]
[sub_resource type="DynamicFont" id=3]
size = 48
use_mipmaps = false
use_filter = false
font_data = ExtResource( 2 )
_sections_unfolded = [ "Font", "Settings" ]
[node name="HUD" type="CanvasLayer"]
layer = 1
offset = Vector2( 0, 0 )
rotation = 0.0
scale = Vector2( 1, 1 )
transform = Transform2D( 1, 0, 0, 1, 0, 0 )
script = ExtResource( 1 )
[node name="ScoreLabel" type="Label" parent="." index="0"]
anchor_left = 0.5
anchor_top = 0.0
anchor_right = 0.5
anchor_bottom = 0.0
margin_left = -25.0
margin_right = 25.0
margin_bottom = 100.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 4
custom_fonts/font = SubResource( 1 )
text = "0"
align = 1
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
_sections_unfolded = [ "Anchor", "Margin", "custom_fonts" ]
[node name="MessageLabel" type="Label" parent="." index="1"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -200.0
margin_top = -150.0
margin_right = 200.0
margin_bottom = 50.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 4
custom_fonts/font = SubResource( 2 )
text = "Dodge the
Creeps!"
align = 1
valign = 1
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
_sections_unfolded = [ "Anchor", "Margin", "custom_fonts" ]
[node name="MessageTimer" type="Timer" parent="." index="2"]
process_mode = 1
wait_time = 2.0
one_shot = true
autostart = false
[node name="StartButton" type="Button" parent="." index="3"]
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
margin_left = -100.0
margin_top = -200.0
margin_right = 100.0
margin_bottom = -100.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
custom_fonts/font = SubResource( 3 )
toggle_mode = false
enabled_focus_mode = 2
shortcut = null
group = null
text = "Start"
flat = false
align = 1
_sections_unfolded = [ "Anchor", "Margin", "Visibility", "custom_fonts" ]
[connection signal="timeout" from="MessageTimer" to="." method="_on_MessageTimer_timeout"]
[connection signal="pressed" from="StartButton" to="." method="_on_StartButton_pressed"]

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@@ -0,0 +1,42 @@
extends Node
export (PackedScene) var Mob
var score
func _ready():
randomize()
func new_game():
score = 0
$HUD.update_score(score)
$Player.start($StartPosition.position)
$StartTimer.start()
$HUD.show_message("Get Ready")
$Music.play()
func game_over():
$DeathSound.play()
$Music.stop()
$ScoreTimer.stop()
$MobTimer.stop()
$HUD.show_game_over()
func _on_MobTimer_timeout():
# choose a random location on the Path2D
$MobPath/MobSpawnLocation.set_offset(randi())
var mob = Mob.instance()
add_child(mob)
var direction = $MobPath/MobSpawnLocation.rotation + PI/2
mob.position = $MobPath/MobSpawnLocation.position
# add some randomness to the direction
direction += rand_range(-PI/4, PI/4)
mob.rotation = direction
mob.set_linear_velocity(Vector2(rand_range(mob.MIN_SPEED, mob.MAX_SPEED), 0).rotated(direction))
func _on_StartTimer_timeout():
$MobTimer.start()
$ScoreTimer.start()
func _on_ScoreTimer_timeout():
score += 1
$HUD.update_score(score)

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@@ -0,0 +1,112 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://Main.gd" type="Script" id=1]
[ext_resource path="res://Mob.tscn" type="PackedScene" id=2]
[ext_resource path="res://Player.tscn" type="PackedScene" id=3]
[ext_resource path="res://HUD.tscn" type="PackedScene" id=4]
[ext_resource path="res://art/House In a Forest Loop.ogg" type="AudioStream" id=5]
[ext_resource path="res://art/gameover.wav" type="AudioStream" id=6]
[sub_resource type="Curve2D" id=1]
bake_interval = 5.0
_data = {
"points": PoolVector2Array( 0, 0, 0, 0, 1.70602, 3.56798, 0, 0, 0, 0, 482.263, 3.26522, 0, 0, 0, 0, 480.489, 729.458, 0, 0, 0, 0, 0.794434, 732.118, 0, 0, 0, 0, 1.97066, 3.83263 )
}
[node name="Main" type="Node" index="0"]
script = ExtResource( 1 )
Mob = ExtResource( 2 )
[node name="ColorRect" type="ColorRect" parent="." index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 486.0
margin_bottom = 734.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
color = Color( 0.253451, 0.425288, 0.429412, 1 )
[node name="Player" parent="." index="1" instance=ExtResource( 3 )]
[node name="MobTimer" type="Timer" parent="." index="2"]
process_mode = 1
wait_time = 0.5
one_shot = false
autostart = false
[node name="ScoreTimer" type="Timer" parent="." index="3"]
process_mode = 1
wait_time = 1.0
one_shot = false
autostart = false
[node name="StartTimer" type="Timer" parent="." index="4"]
process_mode = 1
wait_time = 2.0
one_shot = true
autostart = false
[node name="StartPosition" type="Position2D" parent="." index="5"]
position = Vector2( 240, 450 )
_sections_unfolded = [ "Transform" ]
[node name="HUD" parent="." index="6" instance=ExtResource( 4 )]
transform = Transform2D( 1, 0, 0, 1, 0, 0 )
[node name="Music" type="AudioStreamPlayer" parent="." index="7"]
stream = ExtResource( 5 )
volume_db = -8.0
autoplay = false
mix_target = 0
bus = "Master"
[node name="DeathSound" type="AudioStreamPlayer" parent="." index="8"]
stream = ExtResource( 6 )
volume_db = -5.0
autoplay = false
mix_target = 0
bus = "Master"
[node name="MobPath" type="Path2D" parent="." index="9"]
curve = SubResource( 1 )
[node name="MobSpawnLocation" type="PathFollow2D" parent="MobPath" index="0"]
position = Vector2( 1.70602, 3.56798 )
rotation = -0.000630111
offset = 0.0
h_offset = 0.0
v_offset = 0.0
rotate = true
cubic_interp = true
loop = true
lookahead = 4.0
[connection signal="hit" from="Player" to="." method="game_over"]
[connection signal="timeout" from="MobTimer" to="." method="_on_MobTimer_timeout"]
[connection signal="timeout" from="ScoreTimer" to="." method="_on_ScoreTimer_timeout"]
[connection signal="timeout" from="StartTimer" to="." method="_on_StartTimer_timeout"]
[connection signal="start_game" from="HUD" to="." method="new_game"]

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@@ -0,0 +1,11 @@
extends RigidBody2D
export (int) var MIN_SPEED
export (int) var MAX_SPEED
var mob_types = ["walk", "swim", "fly"]
func _ready():
$AnimatedSprite.animation = mob_types[randi() % mob_types.size()]
func _on_Visibility_screen_exited():
queue_free()

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@@ -0,0 +1,82 @@
[gd_scene load_steps=10 format=2]
[ext_resource path="res://Mob.gd" type="Script" id=1]
[ext_resource path="res://art/enemyWalking_1.png" type="Texture" id=2]
[ext_resource path="res://art/enemyWalking_2.png" type="Texture" id=3]
[ext_resource path="res://art/enemyFlyingAlt_1.png" type="Texture" id=4]
[ext_resource path="res://art/enemyFlyingAlt_2.png" type="Texture" id=5]
[ext_resource path="res://art/enemySwimming_1.png" type="Texture" id=6]
[ext_resource path="res://art/enemySwimming_2.png" type="Texture" id=7]
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
"loop": true,
"name": "walk",
"speed": 4.0
}, {
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
"loop": true,
"name": "fly",
"speed": 3.0
}, {
"frames": [ ExtResource( 6 ), ExtResource( 7 ) ],
"loop": true,
"name": "swim",
"speed": 4.0
} ]
[sub_resource type="CapsuleShape2D" id=2]
custom_solver_bias = 0.0
radius = 34.8222
height = 28.8308
[node name="Mob" type="RigidBody2D"]
input_pickable = true
collision_layer = 1
collision_mask = 0
mode = 0
mass = 1.0
friction = 1.0
bounce = 0.0
gravity_scale = 0.0
custom_integrator = false
continuous_cd = 0
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
linear_velocity = Vector2( 0, 0 )
linear_damp = 0.1
angular_velocity = 0.0
angular_damp = 1.0
script = ExtResource( 1 )
_sections_unfolded = [ "Angular", "Collision", "Transform" ]
__meta__ = {
"_edit_group_": true
}
MIN_SPEED = 150
MAX_SPEED = 250
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="0"]
scale = Vector2( 0.75, 0.75 )
frames = SubResource( 1 )
animation = "swim"
playing = true
_sections_unfolded = [ "Transform" ]
[node name="Collision" type="CollisionShape2D" parent="." index="1"]
rotation = 1.5708
shape = SubResource( 2 )
_sections_unfolded = [ "Transform", "Visibility" ]
[node name="Visibility" type="VisibilityNotifier2D" parent="." index="2"]
rect = Rect2( -10, -10, 20, 20 )

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@@ -0,0 +1,54 @@
extends Area2D
signal hit
export (int) var SPEED
var velocity = Vector2()
var screensize
func _ready():
hide()
screensize = get_viewport_rect().size
func start(pos):
position = pos
show()
$Collision.disabled = false
func _process(delta):
velocity = Vector2()
if Input.is_action_pressed("ui_right"):
velocity.x += 1
if Input.is_action_pressed("ui_left"):
velocity.x -= 1
if Input.is_action_pressed("ui_down"):
velocity.y += 1
if Input.is_action_pressed("ui_up"):
velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * SPEED
$AnimatedSprite.play()
$Trail.emitting = true
else:
$AnimatedSprite.stop()
$Trail.emitting = false
position += velocity * delta
position.x = clamp(position.x, 0, screensize.x)
position.y = clamp(position.y, 0, screensize.y)
if velocity.x != 0:
$AnimatedSprite.animation = "right"
$AnimatedSprite.flip_v = false
$AnimatedSprite.flip_h = velocity.x < 0
elif velocity.y != 0:
$AnimatedSprite.animation = "up"
$AnimatedSprite.flip_v = velocity.y > 0
func _on_Player_body_entered( body ):
$Collision.disabled = true
hide()
emit_signal("hit")

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@@ -0,0 +1,145 @@
[gd_scene load_steps=13 format=2]
[ext_resource path="res://Player.gd" type="Script" id=1]
[ext_resource path="res://art/playerGrey_walk1.png" type="Texture" id=2]
[ext_resource path="res://art/playerGrey_walk2.png" type="Texture" id=3]
[ext_resource path="res://art/playerGrey_up1.png" type="Texture" id=4]
[ext_resource path="res://art/playerGrey_up2.png" type="Texture" id=5]
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
"loop": true,
"name": "right",
"speed": 5.0
}, {
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
"loop": true,
"name": "up",
"speed": 5.0
} ]
[sub_resource type="CapsuleShape2D" id=2]
custom_solver_bias = 0.0
radius = 26.5155
height = 13.8847
[sub_resource type="Gradient" id=3]
offsets = PoolRealArray( 0, 1 )
colors = PoolColorArray( 1, 1, 1, 0.523804, 1, 1, 1, 0 )
[sub_resource type="GradientTexture" id=4]
flags = 4
gradient = SubResource( 3 )
width = 2048
[sub_resource type="Curve" id=5]
min_value = 0.0
max_value = 1.0
bake_resolution = 100
_data = [ Vector2( 0, 0.446289 ), 0.0, 0.0, 0, 0, Vector2( 1, 0.306641 ), 0.0, 0.0, 0, 0 ]
[sub_resource type="CurveTexture" id=6]
flags = 4
width = 2048
curve = SubResource( 5 )
[sub_resource type="ParticlesMaterial" id=7]
render_priority = 0
trail_divisor = 1
emission_shape = 0
flag_align_y = false
flag_rotate_y = false
flag_disable_z = true
spread = 45.0
flatness = 0.0
gravity = Vector3( 0, 0, 0 )
initial_velocity = 1.0
initial_velocity_random = 0.0
angular_velocity = 1.56945e-43
angular_velocity_random = 0.0
orbit_velocity = 0.0
orbit_velocity_random = 0.0
linear_accel = 0.0
linear_accel_random = 0.0
radial_accel = 0.0
radial_accel_random = 0.0
tangential_accel = 0.0
tangential_accel_random = 0.0
damping = 0.0
damping_random = 0.0
angle = 0.0
angle_random = 0.0
scale = 1.0
scale_random = 0.0
scale_curve = SubResource( 6 )
color_ramp = SubResource( 4 )
hue_variation = 0.0
hue_variation_random = 0.0
anim_speed = 0.0
anim_speed_random = 0.0
anim_offset = 0.0
anim_offset_random = 0.0
anim_loop = false
_sections_unfolded = [ "Color", "Gravity", "Scale" ]
[node name="Player" type="Area2D"]
input_pickable = true
gravity_vec = Vector2( 0, 1 )
gravity = 98.0
linear_damp = 0.1
angular_damp = 1.0
audio_bus_override = false
audio_bus_name = "Master"
script = ExtResource( 1 )
_sections_unfolded = [ "Transform" ]
__meta__ = {
"_edit_group_": true
}
SPEED = 400
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="0"]
scale = Vector2( 0.5, 0.5 )
frames = SubResource( 1 )
animation = "right"
_sections_unfolded = [ "Region", "Transform", "Z" ]
[node name="Collision" type="CollisionShape2D" parent="." index="1"]
shape = SubResource( 2 )
[node name="Trail" type="Particles2D" parent="." index="2"]
show_behind_parent = true
emitting = true
amount = 10
lifetime = 1.0
one_shot = false
preprocess = 0.0
speed_scale = 2.0
explosiveness = 0.0
randomness = 0.0
fixed_fps = 0
fract_delta = true
visibility_rect = Rect2( -100, -100, 200, 200 )
local_coords = false
draw_order = 0
process_material = SubResource( 7 )
texture = ExtResource( 4 )
normal_map = null
h_frames = 1
v_frames = 1
_sections_unfolded = [ "Drawing", "Process Material", "Textures", "Time", "Transform", "Visibility" ]
[connection signal="body_entered" from="." to="." method="_on_Player_body_entered"]

View File

@@ -1,31 +0,0 @@
# Dodge the Creeps
This is a simple game where your character must move
and avoid the enemies for as long as possible.
This is a finished version of the game featured in the
["Your first 2D game"](https://docs.godotengine.org/en/latest/getting_started/first_2d_game/index.html)
tutorial in the documentation. For more details,
consider following the tutorial in the documentation.
Language: GDScript
Renderer: 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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extends CanvasLayer
signal start_game
func show_message(text):
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show_message("Game Over")
await $MessageTimer.timeout
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$MessageLabel.show()
await get_tree().create_timer(1).timeout
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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()

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@@ -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"]

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@@ -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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@@ -6,72 +6,24 @@
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
config_version=3
[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"
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"
[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"
window/size/width=480
window/size/height=720
window/size/resizable=false
[input]
[gdnative]
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)
]
}
singletons=[ ]
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
environment/default_environment="res://default_env.tres"

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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

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@@ -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)

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@@ -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

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[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

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[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")

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@@ -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,
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]
}
move_left={
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
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, 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"
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View File

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"idle": SubResource("1"),
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"walk": SubResource("3")
}
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[ext_resource path="res://debug/Explanations.tscn" type="PackedScene" id=4]
[node name="Demo" type="Node"]
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[node name="StateMachine" parent="Player" index="0"]
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grow_vertical = 2
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mouse_filter = 2
bbcode_enabled = true
text = "This example shows how to apply the State programming pattern in GDScript, including Hierarchical States, and a pushdown automaton.
[node name="Explanations" parent="." index="3" instance=ExtResource( 4 )]
States are common in games. You can use the pattern to:
1. Separate each behavior and transitions between behaviors, thus make scripts shorter and easier to manage.
2. Respect the Single Responsibility Principle. Each State object represents one action.
3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
You can read more about States in the excellent Game Programming Patterns ebook."
[node name="Control" type="Control" parent="."]
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[editable path="Player"]

View File

@@ -1,32 +0,0 @@
# Hierarchical Finite State Machine
This example shows how to apply the State machine programming
pattern in GDscript, including Hierarchical States, and a
pushdown automaton.
Language: GDScript
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2714
## Why use a state machine
States are common in games. You can use the pattern to:
1. Separate each behavior and transitions between behaviors,
thus make scripts shorter and easier to manage.
2. Respect the Single Responsibility Principle.
Each State object represents one action.
3. Improve your code's structure. Look at the scene tree and
FileSystem tab: without looking at the code, you'll know
what the Player can or cannot do.
You can read more about States in the excellent
[Game Programming Patterns ebook](https://gameprogrammingpatterns.com/state.html).
## Screenshots
![Screenshot](screenshots/fsm-attack.png)

View File

@@ -1,41 +1,77 @@
[gd_scene format=3 uid="uid://bq6rrfy53rfvo"]
[gd_scene load_steps=3 format=2]
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margin_bottom = 170.0
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[node name="Keys" type="Label" parent="." index="0"]
[node name="Actions" type="Label" parent="HBoxContainer"]
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text = "Move:
Shoot:
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anchor_bottom = 1.0
margin_left = 10.0
margin_top = 10.0
margin_right = -10.0
margin_bottom = -10.0
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rect_clip_content = false
mouse_filter = 2
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size_flags_horizontal = 1
size_flags_vertical = 4
custom_fonts/font = ExtResource( 2 )
text = "Shoot:
Attack:
Stagger:
Jump:
Sprint:"
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[node name="Keys" type="Label" parent="HBoxContainer"]
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text = "WASD
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[node name="Keys2" type="Label" parent="." index="1"]
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anchor_right = 1.0
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margin_left = 10.0
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margin_bottom = -10.0
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text = "R
F
X
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View File

@@ -1,16 +1,42 @@
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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]."
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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 +46,14 @@ 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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View File

@@ -1,41 +1,108 @@
[gd_scene load_steps=3 format=3 uid="uid://cvi13chv8g4hj"]
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script = ExtResource( 1 )
__meta__ = {
"_edit_group_": true
}
[node name="Title" type="Label" parent="VBoxContainer"]
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text = "StateStack"
[node name="Title" type="Label" parent="." index="0"]
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[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]
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margin_right = 190.0
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rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 4
custom_fonts/font = SubResource( 1 )
text = "Jump
Test"
align = 1
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[node name="Numbers" type="Label" parent="." index="2"]
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margin_right = 190.0
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View File

@@ -1,16 +1,18 @@
extends Panel
@onready var fsm_node: Node = get_node(^"../../Player/StateMachine")
onready var fsm_node = get_node("../Player/StateMachine")
func _process(_delta: float) -> void:
var states_names := ""
var numbers := ""
var index := 0
func _ready():
set_as_toplevel(true)
for state: Node in fsm_node.states_stack:
states_names += String(state.name) + "\n"
numbers += str(index) + "\n"
func _process(delta):
var states_names = ''
var numbers = ''
var index = 0
for state in fsm_node.states_stack:
states_names += 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

@@ -0,0 +1,5 @@
tool
extends Control
func _ready():
set_as_toplevel(true)

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