Compare commits
7 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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e59d96ef7a | ||
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19584aae6a | ||
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342f27e327 | ||
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4d10544dd9 |
@@ -1,21 +0,0 @@
|
||||
BasedOnStyle: LLVM
|
||||
AlignAfterOpenBracket: DontAlign
|
||||
AlignOperands: DontAlign
|
||||
AlignTrailingComments:
|
||||
Kind: Never
|
||||
OverEmptyLines: 0
|
||||
AllowAllParametersOfDeclarationOnNextLine: false
|
||||
AllowShortFunctionsOnASingleLine: Inline
|
||||
BreakConstructorInitializers: AfterColon
|
||||
ColumnLimit: 0
|
||||
ContinuationIndentWidth: 8
|
||||
IndentCaseLabels: true
|
||||
IndentWidth: 4
|
||||
InsertBraces: true
|
||||
KeepEmptyLinesAtTheStartOfBlocks: false
|
||||
RemoveSemicolon: true
|
||||
SpacesInLineCommentPrefix:
|
||||
Minimum: 0 # We want a minimum of 1 for comments, but allow 0 for disabled code.
|
||||
Maximum: -1
|
||||
TabWidth: 4
|
||||
UseTab: Always
|
||||
@@ -1,16 +1,6 @@
|
||||
# Top-most EditorConfig file.
|
||||
root = true
|
||||
|
||||
# Unix-style newlines with a newline ending every file.
|
||||
[*]
|
||||
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
@@ -1,4 +1,2 @@
|
||||
# Normalize EOL for all files that Git considers text files.
|
||||
* text=auto eol=lf
|
||||
|
||||
*.hdr binary
|
||||
|
||||
13
.github/CODEOWNERS
vendored
@@ -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
|
||||
2
.github/FUNDING.yml
vendored
Normal file
@@ -0,0 +1,2 @@
|
||||
patreon: godotengine
|
||||
custom: https://godotengine.org/donate
|
||||
18
.github/ISSUE_TEMPLATE.md
vendored
Normal file
@@ -0,0 +1,18 @@
|
||||
<!-- 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. -->
|
||||
|
||||
|
||||
**OS/device including version:**
|
||||
<!-- Specify GPU model and drivers if graphics-related. -->
|
||||
|
||||
|
||||
**Issue description:**
|
||||
<!-- What happened, and what was expected. -->
|
||||
|
||||
|
||||
**Screenshots of issue:**
|
||||
<!-- Drag in an image, or link in the form of "![]()". If not relevant, remove this section. -->
|
||||
34
.github/ISSUE_TEMPLATE/bug-report.md
vendored
@@ -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:
|
||||

|
||||
-->
|
||||
@@ -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:**
|
||||
7
.github/PULL_REQUEST_TEMPLATE.md
vendored
@@ -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`.
|
||||
-->
|
||||
6
.github/dependabot.yml
vendored
@@ -1,6 +0,0 @@
|
||||
version: 2
|
||||
updates:
|
||||
- package-ecosystem: "github-actions"
|
||||
directory: "/"
|
||||
schedule:
|
||||
interval: "daily"
|
||||
0
.github/dist/.nojekyll
vendored
41
.github/dist/export_presets.cfg
vendored
@@ -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)
|
||||
38
.github/dist/footer.html
vendored
@@ -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/openxr_*</code>: Not functional on the web platform, as these demos are not designed for WebXR.</li>
|
||||
</ul>
|
||||
</body>
|
||||
</html>
|
||||
130
.github/dist/header.html
vendored
@@ -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/tutorials/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. -->
|
||||
28
.github/workflows/check_urls.yml
vendored
@@ -1,28 +0,0 @@
|
||||
name: 🌐 Check URLs
|
||||
on: [push, pull_request]
|
||||
|
||||
jobs:
|
||||
check-urls:
|
||||
runs-on: ubuntu-24.04
|
||||
steps:
|
||||
|
||||
- uses: actions/checkout@v6
|
||||
|
||||
- name: Restore lychee cache
|
||||
uses: actions/cache@v4
|
||||
with:
|
||||
path: .lycheecache
|
||||
key: cache-lychee-${{ github.sha }}
|
||||
restore-keys: cache-lychee-
|
||||
|
||||
- name: Run lychee
|
||||
uses: lycheeverse/lychee-action@v2
|
||||
with:
|
||||
args: >
|
||||
--no-progress
|
||||
--cache
|
||||
--max-cache-age 1d
|
||||
"**/*.md" "**/*.gd" "**/*.cs" "**/*.tscn" "**/*.tres" "**/*.html"
|
||||
|
||||
- name: Fail if there were link errors
|
||||
run: exit ${{ steps.lc.outputs.exit_code }}
|
||||
128
.github/workflows/export_web.yml
vendored
@@ -1,128 +0,0 @@
|
||||
name: Export projects to Web and deploy to GitHub Pages
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- master
|
||||
|
||||
env:
|
||||
GODOT_VERSION: 4.5.1
|
||||
|
||||
jobs:
|
||||
export-html5:
|
||||
if: github.repository == 'godotengine/godot-demo-projects'
|
||||
name: Export projects to Web and deploy to GitHub Pages
|
||||
runs-on: ubuntu-24.04
|
||||
container:
|
||||
image: barichello/godot-ci:4.5.1
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v6
|
||||
|
||||
- name: Setup
|
||||
run: |
|
||||
mkdir -p ~/.local/share/godot/export_templates/
|
||||
mv /root/.local/share/godot/export_templates/$GODOT_VERSION.stable ~/.local/share/godot/export_templates/$GODOT_VERSION.stable
|
||||
|
||||
- name: Export projects to Web
|
||||
run: |
|
||||
apt-get update -qq && apt-get install -qqq imagemagick
|
||||
|
||||
# Don't export Mono demos (not supported yet), demos that can't be run in Web
|
||||
# since they're platform-specific or demos that are currently broken in Web.
|
||||
# Remember to update `.github/dist/footer.html` when updating the list of excluded demos.
|
||||
rm -rf \
|
||||
2d/glow/ \
|
||||
2d/navigation_mesh_chunks/ \
|
||||
2d/physics_tests/ \
|
||||
3d/labels_and_texts/ \
|
||||
3d/decals/ \
|
||||
3d/ik/ \
|
||||
3d/navigation_mesh_chunks/ \
|
||||
3d/occlusion_culling_mesh_lod/ \
|
||||
3d/particles/ \
|
||||
3d/physical_light_camera_units/ \
|
||||
3d/physics_tests/ \
|
||||
3d/variable_rate_shading/ \
|
||||
3d/volumetric_fog/ \
|
||||
3d/voxel/ \
|
||||
audio/bpm_sync/ \
|
||||
audio/device_changer/ \
|
||||
audio/midi_piano/ \
|
||||
audio/spectrum/ \
|
||||
compute/ \
|
||||
gui/msdf_font/ \
|
||||
gui/translation/ \
|
||||
loading/runtime_save_load \
|
||||
misc/compute_shader_heightmap \
|
||||
misc/large_world_coordinates/ \
|
||||
misc/matrix_transform/ \
|
||||
mobile/android_iap/ \
|
||||
mobile/sensors/ \
|
||||
mono/ \
|
||||
networking/ \
|
||||
plugins/ \
|
||||
xr/openxr_character_centric_movement \
|
||||
xr/openxr_composition_layers \
|
||||
xr/openxr_hand_tracking_demo \
|
||||
xr/openxr_origin_centric_movement
|
||||
|
||||
for panorama in 3d/material_testers/backgrounds/*.hdr; do
|
||||
# Decrease the resolution to get below the 100 MB PCK size limit.
|
||||
# Otherwise, the website can't be deployed as files larger than 100 MB
|
||||
# can't be pushed to GitHub.
|
||||
mogrify -resize 66.667% "$panorama"
|
||||
done
|
||||
|
||||
BASEDIR="$PWD"
|
||||
|
||||
# Use absolute paths so that we can `cd` without having to go back to the parent directory manually.
|
||||
for demo in */*/; do
|
||||
echo ""
|
||||
echo ""
|
||||
echo "================================================================================"
|
||||
echo "Exporting demo $demo..."
|
||||
echo "================================================================================"
|
||||
|
||||
mkdir -p "$BASEDIR/.github/dist/$demo"
|
||||
cd "$BASEDIR/$demo"
|
||||
|
||||
# Copy an export template preset file configured for Web exporting.
|
||||
# This way, we don't have to commit `export_presets.cfg` for each project.
|
||||
cp "$BASEDIR/.github/dist/export_presets.cfg" .
|
||||
# Enable ETC2 texture importing, which is disabled by default (but required for web exports to work on mobile platforms).
|
||||
echo "[rendering]\n\ntextures/vram_compression/import_etc2_astc=true" >> project.godot
|
||||
|
||||
# Enable WebXR Polyfill and WebXR Layers Polyfill for the WebXR demo.
|
||||
if [ "$demo" == "xr/webxr/" ]; then
|
||||
sed -i 's~^html/head_include=""$~html/head_include="<script src=\\"https://cdn.jsdelivr.net/npm/webxr-polyfill@latest/build/webxr-polyfill.min.js\\"></script>\n<script>\nvar polyfill = new WebXRPolyfill();\n</script>\n<script src=\\"https://cdn.jsdelivr.net/npm/webxr-layers-polyfill@latest/build/webxr-layers-polyfill.min.js\\"></script>\n<script>\nvar layersPolyfill = new WebXRLayersPolyfill();\n</script>"~g' export_presets.cfg
|
||||
fi
|
||||
|
||||
godot --verbose --headless --export-release "Web" "$BASEDIR/.github/dist/$demo/index.html"
|
||||
|
||||
# Replace the WASM file with a symbolic link to avoid duplicating files in the pushed branch.
|
||||
# (WASM files are identical across projects, but not PCK or HTML/JavaScript files.)
|
||||
mv -f "$BASEDIR/.github/dist/$demo/index.wasm" "$BASEDIR/.github/dist/index.wasm"
|
||||
# The symlink must be relative as it needs to point to a file within the pushed repository.
|
||||
ln -s "../../index.wasm" "$BASEDIR/.github/dist/$demo/index.wasm"
|
||||
|
||||
# Append the demo to the list of demos for the website.
|
||||
PROJECT_NAME=$(cat project.godot | grep "config/name" | cut -d '"' -f 2 | tr -d "\n")
|
||||
echo "<li><a href='$demo'><img width="64" height="64" src="$demo/index.icon.png" alt=""><p>$PROJECT_NAME</p></a></li>" >> "$BASEDIR/.github/dist/demos.html"
|
||||
done
|
||||
|
||||
cat "$BASEDIR/.github/dist/header.html" "$BASEDIR/.github/dist/demos.html" "$BASEDIR/.github/dist/footer.html" > "$BASEDIR/.github/dist/index.html"
|
||||
|
||||
# Clean up files that don't need to be deployed.
|
||||
rm -f "$BASEDIR/.github/dist/header.html" "$BASEDIR/.github/dist/demos.html" "$BASEDIR/.github/dist/footer.html" "$BASEDIR/.github/dist/export_presets.cfg"
|
||||
|
||||
# Installing rsync is needed in order to deploy to GitHub Pages. Without it, the build will fail.
|
||||
- name: Install rsync 📚
|
||||
run: |
|
||||
apt-get update -qq && apt-get install -qqq rsync
|
||||
- name: Deploy to GitHub Pages 🚀
|
||||
uses: JamesIves/github-pages-deploy-action@releases/v4
|
||||
with:
|
||||
# The folder the action should deploy.
|
||||
folder: .github/dist
|
||||
# Artifacts are large; don't keep the branch's history.
|
||||
single-commit: true
|
||||
2
.github/workflows/static_checks.yml
vendored
@@ -7,7 +7,7 @@ jobs:
|
||||
runs-on: ubuntu-24.04
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v6
|
||||
uses: actions/checkout@v5
|
||||
|
||||
- name: Install dependencies
|
||||
run: |
|
||||
|
||||
7
.gitignore
vendored
@@ -20,10 +20,3 @@ mono_crash.*.json
|
||||
.directory
|
||||
.DS_Store
|
||||
*~
|
||||
*.blend1
|
||||
|
||||
# Jetbrains IDE files
|
||||
.idea/
|
||||
|
||||
# Ignore addon plugins
|
||||
3d/sprite3d/addons
|
||||
|
||||
@@ -1,31 +0,0 @@
|
||||
# Don't read Godot's own URL schemes as web URLs.
|
||||
user:\/\/.*
|
||||
res:\/\/.*
|
||||
uid:\/\/.*
|
||||
|
||||
# Don't read WebSockets or TCP URLs as web URLs.
|
||||
ws(s?):\/\/.*
|
||||
tcp:\/\/.*
|
||||
|
||||
# Security checks prevent checking the URLs of these websites automatically,
|
||||
# typically returning 403 errors.
|
||||
.*asecuritysite\.com.*
|
||||
.*intel\.com.*
|
||||
.*reddit\.com.*
|
||||
|
||||
# Don't check URLs from these websites due to frequent rate limits (error 429) or timeouts.
|
||||
.*adobe\.com.*
|
||||
.*gamedevartisan\.com.*
|
||||
.*github\.com.*
|
||||
.*gnu\.org.*
|
||||
.*loopit\.dk.*
|
||||
.*meta\.com.*
|
||||
.*shadertoy\.com.*
|
||||
.*sourceforge\.io.*
|
||||
|
||||
# Not a valid URL with the GET method, which lychee always sends.
|
||||
# Mentioned in the class reference.
|
||||
.*httpbin\.org\/post
|
||||
|
||||
# Class reference mentions `example.com/index.php` in an example, which is 404.
|
||||
.*example\.com.*
|
||||
@@ -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
|
||||
@@ -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
|
||||
|
||||

|
||||
|
||||

|
||||
|
Before Width: | Height: | Size: 312 B |
@@ -1,40 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://b1yd0wl8kt2i7"
|
||||
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/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
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/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
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
|
||||
@@ -1,88 +0,0 @@
|
||||
extends Node2D
|
||||
# This demo is an example of controlling 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 an 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()
|
||||
@@ -1 +0,0 @@
|
||||
uid://e3fsq0i746o1
|
||||
|
Before Width: | Height: | Size: 907 B |
@@ -1,40 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://c33jd3nwdqtb4"
|
||||
path="res://.godot/imported/face_happy.png-38d387d31ec13459f749c93ce3d75d80.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://face_happy.png"
|
||||
dest_files=["res://.godot/imported/face_happy.png-38d387d31ec13459f749c93ce3d75d80.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
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/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
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
|
||||
|
Before Width: | Height: | Size: 846 B |
@@ -1,40 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://b63ok8dbyysfs"
|
||||
path="res://.godot/imported/face_sad.png-0ac7165eab24f595aba17a746a66c550.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://face_sad.png"
|
||||
dest_files=["res://.godot/imported/face_sad.png-0ac7165eab24f595aba17a746a66c550.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
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/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
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
|
||||
|
Before Width: | Height: | Size: 6.9 KiB |
@@ -1,40 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://44incao8gryo"
|
||||
path="res://.godot/imported/icon.webp-e94f9a68b0f625a567a797079e4d325f.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://icon.webp"
|
||||
dest_files=["res://.godot/imported/icon.webp-e94f9a68b0f625a567a797079e4d325f.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
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/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
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
|
||||
@@ -1,37 +0,0 @@
|
||||
extends Node2D
|
||||
# This demo is an example of controlling 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: int = 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(input_event: InputEvent) -> void:
|
||||
# Getting the movement of the mouse so the sprite can follow its position.
|
||||
if input_event is InputEventMouseMotion:
|
||||
position = input_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
|
||||
@@ -1 +0,0 @@
|
||||
uid://eu1k1ulu68o2
|
||||
@@ -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("4.5")
|
||||
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"
|
||||
|
Before Width: | Height: | Size: 152 KiB |
|
Before Width: | Height: | Size: 150 KiB |
@@ -1,40 +0,0 @@
|
||||
[gd_scene load_steps=7 format=3 uid="uid://dxq1b4cth265d"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://e3fsq0i746o1" path="res://bullets.gd" id="2"]
|
||||
[ext_resource type="Texture2D" uid="uid://c33jd3nwdqtb4" path="res://face_happy.png" id="3"]
|
||||
[ext_resource type="Texture2D" uid="uid://b63ok8dbyysfs" path="res://face_sad.png" id="4"]
|
||||
[ext_resource type="Script" uid="uid://eu1k1ulu68o2" 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"]
|
||||
@@ -1,23 +0,0 @@
|
||||
# Custom drawing in 2D
|
||||
|
||||
A demo showing how to draw 2D elements in Godot without using nodes. This can be done
|
||||
to create procedural graphics, perform debug drawing to help troubleshoot issues in
|
||||
game logic, or to improve performance by not creating a node for every visible element.
|
||||
|
||||
Antialiasing can be performed using two approaches: either by enabling the `antialiasing`
|
||||
parameter provided by some of the CanvasItem `draw_*` methods, or by enabling 2D MSAA
|
||||
in the Project Settings. 2D MSAA is generally slower, but it works with any kind of line-based
|
||||
or polygon-based 2D drawing, even for `draw_*` methods that don't support an `antialiasing`
|
||||
parameter. Note that 2D MSAA is only available in the Forward+ and Mobile
|
||||
renderers, not Compatibility.
|
||||
|
||||
See [Custom drawing in 2D](https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html)
|
||||
in the documentation for more information.
|
||||
|
||||
Language: GDScript
|
||||
|
||||
Renderer: Mobile
|
||||
|
||||
## Screenshots
|
||||
|
||||

|
||||
@@ -1,43 +0,0 @@
|
||||
# This is a `@tool` script so that the custom 2D drawing can be seen in the editor.
|
||||
@tool
|
||||
extends Panel
|
||||
|
||||
var use_antialiasing: bool = false
|
||||
|
||||
var time := 0.0
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
# Increment a counter variable that we use in `_draw()`.
|
||||
time += delta
|
||||
# Force redrawing on every processed frame, so that the animation can visibly progress.
|
||||
# Only do this when the node is visible in tree, so that we don't force continuous redrawing
|
||||
# when not needed (low-processor usage mode is enabled in this demo).
|
||||
if is_visible_in_tree():
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
var margin := Vector2(240, 70)
|
||||
var offset := Vector2()
|
||||
|
||||
# Line width of `-1.0` is only usable with draw antialiasing disabled,
|
||||
# as it uses hardware line drawing as opposed to polygon-based line drawing.
|
||||
# Automatically use polygon-based line drawing when needed to avoid runtime warnings.
|
||||
# We also use a line width of `0.5` instead of `1.0` to better match the appearance
|
||||
# of non-antialiased line drawing, as draw antialiasing tends to make lines look thicker.
|
||||
var line_width_thin := 0.5 if use_antialiasing else -1.0
|
||||
|
||||
# Draw an animated arc to simulate a circular progress bar.
|
||||
# The start angle is set so the arc starts from the top.
|
||||
const POINT_COUNT = 48
|
||||
var progress := wrapf(time, 0.0, 1.0)
|
||||
draw_arc(
|
||||
margin + offset,
|
||||
50.0,
|
||||
0.75 * TAU,
|
||||
(0.75 + progress) * TAU,
|
||||
POINT_COUNT,
|
||||
Color.MEDIUM_AQUAMARINE,
|
||||
line_width_thin,
|
||||
use_antialiasing
|
||||
)
|
||||
@@ -1 +0,0 @@
|
||||
uid://m1872t0qa0i4
|
||||
@@ -1,38 +0,0 @@
|
||||
extends Control
|
||||
|
||||
|
||||
var use_antialiasing: bool = false
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
var margin := Vector2(240, 70)
|
||||
var offset := Vector2(0, 150)
|
||||
# This is an example of using draw commands to create animations.
|
||||
# For "continuous" animations, you can use a timer within `_draw()` and call `queue_redraw()`
|
||||
# in `_process()` to redraw every frame.
|
||||
# Animation length in seconds. The animation will loop after the specified duration.
|
||||
const ANIMATION_LENGTH = 2.0
|
||||
# 5 frames per second.
|
||||
const ANIMATION_FRAMES = 10
|
||||
|
||||
# Declare an animation frame with randomized rotation and color for each frame.
|
||||
# `draw_animation_slice()` makes it so the following draw commands are only visible
|
||||
# on screen when the current time is within the animation slice.
|
||||
# NOTE: Pause does not affect animations drawn by `draw_animation_slice()`
|
||||
# (they will keep playing).
|
||||
for frame in ANIMATION_FRAMES:
|
||||
# `remap()` is useful to determine the time slice in which a frame is visible.
|
||||
# For example, on the 2nd frame, `slice_begin` is `0.2` and `slice_end` is `0.4`.
|
||||
var slice_begin := remap(frame, 0, ANIMATION_FRAMES, 0, ANIMATION_LENGTH)
|
||||
var slice_end := remap(frame + 1, 0, ANIMATION_FRAMES, 0, ANIMATION_LENGTH)
|
||||
draw_animation_slice(ANIMATION_LENGTH, slice_begin, slice_end)
|
||||
draw_set_transform(margin + offset, deg_to_rad(randf_range(-5.0, 5.0)))
|
||||
draw_rect(
|
||||
Rect2(Vector2(), Vector2(100, 50)),
|
||||
Color.from_hsv(randf(), 0.4, 1.0),
|
||||
true,
|
||||
-1.0,
|
||||
use_antialiasing
|
||||
)
|
||||
|
||||
draw_end_animation()
|
||||
@@ -1 +0,0 @@
|
||||
uid://dxbst4jd731sx
|
||||
@@ -1,14 +0,0 @@
|
||||
extends Control
|
||||
|
||||
|
||||
func _on_msaa_2d_item_selected(index: int) -> void:
|
||||
get_viewport().msaa_2d = index as Viewport.MSAA
|
||||
|
||||
|
||||
func _on_draw_antialiasing_toggled(toggled_on: bool) -> void:
|
||||
var nodes: Array[Node] = %TabContainer.get_children()
|
||||
nodes.push_back(%AnimationSlice)
|
||||
for tab: Control in nodes:
|
||||
tab.use_antialiasing = toggled_on
|
||||
# Force all tabs to redraw so that the antialiasing updates.
|
||||
tab.queue_redraw()
|
||||
@@ -1 +0,0 @@
|
||||
uid://k86266poffsc
|
||||
@@ -1,272 +0,0 @@
|
||||
[gd_scene load_steps=10 format=3 uid="uid://e3ko2k5vfsph"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://k86266poffsc" path="res://custom_drawing.gd" id="1_rtndo"]
|
||||
[ext_resource type="Script" uid="uid://bs2i4k2suatwx" path="res://lines.gd" id="2_exx0l"]
|
||||
[ext_resource type="Script" uid="uid://kr0artw8tmec" path="res://rectangles.gd" id="3_yrx86"]
|
||||
[ext_resource type="Script" uid="uid://bavbrayrl4aqv" path="res://polygons.gd" id="4_obj11"]
|
||||
[ext_resource type="Script" uid="uid://dmgkvc33ohsn1" path="res://textures.gd" id="5_84cac"]
|
||||
[ext_resource type="Script" uid="uid://cmgvk2l7icywj" path="res://meshes.gd" id="5_exx0l"]
|
||||
[ext_resource type="Script" uid="uid://by5ufa6o3liw" path="res://text.gd" id="6_4w081"]
|
||||
[ext_resource type="Script" uid="uid://m1872t0qa0i4" path="res://animation.gd" id="8_yrx86"]
|
||||
[ext_resource type="Script" uid="uid://dxbst4jd731sx" path="res://animation_slice.gd" id="9_obj11"]
|
||||
|
||||
[node name="CustomDrawing" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_rtndo")
|
||||
|
||||
[node name="TabContainer" type="TabContainer" parent="."]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
current_tab = 0
|
||||
|
||||
[node name="Lines" type="Panel" parent="TabContainer"]
|
||||
layout_mode = 2
|
||||
script = ExtResource("2_exx0l")
|
||||
metadata/_tab_index = 0
|
||||
|
||||
[node name="DrawLine" type="Label" parent="TabContainer/Lines"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 48.0
|
||||
offset_right = 172.0
|
||||
offset_bottom = 97.0
|
||||
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
|
||||
text = "draw_line()
|
||||
draw_dashed_line()"
|
||||
|
||||
[node name="DrawCircle" type="Label" parent="TabContainer/Lines"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 154.0
|
||||
offset_right = 122.0
|
||||
offset_bottom = 177.0
|
||||
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
|
||||
text = "draw_circle()"
|
||||
|
||||
[node name="DrawArc" type="Label" parent="TabContainer/Lines"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 264.0
|
||||
offset_right = 109.0
|
||||
offset_bottom = 287.0
|
||||
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
|
||||
text = "draw_arc()"
|
||||
|
||||
[node name="Rectangles" type="Panel" parent="TabContainer"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
script = ExtResource("3_yrx86")
|
||||
metadata/_tab_index = 1
|
||||
|
||||
[node name="DrawRect" type="Label" parent="TabContainer/Rectangles"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 48.0
|
||||
offset_right = 109.0
|
||||
offset_bottom = 71.0
|
||||
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
|
||||
text = "draw_rect()"
|
||||
|
||||
[node name="DrawStyleBox" type="Label" parent="TabContainer/Rectangles"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 296.0
|
||||
offset_right = 153.0
|
||||
offset_bottom = 319.0
|
||||
text = "draw_style_box()"
|
||||
|
||||
[node name="Polygons" type="Panel" parent="TabContainer"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
script = ExtResource("4_obj11")
|
||||
metadata/_tab_index = 2
|
||||
|
||||
[node name="DrawPrimitive" type="Label" parent="TabContainer/Polygons"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 48.0
|
||||
offset_right = 207.0
|
||||
offset_bottom = 97.0
|
||||
text = "draw_primitive()"
|
||||
|
||||
[node name="DrawPolygon" type="Label" parent="TabContainer/Polygons"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 168.0
|
||||
offset_right = 207.0
|
||||
offset_bottom = 217.0
|
||||
text = "draw_polygon()
|
||||
draw_colored_polygon()"
|
||||
|
||||
[node name="DrawPolyline" type="Label" parent="TabContainer/Polygons"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 264.0
|
||||
offset_right = 195.0
|
||||
offset_bottom = 313.0
|
||||
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
|
||||
text = "draw_polyline()
|
||||
draw_polyline_colors()"
|
||||
|
||||
[node name="DrawMultiline" type="Label" parent="TabContainer/Polygons"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 392.0
|
||||
offset_right = 203.0
|
||||
offset_bottom = 441.0
|
||||
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
|
||||
text = "draw_multiline()
|
||||
draw_multiline_colors()"
|
||||
|
||||
[node name="Meshes" type="Panel" parent="TabContainer"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
script = ExtResource("5_exx0l")
|
||||
metadata/_tab_index = 3
|
||||
|
||||
[node name="DrawMesh" type="Label" parent="TabContainer/Meshes"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 48.0
|
||||
offset_right = 207.0
|
||||
offset_bottom = 97.0
|
||||
text = "draw_mesh()"
|
||||
|
||||
[node name="DrawMultiMesh" type="Label" parent="TabContainer/Meshes"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 208.0
|
||||
offset_right = 207.0
|
||||
offset_bottom = 257.0
|
||||
text = "draw_multimesh()"
|
||||
|
||||
[node name="Textures" type="Panel" parent="TabContainer"]
|
||||
visible = false
|
||||
texture_repeat = 2
|
||||
layout_mode = 2
|
||||
script = ExtResource("5_84cac")
|
||||
metadata/_tab_index = 4
|
||||
|
||||
[node name="DrawTexture" type="Label" parent="TabContainer/Textures"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 48.0
|
||||
offset_right = 175.0
|
||||
offset_bottom = 97.0
|
||||
text = "draw_texture()
|
||||
draw_texture_rect()"
|
||||
|
||||
[node name="DrawTextureRectRegion" type="Label" parent="TabContainer/Textures"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 392.0
|
||||
offset_right = 231.0
|
||||
offset_bottom = 415.0
|
||||
text = "draw_texture_rect_region()"
|
||||
|
||||
[node name="Text" type="Panel" parent="TabContainer"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
script = ExtResource("6_4w081")
|
||||
metadata/_tab_index = 5
|
||||
|
||||
[node name="DrawChar" type="Label" parent="TabContainer/Text"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 48.0
|
||||
offset_right = 125.0
|
||||
offset_bottom = 97.0
|
||||
text = "draw_char()
|
||||
draw_string()"
|
||||
|
||||
[node name="Animation" type="Panel" parent="TabContainer"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
script = ExtResource("8_yrx86")
|
||||
metadata/_tab_index = 6
|
||||
|
||||
[node name="DrawArcTime" type="Label" parent="TabContainer/Animation"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 48.0
|
||||
offset_right = 125.0
|
||||
offset_bottom = 97.0
|
||||
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
|
||||
text = "draw_arc()
|
||||
+ time variable"
|
||||
|
||||
[node name="DrawAnimationSlice" type="Label" parent="TabContainer/Animation"]
|
||||
layout_mode = 0
|
||||
offset_left = 24.0
|
||||
offset_top = 216.0
|
||||
offset_right = 201.0
|
||||
offset_bottom = 265.0
|
||||
text = "draw_animation_slice()"
|
||||
|
||||
[node name="AnimationSlice" type="Control" parent="TabContainer/Animation"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("9_obj11")
|
||||
|
||||
[node name="Options" type="HBoxContainer" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 2
|
||||
anchor_top = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = 24.0
|
||||
offset_top = -64.0
|
||||
offset_right = 441.0
|
||||
offset_bottom = -24.0
|
||||
grow_vertical = 0
|
||||
theme_override_constants/separation = 20
|
||||
|
||||
[node name="MSAA2DLabel" type="Label" parent="Options"]
|
||||
layout_mode = 2
|
||||
text = "MSAA 2D"
|
||||
|
||||
[node name="MSAA2DOptionButton" type="OptionButton" parent="Options"]
|
||||
layout_mode = 2
|
||||
selected = 0
|
||||
item_count = 4
|
||||
popup/item_0/text = "Disabled"
|
||||
popup/item_0/id = 0
|
||||
popup/item_1/text = "2×"
|
||||
popup/item_1/id = 1
|
||||
popup/item_2/text = "4×"
|
||||
popup/item_2/id = 2
|
||||
popup/item_3/text = "8×"
|
||||
popup/item_3/id = 3
|
||||
|
||||
[node name="VSeparator" type="VSeparator" parent="Options"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="DrawAntialiasing" type="CheckButton" parent="Options"]
|
||||
layout_mode = 2
|
||||
tooltip_text = "Performs antialiasing by adding a feathered outline
|
||||
to lines that are drawn in 2D. This is generally faster to render
|
||||
than 2D MSAA, but not all draw commands support it.
|
||||
|
||||
Commands that support draw antialiasing are
|
||||
highlighted in green."
|
||||
theme_override_colors/font_color = Color(0.501961, 1, 0.501961, 1)
|
||||
theme_override_colors/font_focus_color = Color(0.501961, 1, 0.501961, 1)
|
||||
theme_override_colors/font_pressed_color = Color(0.501961, 1, 0.501961, 1)
|
||||
text = "Draw Antialiasing"
|
||||
|
||||
[connection signal="item_selected" from="Options/MSAA2DOptionButton" to="." method="_on_msaa_2d_item_selected"]
|
||||
[connection signal="toggled" from="Options/DrawAntialiasing" to="." method="_on_draw_antialiasing_toggled"]
|
||||
@@ -1 +0,0 @@
|
||||
<svg height="128" width="128" xmlns="http://www.w3.org/2000/svg"><path d="m15.999738 8a7.9997377 7.9997377 0 0 0 -7.999738 7.999738v67.99777c11.999607 3.999869 7.999738-7.999738 15.999475-7.999738v-51.998295h79.997375v17.599423a19.319367 19.319367 0 0 1 15.99948 3.999869v-29.599029a7.9997377 7.9997377 0 0 0 -7.99974-7.999738zm10.879643 81.43733c-2.263926 1.351955-4.127865 3.727878-5.159831 6.919773-3.327891 10.215667-19.3353659-7.519754-7.567752 16.071477 3.719878 7.44775 15.295499 9.61568 22.679257 5.78381a15.375496 15.375496 0 0 0 6.639782-20.439334c-4.623848-9.263696-11.59962-11.287629-16.591456-8.327726zm17.775417-5.599817 10.175666 19.959347 56.550146-28.815056a11.319629 11.319629 0 0 0 -10.07167-20.271336zm27.343104-43.838562v7.999737h-7.999738v7.999738h-15.999476v7.999738h-7.999737v7.999738h-7.999738v7.999737h1.999935l53.998229-27.783089v-4.215862h-7.999738v-7.999737z" fill="#808080" stroke-width=".999999"/></svg>
|
||||
|
Before Width: | Height: | Size: 935 B |
@@ -1,43 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://cfri1nx5avo7w"
|
||||
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://icon.svg"
|
||||
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
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/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
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
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=false
|
||||
editor/convert_colors_with_editor_theme=false
|
||||
@@ -1,89 +0,0 @@
|
||||
# This is a `@tool` script so that the custom 2D drawing can be seen in the editor.
|
||||
@tool
|
||||
extends Panel
|
||||
|
||||
var use_antialiasing: bool = false
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
var margin := Vector2(200, 50)
|
||||
|
||||
# Line width of `-1.0` is only usable with draw antialiasing disabled,
|
||||
# as it uses hardware line drawing as opposed to polygon-based line drawing.
|
||||
# Automatically use polygon-based line drawing when needed to avoid runtime warnings.
|
||||
# We also use a line width of `0.5` instead of `1.0` to better match the appearance
|
||||
# of non-antialiased line drawing, as draw antialiasing tends to make lines look thicker.
|
||||
var line_width_thin := 0.5 if use_antialiasing else -1.0
|
||||
|
||||
# Make thick lines 1 pixel thinner when draw antialiasing is enabled,
|
||||
# as draw antialiasing tends to make lines look thicker.
|
||||
var antialiasing_width_offset := 1.0 if use_antialiasing else 0.0
|
||||
|
||||
var offset := Vector2()
|
||||
var line_length := Vector2(140, 35)
|
||||
draw_line(margin + offset, margin + offset + line_length, Color.GREEN, line_width_thin, use_antialiasing)
|
||||
offset += Vector2(line_length.x + 15, 0)
|
||||
draw_line(margin + offset, margin + offset + line_length, Color.GREEN, 2.0 - antialiasing_width_offset, use_antialiasing)
|
||||
offset += Vector2(line_length.x + 15, 0)
|
||||
draw_line(margin + offset, margin + offset + line_length, Color.GREEN, 6.0 - antialiasing_width_offset, use_antialiasing)
|
||||
offset += Vector2(line_length.x + 15, 0)
|
||||
draw_dashed_line(margin + offset, margin + offset + line_length, Color.CYAN, line_width_thin, 5.0, true, use_antialiasing)
|
||||
offset += Vector2(line_length.x + 15, 0)
|
||||
draw_dashed_line(margin + offset, margin + offset + line_length, Color.CYAN, 2.0 - antialiasing_width_offset, 10.0, true, use_antialiasing)
|
||||
offset += Vector2(line_length.x + 15, 0)
|
||||
draw_dashed_line(margin + offset, margin + offset + line_length, Color.CYAN, 6.0 - antialiasing_width_offset, 15.0, true, use_antialiasing)
|
||||
|
||||
|
||||
offset = Vector2(40, 120)
|
||||
draw_circle(margin + offset, 40, Color.ORANGE, false, line_width_thin, use_antialiasing)
|
||||
|
||||
offset += Vector2(100, 0)
|
||||
draw_circle(margin + offset, 40, Color.ORANGE, false, 2.0 - antialiasing_width_offset, use_antialiasing)
|
||||
|
||||
offset += Vector2(100, 0)
|
||||
draw_circle(margin + offset, 40, Color.ORANGE, false, 6.0 - antialiasing_width_offset, use_antialiasing)
|
||||
|
||||
# Draw a filled circle. The width parameter is ignored for filled circles (it's set to `-1.0` to avoid warnings).
|
||||
# We also reduce the radius by half the antialiasing width offset.
|
||||
# Otherwise, the circle becomes very slightly larger when draw antialiasing is enabled.
|
||||
offset += Vector2(100, 0)
|
||||
draw_circle(margin + offset, 40 - antialiasing_width_offset * 0.5, Color.ORANGE, true, -1.0, use_antialiasing)
|
||||
|
||||
# `draw_set_transform()` is a stateful command: it affects *all* `draw_` methods within this
|
||||
# `_draw()` function after it. This can be used to translate, rotate, or scale `draw_` methods
|
||||
# that don't offer dedicated parameters for this (such as `draw_primitive()` not having a position parameter).
|
||||
# To reset back to the initial transform, call `draw_set_transform(Vector2())`.
|
||||
#
|
||||
# Draw a horizontally stretched circle.
|
||||
offset += Vector2(200, 0)
|
||||
draw_set_transform(margin + offset, 0.0, Vector2(3.0, 1.0))
|
||||
draw_circle(Vector2(), 40, Color.ORANGE, false, line_width_thin, use_antialiasing)
|
||||
draw_set_transform(Vector2())
|
||||
|
||||
# Draw a quarter circle (`TAU` represents a full turn in radians).
|
||||
const POINT_COUNT_HIGH = 24
|
||||
offset = Vector2(0, 200)
|
||||
draw_arc(margin + offset, 60, 0, 0.25 * TAU, POINT_COUNT_HIGH, Color.YELLOW, line_width_thin, use_antialiasing)
|
||||
|
||||
offset += Vector2(100, 0)
|
||||
draw_arc(margin + offset, 60, 0, 0.25 * TAU, POINT_COUNT_HIGH, Color.YELLOW, 2.0 - antialiasing_width_offset, use_antialiasing)
|
||||
|
||||
offset += Vector2(100, 0)
|
||||
draw_arc(margin + offset, 60, 0, 0.25 * TAU, POINT_COUNT_HIGH, Color.YELLOW, 6.0 - antialiasing_width_offset, use_antialiasing)
|
||||
|
||||
# Draw a three quarters of a circle with a low point count, which gives it an angular look.
|
||||
const POINT_COUNT_LOW = 7
|
||||
offset += Vector2(125, 30)
|
||||
draw_arc(margin + offset, 40, -0.25 * TAU, 0.5 * TAU, POINT_COUNT_LOW, Color.YELLOW, line_width_thin, use_antialiasing)
|
||||
|
||||
offset += Vector2(100, 0)
|
||||
draw_arc(margin + offset, 40, -0.25 * TAU, 0.5 * TAU, POINT_COUNT_LOW, Color.YELLOW, 2.0 - antialiasing_width_offset, use_antialiasing)
|
||||
|
||||
offset += Vector2(100, 0)
|
||||
draw_arc(margin + offset, 40, -0.25 * TAU, 0.5 * TAU, POINT_COUNT_LOW, Color.YELLOW, 6.0 - antialiasing_width_offset, use_antialiasing)
|
||||
|
||||
# Draw a horizontally stretched arc.
|
||||
offset += Vector2(200, 0)
|
||||
draw_set_transform(margin + offset, 0.0, Vector2(3.0, 1.0))
|
||||
draw_arc(Vector2(), 40, -0.25 * TAU, 0.5 * TAU, POINT_COUNT_LOW, Color.YELLOW, line_width_thin, use_antialiasing)
|
||||
draw_set_transform(Vector2())
|
||||
@@ -1 +0,0 @@
|
||||
uid://bs2i4k2suatwx
|
||||
@@ -1,63 +0,0 @@
|
||||
# This is a `@tool` script so that the custom 2D drawing can be seen in the editor.
|
||||
@tool
|
||||
extends Panel
|
||||
|
||||
# You must hold a reference to the Resources either as member variables or within an Array or Dictionary.
|
||||
# Otherwise, they get freed automatically and the renderer won't be able to draw them.
|
||||
var text_mesh := TextMesh.new()
|
||||
var noise_texture := NoiseTexture2D.new()
|
||||
var gradient_texture := GradientTexture2D.new()
|
||||
var sphere_mesh := SphereMesh.new()
|
||||
var multi_mesh := MultiMesh.new()
|
||||
|
||||
func _ready() -> void:
|
||||
text_mesh.text = "TextMesh"
|
||||
# In 2D, 1 unit equals 1 pixel, so the default size at which PrimitiveMeshes are displayed is tiny.
|
||||
# Use much larger mesh size to compensate, or use `draw_set_transform()` before using `draw_mesh()`
|
||||
# to scale the draw command.
|
||||
text_mesh.pixel_size = 2.5
|
||||
|
||||
noise_texture.seamless = true
|
||||
noise_texture.as_normal_map = true
|
||||
noise_texture.noise = FastNoiseLite.new()
|
||||
|
||||
gradient_texture.gradient = Gradient.new()
|
||||
|
||||
sphere_mesh.height = 80.0
|
||||
sphere_mesh.radius = 40.0
|
||||
|
||||
multi_mesh.use_colors = true
|
||||
multi_mesh.instance_count = 5
|
||||
multi_mesh.set_instance_transform_2d(0, Transform2D(0.0, Vector2(0, 0)))
|
||||
multi_mesh.set_instance_color(0, Color(1, 0.7, 0.7))
|
||||
multi_mesh.set_instance_transform_2d(1, Transform2D(0.0, Vector2(0, 100)))
|
||||
multi_mesh.set_instance_color(1, Color(0.7, 1, 0.7))
|
||||
multi_mesh.set_instance_transform_2d(2, Transform2D(0.0, Vector2(100, 100)))
|
||||
multi_mesh.set_instance_color(2, Color(0.7, 0.7, 1))
|
||||
multi_mesh.set_instance_transform_2d(3, Transform2D(0.0, Vector2(100, 0)))
|
||||
multi_mesh.set_instance_color(3, Color(1, 1, 0.7))
|
||||
multi_mesh.set_instance_transform_2d(4, Transform2D(0.0, Vector2(50, 50)))
|
||||
multi_mesh.set_instance_color(4, Color(0.7, 1, 1))
|
||||
multi_mesh.mesh = sphere_mesh
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
const margin := Vector2(300, 70)
|
||||
var offset := Vector2()
|
||||
|
||||
# `draw_set_transform()` is a stateful command: it affects *all* `draw_` methods within this
|
||||
# `_draw()` function after it. This can be used to translate, rotate, or scale `draw_` methods
|
||||
# that don't offer dedicated parameters for this (such as `draw_primitive()` not having a position parameter).
|
||||
# To reset back to the initial transform, call `draw_set_transform(Vector2())`.
|
||||
#
|
||||
# Flip drawing on the Y axis so the text appears upright.
|
||||
draw_set_transform(margin + offset, 0.0, Vector2(1, -1))
|
||||
draw_mesh(text_mesh, noise_texture)
|
||||
|
||||
offset += Vector2(150, 0)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_mesh(sphere_mesh, noise_texture)
|
||||
|
||||
offset = Vector2(0, 120)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_multimesh(multi_mesh, gradient_texture)
|
||||
@@ -1 +0,0 @@
|
||||
uid://cmgvk2l7icywj
|
||||
@@ -1,126 +0,0 @@
|
||||
# This is a `@tool` script so that the custom 2D drawing can be seen in the editor.
|
||||
@tool
|
||||
extends Panel
|
||||
|
||||
var use_antialiasing: bool = false
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
var margin := Vector2(240, 40)
|
||||
|
||||
# Line width of `-1.0` is only usable with draw antialiasing disabled,
|
||||
# as it uses hardware line drawing as opposed to polygon-based line drawing.
|
||||
# Automatically use polygon-based line drawing when needed to avoid runtime warnings.
|
||||
# We also use a line width of `0.5` instead of `1.0` to better match the appearance
|
||||
# of non-antialiased line drawing, as draw antialiasing tends to make lines look thicker.
|
||||
var line_width_thin := 0.5 if use_antialiasing else -1.0
|
||||
|
||||
# Make thick lines 1 pixel thinner when draw antialiasing is enabled,
|
||||
# as draw antialiasing tends to make lines look thicker.
|
||||
var antialiasing_width_offset := 1.0 if use_antialiasing else 0.0
|
||||
|
||||
var points := PackedVector2Array([
|
||||
Vector2(0, 0),
|
||||
Vector2(0, 60),
|
||||
Vector2(60, 90),
|
||||
Vector2(60, 0),
|
||||
Vector2(40, 25),
|
||||
Vector2(10, 40),
|
||||
])
|
||||
var colors := PackedColorArray([
|
||||
Color.WHITE,
|
||||
Color.RED,
|
||||
Color.GREEN,
|
||||
Color.BLUE,
|
||||
Color.MAGENTA,
|
||||
Color.MAGENTA,
|
||||
])
|
||||
|
||||
var offset := Vector2()
|
||||
# `draw_set_transform()` is a stateful command: it affects *all* `draw_` methods within this
|
||||
# `_draw()` function after it. This can be used to translate, rotate, or scale `draw_` methods
|
||||
# that don't offer dedicated parameters for this (such as `draw_primitive()` not having a position parameter).
|
||||
# To reset back to the initial transform, call `draw_set_transform(Vector2())`.
|
||||
draw_set_transform(margin + offset)
|
||||
draw_primitive(points.slice(0, 1), colors.slice(0, 1), PackedVector2Array())
|
||||
|
||||
offset += Vector2(90, 0)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_primitive(points.slice(0, 2), colors.slice(0, 2), PackedVector2Array())
|
||||
|
||||
offset += Vector2(90, 0)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_primitive(points.slice(0, 3), colors.slice(0, 3), PackedVector2Array())
|
||||
|
||||
offset += Vector2(90, 0)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_primitive(points.slice(0, 4), colors.slice(0, 4), PackedVector2Array())
|
||||
|
||||
# Draw a polygon with multiple colors that are interpolated between each point.
|
||||
# Colors are specified in the same order as the points' positions, but in a different array.
|
||||
offset = Vector2(0, 120)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_polygon(points, colors)
|
||||
|
||||
# Draw a polygon with a single color. Only a points array is needed in this case.
|
||||
offset += Vector2(90, 0)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_colored_polygon(points, Color.YELLOW)
|
||||
|
||||
# Draw a polygon-based line. Each segment is connected to the previous one, which means
|
||||
# `draw_polyline()` always draws a contiguous line.
|
||||
offset = Vector2(0, 240)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_polyline(points, Color.SKY_BLUE, line_width_thin, use_antialiasing)
|
||||
|
||||
offset += Vector2(90, 0)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_polyline(points, Color.SKY_BLUE, 2.0 - antialiasing_width_offset, use_antialiasing)
|
||||
|
||||
offset += Vector2(90, 0)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_polyline(points, Color.SKY_BLUE, 6.0 - antialiasing_width_offset, use_antialiasing)
|
||||
|
||||
offset += Vector2(90, 0)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_polyline_colors(points, colors, line_width_thin, use_antialiasing)
|
||||
|
||||
offset += Vector2(90, 0)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_polyline_colors(points, colors, 2.0 - antialiasing_width_offset, use_antialiasing)
|
||||
|
||||
offset += Vector2(90, 0)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_polyline_colors(points, colors, 6.0 - antialiasing_width_offset, use_antialiasing)
|
||||
|
||||
# Draw multiple lines in a single draw command. Unlike `draw_polyline()`,
|
||||
# lines are not connected to the last segment.
|
||||
# This is faster than calling `draw_line()` several times and should be preferred
|
||||
# when drawing dozens of lines or more at once.
|
||||
offset = Vector2(0, 360)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_multiline(points, Color.SKY_BLUE, line_width_thin, use_antialiasing)
|
||||
|
||||
offset += Vector2(90, 0)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_multiline(points, Color.SKY_BLUE, 2.0 - antialiasing_width_offset, use_antialiasing)
|
||||
|
||||
offset += Vector2(90, 0)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_multiline(points, Color.SKY_BLUE, 6.0 - antialiasing_width_offset, use_antialiasing)
|
||||
|
||||
# `draw_multiline_colors()` makes it possible to draw lines of different colors in a single
|
||||
# draw command, although gradients are not possible this way (unlike `draw_polygon()` and `draw_polyline()`).
|
||||
# This means the number of supplied colors must be equal to the number of segments, which means
|
||||
# we have to only pass a subset of the colors array in this example.
|
||||
offset += Vector2(90, 0)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_multiline_colors(points, colors.slice(0, 3), line_width_thin, use_antialiasing)
|
||||
|
||||
offset += Vector2(90, 0)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_multiline_colors(points, colors.slice(0, 3), 2.0 - antialiasing_width_offset, use_antialiasing)
|
||||
|
||||
offset += Vector2(90, 0)
|
||||
draw_set_transform(margin + offset)
|
||||
draw_multiline_colors(points, colors.slice(0, 3), 6.0 - antialiasing_width_offset, use_antialiasing)
|
||||
@@ -1 +0,0 @@
|
||||
uid://bavbrayrl4aqv
|
||||
@@ -1,31 +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="Custom Drawing in 2D"
|
||||
config/description="A demo showing how to draw 2D elements in Godot without using nodes."
|
||||
run/main_scene="uid://btxwm0qudsn3t"
|
||||
config/features=PackedStringArray("4.5", "Mobile")
|
||||
run/low_processor_mode=true
|
||||
config/icon="res://icon.svg"
|
||||
|
||||
[debug]
|
||||
|
||||
gdscript/warnings/untyped_declaration=1
|
||||
|
||||
[display]
|
||||
|
||||
window/stretch/mode="canvas_items"
|
||||
window/stretch/aspect="expand"
|
||||
|
||||
[rendering]
|
||||
|
||||
renderer/rendering_method="mobile"
|
||||
@@ -1,146 +0,0 @@
|
||||
# This is a `@tool` script so that the custom 2D drawing can be seen in the editor.
|
||||
@tool
|
||||
extends Panel
|
||||
|
||||
var use_antialiasing: bool = false
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
var margin := Vector2(200, 40)
|
||||
|
||||
# Line width of `-1.0` is only usable with draw antialiasing disabled,
|
||||
# as it uses hardware line drawing as opposed to polygon-based line drawing.
|
||||
# Automatically use polygon-based line drawing when needed to avoid runtime warnings.
|
||||
# We also use a line width of `0.5` instead of `1.0` to better match the appearance
|
||||
# of non-antialiased line drawing, as draw antialiasing tends to make lines look thicker.
|
||||
var line_width_thin := 0.5 if use_antialiasing else -1.0
|
||||
|
||||
# Make thick lines 1 pixel thinner when draw antialiasing is enabled,
|
||||
# as draw antialiasing tends to make lines look thicker.
|
||||
var antialiasing_width_offset := 1.0 if use_antialiasing else 0.0
|
||||
|
||||
var offset := Vector2()
|
||||
draw_rect(
|
||||
Rect2(margin + offset, Vector2(100, 50)),
|
||||
Color.PURPLE,
|
||||
false,
|
||||
line_width_thin,
|
||||
use_antialiasing
|
||||
)
|
||||
|
||||
offset += Vector2(120, 0)
|
||||
draw_rect(
|
||||
Rect2(margin + offset, Vector2(100, 50)),
|
||||
Color.PURPLE,
|
||||
false,
|
||||
2.0 - antialiasing_width_offset,
|
||||
use_antialiasing
|
||||
)
|
||||
|
||||
offset += Vector2(120, 0)
|
||||
draw_rect(
|
||||
Rect2(margin + offset, Vector2(100, 50)),
|
||||
Color.PURPLE,
|
||||
false,
|
||||
6.0 - antialiasing_width_offset,
|
||||
use_antialiasing
|
||||
)
|
||||
|
||||
# Draw a filled rectangle. The width parameter is ignored for filled rectangles (it's set to `-1.0` to avoid warnings).
|
||||
# We also reduce the rectangle's size by half the antialiasing width offset.
|
||||
# Otherwise, the rectangle becomes very slightly larger when draw antialiasing is enabled.
|
||||
offset += Vector2(120, 0)
|
||||
draw_rect(
|
||||
Rect2(margin + offset, Vector2(100, 50)).grow(-antialiasing_width_offset * 0.5),
|
||||
Color.PURPLE,
|
||||
true,
|
||||
-1.0,
|
||||
use_antialiasing
|
||||
)
|
||||
|
||||
# `draw_set_transform()` is a stateful command: it affects *all* `draw_` methods within this
|
||||
# `_draw()` function after it. This can be used to translate, rotate, or scale `draw_` methods
|
||||
# that don't offer dedicated parameters for this (such as `draw_rect()` not having a rotation parameter).
|
||||
# To reset back to the initial transform, call `draw_set_transform(Vector2())`.
|
||||
offset += Vector2(170, 0)
|
||||
draw_set_transform(margin + offset, deg_to_rad(22.5))
|
||||
draw_rect(
|
||||
Rect2(Vector2(), Vector2(100, 50)),
|
||||
Color.PURPLE,
|
||||
false,
|
||||
line_width_thin,
|
||||
use_antialiasing
|
||||
)
|
||||
offset += Vector2(120, 0)
|
||||
draw_set_transform(margin + offset, deg_to_rad(22.5))
|
||||
draw_rect(
|
||||
Rect2(Vector2(), Vector2(100, 50)),
|
||||
Color.PURPLE,
|
||||
false,
|
||||
2.0 - antialiasing_width_offset,
|
||||
use_antialiasing
|
||||
)
|
||||
offset += Vector2(120, 0)
|
||||
draw_set_transform(margin + offset, deg_to_rad(22.5))
|
||||
draw_rect(
|
||||
Rect2(Vector2(), Vector2(100, 50)),
|
||||
Color.PURPLE,
|
||||
false,
|
||||
6.0 - antialiasing_width_offset,
|
||||
use_antialiasing
|
||||
)
|
||||
|
||||
# `draw_set_transform_matrix()` is a more advanced counterpart of `draw_set_transform()`.
|
||||
# It can be used to apply transforms that are not supported by `draw_set_transform()`, such as
|
||||
# skewing.
|
||||
offset = Vector2(20, 60)
|
||||
var custom_transform := get_transform().translated(margin + offset)
|
||||
# Perform horizontal skewing (the rectangle will appear "slanted").
|
||||
custom_transform.y.x -= 0.5
|
||||
draw_set_transform_matrix(custom_transform)
|
||||
draw_rect(
|
||||
Rect2(Vector2(), Vector2(100, 50)),
|
||||
Color.PURPLE,
|
||||
false,
|
||||
6.0 - antialiasing_width_offset,
|
||||
use_antialiasing
|
||||
)
|
||||
draw_set_transform(Vector2())
|
||||
|
||||
offset = Vector2(0, 250)
|
||||
var style_box_flat := StyleBoxFlat.new()
|
||||
style_box_flat.set_border_width_all(4)
|
||||
style_box_flat.set_corner_radius_all(8)
|
||||
style_box_flat.shadow_size = 1
|
||||
style_box_flat.shadow_offset = Vector2(4, 4)
|
||||
style_box_flat.shadow_color = Color.RED
|
||||
style_box_flat.anti_aliasing = use_antialiasing
|
||||
draw_style_box(style_box_flat, Rect2(margin + offset, Vector2(100, 50)))
|
||||
|
||||
offset += Vector2(130, 0)
|
||||
var style_box_flat_2 := StyleBoxFlat.new()
|
||||
style_box_flat_2.draw_center = false
|
||||
style_box_flat_2.set_border_width_all(4)
|
||||
style_box_flat_2.set_corner_radius_all(8)
|
||||
style_box_flat_2.corner_detail = 1
|
||||
style_box_flat_2.border_color = Color.GREEN
|
||||
style_box_flat_2.anti_aliasing = use_antialiasing
|
||||
draw_style_box(style_box_flat_2, Rect2(margin + offset, Vector2(100, 50)))
|
||||
|
||||
offset += Vector2(160, 0)
|
||||
var style_box_flat_3 := StyleBoxFlat.new()
|
||||
style_box_flat_3.draw_center = false
|
||||
style_box_flat_3.set_border_width_all(4)
|
||||
style_box_flat_3.set_corner_radius_all(8)
|
||||
style_box_flat_3.border_color = Color.CYAN
|
||||
style_box_flat_3.shadow_size = 40
|
||||
style_box_flat_3.shadow_offset = Vector2()
|
||||
style_box_flat_3.shadow_color = Color.CORNFLOWER_BLUE
|
||||
style_box_flat_3.anti_aliasing = use_antialiasing
|
||||
custom_transform = get_transform().translated(margin + offset)
|
||||
# Perform vertical skewing (the rectangle will appear "slanted").
|
||||
custom_transform.x.y -= 0.5
|
||||
draw_set_transform_matrix(custom_transform)
|
||||
draw_style_box(style_box_flat_3, Rect2(Vector2(), Vector2(100, 50)))
|
||||
|
||||
draw_set_transform(Vector2())
|
||||
@@ -1 +0,0 @@
|
||||
uid://kr0artw8tmec
|
||||
|
Before Width: | Height: | Size: 47 KiB |
@@ -1,60 +0,0 @@
|
||||
# This is a `@tool` script so that the custom 2D drawing can be seen in the editor.
|
||||
@tool
|
||||
extends Panel
|
||||
|
||||
var use_antialiasing: bool = false
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
var font := get_theme_default_font()
|
||||
const FONT_SIZE = 24
|
||||
const STRING = "Hello world!"
|
||||
var margin := Vector2(240, 60)
|
||||
|
||||
var offset := Vector2()
|
||||
var advance := Vector2()
|
||||
for character in STRING:
|
||||
# Draw each character with a random pastel color.
|
||||
# Notice how the advance calculated on the loop's previous iteration is used as an offset here.
|
||||
draw_char(font, margin + offset + advance, character, FONT_SIZE, Color.from_hsv(randf(), 0.4, 1.0))
|
||||
|
||||
# Get the glyph index of the character we've just drawn, so we can retrieve the glyph advance.
|
||||
# This determines the spacing between glyphs so the next character is positioned correctly.
|
||||
var glyph_idx := TextServerManager.get_primary_interface().font_get_glyph_index(
|
||||
get_theme_default_font().get_rids()[0],
|
||||
FONT_SIZE,
|
||||
character.unicode_at(0),
|
||||
0
|
||||
)
|
||||
advance.x += TextServerManager.get_primary_interface().font_get_glyph_advance(
|
||||
get_theme_default_font().get_rids()[0],
|
||||
FONT_SIZE,
|
||||
glyph_idx
|
||||
).x
|
||||
|
||||
offset += Vector2(0, 32)
|
||||
# When drawing a font outline, it must be drawn *before* the main text.
|
||||
# This way, the outline appears behind the main text.
|
||||
draw_string_outline(
|
||||
font,
|
||||
margin + offset,
|
||||
STRING,
|
||||
HORIZONTAL_ALIGNMENT_LEFT,
|
||||
-1,
|
||||
FONT_SIZE,
|
||||
12,
|
||||
Color.ORANGE.darkened(0.6)
|
||||
)
|
||||
# NOTE: Use `draw_multiline_string()` to draw strings that contain line breaks (`\n`) or with
|
||||
# automatic line wrapping based on the specified width.
|
||||
# A width of `-1` is used here, which means "no limit". If width is limited, the end of the string
|
||||
# will be cut off if it doesn't fit within the specified width.
|
||||
draw_string(
|
||||
font,
|
||||
margin + offset,
|
||||
STRING,
|
||||
HORIZONTAL_ALIGNMENT_LEFT,
|
||||
-1,
|
||||
FONT_SIZE,
|
||||
Color.YELLOW
|
||||
)
|
||||
@@ -1 +0,0 @@
|
||||
uid://by5ufa6o3liw
|
||||
@@ -1,67 +0,0 @@
|
||||
# This is a `@tool` script so that the custom 2D drawing can be seen in the editor.
|
||||
@tool
|
||||
extends Panel
|
||||
|
||||
var use_antialiasing: bool = false
|
||||
|
||||
func _draw() -> void:
|
||||
const ICON = preload("res://icon.svg")
|
||||
var margin := Vector2(260, 40)
|
||||
|
||||
var offset := Vector2()
|
||||
# Draw a texture.
|
||||
draw_texture(ICON, margin + offset, Color.WHITE)
|
||||
|
||||
# `draw_set_transform()` is a stateful command: it affects *all* `draw_` methods within this
|
||||
# `_draw()` function after it. This can be used to translate, rotate, or scale `draw_` methods
|
||||
# that don't offer dedicated parameters for this (such as `draw_rect()` not having a rotation parameter).
|
||||
# To reset back to the initial transform, call `draw_set_transform(Vector2())`.
|
||||
#
|
||||
# Draw a rotated texture at half the scale of its original pixel size.
|
||||
offset += Vector2(200, 20)
|
||||
draw_set_transform(margin + offset, deg_to_rad(45.0), Vector2(0.5, 0.5))
|
||||
draw_texture(ICON, Vector2(), Color.WHITE)
|
||||
draw_set_transform(Vector2())
|
||||
|
||||
# Draw a stretched texture. In this example, the icon is 128×128 so it will be drawn at 2× scale.
|
||||
offset += Vector2(70, -20)
|
||||
draw_texture_rect(
|
||||
ICON,
|
||||
Rect2(margin + offset, Vector2(256, 256)),
|
||||
false,
|
||||
Color.GREEN
|
||||
)
|
||||
|
||||
|
||||
# Draw a tiled texture. In this example, the icon is 128×128 so it will be drawn twice on each axis.
|
||||
offset += Vector2(270, 0)
|
||||
draw_texture_rect(
|
||||
ICON,
|
||||
Rect2(margin + offset, Vector2(256, 256)),
|
||||
true,
|
||||
Color.GREEN
|
||||
)
|
||||
|
||||
offset = Vector2(0, 300)
|
||||
|
||||
draw_texture_rect_region(
|
||||
ICON,
|
||||
Rect2(margin + offset, Vector2(128, 128)),
|
||||
Rect2(Vector2(32, 32), Vector2(64, 64)),
|
||||
Color.VIOLET
|
||||
)
|
||||
|
||||
# Draw a tiled texture from a region that is larger than the original texture size (128×128).
|
||||
# Transposing is enabled, which will rotate the image by 90 degrees counter-clockwise.
|
||||
# (For more advanced transforms, use `draw_set_transform()` before calling `draw_texture_rect_region()`.)
|
||||
#
|
||||
# For tiling to work with this approach, the CanvasItem in which this `_draw()` method is called
|
||||
# must have its Repeat property set to Enabled in the inspector.
|
||||
offset += Vector2(140, 0)
|
||||
draw_texture_rect_region(
|
||||
ICON,
|
||||
Rect2(margin + offset, Vector2(128, 128)),
|
||||
Rect2(Vector2(), Vector2(512, 512)),
|
||||
Color.VIOLET,
|
||||
true
|
||||
)
|
||||
@@ -1 +0,0 @@
|
||||
uid://dmgkvc33ohsn1
|
||||
30
2d/dodge_the_creeps/HUD.gd
Normal file
@@ -0,0 +1,30 @@
|
||||
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")
|
||||
$MessageLabel.text = "Dodge the\nCreeps"
|
||||
$MessageLabel.show()
|
||||
yield(get_tree().create_timer(1), 'timeout')
|
||||
$StartButton.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()
|
||||
57
2d/dodge_the_creeps/HUD.tscn
Normal file
@@ -0,0 +1,57 @@
|
||||
[gd_scene load_steps=7 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
|
||||
font_data = ExtResource( 2 )
|
||||
|
||||
[sub_resource type="DynamicFont" id=2]
|
||||
size = 64
|
||||
font_data = ExtResource( 2 )
|
||||
|
||||
[sub_resource type="InputEventAction" id=3]
|
||||
action = "ui_select"
|
||||
|
||||
[sub_resource type="ShortCut" id=4]
|
||||
shortcut = SubResource( 3 )
|
||||
|
||||
[node name="HUD" type="CanvasLayer"]
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="ScoreLabel" type="Label" parent="."]
|
||||
anchor_right = 1.0
|
||||
margin_bottom = 78.0
|
||||
custom_fonts/font = SubResource( 1 )
|
||||
text = "0"
|
||||
align = 1
|
||||
|
||||
[node name="MessageLabel" type="Label" parent="."]
|
||||
anchor_top = 0.5
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 0.5
|
||||
margin_top = -79.5
|
||||
margin_bottom = 79.5
|
||||
custom_fonts/font = SubResource( 1 )
|
||||
text = "Dodge the
|
||||
Creeps"
|
||||
align = 1
|
||||
|
||||
[node name="StartButton" type="Button" parent="."]
|
||||
anchor_left = 0.5
|
||||
anchor_top = 1.0
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 1.0
|
||||
margin_left = -90.0
|
||||
margin_top = -200.0
|
||||
margin_right = 90.0
|
||||
margin_bottom = -100.0
|
||||
custom_fonts/font = SubResource( 2 )
|
||||
shortcut = SubResource( 4 )
|
||||
text = "Start"
|
||||
|
||||
[node name="MessageTimer" type="Timer" parent="."]
|
||||
one_shot = true
|
||||
[connection signal="pressed" from="StartButton" to="." method="_on_StartButton_pressed"]
|
||||
[connection signal="timeout" from="MessageTimer" to="." method="_on_MessageTimer_timeout"]
|
||||
45
2d/dodge_the_creeps/Main.gd
Normal file
@@ -0,0 +1,45 @@
|
||||
extends Node
|
||||
|
||||
export (PackedScene) var Mob
|
||||
var score
|
||||
|
||||
func _ready():
|
||||
randomize()
|
||||
|
||||
|
||||
func game_over():
|
||||
$ScoreTimer.stop()
|
||||
$MobTimer.stop()
|
||||
$HUD.show_game_over()
|
||||
$Music.stop()
|
||||
$DeathSound.play()
|
||||
|
||||
|
||||
func new_game():
|
||||
score = 0
|
||||
$Player.start($StartPosition.position)
|
||||
$StartTimer.start()
|
||||
$HUD.update_score(score)
|
||||
$HUD.show_message("Get Ready")
|
||||
$Music.play()
|
||||
|
||||
|
||||
func _on_MobTimer_timeout():
|
||||
$MobPath/MobSpawnLocation.offset = randi()
|
||||
var mob = Mob.instance()
|
||||
add_child(mob)
|
||||
var direction = $MobPath/MobSpawnLocation.rotation + PI / 2
|
||||
mob.position = $MobPath/MobSpawnLocation.position
|
||||
direction += rand_range(-PI / 4, PI / 4)
|
||||
mob.rotation = direction
|
||||
mob.linear_velocity = Vector2(rand_range(mob.min_speed, mob.max_speed), 0).rotated(direction)
|
||||
|
||||
|
||||
func _on_ScoreTimer_timeout():
|
||||
score += 1
|
||||
$HUD.update_score(score)
|
||||
|
||||
|
||||
func _on_StartTimer_timeout():
|
||||
$MobTimer.start()
|
||||
$ScoreTimer.start()
|
||||
54
2d/dodge_the_creeps/Main.tscn
Normal file
@@ -0,0 +1,54 @@
|
||||
[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]
|
||||
_data = {
|
||||
"points": PoolVector2Array( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 480, 0, 0, 0, 0, 0, 480, 720, 0, 0, 0, 0, 0, 720, 0, 0, 0, 0, 0, 0 )
|
||||
}
|
||||
|
||||
[node name="Main" type="Node"]
|
||||
script = ExtResource( 1 )
|
||||
Mob = ExtResource( 2 )
|
||||
|
||||
[node name="ColorRect" type="ColorRect" parent="."]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
color = Color( 0.219608, 0.372549, 0.380392, 1 )
|
||||
|
||||
[node name="Player" parent="." instance=ExtResource( 3 )]
|
||||
|
||||
[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="Position2D" 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 )]
|
||||
|
||||
[node name="Music" type="AudioStreamPlayer" parent="."]
|
||||
stream = ExtResource( 5 )
|
||||
|
||||
[node name="DeathSound" type="AudioStreamPlayer" parent="."]
|
||||
stream = ExtResource( 6 )
|
||||
[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"]
|
||||
13
2d/dodge_the_creeps/Mob.gd
Normal file
@@ -0,0 +1,13 @@
|
||||
extends RigidBody2D
|
||||
|
||||
#warning-ignore-all:unused_class_variable
|
||||
export var min_speed = 150
|
||||
export var max_speed = 250
|
||||
var mob_types = ["walk", "swim", "fly"]
|
||||
|
||||
func _ready():
|
||||
$AnimatedSprite.animation = mob_types[randi() % mob_types.size()]
|
||||
|
||||
|
||||
func _on_VisibilityNotifier2D_screen_exited():
|
||||
queue_free()
|
||||
53
2d/dodge_the_creeps/Mob.tscn
Normal file
@@ -0,0 +1,53 @@
|
||||
[gd_scene load_steps=10 format=2]
|
||||
|
||||
[ext_resource path="res://Mob.gd" type="Script" id=1]
|
||||
[ext_resource path="res://art/enemyFlyingAlt_1.png" type="Texture" id=2]
|
||||
[ext_resource path="res://art/enemyFlyingAlt_2.png" type="Texture" id=3]
|
||||
[ext_resource path="res://art/enemyWalking_1.png" type="Texture" id=4]
|
||||
[ext_resource path="res://art/enemyWalking_2.png" type="Texture" id=5]
|
||||
[ext_resource path="res://art/enemySwimming_1.png" type="Texture" id=6]
|
||||
[ext_resource path="res://art/enemySwimming_2.png" type="Texture" id=7]
|
||||
|
||||
[sub_resource type="SpriteFrames" id=1]
|
||||
animations = [ {
|
||||
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
|
||||
"loop": true,
|
||||
"name": "fly",
|
||||
"speed": 3.0
|
||||
}, {
|
||||
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
|
||||
"loop": true,
|
||||
"name": "walk",
|
||||
"speed": 4.0
|
||||
}, {
|
||||
"frames": [ ExtResource( 6 ), ExtResource( 7 ) ],
|
||||
"loop": true,
|
||||
"name": "swim",
|
||||
"speed": 4.0
|
||||
} ]
|
||||
|
||||
[sub_resource type="CapsuleShape2D" id=2]
|
||||
radius = 35.2706
|
||||
height = 23.3281
|
||||
|
||||
[node name="Mob" type="RigidBody2D"]
|
||||
collision_mask = 0
|
||||
gravity_scale = 0.0
|
||||
script = ExtResource( 1 )
|
||||
__meta__ = {
|
||||
"_edit_group_": true
|
||||
}
|
||||
|
||||
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
|
||||
scale = Vector2( 0.75, 0.75 )
|
||||
frames = SubResource( 1 )
|
||||
animation = "walk"
|
||||
frame = 1
|
||||
playing = true
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
rotation = 1.5708
|
||||
shape = SubResource( 2 )
|
||||
|
||||
[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="."]
|
||||
[connection signal="screen_exited" from="VisibilityNotifier2D" to="." method="_on_VisibilityNotifier2D_screen_exited"]
|
||||
45
2d/dodge_the_creeps/Player.gd
Normal file
@@ -0,0 +1,45 @@
|
||||
extends Area2D
|
||||
|
||||
signal hit
|
||||
|
||||
export var speed = 400
|
||||
var screen_size
|
||||
|
||||
func _ready():
|
||||
screen_size = get_viewport_rect().size
|
||||
hide()
|
||||
|
||||
|
||||
func _process(delta):
|
||||
var velocity = Vector2()
|
||||
velocity.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
|
||||
velocity.y = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
|
||||
|
||||
if velocity.length() > 0:
|
||||
velocity = velocity.normalized() * speed
|
||||
$AnimatedSprite.play()
|
||||
else:
|
||||
$AnimatedSprite.stop()
|
||||
position += velocity * delta
|
||||
position.x = clamp(position.x, 0, screen_size.x)
|
||||
position.y = clamp(position.y, 0, screen_size.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 start(pos):
|
||||
position = pos
|
||||
show()
|
||||
$CollisionShape2D.disabled = false
|
||||
|
||||
|
||||
func _on_Player_body_entered(_body):
|
||||
hide()
|
||||
emit_signal("hit")
|
||||
$CollisionShape2D.set_deferred("disabled", true)
|
||||
70
2d/dodge_the_creeps/Player.tscn
Normal file
@@ -0,0 +1,70 @@
|
||||
[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]
|
||||
radius = 26.1701
|
||||
height = 14.822
|
||||
|
||||
[sub_resource type="Gradient" id=3]
|
||||
colors = PoolColorArray( 1, 1, 1, 0.501961, 1, 1, 1, 0 )
|
||||
|
||||
[sub_resource type="GradientTexture" id=4]
|
||||
gradient = SubResource( 3 )
|
||||
|
||||
[sub_resource type="Curve" id=5]
|
||||
_data = [ Vector2( 0.00501098, 0.5 ), 0.0, 0.0, 0, 0, Vector2( 0.994989, 0.324 ), 0.0, 0.0, 0, 0 ]
|
||||
|
||||
[sub_resource type="CurveTexture" id=6]
|
||||
curve = SubResource( 5 )
|
||||
|
||||
[sub_resource type="ParticlesMaterial" id=7]
|
||||
flag_disable_z = true
|
||||
gravity = Vector3( 0, 0, 0 )
|
||||
initial_velocity = 1.0
|
||||
orbit_velocity = 0.0
|
||||
orbit_velocity_random = 0.0
|
||||
scale = 0.75
|
||||
scale_curve = SubResource( 6 )
|
||||
color_ramp = SubResource( 4 )
|
||||
|
||||
[node name="Player" type="Area2D"]
|
||||
z_index = 10
|
||||
script = ExtResource( 1 )
|
||||
__meta__ = {
|
||||
"_edit_group_": true
|
||||
}
|
||||
|
||||
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
|
||||
scale = Vector2( 0.5, 0.5 )
|
||||
frames = SubResource( 1 )
|
||||
animation = "right"
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
shape = SubResource( 2 )
|
||||
|
||||
[node name="Trail" type="Particles2D" parent="."]
|
||||
z_index = -1
|
||||
amount = 10
|
||||
speed_scale = 2.0
|
||||
local_coords = false
|
||||
process_material = SubResource( 7 )
|
||||
texture = ExtResource( 2 )
|
||||
[connection signal="body_entered" from="." to="." method="_on_Player_body_entered"]
|
||||
@@ -1,33 +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
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
## Copying
|
||||
|
||||
`art/House In a Forest Loop.ogg` Copyright © 2012 [HorrorPen](https://opengameart.org/users/horrorpen), [CC-BY 3.0: Attribution](https://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](https://creativecommons.org/publicdomain/zero/1.0/). Source: https://www.kenney.nl/assets/abstract-platformer
|
||||
|
||||
Font is "Xolonium". Copyright © 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`.
|
||||
@@ -1,19 +1,15 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://sgfduhhw4pno"
|
||||
path="res://.godot/imported/House In a Forest Loop.ogg-1a6a72ae843ad792b7039931227e8d50.oggvorbisstr"
|
||||
importer="ogg_vorbis"
|
||||
type="AudioStreamOGGVorbis"
|
||||
path="res://.import/House In a Forest Loop.ogg-1a6a72ae843ad792b7039931227e8d50.oggstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://art/House In a Forest Loop.ogg"
|
||||
dest_files=["res://.godot/imported/House In a Forest Loop.ogg-1a6a72ae843ad792b7039931227e8d50.oggvorbisstr"]
|
||||
dest_files=[ "res://.import/House In a Forest Loop.ogg-1a6a72ae843ad792b7039931227e8d50.oggstr" ]
|
||||
|
||||
[params]
|
||||
|
||||
loop=true
|
||||
loop_offset=0.0
|
||||
bpm=0.0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
loop_offset=0
|
||||
|
||||
|
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 2.0 KiB |
@@ -1,9 +1,8 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://dun74wipekpfq"
|
||||
path="res://.godot/imported/enemyFlyingAlt_1.png-559f599b16c69b112c1b53f6332e9489.ctex"
|
||||
type="StreamTexture"
|
||||
path="res://.import/enemyFlyingAlt_1.png-559f599b16c69b112c1b53f6332e9489.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
@@ -11,30 +10,25 @@ metadata={
|
||||
[deps]
|
||||
|
||||
source_file="res://art/enemyFlyingAlt_1.png"
|
||||
dest_files=["res://.godot/imported/enemyFlyingAlt_1.png-559f599b16c69b112c1b53f6332e9489.ctex"]
|
||||
dest_files=[ "res://.import/enemyFlyingAlt_1.png-559f599b16c69b112c1b53f6332e9489.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
flags/repeat=0
|
||||
flags/filter=false
|
||||
flags/mipmaps=false
|
||||
flags/anisotropic=false
|
||||
flags/srgb=2
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
process/HDR_as_SRGB=false
|
||||
process/invert_color=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=true
|
||||
svg/scale=1.0
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://vusf51hepduk"
|
||||
path="res://.godot/imported/enemyFlyingAlt_2.png-31dc7310eda6e1b721224f3cd932c076.ctex"
|
||||
type="StreamTexture"
|
||||
path="res://.import/enemyFlyingAlt_2.png-31dc7310eda6e1b721224f3cd932c076.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
@@ -11,30 +10,25 @@ metadata={
|
||||
[deps]
|
||||
|
||||
source_file="res://art/enemyFlyingAlt_2.png"
|
||||
dest_files=["res://.godot/imported/enemyFlyingAlt_2.png-31dc7310eda6e1b721224f3cd932c076.ctex"]
|
||||
dest_files=[ "res://.import/enemyFlyingAlt_2.png-31dc7310eda6e1b721224f3cd932c076.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
flags/repeat=0
|
||||
flags/filter=false
|
||||
flags/mipmaps=false
|
||||
flags/anisotropic=false
|
||||
flags/srgb=2
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
process/HDR_as_SRGB=false
|
||||
process/invert_color=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=true
|
||||
svg/scale=1.0
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://d182mv7y80xqy"
|
||||
path="res://.godot/imported/enemySwimming_1.png-dd0e11759dc3d624c8a704f6e98a3d80.ctex"
|
||||
type="StreamTexture"
|
||||
path="res://.import/enemySwimming_1.png-dd0e11759dc3d624c8a704f6e98a3d80.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
@@ -11,30 +10,25 @@ metadata={
|
||||
[deps]
|
||||
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compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
flags/repeat=0
|
||||
flags/filter=false
|
||||
flags/mipmaps=false
|
||||
flags/anisotropic=false
|
||||
flags/srgb=2
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
process/HDR_as_SRGB=false
|
||||
process/invert_color=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=true
|
||||
svg/scale=1.0
|
||||
|
||||
BIN
2d/dodge_the_creeps/art/set3_tiles.png
Executable file
|
After Width: | Height: | Size: 5.8 KiB |
34
2d/dodge_the_creeps/art/set3_tiles.png.import
Normal file
@@ -0,0 +1,34 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/set3_tiles.png-7dd06b1fc0bcfaa06e9dd732f61382a2.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://art/set3_tiles.png"
|
||||
dest_files=[ "res://.import/set3_tiles.png-7dd06b1fc0bcfaa06e9dd732f61382a2.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
flags/repeat=0
|
||||
flags/filter=false
|
||||
flags/mipmaps=false
|
||||
flags/anisotropic=false
|
||||
flags/srgb=2
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/HDR_as_SRGB=false
|
||||
process/invert_color=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=true
|
||||
svg/scale=1.0
|
||||
2
2d/dodge_the_creeps/attributions.txt
Normal file
@@ -0,0 +1,2 @@
|
||||
"Abstract Platformer" by kenney.nl is licensed under http://creativecommons.org/publicdomain/zero/1.0/
|
||||
"House in a Forest Loop" by https://opengameart.org/users/horrorpen is licensed under http://creativecommons.org/licenses/by/3.0/
|
||||
7
2d/dodge_the_creeps/default_env.tres
Normal file
@@ -0,0 +1,7 @@
|
||||
[gd_resource type="Environment" load_steps=2 format=2]
|
||||
|
||||
[sub_resource type="ProceduralSky" id=1]
|
||||
|
||||
[resource]
|
||||
background_mode = 2
|
||||
background_sky = SubResource( 1 )
|
||||
0
2d/dodge_the_creeps/fonts/FONTLOG.txt
Normal file → Executable file
@@ -1,36 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="font_data_dynamic"
|
||||
type="FontFile"
|
||||
uid="uid://bgv586r20ps8e"
|
||||
path="res://.godot/imported/Xolonium-Regular.ttf-bc2981e3069cff4c34dd7c8e2bb73fba.fontdata"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://fonts/Xolonium-Regular.ttf"
|
||||
dest_files=["res://.godot/imported/Xolonium-Regular.ttf-bc2981e3069cff4c34dd7c8e2bb73fba.fontdata"]
|
||||
|
||||
[params]
|
||||
|
||||
Rendering=null
|
||||
antialiasing=1
|
||||
generate_mipmaps=false
|
||||
disable_embedded_bitmaps=true
|
||||
multichannel_signed_distance_field=false
|
||||
msdf_pixel_range=8
|
||||
msdf_size=48
|
||||
allow_system_fallback=true
|
||||
force_autohinter=false
|
||||
modulate_color_glyphs=false
|
||||
hinting=1
|
||||
subpixel_positioning=4
|
||||
keep_rounding_remainders=true
|
||||
oversampling=0.0
|
||||
Fallbacks=null
|
||||
fallbacks=[]
|
||||
Compress=null
|
||||
compress=true
|
||||
preload=[]
|
||||
language_support={}
|
||||
script_support={}
|
||||
opentype_features={}
|
||||
@@ -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()
|
||||
@@ -1 +0,0 @@
|
||||
uid://c1g57034r2c0
|
||||
@@ -1,61 +0,0 @@
|
||||
[gd_scene load_steps=5 format=3 uid="uid://b0efehuavobda"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://c1g57034r2c0" path="res://hud.gd" id="1"]
|
||||
[ext_resource type="FontFile" uid="uid://bgv586r20ps8e" 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"]
|
||||
BIN
2d/dodge_the_creeps/icon.png
Normal file
|
After Width: | Height: | Size: 2.2 KiB |
34
2d/dodge_the_creeps/icon.png.import
Normal file
@@ -0,0 +1,34 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://icon.png"
|
||||
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
flags/repeat=0
|
||||
flags/filter=true
|
||||
flags/mipmaps=false
|
||||
flags/anisotropic=false
|
||||
flags/srgb=2
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/HDR_as_SRGB=false
|
||||
process/invert_color=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=true
|
||||
svg/scale=1.0
|
||||
|
Before Width: | Height: | Size: 6.9 KiB |
@@ -1,40 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://dfklrdtaun0xt"
|
||||
path="res://.godot/imported/icon.webp-e94f9a68b0f625a567a797079e4d325f.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://icon.webp"
|
||||
dest_files=["res://.godot/imported/icon.webp-e94f9a68b0f625a567a797079e4d325f.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
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/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
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
|
||||