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master ... 3.4

Author SHA1 Message Date
Aaron Franke
cd242f60fb [3.4] Simplify list of branches in the README (#1255) 2025-10-02 17:01:44 -07:00
Rémi Verschelde
7a4d361d4d Update README for new branches, matches Godot upstream
(cherry picked from commit c0180d20d1)
2023-02-28 18:36:03 +01:00
4012 changed files with 62115 additions and 136444 deletions

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@@ -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

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@@ -1,7 +1,23 @@
<!--
Please target the `master` branch in priority.
PRs can target `3.x` if the same change was done in `master`, or is not relevant there.
Only submit a pull request if all of the following conditions are met:
Relevant fixes are cherry-picked for stable branches as needed by maintainers.
You can mention in the description if the change is compatible with `3.x`.
* It must work with the latest Godot version of the branch you're submitting to.
* It must follow all of the Godot style guides, including the GDScript
style guide and the C# style guide.
* The demo should not be overcomplicated. Simplicity is usually preferred.
* If you are submitting a new demo, please ensure that it includes a
README file similar to the other demos.
* If you are submitting a copy of a demo translated to C# etc:
* Please ensure that there is a good reason to have this demo translated.
We don't want to have multiple copies of every single project.
* Please ensure that the code mirrors the original closely.
* In the project.godot file and in the README, include "with C#" etc in
the title, and also include a link to the original in the README.
-->

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@@ -1,41 +1,23 @@
[preset.0]
name="Web"
platform="Web"
name="HTML5"
platform="HTML5"
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
script_export_mode=1
script_encryption_key=""
[preset.0.options]
custom_template/debug=""
custom_template/release=""
variant/extensions_support=false
variant/thread_support=true
variant/export_type=0
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=true
html/export_icon=true
vram_texture_compression/for_mobile=false
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)
html/full_window_size=true

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@@ -1,38 +1,20 @@
<!-- 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>
<li><code>2d/hdr/</code>: Not supported on HTML5 yet.</li>
<li><code>3d/global_illumination/</code>: Not supported on HTML5 yet (freezes the browser).</li>
<li><code>3d/voxel/</code>: Not supported on HTML5 yet.</li>
<li><code>audio/device_changer/</code>: Not supported on HTML5 due to browser limitations.</li>
<li><code>loading/background_load/</code>: Not supported on HTML5 yet.</li>
<li><code>loading/multiple_threads_loading/</code>: Not supported on HTML5 yet.</li>
<li><code>loading/threads/</code>: Not supported on HTML5 yet.</li>
<li><code>misc/matrix_transform/</code>: Results are only visible in the editor.</li>
<li><code>mobile/android_iap/</code>: Only relevant on native Android.</li>
<li><code>mobile/sensors/</code>: Not supported on HTML5 yet.</li>
<li><code>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>
</ul>
</body>
</html>

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@@ -4,15 +4,13 @@
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Official Godot demos exported to Web</title>
<title>Godot demos exported to HTML5</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) {
@@ -20,9 +18,7 @@
--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);
}
}
@@ -56,11 +52,6 @@
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%);
}
@@ -97,9 +88,6 @@
margin: 20px 10px;
}
.unsupported-demos li {
margin-bottom: 1.5rem;
}
</style>
</head>
@@ -108,21 +96,21 @@
<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
exported to HTML5 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,
The HTML5 exports on this page are provided for demonstration purposes only.
Some of these demos may not function or render correctly on HTML5,
especially on mobile devices.
For best performance, it's recommended to
<a href="https://godotengine.org/download/">download</a> a native editor
<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.
<a href="https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_web.html">Exporting for the Web</a>
documentation for information on exporting your own projects to HTML5.
</p>
<h2>List of demos</h2>

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@@ -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 }}

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@@ -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

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@@ -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
View File

@@ -20,10 +20,3 @@ mono_crash.*.json
.directory
.DS_Store
*~
*.blend1
# Jetbrains IDE files
.idea/
# Ignore addon plugins
3d/sprite3d/addons

View File

@@ -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.*

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@@ -3,6 +3,6 @@
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)
[GDSL](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
Renderers: 4 of them are GLES 3, but most are GLES 2

View File

@@ -9,9 +9,9 @@ in the documentation for more information.
Language: GDScript
Renderer: Compatibility
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2711
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/887
## Screenshots

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@@ -1,9 +1,8 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://b1yd0wl8kt2i7"
path="res://.godot/imported/bullet.png-ff1424653e10246c11e3724e402c519e.ctex"
type="StreamTexture"
path="res://.import/bullet.png-ff1424653e10246c11e3724e402c519e.stex"
metadata={
"vram_texture": false
}
@@ -11,30 +10,26 @@ metadata={
[deps]
source_file="res://bullet.png"
dest_files=["res://.godot/imported/bullet.png-ff1424653e10246c11e3724e402c519e.ctex"]
dest_files=[ "res://.import/bullet.png-ff1424653e10246c11e3724e402c519e.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=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
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
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -1,5 +1,5 @@
extends Node2D
# This demo is an example of controlling a high number of 2D objects with logic
# This demo is an example of controling a high number of 2D objects with logic
# and collision without using nodes in the scene. This technique is a lot more
# efficient than using instancing and nodes, but requires more programming and
# is less visual. Bullets are managed together in the `bullets.gd` script.
@@ -8,81 +8,86 @@ const BULLET_COUNT = 500
const SPEED_MIN = 20
const SPEED_MAX = 80
const bullet_image := preload("res://bullet.png")
const bullet_image = preload("res://bullet.png")
var bullets := []
var shape := RID()
var bullets = []
var shape
class Bullet:
var position := Vector2()
var speed := 1.0
# The body is stored as an RID, which is an "opaque" way to access resources.
var position = Vector2()
var speed = 1.0
# The body is stored as a RID, which is an "opaque" way to access resources.
# With large amounts of objects (thousands or more), it can be significantly
# faster to use RIDs compared to a high-level approach.
var body := RID()
var body = RID()
func _ready() -> void:
shape = PhysicsServer2D.circle_shape_create()
func _ready():
randomize()
shape = Physics2DServer.circle_shape_create()
# Set the collision shape's radius for each bullet in pixels.
PhysicsServer2D.shape_set_data(shape, 8)
Physics2DServer.shape_set_data(shape, 8)
for _i in BULLET_COUNT:
var bullet := Bullet.new()
# Give each bullet its own random speed.
bullet.speed = randf_range(SPEED_MIN, SPEED_MAX)
bullet.body = PhysicsServer2D.body_create()
var bullet = Bullet.new()
# Give each bullet its own speed.
bullet.speed = rand_range(SPEED_MIN, SPEED_MAX)
bullet.body = Physics2DServer.body_create()
PhysicsServer2D.body_set_space(bullet.body, get_world_2d().get_space())
PhysicsServer2D.body_add_shape(bullet.body, shape)
Physics2DServer.body_set_space(bullet.body, get_world_2d().get_space())
Physics2DServer.body_add_shape(bullet.body, shape)
# Don't make bullets check collision with other bullets to improve performance.
PhysicsServer2D.body_set_collision_mask(bullet.body, 0)
# Their collision mask is still configured to the default value, which allows
# bullets to detect collisions with the player.
Physics2DServer.body_set_collision_layer(bullet.body, 0)
# Place bullets randomly on the viewport and move bullets outside the
# play area so that they fade in nicely.
bullet.position = Vector2(
randf_range(0, get_viewport_rect().size.x) + get_viewport_rect().size.x,
randf_range(0, get_viewport_rect().size.y)
)
var transform2d := Transform2D()
rand_range(0, get_viewport_rect().size.x) + get_viewport_rect().size.x,
rand_range(0, get_viewport_rect().size.y)
)
var transform2d = Transform2D()
transform2d.origin = bullet.position
PhysicsServer2D.body_set_state(bullet.body, PhysicsServer2D.BODY_STATE_TRANSFORM, transform2d)
Physics2DServer.body_set_state(bullet.body, Physics2DServer.BODY_STATE_TRANSFORM, transform2d)
bullets.push_back(bullet)
func _process(_delta: float) -> void:
func _process(_delta):
# Order the CanvasItem to update every frame.
queue_redraw()
update()
func _physics_process(delta: float) -> void:
var transform2d := Transform2D()
var offset := get_viewport_rect().size.x + 16
for bullet: Bullet in bullets:
func _physics_process(delta):
var transform2d = Transform2D()
var offset = get_viewport_rect().size.x + 16
for 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.
# The bullet has left the screen; move it back to the right.
bullet.position.x = offset
transform2d.origin = bullet.position
PhysicsServer2D.body_set_state(bullet.body, PhysicsServer2D.BODY_STATE_TRANSFORM, transform2d)
Physics2DServer.body_set_state(bullet.body, Physics2DServer.BODY_STATE_TRANSFORM, transform2d)
# Instead of drawing each bullet individually in a script attached to each bullet,
# 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:
func _draw():
var offset = -bullet_image.get_size() * 0.5
for 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)
func _exit_tree():
for bullet in bullets:
Physics2DServer.free_rid(bullet.body)
PhysicsServer2D.free_rid(shape)
Physics2DServer.free_rid(shape)
bullets.clear()

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View File

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path="res://.import/face_happy.png-38d387d31ec13459f749c93ce3d75d80.stex"
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process/channel_remap/blue=2
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View File

@@ -1,37 +1,33 @@
extends Node2D
# This demo is an example of controlling a high number of 2D objects with logic
# This demo is an example of controling a high number of 2D objects with logic
# and collision without using nodes in the scene. This technique is a lot more
# efficient than using instancing and nodes, but requires more programming and
# is less visual. Bullets are managed together in the `bullets.gd` script.
## The number of bullets currently touched by the player.
var touching: int = 0
# The number of bullets currently touched by the player.
var touching = 0
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
onready var sprite = $AnimatedSprite
func _ready() -> void:
func _ready():
# 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 _input(event):
if event is InputEventMouseMotion:
position = event.position - Vector2(0, 16)
func _on_body_shape_entered(_body_id: RID, _body: Node2D, _body_shape_index: int, _local_shape_index: int) -> void:
# Player got touched by a bullet so sprite changes to sad face.
func _on_body_shape_entered(_body_id, _body, _body_shape, _local_shape):
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:
func _on_body_shape_exited(_body_id, _body, _body_shape, _local_shape):
touching -= 1
# When non of the bullets are touching the player,
# sprite changes to happy face.
if touching == 0:
sprite.frame = 0

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@@ -1 +0,0 @@
uid://eu1k1ulu68o2

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@@ -6,31 +6,35 @@
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="Bullet Shower"
config/description="Demonstrates how to manage large amounts of objects efficiently using low-level Servers."
config/tags=PackedStringArray("2d", "demo", "official", "performance")
run/main_scene="res://shower.tscn"
config/features=PackedStringArray("4.5")
config/icon="res://icon.webp"
[debug]
gdscript/warnings/untyped_declaration=1
config/icon="res://icon.png"
[display]
window/stretch/mode="canvas_items"
window/dpi/allow_hidpi=true
window/stretch/mode="2d"
window/stretch/aspect="expand"
[layer_names]
[physics]
2d_physics/layer_1="Player"
common/enable_pause_aware_picking=true
2d/cell_size=64
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
quality/driver/driver_name="GLES2"
quality/intended_usage/framebuffer_allocation=0
quality/intended_usage/framebuffer_allocation.mobile=0
vram_compression/import_etc=true
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environment/default_clear_color=Color( 0.133333, 0.133333, 0.2, 1 )

View File

@@ -1,40 +1,34 @@
[gd_scene load_steps=7 format=3 uid="uid://dxq1b4cth265d"]
[gd_scene load_steps=7 format=2]
[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"]
[ext_resource path="res://bullets.gd" type="Script" id=2]
[ext_resource path="res://face_happy.png" type="Texture" id=3]
[ext_resource path="res://face_sad.png" type="Texture" id=4]
[ext_resource path="res://player.gd" type="Script" id=5]
[sub_resource type="SpriteFrames" id="1"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": ExtResource("3")
}, {
"duration": 1.0,
"texture": ExtResource("4")
}],
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 3 ), ExtResource( 4 ) ],
"loop": true,
"name": &"default",
"name": "default",
"speed": 5.0
}]
} ]
[sub_resource type="CircleShape2D" id="2"]
[sub_resource type="CircleShape2D" id=2]
radius = 27.0
[node name="Shower" type="Node2D"]
[node name="Bullets" type="Node2D" parent="."]
script = ExtResource("2")
script = ExtResource( 2 )
[node name="Player" type="Area2D" parent="."]
script = ExtResource("5")
script = ExtResource( 5 )
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="Player"]
sprite_frames = SubResource("1")
[node name="AnimatedSprite" type="AnimatedSprite" parent="Player"]
frames = SubResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"]
shape = SubResource("2")
shape = SubResource( 2 )
[connection signal="body_shape_entered" from="Player" to="Player" method="_on_body_shape_entered"]
[connection signal="body_shape_exited" from="Player" to="Player" method="_on_body_shape_exited"]

View File

@@ -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
![Screenshot](screenshots/custom_drawing.webp)

View File

@@ -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
)

View File

@@ -1 +0,0 @@
uid://m1872t0qa0i4

View File

@@ -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()

View File

@@ -1 +0,0 @@
uid://dxbst4jd731sx

View File

@@ -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()

View File

@@ -1 +0,0 @@
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View File

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[ext_resource type="Script" uid="uid://kr0artw8tmec" path="res://rectangles.gd" id="3_yrx86"]
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[ext_resource type="Script" uid="uid://dmgkvc33ohsn1" path="res://textures.gd" id="5_84cac"]
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[ext_resource type="Script" uid="uid://by5ufa6o3liw" path="res://text.gd" id="6_4w081"]
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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()"
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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
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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"]

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@@ -1 +0,0 @@
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Width:  |  Height:  |  Size: 935 B

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[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

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@@ -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())

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uid://bs2i4k2suatwx

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# 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)

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uid://cmgvk2l7icywj

View File

@@ -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)

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@@ -1 +0,0 @@
uid://bavbrayrl4aqv

View File

@@ -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"

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@@ -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())

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@@ -1 +0,0 @@
uid://kr0artw8tmec

Binary file not shown.

Before

Width:  |  Height:  |  Size: 47 KiB

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@@ -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
)

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@@ -1 +0,0 @@
uid://by5ufa6o3liw

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@@ -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
)

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@@ -1 +0,0 @@
uid://dmgkvc33ohsn1

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@@ -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()

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@@ -0,0 +1,61 @@
[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 = "start_game"
[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"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="MessageTimer" type="Timer" parent="."]
one_shot = true
[connection signal="pressed" from="StartButton" to="." method="_on_StartButton_pressed"]
[connection signal="timeout" from="MessageTimer" to="." method="_on_MessageTimer_timeout"]

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@@ -0,0 +1,60 @@
extends Node
export(PackedScene) var mob_scene
var score
func _ready():
randomize()
func game_over():
$ScoreTimer.stop()
$MobTimer.stop()
$HUD.show_game_over()
$Music.stop()
$DeathSound.play()
func new_game():
get_tree().call_group("mobs", "queue_free")
score = 0
$Player.start($StartPosition.position)
$StartTimer.start()
$HUD.update_score(score)
$HUD.show_message("Get Ready")
$Music.play()
func _on_MobTimer_timeout():
# Create a new instance of the Mob scene.
var mob = mob_scene.instance()
# Choose a random location on Path2D.
var mob_spawn_location = get_node("MobPath/MobSpawnLocation")
mob_spawn_location.offset = randi()
# Set the mob's direction perpendicular to the path direction.
var direction = mob_spawn_location.rotation + PI / 2
# Set the mob's position to a random location.
mob.position = mob_spawn_location.position
# Add some randomness to the direction.
direction += rand_range(-PI / 4, PI / 4)
mob.rotation = direction
# Choose the velocity for the mob.
var velocity = Vector2(rand_range(150.0, 250.0), 0.0)
mob.linear_velocity = velocity.rotated(direction)
# Spawn the mob by adding it to the Main scene.
add_child(mob)
func _on_ScoreTimer_timeout():
score += 1
$HUD.update_score(score)
func _on_StartTimer_timeout():
$MobTimer.start()
$ScoreTimer.start()

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@@ -0,0 +1,58 @@
[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_scene = 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 )
__meta__ = {
"_edit_use_anchors_": false
}
[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"]

View File

@@ -0,0 +1,10 @@
extends RigidBody2D
func _ready():
$AnimatedSprite.playing = true
var mob_types = $AnimatedSprite.frames.get_animation_names()
$AnimatedSprite.animation = mob_types[randi() % mob_types.size()]
func _on_VisibilityNotifier2D_screen_exited():
queue_free()

View File

@@ -0,0 +1,52 @@
[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( 6 ), ExtResource( 7 ) ],
"loop": true,
"name": "swim",
"speed": 4.0
}, {
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
"loop": true,
"name": "walk",
"speed": 4.0
} ]
[sub_resource type="CapsuleShape2D" id=2]
radius = 35.2706
height = 23.3281
[node name="Mob" type="RigidBody2D" groups=["mobs"]]
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"
[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"]

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@@ -0,0 +1,53 @@
extends Area2D
signal hit
export var speed = 400 # How fast the player will move (pixels/sec).
var screen_size # Size of the game window.
func _ready():
screen_size = get_viewport_rect().size
hide()
func _process(delta):
var velocity = Vector2.ZERO # The player's movement vector.
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if Input.is_action_pressed("move_down"):
velocity.y += 1
if Input.is_action_pressed("move_up"):
velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$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() # Player disappears after being hit.
emit_signal("hit")
# Must be deferred as we can't change physics properties on a physics callback.
$CollisionShape2D.set_deferred("disabled", true)

View File

@@ -0,0 +1,71 @@
[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"]

View File

@@ -10,13 +10,13 @@ consider following the tutorial in the documentation.
Language: GDScript
Renderer: Compatibility
Renderer: GLES 3 (particles are not available in GLES 2)
> [!NOTE]
>
> There is a C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/dodge_the_creeps).
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
Note: There is a GDNative C++ version available [here](https://github.com/godotengine/gdnative-demos/tree/master/cpp/dodge_the_creeps).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/515
## Screenshots
@@ -26,8 +26,8 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
## Copying
`art/House In a Forest Loop.ogg` Copyright &copy; 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
`art/House In a Forest Loop.ogg` Copyright &copy; 2012 [HorrorPen](https://opengameart.org/users/horrorpen), [CC-BY 3.0: Attribution](http://creativecommons.org/licenses/by/3.0/). Source: https://opengameart.org/content/loop-house-in-a-forest
Images are from "Abstract Platformer". Created in 2016 by kenney.nl, [CC0 1.0 Universal](https://creativecommons.org/publicdomain/zero/1.0/). Source: https://www.kenney.nl/assets/abstract-platformer
Images are from "Abstract Platformer". Created in 2016 by kenney.nl, [CC0 1.0 Universal](http://creativecommons.org/publicdomain/zero/1.0/). Source: https://www.kenney.nl/assets/abstract-platformer
Font is "Xolonium". Copyright &copy; 2011-2016 Severin Meyer <sev.ch@web.de>, with Reserved Font Name Xolonium, SIL open font license version 1.1. Details are in `fonts/LICENSE.txt`.

View File

@@ -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

View File

@@ -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 +10,26 @@ 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/HDR_as_SRGB=false
process/invert_color=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
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -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 +10,26 @@ 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/HDR_as_SRGB=false
process/invert_color=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
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -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={
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extends CanvasLayer
signal start_game
func show_message(text):
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show_message("Game Over")
await $MessageTimer.timeout
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extends Node
@export var mob_scene: PackedScene
var score
func game_over():
$ScoreTimer.stop()
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$HUD.show_game_over()
$Music.stop()
$DeathSound.play()
func new_game():
get_tree().call_group(&"mobs", &"queue_free")
score = 0
$Player.start($StartPosition.position)
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# Create a new instance of the Mob scene.
var mob = mob_scene.instantiate()
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var mob_spawn_location = get_node(^"MobPath/MobSpawnLocation")
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[ext_resource type="PackedScene" uid="uid://cao351pllxqpa" path="res://mob.tscn" id="2_50pww"]
[ext_resource type="PackedScene" uid="uid://bwhlkliwp13p4" path="res://player.tscn" id="3_veqnc"]
[ext_resource type="PackedScene" uid="uid://b0efehuavobda" path="res://hud.tscn" id="4_0qnje"]
[ext_resource type="AudioStream" uid="uid://sgfduhhw4pno" path="res://art/House In a Forest Loop.ogg" id="5_55d8h"]
[ext_resource type="AudioStream" uid="uid://td2mgko63p61" path="res://art/gameover.wav" id="6_hp1r0"]
[sub_resource type="Curve2D" id="1"]
_data = {
"points": PackedVector2Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 480, 0, 0, 0, 0, 0, 480, 720, 0, 0, 0, 0, 0, 720, 0, 0, 0, 0, 0, 0)
}
point_count = 5
[node name="Main" type="Node"]
script = ExtResource("1_0r6n5")
mob_scene = ExtResource("2_50pww")
[node name="ColorRect" type="ColorRect" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0.219608, 0.372549, 0.380392, 1)
[node name="Player" parent="." instance=ExtResource("3_veqnc")]
[node name="MobTimer" type="Timer" parent="."]
wait_time = 0.5
[node name="ScoreTimer" type="Timer" parent="."]
[node name="StartTimer" type="Timer" parent="."]
wait_time = 2.0
one_shot = true
[node name="StartPosition" type="Marker2D" parent="."]
position = Vector2(240, 450)
[node name="MobPath" type="Path2D" parent="."]
curve = SubResource("1")
[node name="MobSpawnLocation" type="PathFollow2D" parent="MobPath"]
[node name="HUD" parent="." instance=ExtResource("4_0qnje")]
[node name="Music" type="AudioStreamPlayer" parent="."]
stream = ExtResource("5_55d8h")
[node name="DeathSound" type="AudioStreamPlayer" parent="."]
stream = ExtResource("6_hp1r0")
[connection signal="hit" from="Player" to="." method="game_over"]
[connection signal="timeout" from="MobTimer" to="." method="_on_MobTimer_timeout"]
[connection signal="timeout" from="ScoreTimer" to="." method="_on_ScoreTimer_timeout"]
[connection signal="timeout" from="StartTimer" to="." method="_on_StartTimer_timeout"]
[connection signal="start_game" from="HUD" to="." method="new_game"]

View File

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

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@@ -1 +0,0 @@
uid://cypxpb8arjrqt

View File

@@ -1,67 +0,0 @@
[gd_scene load_steps=10 format=3 uid="uid://cao351pllxqpa"]
[ext_resource type="Script" uid="uid://cypxpb8arjrqt" path="res://mob.gd" id="1"]
[ext_resource type="Texture2D" uid="uid://dun74wipekpfq" path="res://art/enemyFlyingAlt_1.png" id="2"]
[ext_resource type="Texture2D" uid="uid://vusf51hepduk" path="res://art/enemyFlyingAlt_2.png" id="3"]
[ext_resource type="Texture2D" uid="uid://dgwhuvn7qb4iy" path="res://art/enemyWalking_1.png" id="4"]
[ext_resource type="Texture2D" uid="uid://dyw702efe6meu" path="res://art/enemyWalking_2.png" id="5"]
[ext_resource type="Texture2D" uid="uid://d182mv7y80xqy" path="res://art/enemySwimming_1.png" id="6"]
[ext_resource type="Texture2D" uid="uid://dmgglhdyowipd" path="res://art/enemySwimming_2.png" id="7"]
[sub_resource type="SpriteFrames" id="1"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": ExtResource("2")
}, {
"duration": 1.0,
"texture": ExtResource("3")
}],
"loop": true,
"name": &"fly",
"speed": 3.0
}, {
"frames": [{
"duration": 1.0,
"texture": ExtResource("6")
}, {
"duration": 1.0,
"texture": ExtResource("7")
}],
"loop": true,
"name": &"swim",
"speed": 4.0
}, {
"frames": [{
"duration": 1.0,
"texture": ExtResource("4")
}, {
"duration": 1.0,
"texture": ExtResource("5")
}],
"loop": true,
"name": &"walk",
"speed": 4.0
}]
[sub_resource type="CapsuleShape2D" id="2"]
radius = 37.0
height = 100.0
[node name="Mob" type="RigidBody2D" groups=["mobs"]]
collision_mask = 0
gravity_scale = 0.0
script = ExtResource("1")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
scale = Vector2(0.75, 0.75)
sprite_frames = SubResource("1")
animation = &"walk"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
rotation = 1.5708
shape = SubResource("2")
[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="."]
[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_VisibilityNotifier2D_screen_exited"]

View File

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

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@@ -1 +0,0 @@
uid://6s0lxctks3qn

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@@ -1,75 +0,0 @@
[gd_scene load_steps=13 format=3 uid="uid://bwhlkliwp13p4"]
[ext_resource type="Script" uid="uid://6s0lxctks3qn" path="res://player.gd" id="1"]
[ext_resource type="Texture2D" uid="uid://b2aofu01vxvea" path="res://art/playerGrey_walk1.png" id="2"]
[ext_resource type="Texture2D" uid="uid://ddjou2q6gxlfr" path="res://art/playerGrey_walk2.png" id="3"]
[ext_resource type="Texture2D" uid="uid://bcow5c46vixno" path="res://art/playerGrey_up1.png" id="4"]
[ext_resource type="Texture2D" uid="uid://dw3lwgwhpbfx8" path="res://art/playerGrey_up2.png" id="5"]
[sub_resource type="SpriteFrames" id="1"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": ExtResource("2")
}, {
"duration": 1.0,
"texture": ExtResource("3")
}],
"loop": true,
"name": &"right",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": ExtResource("4")
}, {
"duration": 1.0,
"texture": ExtResource("5")
}],
"loop": true,
"name": &"up",
"speed": 5.0
}]
[sub_resource type="CapsuleShape2D" id="2"]
radius = 27.0
height = 68.0
[sub_resource type="Gradient" id="3"]
colors = PackedColorArray(1, 1, 1, 0.501961, 1, 1, 1, 0)
[sub_resource type="GradientTexture1D" id="4"]
gradient = SubResource("3")
[sub_resource type="Curve" id="5"]
_data = [Vector2(0.00501098, 0.5), 0.0, 0.0, 0, 0, Vector2(0.994989, 0.324), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="6"]
curve = SubResource("5")
[sub_resource type="ParticleProcessMaterial" id="7"]
gravity = Vector3(0, 0, 0)
scale_curve = SubResource("6")
color_ramp = SubResource("4")
[node name="Player" type="Area2D"]
z_index = 10
script = ExtResource("1")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
scale = Vector2(0.5, 0.5)
sprite_frames = SubResource("1")
animation = &"right"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("2")
[node name="Trail" type="GPUParticles2D" parent="."]
z_index = -1
amount = 10
texture = ExtResource("2")
speed_scale = 2.0
process_material = SubResource("7")
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

View File

@@ -6,7 +6,7 @@
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
config_version=4
[application]
@@ -17,61 +17,52 @@ and avoid the enemies for as long as possible.
This is a finished version of the game featured in the 'Your first 2D game'
tutorial in the documentation. For more details, consider
following the tutorial in the documentation."
config/tags=PackedStringArray("2d", "demo", "official")
run/main_scene="res://main.tscn"
config/features=PackedStringArray("4.5")
config/icon="res://icon.webp"
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"
[display]
window/size/viewport_width=480
window/size/viewport_height=720
window/size/window_width_override=480
window/size/window_height_override=720
window/stretch/mode="canvas_items"
window/size/width=480
window/size/height=720
window/stretch/mode="2d"
window/stretch/aspect="keep"
[input]
move_left={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
]
]
}
move_right={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
]
]
}
move_up={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
]
]
}
move_down={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
]
]
}
start_game={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194309,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777221,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

View File

@@ -1,20 +0,0 @@
# Dynamic TileMap Layers
Example of how to make a fake wall using TileMap's
`_tile_data_runtime_update()` method. It shows how
to disable collisions per layer.
Language: GDScript
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2713
## Note
The new TileMapLayer introduced in Godot 4.3 allows disabling collisions for a layer dynamically using a checkbox in the inspector.
For earlier Godot versions use the procedure described here.
## Screenshots
![Screenshot](screenshots/fake_wall.png)

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mipmaps/generate=false
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/channel_remap/alpha=3
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process/hdr_as_srgb=false
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@@ -1,51 +0,0 @@
extends TileMapLayer
# You can have multiple layers if you make this an array.
var player_in_secret: bool = false
var layer_alpha := 1.0
func _ready() -> void:
set_process(false)
func _process(delta: float) -> void:
if player_in_secret:
if layer_alpha > 0.3:
# Animate the layer transparency.
layer_alpha = move_toward(layer_alpha, 0.3, delta)
self_modulate = Color(1, 1, 1, layer_alpha)
else:
set_process(false)
else:
if layer_alpha < 1.0:
layer_alpha = move_toward(layer_alpha, 1.0, delta)
self_modulate = Color(1, 1, 1, layer_alpha)
else:
set_process(false)
func _use_tile_data_runtime_update(_coords: Vector2i) -> bool:
return true
func _tile_data_runtime_update(_coords: Vector2i, tile_data: TileData) -> void:
# Remove collision for secret layer.
tile_data.set_collision_polygons_count(0, 0)
func _on_secret_detector_body_entered(body: Node2D) -> void:
if body is not CharacterBody2D:
# Detect the player only.
return
player_in_secret = true
set_process(true)
func _on_secret_detector_body_exited(body: Node2D) -> void:
if body is not CharacterBody2D:
return
player_in_secret = false
set_process(true)

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@@ -1 +0,0 @@
uid://bu8761rfem0qo

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@@ -1,32 +0,0 @@
extends CharacterBody2D
const WALK_FORCE = 600
const WALK_MAX_SPEED = 200
const STOP_FORCE = 1300
const JUMP_SPEED = 200
@onready var gravity: float = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta: float) -> void:
# Horizontal movement code. First, get the player's input.
var walk := WALK_FORCE * (Input.get_axis(&"move_left", &"move_right"))
# Slow down the player if they're not trying to move.
if abs(walk) < WALK_FORCE * 0.2:
# The velocity, slowed down a bit, and then reassigned.
velocity.x = move_toward(velocity.x, 0, STOP_FORCE * delta)
else:
velocity.x += walk * delta
# Clamp to the maximum horizontal movement speed.
velocity.x = clamp(velocity.x, -WALK_MAX_SPEED, WALK_MAX_SPEED)
# Vertical movement code. Apply gravity.
velocity.y += gravity * delta
# Move based on the velocity and snap to the ground.
# TODO: This information should be set to the CharacterBody properties instead of arguments: snap, Vector2.DOWN, Vector2.UP
# TODO: Rename velocity to linear_velocity in the rest of the script.
move_and_slide()
# Check for jumping. is_on_floor() must be called after movement code.
if is_on_floor() and Input.is_action_just_pressed(&"jump"):
velocity.y = -JUMP_SPEED

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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

View File

@@ -1,17 +0,0 @@
[gd_scene load_steps=4 format=3 uid="uid://dpgskpm8nrjyt"]
[ext_resource type="Script" uid="uid://brtb2376s322w" path="res://player/player.gd" id="1"]
[ext_resource type="Texture2D" uid="uid://gewi7do50xix" path="res://player/player.png" id="2"]
[sub_resource type="RectangleShape2D" id="1"]
size = Vector2(14, 14)
[node name="Player" type="CharacterBody2D"]
script = ExtResource("1")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("2")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(-0.315559, 0.157784)
shape = SubResource("1")

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