Add starter project sources and assets

This commit is contained in:
Yuri Sizov
2023-04-25 13:27:42 +02:00
parent 4c54bad662
commit fb9b1d5f5c
139 changed files with 11062 additions and 1 deletions

View File

@@ -10,7 +10,7 @@ All contributors are welcome to help on the Godot documentation. Please familiar
2. [Content guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/content_guidelines.html)
3. [Writing guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/docs_writing_guidelines.html)
GDScript sources in this repository must follow the [GDScript style guide](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_styleguide.html). Assets in this repository must be compatible with the license of the repository.
GDScript sources in this repository must follow the [GDScript style guide](https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_styleguide.html). Assets in this repository must be compatible with the license of the repository.
## License

View File

@@ -0,0 +1,11 @@
extends CharacterBody2D
@export var speed = 400
func get_input():
var input_direction = Input.get_vector("left", "right", "up", "down")
velocity = input_direction * speed
func _physics_process(delta):
get_input()
move_and_slide()

View File

@@ -0,0 +1,19 @@
[gd_scene load_steps=4 format=3 uid="uid://b65rnkp1thxca"]
[ext_resource type="Script" path="res://8_way.gd" id="1_534hd"]
[ext_resource type="Texture2D" uid="uid://cxhki5gsl6umc" path="res://icon.svg" id="1_qsuh5"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_sb80o"]
size = Vector2(126, 128)
[node name="8way" type="CharacterBody2D"]
position = Vector2(568, 315)
motion_mode = 1
script = ExtResource("1_534hd")
metadata/_edit_group_ = true
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_qsuh5")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_sb80o")

View File

@@ -0,0 +1,5 @@
# 2D movement project starter
Used by the "2D movement overview" tutorial:
https://docs.godotengine.org/en/latest/tutorials/2d/2d_movement.html

View File

@@ -0,0 +1,15 @@
extends CharacterBody2D
@export var speed = 400
var target = position
func _input(event):
if event.is_action_pressed("click"):
target = get_global_mouse_position()
func _physics_process(delta):
velocity = position.direction_to(target) * speed
# look_at(target)
if position.distance_to(target) > 10:
move_and_slide()

View File

@@ -0,0 +1,19 @@
[gd_scene load_steps=4 format=3 uid="uid://bcxaw6j7oe1je"]
[ext_resource type="Script" path="res://click_and_move.gd" id="1_q217u"]
[ext_resource type="Texture2D" uid="uid://cxhki5gsl6umc" path="res://icon.svg" id="2_d18ul"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_sb80o"]
size = Vector2(126, 128)
[node name="ClickAndMove" type="CharacterBody2D"]
position = Vector2(568, 315)
motion_mode = 1
script = ExtResource("1_q217u")
metadata/_edit_group_ = true
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("2_d18ul")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_sb80o")

View File

@@ -0,0 +1 @@
<svg height="128" width="128" xmlns="http://www.w3.org/2000/svg"><g transform="translate(32 32)"><path d="m-16-32c-8.86 0-16 7.13-16 15.99v95.98c0 8.86 7.13 15.99 16 15.99h96c8.86 0 16-7.13 16-15.99v-95.98c0-8.85-7.14-15.99-16-15.99z" fill="#363d52"/><path d="m-16-32c-8.86 0-16 7.13-16 15.99v95.98c0 8.86 7.13 15.99 16 15.99h96c8.86 0 16-7.13 16-15.99v-95.98c0-8.85-7.14-15.99-16-15.99zm0 4h96c6.64 0 12 5.35 12 11.99v95.98c0 6.64-5.35 11.99-12 11.99h-96c-6.64 0-12-5.35-12-11.99v-95.98c0-6.64 5.36-11.99 12-11.99z" fill-opacity=".4"/></g><g stroke-width="9.92746" transform="matrix(.10073078 0 0 .10073078 12.425923 2.256365)"><path d="m0 0s-.325 1.994-.515 1.976l-36.182-3.491c-2.879-.278-5.115-2.574-5.317-5.459l-.994-14.247-27.992-1.997-1.904 12.912c-.424 2.872-2.932 5.037-5.835 5.037h-38.188c-2.902 0-5.41-2.165-5.834-5.037l-1.905-12.912-27.992 1.997-.994 14.247c-.202 2.886-2.438 5.182-5.317 5.46l-36.2 3.49c-.187.018-.324-1.978-.511-1.978l-.049-7.83 30.658-4.944 1.004-14.374c.203-2.91 2.551-5.263 5.463-5.472l38.551-2.75c.146-.01.29-.016.434-.016 2.897 0 5.401 2.166 5.825 5.038l1.959 13.286h28.005l1.959-13.286c.423-2.871 2.93-5.037 5.831-5.037.142 0 .284.005.423.015l38.556 2.75c2.911.209 5.26 2.562 5.463 5.472l1.003 14.374 30.645 4.966z" fill="#fff" transform="matrix(4.162611 0 0 -4.162611 919.24059 771.67186)"/><path d="m0 0v-47.514-6.035-5.492c.108-.001.216-.005.323-.015l36.196-3.49c1.896-.183 3.382-1.709 3.514-3.609l1.116-15.978 31.574-2.253 2.175 14.747c.282 1.912 1.922 3.329 3.856 3.329h38.188c1.933 0 3.573-1.417 3.855-3.329l2.175-14.747 31.575 2.253 1.115 15.978c.133 1.9 1.618 3.425 3.514 3.609l36.182 3.49c.107.01.214.014.322.015v4.711l.015.005v54.325c5.09692 6.4164715 9.92323 13.494208 13.621 19.449-5.651 9.62-12.575 18.217-19.976 26.182-6.864-3.455-13.531-7.369-19.828-11.534-3.151 3.132-6.7 5.694-10.186 8.372-3.425 2.751-7.285 4.768-10.946 7.118 1.09 8.117 1.629 16.108 1.846 24.448-9.446 4.754-19.519 7.906-29.708 10.17-4.068-6.837-7.788-14.241-11.028-21.479-3.842.642-7.702.88-11.567.926v.006c-.027 0-.052-.006-.075-.006-.024 0-.049.006-.073.006v-.006c-3.872-.046-7.729-.284-11.572-.926-3.238 7.238-6.956 14.642-11.03 21.479-10.184-2.264-20.258-5.416-29.703-10.17.216-8.34.755-16.331 1.848-24.448-3.668-2.35-7.523-4.367-10.949-7.118-3.481-2.678-7.036-5.24-10.188-8.372-6.297 4.165-12.962 8.079-19.828 11.534-7.401-7.965-14.321-16.562-19.974-26.182 4.4426579-6.973692 9.2079702-13.9828876 13.621-19.449z" fill="#478cbf" transform="matrix(4.162611 0 0 -4.162611 104.69892 525.90697)"/><path d="m0 0-1.121-16.063c-.135-1.936-1.675-3.477-3.611-3.616l-38.555-2.751c-.094-.007-.188-.01-.281-.01-1.916 0-3.569 1.406-3.852 3.33l-2.211 14.994h-31.459l-2.211-14.994c-.297-2.018-2.101-3.469-4.133-3.32l-38.555 2.751c-1.936.139-3.476 1.68-3.611 3.616l-1.121 16.063-32.547 3.138c.015-3.498.06-7.33.06-8.093 0-34.374 43.605-50.896 97.781-51.086h.066.067c54.176.19 97.766 16.712 97.766 51.086 0 .777.047 4.593.063 8.093z" fill="#478cbf" transform="matrix(4.162611 0 0 -4.162611 784.07144 817.24284)"/><path d="m0 0c0-12.052-9.765-21.815-21.813-21.815-12.042 0-21.81 9.763-21.81 21.815 0 12.044 9.768 21.802 21.81 21.802 12.048 0 21.813-9.758 21.813-21.802" fill="#fff" transform="matrix(4.162611 0 0 -4.162611 389.21484 625.67104)"/><path d="m0 0c0-7.994-6.479-14.473-14.479-14.473-7.996 0-14.479 6.479-14.479 14.473s6.483 14.479 14.479 14.479c8 0 14.479-6.485 14.479-14.479" fill="#414042" transform="matrix(4.162611 0 0 -4.162611 367.36686 631.05679)"/><path d="m0 0c-3.878 0-7.021 2.858-7.021 6.381v20.081c0 3.52 3.143 6.381 7.021 6.381s7.028-2.861 7.028-6.381v-20.081c0-3.523-3.15-6.381-7.028-6.381" fill="#fff" transform="matrix(4.162611 0 0 -4.162611 511.99336 724.73954)"/><path d="m0 0c0-12.052 9.765-21.815 21.815-21.815 12.041 0 21.808 9.763 21.808 21.815 0 12.044-9.767 21.802-21.808 21.802-12.05 0-21.815-9.758-21.815-21.802" fill="#fff" transform="matrix(4.162611 0 0 -4.162611 634.78706 625.67104)"/><path d="m0 0c0-7.994 6.477-14.473 14.471-14.473 8.002 0 14.479 6.479 14.479 14.473s-6.477 14.479-14.479 14.479c-7.994 0-14.471-6.485-14.471-14.479" fill="#414042" transform="matrix(4.162611 0 0 -4.162611 656.64056 631.05679)"/></g></svg>

After

Width:  |  Height:  |  Size: 4.1 KiB

View File

@@ -0,0 +1,37 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cxhki5gsl6umc"
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/lossy_quality=0.7
compress/hdr_compression=1
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/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

View File

@@ -0,0 +1,51 @@
; 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="2d_movement_demo"
config/features=PackedStringArray("4.0", "Forward Plus")
config/icon="res://icon.svg"
[display]
window/dpi/allow_hidpi=false
[input]
left={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"unicode":0,"echo":false,"script":null)
]
}
right={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"unicode":0,"echo":false,"script":null)
]
}
up={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"unicode":0,"echo":false,"script":null)
]
}
down={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"unicode":0,"echo":false,"script":null)
]
}
click={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"pressed":false,"double_click":false,"script":null)
]
}

View File

@@ -0,0 +1,15 @@
extends CharacterBody2D
@export var speed = 400
@export var rotation_speed = 1.5
var rotation_direction = 0
func get_input():
rotation_direction = Input.get_axis("left", "right")
velocity = transform.x * Input.get_axis("down", "up") * speed
func _physics_process(delta):
get_input()
rotation += rotation_direction * rotation_speed * delta
move_and_slide()

View File

@@ -0,0 +1,19 @@
[gd_scene load_steps=4 format=3 uid="uid://bp3xg7tt6xx34"]
[ext_resource type="Script" path="res://rotate_and_move.gd" id="1_mhtxi"]
[ext_resource type="Texture2D" uid="uid://cxhki5gsl6umc" path="res://icon.svg" id="2_1tsi0"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_sb80o"]
size = Vector2(126, 128)
[node name="RotateAndMove" type="CharacterBody2D"]
position = Vector2(568, 315)
motion_mode = 1
script = ExtResource("1_mhtxi")
metadata/_edit_group_ = true
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("2_1tsi0")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_sb80o")

View File

@@ -0,0 +1,11 @@
extends CharacterBody2D
@export var speed = 400
func get_input():
look_at(get_global_mouse_position())
velocity = transform.x * Input.get_axis("down", "up") * speed
func _physics_process(delta):
get_input()
move_and_slide()

View File

@@ -0,0 +1,19 @@
[gd_scene load_steps=4 format=3 uid="uid://dugbflh5on07l"]
[ext_resource type="Script" path="res://rotate_and_move_mouse.gd" id="1_14d5y"]
[ext_resource type="Texture2D" uid="uid://cxhki5gsl6umc" path="res://icon.svg" id="2_dou2p"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_sb80o"]
size = Vector2(126, 128)
[node name="RotateAndMoveMouse" type="CharacterBody2D"]
position = Vector2(568, 315)
motion_mode = 1
script = ExtResource("1_14d5y")
metadata/_edit_group_ = true
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("2_dou2p")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_sb80o")

View File

@@ -0,0 +1,5 @@
# 2D sprite animation assets
Used by the "2D sprite animation" tutorial:
https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html

Binary file not shown.

After

Width:  |  Height:  |  Size: 893 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 885 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 800 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 749 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 895 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 879 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 835 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 760 B

View File

@@ -0,0 +1,5 @@
extends RigidBody2D
func _on_VisibilityNotifier2D_screen_exited():
queue_free()

View File

@@ -0,0 +1,26 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://Ball.gd" type="Script" id=1]
[ext_resource path="res://assets/ballBlue_09.png" type="Texture" id=2]
[sub_resource type="PhysicsMaterial" id=2]
friction = 0.1
bounce = 0.25
[sub_resource type="CircleShape2D" id=1]
radius = 14.8321
[node name="Ball" type="RigidBody2D"]
physics_material_override = SubResource( 2 )
gravity_scale = 5.0
script = ExtResource( 1 )
[node name="Sprite" type="Sprite" parent="."]
scale = Vector2( 0.2, 0.2 )
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="."]
[connection signal="screen_exited" from="VisibilityNotifier2D" to="." method="_on_VisibilityNotifier2D_screen_exited"]

View File

@@ -0,0 +1,5 @@
# Area2D project starter
Used by the "Using Area2D" tutorial:
https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html

View File

@@ -0,0 +1,21 @@
extends Node2D
var Ball = load("res://Ball.tscn")
func _draw():
# Draw shaded regions to show the areas.
draw_circle($Point.position, $Point/CollisionShape2D.shape.radius,
Color(1, 1, 1, 0.1))
var s = $Antigrav/CollisionShape2D.shape.extents
draw_rect(Rect2($Antigrav.position-s, s * 2), Color(1, 1, 0, 0.1))
s = $Slow/CollisionShape2D.shape.extents
draw_rect(Rect2($Slow.position-s, s * 2), Color(0, 1, 1, 0.1))
func _unhandled_input(event):
if event is InputEventMouseButton and event.pressed:
if event.button_index == BUTTON_LEFT:
var b = Ball.instance()
b.position = event.position
add_child(b)

View File

@@ -0,0 +1,104 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://World.gd" type="Script" id=1]
[ext_resource path="res://assets/Roboto-Bold.ttf" type="DynamicFontData" id=2]
[sub_resource type="RectangleShape2D" id=2]
extents = Vector2( 151.758, 151.815 )
[sub_resource type="RectangleShape2D" id=3]
extents = Vector2( 151.758, 94.5276 )
[sub_resource type="CircleShape2D" id=4]
radius = 225.0
[sub_resource type="DynamicFont" id=5]
size = 24
font_data = ExtResource( 2 )
[sub_resource type="DynamicFont" id=6]
size = 48
font_data = ExtResource( 2 )
[node name="World" type="Node2D"]
script = ExtResource( 1 )
[node name="Antigrav" type="Area2D" parent="."]
editor/display_folded = true
position = Vector2( 899.202, 468.526 )
space_override = 3
gravity_vec = Vector2( 0, -1 )
__meta__ = {
"_edit_group_": true
}
[node name="CollisionShape2D" type="CollisionShape2D" parent="Antigrav"]
shape = SubResource( 2 )
[node name="Slow" type="Area2D" parent="."]
editor/display_folded = true
position = Vector2( 590.261, 516.606 )
space_override = 3
linear_damp = 10.0
__meta__ = {
"_edit_group_": true
}
[node name="CollisionShape2D" type="CollisionShape2D" parent="Slow"]
shape = SubResource( 3 )
[node name="Point" type="Area2D" parent="."]
editor/display_folded = true
position = Vector2( 239.378, 288.481 )
space_override = 3
gravity_point = true
gravity_vec = Vector2( 0, 0 )
linear_damp = 0.0
__meta__ = {
"_edit_group_": true
}
[node name="CollisionShape2D" type="CollisionShape2D" parent="Point"]
shape = SubResource( 4 )
[node name="Label" type="Label" parent="."]
margin_left = 597.422
margin_top = 67.5169
margin_right = 790.422
margin_bottom = 96.5169
custom_fonts/font = SubResource( 5 )
text = "Click to add a ball"
[node name="Label5" type="Label" parent="."]
anchor_left = 0.5
anchor_right = 0.5
margin_left = 272.555
margin_top = 11.2528
margin_right = 793.555
margin_bottom = 68.2528
custom_fonts/font = SubResource( 6 )
text = "Area Override Examples"
[node name="Label2" type="Label" parent="."]
margin_left = 172.885
margin_top = 516.621
margin_right = 308.885
margin_bottom = 545.621
custom_fonts/font = SubResource( 5 )
text = "Point gravity"
[node name="Label3" type="Label" parent="."]
margin_left = 793.836
margin_top = 560.609
margin_right = 960.836
margin_bottom = 589.609
custom_fonts/font = SubResource( 5 )
text = "Reverse gravity"
[node name="Label4" type="Label" parent="."]
margin_left = 519.391
margin_top = 562.527
margin_right = 656.391
margin_bottom = 591.527
custom_fonts/font = SubResource( 5 )
text = "Linear Damp"

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.6 KiB

View File

@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/ballBlue_09.png-c0bf5b440aad02f790810494f82deb20.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/ballBlue_09.png"
dest_files=[ "res://.import/ballBlue_09.png-c0bf5b440aad02f790810494f82deb20.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=false
svg/scale=1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.0 KiB

View File

@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/coin_06.png-68534832945e7874cb02aa1ed58314f9.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/coin_06.png"
dest_files=[ "res://.import/coin_06.png-68534832945e7874cb02aa1ed58314f9.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -0,0 +1,7 @@
[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
[resource]
background_mode = 2
background_sky = SubResource( 1 )

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.4 KiB

View File

@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -0,0 +1,47 @@
; 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=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="using_area_2d"
run/main_scene="res://World.tscn"
config/icon="res://icon.png"
[importer_defaults]
texture={
"compress/bptc_ldr": 0,
"compress/hdr_mode": 0,
"compress/lossy_quality": 0.7,
"compress/mode": 0,
"compress/normal_map": 0,
"detect_3d": false,
"flags/anisotropic": false,
"flags/filter": false,
"flags/mipmaps": false,
"flags/repeat": 0,
"flags/srgb": 2,
"process/HDR_as_SRGB": false,
"process/fix_alpha_border": true,
"process/invert_color": false,
"process/premult_alpha": false,
"size_limit": 0,
"stream": false,
"svg/scale": 1.0
}
[rendering]
environment/default_environment="res://default_env.tres"

View File

@@ -0,0 +1,24 @@
extends KinematicBody2D
var speed = 250
var velocity = Vector2()
var use_slide = true
func get_input():
velocity = Vector2()
if Input.is_action_pressed('ui_right'):
velocity.x += 1
if Input.is_action_pressed('ui_left'):
velocity.x -= 1
if Input.is_action_pressed('ui_down'):
velocity.y += 1
if Input.is_action_pressed('ui_up'):
velocity.y -= 1
velocity = velocity.normalized() * speed
func _physics_process(delta):
get_input()
if use_slide:
move_and_slide(velocity)
else:
move_and_collide(velocity * delta)

View File

@@ -0,0 +1,176 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://BasicMovement.gd" type="Script" id=1]
[ext_resource path="res://icon.png" type="Texture" id=2]
[sub_resource type="RectangleShape2D" id=1]
custom_solver_bias = 0.0
extents = Vector2( 30.8363, 31.4991 )
[sub_resource type="RectangleShape2D" id=2]
custom_solver_bias = 0.0
extents = Vector2( 138.37, 10 )
[node name="BasicMovement" type="Node"]
[node name="KinematicBody2D" type="KinematicBody2D" parent="." index="0"]
position = Vector2( 534.268, 286.215 )
input_pickable = false
collision_layer = 1
collision_mask = 1
collision/safe_margin = 0.08
script = ExtResource( 1 )
__meta__ = {
"_edit_group_": true
}
[node name="Sprite" type="Sprite" parent="KinematicBody2D" index="0"]
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="KinematicBody2D" index="1"]
shape = SubResource( 1 )
[node name="Walls" type="Node" parent="." index="1"]
[node name="Wall" type="StaticBody2D" parent="Walls" index="0"]
position = Vector2( 790, 100 )
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
__meta__ = {
"_edit_group_": true
}
[node name="Polygon2D" type="Polygon2D" parent="Walls/Wall" index="0"]
polygon = PoolVector2Array( -139.29, -10.3625, -139.29, 9.63754, 140.71, 9.63754, 140.71, -10.3625 )
uv = PoolVector2Array( )
color = Color( 1, 1, 1, 1 )
vertex_colors = PoolColorArray( )
offset = Vector2( 0, 0 )
antialiased = false
texture = null
texture_offset = Vector2( 0, 0 )
texture_scale = Vector2( 1, 1 )
texture_rotation_degrees = 0.0
invert_enable = false
invert_border = 100.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="Walls/Wall" index="1"]
shape = SubResource( 2 )
[node name="Wall2" type="StaticBody2D" parent="Walls" index="1"]
position = Vector2( 250, 510 )
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
__meta__ = {
"_edit_group_": true
}
[node name="Polygon2D" type="Polygon2D" parent="Walls/Wall2" index="0"]
polygon = PoolVector2Array( -139.29, -10.3625, -139.29, 9.63754, 140.71, 9.63754, 140.71, -10.3625 )
uv = PoolVector2Array( )
color = Color( 1, 1, 1, 1 )
vertex_colors = PoolColorArray( )
offset = Vector2( 0, 0 )
antialiased = false
texture = null
texture_offset = Vector2( 0, 0 )
texture_scale = Vector2( 1, 1 )
texture_rotation_degrees = 0.0
invert_enable = false
invert_border = 100.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="Walls/Wall2" index="1"]
shape = SubResource( 2 )
[node name="Wall3" type="StaticBody2D" parent="Walls" index="2"]
position = Vector2( 240, 210 )
rotation = 1.5708
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
_sections_unfolded = [ "Transform" ]
__meta__ = {
"_edit_group_": true
}
[node name="Polygon2D" type="Polygon2D" parent="Walls/Wall3" index="0"]
polygon = PoolVector2Array( -139.29, -10.3625, -139.29, 9.63754, 140.71, 9.63754, 140.71, -10.3625 )
uv = PoolVector2Array( )
color = Color( 1, 1, 1, 1 )
vertex_colors = PoolColorArray( )
offset = Vector2( 0, 0 )
antialiased = false
texture = null
texture_offset = Vector2( 0, 0 )
texture_scale = Vector2( 1, 1 )
texture_rotation_degrees = 0.0
invert_enable = false
invert_border = 100.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="Walls/Wall3" index="1"]
shape = SubResource( 2 )
[node name="Wall4" type="StaticBody2D" parent="Walls" index="3"]
position = Vector2( 844.578, 387.906 )
rotation = -0.785398
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
_sections_unfolded = [ "Transform" ]
__meta__ = {
"_edit_group_": true
}
[node name="Polygon2D" type="Polygon2D" parent="Walls/Wall4" index="0"]
polygon = PoolVector2Array( -139.29, -10.3625, -139.29, 9.63754, 140.71, 9.63754, 140.71, -10.3625 )
uv = PoolVector2Array( )
color = Color( 1, 1, 1, 1 )
vertex_colors = PoolColorArray( )
offset = Vector2( 0, 0 )
antialiased = false
texture = null
texture_offset = Vector2( 0, 0 )
texture_scale = Vector2( 1, 1 )
texture_rotation_degrees = 0.0
invert_enable = false
invert_border = 100.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="Walls/Wall4" index="1"]
shape = SubResource( 2 )

View File

@@ -0,0 +1,80 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://Player.gd" type="Script" id=1]
[ext_resource path="res://assets/soldier1_gun.png" type="Texture" id=2]
[ext_resource path="res://Wall.tscn" type="PackedScene" id=3]
[sub_resource type="CircleShape2D" id=1]
custom_solver_bias = 0.0
radius = 22.0227
[node name="BounceandCollide" type="Node"]
[node name="Player" type="KinematicBody2D" parent="." index="0"]
position = Vector2( 350, 139 )
input_pickable = false
collision_layer = 1
collision_mask = 1
collision/safe_margin = 0.08
script = ExtResource( 1 )
__meta__ = {
"_edit_group_": true
}
[node name="Sprite" type="Sprite" parent="Player" index="0"]
texture = ExtResource( 2 )
_sections_unfolded = [ "Transform" ]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player" index="1"]
position = Vector2( -5, 0 )
shape = SubResource( 1 )
_sections_unfolded = [ "Transform" ]
[node name="Muzzle" type="Position2D" parent="Player" index="2"]
position = Vector2( 28, 8 )
_sections_unfolded = [ "Transform", "Visibility", "Z Index" ]
[node name="Label" type="Label" parent="Player" index="3"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 40.0
margin_bottom = 14.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 4
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
[node name="Walls" type="Node" parent="." index="1"]
[node name="Wall" parent="Walls" index="0" instance=ExtResource( 3 )]
[node name="Wall2" parent="Walls" index="1" instance=ExtResource( 3 )]
position = Vector2( 668, 85 )
[node name="Wall3" parent="Walls" index="2" instance=ExtResource( 3 )]
position = Vector2( 827.828, 263.748 )
rotation = 1.5708
_sections_unfolded = [ "Transform" ]
[node name="Wall4" parent="Walls" index="3" instance=ExtResource( 3 )]
position = Vector2( 231.425, 302.296 )
rotation = 1.5708
_sections_unfolded = [ "Transform" ]

View File

@@ -0,0 +1,19 @@
extends KinematicBody2D
var speed = 750
var velocity = Vector2()
func start(pos, dir):
rotation = dir
position = pos
velocity = Vector2(speed, 0).rotated(rotation)
func _physics_process(delta):
var collision = move_and_collide(velocity * delta)
if collision:
velocity = velocity.bounce(collision.normal)
if collision.collider.has_method("hit"):
collision.collider.hit()
func _on_VisibilityNotifier2D_screen_exited():
queue_free()

View File

@@ -0,0 +1,44 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://Bullet.gd" type="Script" id=1]
[sub_resource type="RectangleShape2D" id=1]
custom_solver_bias = 0.0
extents = Vector2( 3, 3 )
[node name="Bullet" type="KinematicBody2D"]
input_pickable = false
collision_layer = 16
collision_mask = 8
collision/safe_margin = 0.08
script = ExtResource( 1 )
_sections_unfolded = [ "Collision" ]
[node name="Polygon2D" type="Polygon2D" parent="." index="0"]
polygon = PoolVector2Array( -3, -3, 3, -3, 3, 3, -3, 3 )
uv = PoolVector2Array( )
color = Color( 1, 1, 1, 1 )
vertex_colors = PoolColorArray( )
offset = Vector2( 0, 0 )
antialiased = false
texture = null
texture_offset = Vector2( 0, 0 )
texture_scale = Vector2( 1, 1 )
texture_rotation_degrees = 0.0
invert_enable = false
invert_border = 100.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"]
shape = SubResource( 1 )
[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="." index="2"]
rect = Rect2( -3, -3, 6, 6 )
[connection signal="screen_exited" from="VisibilityNotifier2D" to="." method="_on_VisibilityNotifier2D_screen_exited"]

View File

@@ -0,0 +1,12 @@
extends KinematicBody2D
var velocity = Vector2(100, 100)
var use_slide = true
func _physics_process(delta):
if use_slide:
velocity = move_and_slide(velocity)
else:
var collision = move_and_collide(velocity * delta)
if collision:
velocity = velocity.slide(collision.normal)

View File

@@ -0,0 +1,29 @@
extends KinematicBody2D
export (int) var run_speed = 100
export (int) var jump_speed = -400
export (int) var gravity = 1200
var velocity = Vector2()
var jumping = false
func get_input():
velocity.x = 0
var right = Input.is_action_pressed('ui_right')
var left = Input.is_action_pressed('ui_left')
var jump = Input.is_action_just_pressed('ui_select')
if jump and is_on_floor():
jumping = true
velocity.y = jump_speed
if right:
velocity.x += run_speed
if left:
velocity.x -= run_speed
func _physics_process(delta):
get_input()
velocity.y += gravity * delta
if jumping and is_on_floor():
jumping = false
velocity = move_and_slide(velocity, Vector2(0, -1))

View File

@@ -0,0 +1,70 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://PlatformPlayer.gd" type="Script" id=1]
[sub_resource type="RectangleShape2D" id=1]
custom_solver_bias = 0.0
extents = Vector2( 8, 12 )
[node name="PlatformPlayer" type="KinematicBody2D"]
input_pickable = false
collision_layer = 2
collision_mask = 13
collision/safe_margin = 0.08
script = ExtResource( 1 )
_sections_unfolded = [ "Collision", "Transform", "collision" ]
run_speed = 100
jump_speed = -400
gravity = 1200
[node name="Polygon2D" type="Polygon2D" parent="." index="0"]
polygon = PoolVector2Array( -8, -12, 8, -12, 8, 12, -8, 12 )
uv = PoolVector2Array( )
color = Color( 1, 1, 1, 1 )
vertex_colors = PoolColorArray( )
offset = Vector2( 0, 0 )
antialiased = false
texture = null
texture_offset = Vector2( 0, 0 )
texture_scale = Vector2( 1, 1 )
texture_rotation_degrees = 0.0
invert_enable = false
invert_border = 100.0
_sections_unfolded = [ "Visibility" ]
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"]
shape = SubResource( 1 )
_sections_unfolded = [ "Transform" ]
[node name="Camera2D" type="Camera2D" parent="." index="2"]
position = Vector2( 0, 5 )
anchor_mode = 1
rotating = false
current = true
zoom = Vector2( 0.3, 0.3 )
limit_left = -75
limit_top = 50
limit_right = 725
limit_bottom = 550
limit_smoothed = false
drag_margin_h_enabled = true
drag_margin_v_enabled = true
smoothing_enabled = false
smoothing_speed = 5.0
offset_v = 0.0
offset_h = 0.0
drag_margin_left = 0.1
drag_margin_top = 0.1
drag_margin_right = 0.1
drag_margin_bottom = 0.1
editor_draw_screen = true
editor_draw_limits = false
editor_draw_drag_margin = false
_sections_unfolded = [ "Drag Margin", "Limit" ]

View File

@@ -0,0 +1,81 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://PlatformPlayer.tscn" type="PackedScene" id=1]
[node name="PlatformGame" type="Node" index="0"]
[node name="Walls" type="Node" parent="." index="0"]
[node name="StaticBody2D" type="StaticBody2D" parent="Walls" index="0"]
position = Vector2( 485.296, 379.731 )
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
__meta__ = {
"_edit_group_": true
}
[node name="Polygon2D" type="Polygon2D" parent="Walls/StaticBody2D" index="0"]
polygon = PoolVector2Array( -435.83, 105.853, -388.346, 74.7186, -86.0178, 74.7186, -32.3343, 50.5918, 9.76965, 11.9966, 68.5397, 12.8737, 72.0483, 64.6264, 26.4358, 104.976 )
uv = PoolVector2Array( )
color = Color( 0.341461, 0.523438, 0.34857, 1 )
vertex_colors = PoolColorArray( )
offset = Vector2( 0, 0 )
antialiased = false
texture = null
texture_offset = Vector2( 0, 0 )
texture_scale = Vector2( 1, 1 )
texture_rotation_degrees = 0.0
invert_enable = false
invert_border = 100.0
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Walls/StaticBody2D" index="1"]
build_mode = 0
polygon = PoolVector2Array( -434.052, 106.741, -387.516, 75.3428, -85.3116, 75.3428, -33.1687, 51.2337, 10.564, 12.5471, 66.6316, 14.2292, 73.3597, 63.5686, 24.5809, 106.18 )
[node name="StaticBody2D2" type="StaticBody2D" parent="Walls" index="1"]
position = Vector2( 491.464, 318.057 )
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
__meta__ = {
"_edit_group_": true
}
[node name="Polygon2D" type="Polygon2D" parent="Walls/StaticBody2D2" index="0"]
polygon = PoolVector2Array( -330.327, 94.9664, -340.98, 82.6316, -113.906, 86.5563, -127.923, 96.6485 )
uv = PoolVector2Array( )
color = Color( 0.341461, 0.523438, 0.34857, 1 )
vertex_colors = PoolColorArray( )
offset = Vector2( 0, 0 )
antialiased = false
texture = null
texture_offset = Vector2( 0, 0 )
texture_scale = Vector2( 1, 1 )
texture_rotation_degrees = 0.0
invert_enable = false
invert_border = 100.0
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Walls/StaticBody2D2" index="1"]
build_mode = 0
polygon = PoolVector2Array( -328.645, 96.0878, -341.217, 83.0776, -114.513, 86.9529, -126.802, 97.2092 )
[node name="PlatformPlayer" parent="." index="1" instance=ExtResource( 1 )]
position = Vector2( 393.654, 427.999 )

View File

@@ -0,0 +1,26 @@
extends KinematicBody2D
var Bullet = preload("res://Bullet.tscn")
var speed = 200
var velocity = Vector2()
func get_input():
velocity = Vector2()
if Input.is_action_pressed('backward'):
velocity = Vector2(-speed/3, 0).rotated(rotation)
if Input.is_action_pressed('forward'):
velocity = Vector2(speed, 0).rotated(rotation)
if Input.is_action_just_pressed('mouse_click'):
shoot()
func shoot():
var b = Bullet.instance()
b.start($Muzzle.global_position, rotation)
get_parent().add_child(b)
func _physics_process(delta):
get_input()
var dir = get_global_mouse_position() - global_position
if dir.length() > 5:
rotation = dir.angle()
velocity = move_and_slide(velocity)

View File

@@ -0,0 +1,5 @@
# CharacterBody2D project starter
Used by the "Using CharacterBody2D/3D" tutorial:
https://docs.godotengine.org/en/latest/tutorials/physics/using_character_body_2d.html

View File

@@ -0,0 +1,4 @@
extends StaticBody2D
func hit():
$AnimationPlayer.play('flash')

View File

@@ -0,0 +1,73 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://Wall.gd" type="Script" id=1]
[sub_resource type="RectangleShape2D" id=1]
custom_solver_bias = 0.0
extents = Vector2( 170, 10 )
[sub_resource type="Animation" id=2]
resource_name = "flash"
length = 0.5
loop = false
step = 0.1
tracks/0/type = "value"
tracks/0/path = NodePath("Polygon2D:color")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1 ),
"update": 0,
"values": [ Color( 1, 1, 1, 1 ), Color( 1, 0, 0, 1 ), Color( 1, 1, 1, 1 ), Color( 1, 0, 0, 1 ), Color( 1, 1, 1, 1 ) ]
}
[node name="Wall" type="StaticBody2D"]
position = Vector2( 390.63, 482 )
input_pickable = false
collision_layer = 8
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
script = ExtResource( 1 )
__meta__ = {
"_edit_group_": true
}
[node name="Polygon2D" type="Polygon2D" parent="." index="0"]
polygon = PoolVector2Array( -170, -10, 170, -10, 170, 10, -170, 10 )
uv = PoolVector2Array( )
color = Color( 1, 1, 1, 1 )
vertex_colors = PoolColorArray( )
offset = Vector2( 0, 0 )
antialiased = false
texture = null
texture_offset = Vector2( 0, 0 )
texture_scale = Vector2( 1, 1 )
texture_rotation_degrees = 0.0
invert_enable = false
invert_border = 100.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"]
shape = SubResource( 1 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="2"]
root_node = NodePath("..")
autoplay = ""
playback_process_mode = 1
playback_default_blend_time = 0.0
playback_speed = 1.0
anims/flash = SubResource( 2 )
blend_times = [ ]

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.5 KiB

View File

@@ -0,0 +1,32 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/soldier1_gun.png-c6a4b98c26f714c536241bcc3abc6d46.stex"
[deps]
source_file="res://assets/soldier1_gun.png"
source_md5="511c324d0795f775677a90d17b1e8357"
dest_files=[ "res://.import/soldier1_gun.png-c6a4b98c26f714c536241bcc3abc6d46.stex" ]
dest_md5="923c65170fa22250959d5c695ba084a6"
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -0,0 +1,4 @@
"Sunny Land" art pack by Ansimuz:
https://opengameart.org/content/sunny-land-2d-pixel-art-pack
Top down shooter character by Kenney:
https://opengameart.org/content/topdown-shooter

View File

@@ -0,0 +1,101 @@
[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
radiance_size = 4
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
sky_curve = 0.25
sky_energy = 1.0
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
ground_curve = 0.01
ground_energy = 1.0
sun_color = Color( 1, 1, 1, 1 )
sun_latitude = 35.0
sun_longitude = 0.0
sun_angle_min = 1.0
sun_angle_max = 100.0
sun_curve = 0.05
sun_energy = 16.0
texture_size = 2
[resource]
background_mode = 2
background_sky = SubResource( 1 )
background_sky_custom_fov = 0.0
background_color = Color( 0, 0, 0, 1 )
background_energy = 1.0
background_canvas_max_layer = 0
ambient_light_color = Color( 0, 0, 0, 1 )
ambient_light_energy = 1.0
ambient_light_sky_contribution = 1.0
fog_enabled = false
fog_color = Color( 0.5, 0.6, 0.7, 1 )
fog_sun_color = Color( 1, 0.9, 0.7, 1 )
fog_sun_amount = 0.0
fog_depth_enabled = true
fog_depth_begin = 10.0
fog_depth_curve = 1.0
fog_transmit_enabled = false
fog_transmit_curve = 1.0
fog_height_enabled = false
fog_height_min = 0.0
fog_height_max = 100.0
fog_height_curve = 1.0
tonemap_mode = 0
tonemap_exposure = 1.0
tonemap_white = 1.0
auto_exposure_enabled = false
auto_exposure_scale = 0.4
auto_exposure_min_luma = 0.05
auto_exposure_max_luma = 8.0
auto_exposure_speed = 0.5
ss_reflections_enabled = false
ss_reflections_max_steps = 64
ss_reflections_fade_in = 0.15
ss_reflections_fade_out = 2.0
ss_reflections_depth_tolerance = 0.2
ss_reflections_roughness = true
ssao_enabled = false
ssao_radius = 1.0
ssao_intensity = 1.0
ssao_radius2 = 0.0
ssao_intensity2 = 1.0
ssao_bias = 0.01
ssao_light_affect = 0.0
ssao_color = Color( 0, 0, 0, 1 )
ssao_quality = 0
ssao_blur = 3
ssao_edge_sharpness = 4.0
dof_blur_far_enabled = false
dof_blur_far_distance = 10.0
dof_blur_far_transition = 5.0
dof_blur_far_amount = 0.1
dof_blur_far_quality = 1
dof_blur_near_enabled = false
dof_blur_near_distance = 2.0
dof_blur_near_transition = 1.0
dof_blur_near_amount = 0.1
dof_blur_near_quality = 1
glow_enabled = false
glow_levels/1 = false
glow_levels/2 = false
glow_levels/3 = true
glow_levels/4 = false
glow_levels/5 = true
glow_levels/6 = false
glow_levels/7 = false
glow_intensity = 0.8
glow_strength = 1.0
glow_bloom = 0.0
glow_blend_mode = 2
glow_hdr_threshold = 1.0
glow_hdr_scale = 2.0
glow_bicubic_upscale = false
adjustment_enabled = false
adjustment_brightness = 1.0
adjustment_contrast = 1.0
adjustment_saturation = 1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.4 KiB

View File

@@ -0,0 +1,32 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
[deps]
source_file="res://icon.png"
source_md5="ae7e641067601e2184afcade49abd283"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
dest_md5="37fab264f7edd819d74f710b6a7c22dc"
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -0,0 +1,66 @@
; 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=3
[application]
config/name="using_kinematic2d"
config/icon="res://icon.png"
[display]
window/size/resizable=false
window/size/test_width=1024
window/size/test_height=600
window/stretch/mode="2d"
window/stretch/aspect="keep"
window/stretch/shrink="1"
[importer_defaults]
texture={
"compress/hdr_mode": 0,
"compress/lossy_quality": 0.7,
"compress/mode": 0,
"compress/normal_map": 0,
"detect_3d": true,
"flags/anisotropic": false,
"flags/filter": false,
"flags/mipmaps": false,
"flags/repeat": 0,
"flags/srgb": 2,
"process/HDR_as_SRGB": false,
"process/fix_alpha_border": true,
"process/premult_alpha": false,
"size_limit": 0,
"stream": false,
"svg/scale": 1.0
}
[input]
forward=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
]
backward=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null)
]
mouse_click=[ Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":1,"pressed":false,"doubleclick":false,"script":null)
]
[layer_names]
2d_physics/layer_1="player"
2d_physics/layer_2="enemies"
2d_physics/layer_3="coins"
2d_physics/layer_4="walls"
2d_physics/layer_5="bullets"
[rendering]
quality/2d/use_pixel_snap=true
environment/default_environment="res://default_env.tres"

View File

@@ -0,0 +1,5 @@
# Cutout animation assets
Used by the "Cutout animation" tutorial:
https://docs.godotengine.org/en/latest/tutorials/animation/cutout_animation.html

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 39 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 322 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 28 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 109 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 19 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 48 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 20 KiB

View File

@@ -0,0 +1,5 @@
# Dodge the Creeps 2D assets
Used by the "Your first 2D game" tutorial:
https://docs.godotengine.org/en/latest/getting_started/first_2d_game/index.html

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.7 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.2 KiB

View File

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

View File

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

View File

@@ -0,0 +1,52 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://MeshLibrary.tres" type="MeshLibrary" id=1]
[node name="GridMap_Demo" type="GridMap" index="0"]
theme = ExtResource( 1 )
cell_size = Vector3( 2, 2, 2 )
cell_octant_size = 8
cell_center_x = true
cell_center_y = false
cell_center_z = true
cell_scale = 1.0
collision_layer = 1
collision_mask = 1
data = {
"cells": PoolIntArray( 65534, 0, 12, 65534, 1, 12, 65534, 2, 12, 65534, 3, 12, 65533, 4, 8, 65534, 4, 0, 65535, 4, 1441800, 131071, 4, 1114124, 196607, 4, 1114124, 262143, 4, 1114124, 65533, 5, 1048584, 65534, 5, 655362, 65535, 5, 655368, 131071, 5, 1114124, 196607, 5, 1114124, 262143, 5, 1114124, 65534, 65535, 10 )
}
_sections_unfolded = [ "Cell", "Collision" ]
__meta__ = {
"_editor_clip_": 0,
"_editor_floor_": Vector3( -1, 0, 0 )
}
[node name="DirectionalLight" type="DirectionalLight" parent="." index="0"]
transform = Transform( 0.0358735, 0.482339, -0.87525, -0.0197528, 0.875985, 0.481934, 0.999161, 0, 0.0409521, -17.3353, 4.27635, 2.5183 )
layers = 1
light_color = Color( 1, 1, 1, 1 )
light_energy = 1.0
light_indirect_energy = 1.0
light_negative = false
light_specular = 0.5
light_bake_mode = 1
light_cull_mask = -1
shadow_enabled = false
shadow_color = Color( 0, 0, 0, 1 )
shadow_bias = 0.1
shadow_contact = 0.0
shadow_reverse_cull_face = false
editor_only = false
directional_shadow_mode = 2
directional_shadow_split_1 = 0.1
directional_shadow_split_2 = 0.2
directional_shadow_split_3 = 0.5
directional_shadow_blend_splits = false
directional_shadow_normal_bias = 0.8
directional_shadow_bias_split_scale = 0.25
directional_shadow_depth_range = 0
directional_shadow_max_distance = 200.0

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

View File

@@ -0,0 +1,5 @@
# GridMap project starter
Used by the "Using GridMaps" tutorial:
https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html

File diff suppressed because one or more lines are too long

File diff suppressed because it is too large Load Diff

File diff suppressed because one or more lines are too long

File diff suppressed because it is too large Load Diff

File diff suppressed because one or more lines are too long

File diff suppressed because it is too large Load Diff

Binary file not shown.

File diff suppressed because one or more lines are too long

Some files were not shown because too many files have changed in this diff Show More