Merge pull request #496 from aaronfranke/demo-categories

Categorize demos and add README files
This commit is contained in:
Aaron Franke
2020-07-04 13:48:50 -04:00
committed by GitHub
82 changed files with 114 additions and 24 deletions

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# 2D Demos
These demos are all 2D, but otherwise do not have a common theme.
Languages: Most have GDScript, some have
[GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shading_reference/shading_language.html)
Renderers: 6 of them are GLES 3, but most are GLES 2

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@@ -5,7 +5,7 @@ Many common full-res effects are implemented here for reference.
Language: [GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shading_reference/shading_language.html) and GDScript
Renderer: GLES 3
Renderer: GLES 3 (the blur effect is not available in GLES 2, the rest work)
## Screenshots

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[gd_resource type="Environment" format=2]
[resource]

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# 3D Demos
These demos are all 3D, but otherwise do not have a common theme.
Languages: All are GDScript
Renderers: Truck Town and Physics Tests are GLES 2, the rest are GLES 3

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# Audio Demos
These demos showcase various audio features.
Languages: All are GDScript
Renderers: All are GLES 2

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# GUI Demos
These demos showcase GUI features and text features via
[`Control`](https://docs.godotengine.org/en/latest/classes/class_control.html) nodes.
Languages: All are GDScript, except SDF has no code
Renderers: All are GLES 2

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extends ColorPickerButton
func get_drag_data(_pos):
# Use another colorpicker as drag preview
# Use another colorpicker as drag preview.
var cpb = ColorPickerButton.new()
cpb.color = color
cpb.rect_size = Vector2(50, 50)
set_drag_preview(cpb)
# Return color as drag data
# Return color as drag data.
return color

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@@ -2,7 +2,7 @@ extends Panel
func _on_RichTextLabel_meta_clicked(meta):
var err = OS.shell_open(meta)
if (err == OK):
if err == OK:
print("Opened link '%s' successfully!" % meta)
else:
print("Failed opening the link '%s'!" % meta)

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@@ -4,7 +4,7 @@ This is a demo of Signed Distance Field fonts in Godot.
The technique used allows the text to remain clear
under arbitrary zooms and rotations.
Language: GDScript
Language: This demo contains no code.
Renderer: GLES 3 (this effect is not available in GLES 2)

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[rendering]
environment/default_clear_color=Color( 0.18, 0.1188, 0.15348, 1 )
environment/default_environment="res://default_environment.tres"

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length = 15.0
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath(".:rotation_degrees")
tracks/0/path = NodePath(".:rect_rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
@@ -22,7 +22,7 @@ tracks/0/keys = {
length = 10.0
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath(".:scale")
tracks/0/path = NodePath(".:rect_scale")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
@@ -34,10 +34,18 @@ tracks/0/keys = {
"values": [ Vector2( 1, 1 ), Vector2( 7, 7 ) ]
}
[node name="SDFFontDemo" type="Node2D"]
[node name="SDFFontDemo" type="CenterContainer"]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Base" type="Position2D" parent="."]
position = Vector2( 500, 300 )
[node name="Base" type="Control" parent="."]
margin_left = 512.0
margin_top = 300.0
margin_right = 512.0
margin_bottom = 300.0
[node name="Rotate" type="AnimationPlayer" parent="Base"]
autoplay = "rotate"
@@ -48,11 +56,11 @@ anims/zoomin_zoomout = SubResource( 2 )
autoplay = "zoomin_zoomout"
anims/zoomin_zoomout = SubResource( 2 )
[node name="Label" type="Label" parent="Base"]
margin_left = -169.0
margin_top = -49.0
margin_right = 172.0
margin_bottom = 56.0
[node name="TextLabel" type="Label" parent="Base"]
margin_left = -128.0
margin_top = -50.0
margin_right = 128.0
margin_bottom = 51.0
custom_fonts/font = ExtResource( 1 )
custom_colors/font_color = Color( 0.853858, 0.771714, 0.753746, 1 )
custom_colors/font_color_shadow = Color( 0.56592, 0.454525, 0.518426, 1 )
@@ -62,7 +70,3 @@ align = 1
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Camera2D" type="Camera2D" parent="."]
offset = Vector2( 512, 300 )
current = true

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# Loading Demos
These demos demonstrate various ways to load scenes and other data.
Languages: All are GDScript
Renderers: All are GLES 2

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# Miscellaneous Demos
These demos don't fit into any other category, so they go into this folder.
Languages: All have GDScript, OpenSimplexNoise has
[GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shading_reference/shading_language.html),
OS test has some
[C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html)
Renderers: All are GLES 2

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# Mobile Demos
These demos depend on features only available in mobile phones or tablets.
The Android IAP demo only runs on Android.
Languages: All are GDScript
Renderers: All are GLES 2

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# Mono Demos
These demos are written in [C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html).
You must have the Mono version of Godot to run these.
Languages: All have [C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html),
2.5D has some GDScript
Renderers: Dodge the Creeps is GLES 3, rest are GLES 2
# Note: Godot 3.2.2 or newer is required
While most of the demos work with any 3.2.x version, these demos require

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# Networking Demos
These demos showcase networking and/or multiplayer features.
Languages: All have GDScript, WebRTC uses some GDNative
Renderers: Multiplayer Bomber is GLES 3, rest are GLES 2

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Language: GDScript
Renderer: GLES 2
Renderer: GLES 3
## Screenshots

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# Viewport Demos
These demos showcase various ways to use the
[`Viewport`](https://docs.godotengine.org/en/stable/classes/class_viewport.html) node.
Languages: All have GDScript, Dynamic Split Screen has
[GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shading_reference/shading_language.html)
Renderers: 3D in 2D and GUI in 3D use GLES 3, the rest are GLES 2

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# VisualScript Demos
These demos are written in [VisualScript](https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html).
Languages: All are [VisualScript](https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html),
Multitouch View has some GDScript
Renderers: All are GLES 2