Add README files to demos with multiple versions

This commit is contained in:
Aaron Franke
2020-03-08 01:34:25 -04:00
parent 7e0032eb8e
commit 2eaedf8064
14 changed files with 110 additions and 11 deletions

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@@ -12,6 +12,8 @@ Language: GDScript
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).
## Screenshots
![GIF from the documentation](https://docs.godotengine.org/en/latest/_images/dodge_preview.gif)

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@@ -8,6 +8,10 @@ Language: GDScript
Renderer: GLES 2
Note: There is a C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/pong).
Note: There is a VisualScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/visual_script/pong).
## How does it work?
The walls, paddle, and ball are all

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@@ -1,18 +1,18 @@
# 2.5D Demo Project (GDScript)
# 2.5D Demo Project with GDScript
This demo project shows a way to create a 2.5D game in Godot by mixing 2D and 3D nodes. It also adds a 2.5D editor viewport for easily editing 2.5D levels.
Note: There is a Mono C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/2.5d).
Language: GDScript
Renderer: GLES 2
Note: There is a Mono C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/2.5d).
## How does it work?
Custom node types are added in a Godot plugin to allow 2.5D objects. Node25D serves as the base for all 2.5D objects. Its first child must be a 3D Spatial, which is used to calculate its position. Then, add a 2D Sprite (or similar) to display the object.
Inside of Node25D, a 2.5D transformation matrix made of three Vector2 is used to calculate the 2D position from the 3D position. For getting a 3D position, this project uses KinematicBody and StaticBody (3D), but these only exist for math - the camera is 2D and all sprites are 2D. You are able to use any Spatial node for math.
Inside of Node25D, a 2.5D transformation matrix made of three `Vector2`s is used to calculate the 2D position from the 3D position. For getting a 3D position, this project uses KinematicBody and StaticBody (3D), but these only exist for math - the camera is 2D and all sprites are 2D. You are able to use any Spatial node for math.
Several view modes are implemented, including top down, front side, 45 degree, isometric, and two oblique modes. To implement a different view angle, all you need to do is create a new set of basis vectors in Node25D, use it on all instances, and of course create sprites to display that object in 2D.

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# Multitouch View with GDScript
Simple debugger for multitouch input. Shows red dots everywhere you press.
Language: GDScript
Renderer: GLES 2
Note: There is a VisualScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/visual_script/multitouch_view).
## Screenshots
![Screenshot](screenshots/multitouch.png)

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@@ -15,7 +15,7 @@ _global_script_class_icons={
[application]
config/name="TouchesView"
config/name="Multitouch View"
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"

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# 2.5D Demo Project (Mono C#)
# 2.5D Demo Project with C#
This demo project shows a way to create a 2.5D game in Godot by mixing 2D and 3D nodes. It also adds a 2.5D editor viewport for easily editing 2.5D levels.
Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/misc/2.5d).
Language: [C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html)
Language: [C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html) and a little bit of GDScript
Renderer: GLES 2
Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/misc/2.5d).
## How does it work?
Custom node types are added in a Godot plugin to allow 2.5D objects. Node25D serves as the base for all 2.5D objects. Its first child must be a 3D Spatial, which is used to calculate its position. Then, add a 2D Sprite (or similar) to display the object.

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# Dodge the Creeps with C#
This is a simple game where your character must move
and avoid the enemies for as long as possible.
This is a finished version of the game featured in the
["Your first game"](https://docs.godotengine.org/en/latest/getting_started/step_by_step/your_first_game.html)
tutorial in the documentation, but ported to C#. For more details,
consider following the tutorial in the documentation.
Language: [C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html)
Renderer: GLES 3 (particles are not available in GLES 2)
Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/2d/dodge_the_creeps).
## Screenshots
![GIF from the documentation](https://docs.godotengine.org/en/latest/_images/dodge_preview.gif)

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@@ -15,7 +15,7 @@ _global_script_class_icons={
[application]
config/name="Dodge the Creeps C#"
config/name="Dodge the Creeps with C#"
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"

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mono/pong/README.md Normal file
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@@ -0,0 +1,24 @@
# Pong with C#
A simple Pong game. This demo shows best practices
for game development in Godot, including
[signals](https://docs.godotengine.org/en/latest/getting_started/step_by_step/signals.html).
Language: [C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html)
Renderer: GLES 2
Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/2d/pong).
Note: There is a VisualScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/visual_script/pong).
## How does it work?
The walls, paddle, and ball are all
[`Area2D`](https://docs.godotengine.org/en/latest/classes/class_area2d.html)
nodes. When the ball touches the walls or the paddles,
they emit signals and modify the ball.
## Screenshots
![Screenshot](../../2d/pong/screenshots/pong.png)

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# Multitouch View with VisualScript
Simple debugger for multitouch input. Shows red dots everywhere you press.
Language: [VisualScript](https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html)
Renderer: GLES 2
Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/misc/multitouch_view).
## Screenshots
![Screenshot](screenshots/multitouch.png)

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@@ -15,7 +15,7 @@ _global_script_class_icons={
[application]
config/name="TouchesView"
config/name="Multitouch View"
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"

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@@ -0,0 +1,24 @@
# Pong with VisualScript
A simple Pong game. This demo shows best practices
for game development in Godot, including
[signals](https://docs.godotengine.org/en/latest/getting_started/step_by_step/signals.html).
Language: [VisualScript](https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html)
Renderer: GLES 2
Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/2d/pong).
Note: There is a C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/pong).
## How does it work?
The walls, paddle, and ball are all
[`Area2D`](https://docs.godotengine.org/en/latest/classes/class_area2d.html)
nodes. When the ball touches the walls or the paddles,
they emit signals and modify the ball.
## Screenshots
![Screenshot](../../2d/pong/screenshots/pong.png)