[3.0] Simplify list of branches in the README (#1255)

This commit is contained in:
Aaron Franke
2025-10-02 15:47:37 -07:00
parent 3e4f49cef7
commit ab9be2e79d
89 changed files with 624 additions and 1156 deletions

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@@ -1,6 +1,16 @@
# Top-most EditorConfig file.
root = true
# Unix-style newlines with a newline ending every file.
[*]
charset = utf-8
end_of_line = lf
insert_final_newline = true
[*.cs]
csharp_space_after_cast = false
indent_size = 4
[*.csproj]
insert_final_newline = false
indent_size = 2

19
.github/workflows/static_checks.yml vendored Normal file
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@@ -0,0 +1,19 @@
name: Static Checks
on: [push, pull_request]
jobs:
format:
name: File formatting (file_format.sh)
runs-on: ubuntu-24.04
steps:
- name: Checkout
uses: actions/checkout@v5
- name: Install dependencies
run: |
sudo apt-get update -qq
sudo apt-get install -qq dos2unix recode
- name: File formatting checks (file_format.sh)
run: |
bash ./file_format.sh

1
.gitignore vendored
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@@ -18,4 +18,5 @@ mono_crash.*.json
# System/tool-specific ignores
.directory
.DS_Store
*~

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@@ -22,4 +22,4 @@ func _on_StartButton_pressed():
emit_signal("start_game")
func _on_MessageTimer_timeout():
$MessageLabel.hide()
$MessageLabel.hide()

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@@ -24,7 +24,7 @@ size_flags_vertical = 4
custom_fonts/bold_font = ExtResource( 1 )
custom_fonts/normal_font = ExtResource( 2 )
bbcode_enabled = true
bbcode_text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
bbcode_text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
States are common in games. You can use the pattern to:
@@ -37,7 +37,7 @@ visible_characters = -1
percent_visible = 1.0
meta_underlined = true
tab_size = 4
text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
States are common in games. You can use the pattern to:

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@@ -1,5 +1,5 @@
"""
The Player is a KinematicBody2D, in other words a physics-driven object.
The Player is a KinematicBody2D, in other words a physics-driven object.
It can move, collide with the world...
It HAS a state machine, but the body and the state machine are separate.
"""

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@@ -1,6 +1,6 @@
"""
The stagger state end with the stagger animation from the AnimationPlayer
The animation only affects the Body Sprite"s modulate property so
The animation only affects the Body Sprite"s modulate property so
it could stack with other animations if we had two AnimationPlayer nodes
"""
extends "res://state_machine/state.gd"

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@@ -12,7 +12,7 @@ signal state_changed(current_state)
"""
You must set a starting node from the inspector or on
the node that inherits from this state machine interface
If you don't the game will crash (on purpose, so you won't
If you don't the game will crash (on purpose, so you won't
forget to initialize the state machine)
"""
export(NodePath) var START_STATE
@@ -58,14 +58,14 @@ func _change_state(state_name):
if not _active:
return
current_state.exit()
if state_name == "previous":
states_stack.pop_front()
else:
states_stack[0] = states_map[state_name]
current_state = states_stack[0]
emit_signal("state_changed", current_state)
if state_name != "previous":
current_state.enter()

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@@ -16,7 +16,7 @@ func get_cell_pawn(coordinates):
func request_move(pawn, direction):
var cell_start = world_to_map(pawn.position)
var cell_target = cell_start + direction
var cell_target_type = get_cellv(cell_target)
match cell_target_type:
EMPTY:

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@@ -44,7 +44,7 @@ func move_to(target_position):
# Stop the function execution until the animation finished
yield($AnimationPlayer, "animation_finished")
set_process(true)

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@@ -1,4 +1,3 @@
extends Node2D
# Member variables

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@@ -9,7 +9,7 @@ const MOTION_SPEED = 160 # Pixels/second
func _physics_process(delta):
var motion = Vector2()
if Input.is_action_pressed("move_up"):
motion += Vector2(0, -1)
if Input.is_action_pressed("move_bottom"):
@@ -18,7 +18,7 @@ func _physics_process(delta):
motion += Vector2(-1, 0)
if Input.is_action_pressed("move_right"):
motion += Vector2(1, 0)
motion = motion.normalized() * MOTION_SPEED
move_and_slide(motion)

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@@ -9,7 +9,7 @@ const MOTION_SPEED = 160 # Pixels/second
func _physics_process(delta):
var motion = Vector2()
if Input.is_action_pressed("move_up"):
motion += Vector2(0, -1)
if Input.is_action_pressed("move_bottom"):
@@ -18,7 +18,7 @@ func _physics_process(delta):
motion += Vector2(-1, 0)
if Input.is_action_pressed("move_right"):
motion += Vector2(1, 0)
motion = motion.normalized() * MOTION_SPEED
move_and_slide(motion)

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@@ -27,13 +27,13 @@ var prev_jump_pressed = false
func _physics_process(delta):
# Create forces
var force = Vector2(0, GRAVITY)
var walk_left = Input.is_action_pressed("move_left")
var walk_right = Input.is_action_pressed("move_right")
var jump = Input.is_action_pressed("jump")
var stop = true
if walk_left:
if velocity.x <= WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED:
force.x -= WALK_FORCE
@@ -42,34 +42,34 @@ func _physics_process(delta):
if velocity.x >= -WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED:
force.x += WALK_FORCE
stop = false
if stop:
var vsign = sign(velocity.x)
var vlen = abs(velocity.x)
vlen -= STOP_FORCE * delta
if vlen < 0:
vlen = 0
velocity.x = vlen * vsign
# Integrate forces to velocity
velocity += force * delta
velocity += force * delta
# Integrate velocity into motion and move
velocity = move_and_slide(velocity, Vector2(0, -1))
if is_on_floor():
on_air_time = 0
if jumping and velocity.y > 0:
# If falling, no longer jumping
jumping = false
if on_air_time < JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping:
# Jump must also be allowed to happen if the character left the floor a little bit ago.
# Makes controls more snappy.
velocity.y = -JUMP_SPEED
jumping = true
on_air_time += delta
prev_jump_pressed = jump

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@@ -9,7 +9,7 @@ const MOTION_SPEED = 160 # Pixels/second
func _physics_process(delta):
var motion = Vector2()
if Input.is_action_pressed("move_up"):
motion += Vector2(0, -1)
if Input.is_action_pressed("move_bottom"):
@@ -18,7 +18,7 @@ func _physics_process(delta):
motion += Vector2(-1, 0)
if Input.is_action_pressed("move_right"):
motion += Vector2(1, 0)
motion = motion.normalized() * MOTION_SPEED
move_and_slide(motion)

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@@ -183,4 +183,4 @@ func _set_path_end_position(value):
set_cell(value.x, value.y, 2)
path_end_position = value
if path_start_position != value:
_recalculate_path()
_recalculate_path()

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@@ -26,7 +26,7 @@ func _pre_explode():
$shape1.queue_free()
$shape2.queue_free()
$shape3.queue_free()
# Stay there
mode = MODE_STATIC
$sound_explode.play()
@@ -40,13 +40,13 @@ func _integrate_forces(s):
new_anim = "explode"
elif state == STATE_WALKING:
new_anim = "walk"
var wall_side = 0.0
for i in range(s.get_contact_count()):
var cc = s.get_contact_collider_object(i)
var dp = s.get_contact_local_normal(i)
if cc:
if cc is bullet_class and not cc.disabled:
mode = MODE_RIGID
@@ -57,12 +57,12 @@ func _integrate_forces(s):
cc.disable()
$sound_hit.play()
break
if dp.x > 0.9:
wall_side = 1.0
elif dp.x < -0.9:
wall_side = -1.0
if wall_side != 0 and wall_side != direction:
direction = -direction
$sprite.scale.x = -direction
@@ -72,11 +72,11 @@ func _integrate_forces(s):
elif direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding():
direction = -direction
$sprite.scale.x = -direction
lv.x = direction * WALK_SPEED
if anim != new_anim:
anim = new_anim
$anim.play(anim)
s.set_linear_velocity(lv)

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@@ -11,5 +11,5 @@ func _physics_process(delta):
accum = fmod(accum, PI * 2.0)
var d = sin(accum)
var xf = Transform2D()
xf[2]= motion * d
xf[2]= motion * d
$platform.transform = xf

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@@ -13,12 +13,12 @@ extends RigidBody2D
# -Interaction with other physics-based objects is free
# -Only have to deal with the object linear velocity, not position
# -All collision/area framework available
#
#
# But also has the following disadvantages:
#
#
# -Objects may bounce a little bit sometimes
# -Going up ramps sends the chracter flying up, small hack is needed.
# -A ray collider is needed to avoid sliding down on ramps and
# -A ray collider is needed to avoid sliding down on ramps and
# undesiderd bumps, small steps and rare numerical precision errors.
# (another alternative may be to turn on friction when the character is not moving).
# -Friction cant be used, so floor velocity must be considered
@@ -55,38 +55,38 @@ onready var enemy = load("res://enemy.tscn")
func _integrate_forces(s):
var lv = s.get_linear_velocity()
var step = s.get_step()
var new_anim = anim
var new_siding_left = siding_left
# Get the controls
var move_left = Input.is_action_pressed("move_left")
var move_right = Input.is_action_pressed("move_right")
var jump = Input.is_action_pressed("jump")
var shoot = Input.is_action_pressed("shoot")
var spawn = Input.is_action_pressed("spawn")
if spawn:
var e = enemy.instance()
var p = position
p.y = p.y - 100
e.position = p
get_parent().add_child(e)
# Deapply prev floor velocity
lv.x -= floor_h_velocity
floor_h_velocity = 0.0
# Find the floor (a contact with upwards facing collision normal)
var found_floor = false
var floor_index = -1
for x in range(s.get_contact_count()):
var ci = s.get_contact_local_normal(x)
if ci.dot(Vector2(0, -1)) > 0.6:
found_floor = true
floor_index = x
# A good idea when implementing characters of all kinds,
# compensates for physics imprecision, as well as human reaction delay.
if shoot and not shooting:
@@ -98,24 +98,24 @@ func _integrate_forces(s):
else:
ss = 1.0
var pos = position + $bullet_shoot.position * Vector2(ss, 1.0)
bi.position = pos
get_parent().add_child(bi)
bi.linear_velocity = Vector2(800.0 * ss, -80)
$sprite/smoke.restart()
$sound_shoot.play()
add_collision_exception_with(bi) # Make bullet and this not collide
else:
shoot_time += step
if found_floor:
airborne_time = 0.0
else:
airborne_time += step # Time it spent in the air
var on_floor = airborne_time < MAX_FLOOR_AIRBORNE_TIME
# Process jump
@@ -125,10 +125,10 @@ func _integrate_forces(s):
jumping = false
elif not jump:
stopping_jump = true
if stopping_jump:
lv.y += STOP_JUMP_FORCE * step
if on_floor:
# Process logic when character is on floor
if move_left and not move_right:
@@ -143,14 +143,14 @@ func _integrate_forces(s):
if xv < 0:
xv = 0
lv.x = sign(lv.x) * xv
# Check jump
if not jumping and jump:
lv.y = -JUMP_VELOCITY
jumping = true
stopping_jump = false
$sound_jump.play()
# Check siding
if lv.x < 0 and move_left:
new_siding_left = true
@@ -182,7 +182,7 @@ func _integrate_forces(s):
if xv < 0:
xv = 0
lv.x = sign(lv.x) * xv
if lv.y < 0:
if shoot_time < MAX_SHOOT_POSE_TIME:
new_anim = "jumping_weapon"
@@ -193,28 +193,28 @@ func _integrate_forces(s):
new_anim = "falling_weapon"
else:
new_anim = "falling"
# Update siding
if new_siding_left != siding_left:
if new_siding_left:
$sprite.scale.x = -1
else:
$sprite.scale.x = 1
siding_left = new_siding_left
# Change animation
if new_anim != anim:
anim = new_anim
$anim.play(anim)
shooting = shoot
# Apply floor velocity
if found_floor:
floor_h_velocity = s.get_contact_collider_velocity_at_position(floor_index).x
lv.x += floor_h_velocity
# Finally, apply gravity and set back the linear velocity
lv += s.get_total_gravity() * step
s.set_linear_velocity(lv)

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@@ -13,4 +13,4 @@ func reset():
func _process(delta):
position += direction * speed * delta

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@@ -5,13 +5,13 @@ const MOVE_SPEED = 100
func _process(delta):
var which = get_name()
# move up and down based on input
if Input.is_action_pressed(which+"_move_up") and position.y > 0:
position.y -= MOVE_SPEED * delta
if Input.is_action_pressed(which+"_move_down") and position.y < get_viewport_rect().size.y:
position.y += MOVE_SPEED * delta
func _on_area_entered( area ):
if area.get_name() == "ball":

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@@ -15,7 +15,7 @@ func _ready():
continue
if not n.has_node("DialoguePlayer"):
continue
n.get_node("DialoguePlayer").connect("dialogue_finished", self,
n.get_node("DialoguePlayer").connect("dialogue_finished", self,
"_on_opponent_dialogue_finished", [n])
remove_child(combat_screen)
@@ -25,7 +25,7 @@ func _on_opponent_dialogue_finished(opponent):
var player = $Exploration/Grid/Player
var combatents = [player.combat_actor, opponent.combat_actor]
start_combat(combatents)
func start_combat(combat_actors):
remove_child($Exploration)
$AnimationPlayer.play("fade")
@@ -34,7 +34,7 @@ func start_combat(combat_actors):
combat_screen.show()
combat_screen.initialize(combat_actors)
$AnimationPlayer.play_backwards("fade")
func _on_combat_finished(winner, loser):
remove_child(combat_screen)
$AnimationPlayer.play_backwards("fade")

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@@ -15,7 +15,7 @@ func start_dialogue():
index_dialogue()
dialogue_text = dialogue_keys[current].text
dialogue_name = dialogue_keys[current].name
func next_dialogue():
current += 1
if current == dialogue_keys.size():
@@ -23,13 +23,13 @@ func next_dialogue():
return
dialogue_text = dialogue_keys[current].text
dialogue_name = dialogue_keys[current].name
func index_dialogue():
var dialogue = load_dialogue(dialogue_file)
dialogue_keys.clear()
for key in dialogue:
dialogue_keys.append(dialogue[key])
func load_dialogue(file_path):
var file = File.new()
if file.file_exists(file_path):

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@@ -21,7 +21,7 @@ func show_dialogue(player, dialogue):
$Name.text = dialogue_node.dialogue_name
$Text.text = dialogue_node.dialogue_text
func _on_Button_button_up():
dialogue_node.next_dialogue()
$Name.text = dialogue_node.dialogue_name

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@@ -19,7 +19,7 @@ func get_cell_pawn(cell, type = ACTOR):
func request_move(pawn, direction):
var cell_start = world_to_map(pawn.position)
var cell_target = cell_start + direction
var cell_tile_id = get_cellv(cell_target)
match cell_tile_id:
-1:
@@ -29,8 +29,8 @@ func request_move(pawn, direction):
OBJECT, ACTOR:
var target_pawn = get_cell_pawn(cell_target, cell_tile_id)
print("Cell %s contains %s" % [cell_target, target_pawn.name])
if not target_pawn.has_node("DialoguePlayer"):
return
get_node(dialogue_ui).show_dialogue(pawn, target_pawn.get_node("DialoguePlayer"))

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@@ -2,6 +2,6 @@ extends 'actor.gd'
func _ready():
set_process(false)
func get_input_direction():
return Vector2(0, 0)

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@@ -7,7 +7,7 @@ func get_input_direction():
return Vector2()
var random_x = DIRECTIONS[randi() % DIRECTIONS.size()]
var random_y = DIRECTIONS[randi() % DIRECTIONS.size()]
var random_axis = randi()%2
if random_axis > 0:
random_x = 0

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@@ -36,9 +36,9 @@ func move_to(target_position):
$Tween.interpolate_property($Pivot, "position", move_direction * 32, Vector2(), $AnimationPlayer.current_animation_length, Tween.TRANS_LINEAR, Tween.EASE_IN)
$Pivot/Sprite.position = position - target_position
position = target_position
yield($AnimationPlayer, "animation_finished")
set_process(true)
func bump():

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@@ -35,9 +35,9 @@ func move_to(target_position):
$Tween.interpolate_property($Pivot, "position", move_direction * 32, Vector2(), $AnimationPlayer.current_animation_length, Tween.TRANS_LINEAR, Tween.EASE_IN)
$Pivot/Sprite.position = position - target_position
position = target_position
yield($AnimationPlayer, "animation_finished")
set_process(true)
func bump():

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@@ -33,4 +33,4 @@ func clear_combat():
func finish_combat(winner, loser):
emit_signal("combat_finished", winner, loser)

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@@ -11,7 +11,7 @@ func set_active(value):
.set_active(value)
if not active:
return
$Timer.start()
yield($Timer, \"timeout\")
var target

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@@ -5,7 +5,7 @@ export (PackedScene) var info_scene
func _ready():
combatants_node = get_node(combatants_node)
func initialize():
for combatant in combatants_node.get_children():
var health = combatant.get_node("Health")

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@@ -10,12 +10,12 @@ func set_active(value):
active = value
set_process(value)
set_process_input(value)
if not active:
return
if $Health.armor >= $Health.base_armor + defense:
$Health.armor = $Health.base_armor
func attack(target):
target.take_damage(damage)
emit_signal("turn_finished")
@@ -27,10 +27,10 @@ func defend():
func consume(item):
item.use(self)
emit_signal("turn_finished")
func flee():
emit_signal("turn_finished")
func take_damage(damage):
$Health.take_damage(damage)
$Sprite/AnimationPlayer.play("take_damage")

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@@ -4,7 +4,7 @@ func set_active(value):
.set_active(value)
if not active:
return
$Timer.start()
yield($Timer, "timeout")
var target

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@@ -26,7 +26,7 @@ func get_next_in_queue():
queue.append(current_combatant)
self.active_combatant = queue[0]
return active_combatant
func remove(combatant):
var new_queue = []
for n in queue:

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@@ -36,7 +36,6 @@ code = "shader_type canvas_item;
uniform float amount : hint_range(0,5);
void fragment() {
COLOR.rgb = textureLod(SCREEN_TEXTURE,SCREEN_UV,amount).rgb;
}"
@@ -57,7 +56,7 @@ uniform float size_y=0.008;
void fragment() {
vec2 uv = SCREEN_UV;
uv-=mod(uv,vec2(size_x,size_y));
COLOR.rgb= textureLod(SCREEN_TEXTURE,uv,0.0).rgb;
}
"
@@ -102,13 +101,12 @@ uniform vec4 base : hint_color;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0).rgb;
//float v = max(c.r,max(c.g,c.b));
float v = dot(c,vec3(0.33333,0.33333,0.33333));
v=sqrt(v);
//v*=v;
COLOR.rgb= base.rgb*v;
}"
[sub_resource type="ShaderMaterial" id=10]
@@ -123,7 +121,6 @@ _sections_unfolded = [ "shader", "shader_param" ]
code = "shader_type canvas_item;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0).rgb;
c=vec3(1.0)-c;
COLOR.rgb=c;
@@ -141,7 +138,6 @@ _sections_unfolded = [ "shader" ]
code = "shader_type canvas_item;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0).rgb;
c=mod(c+vec3(0.5),vec3(1.0));
COLOR.rgb=c;
@@ -179,13 +175,12 @@ uniform float contrast=1.5;
uniform float saturation=1.8;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0).rgb;
c.rgb = mix(vec3(0.0),c.rgb,brightness);
c.rgb = mix(vec3(0.5),c.rgb,contrast);
c.rgb = mix(vec3(dot(vec3(1.0),c.rgb)*0.33333),c.rgb,saturation);
COLOR.rgb=c;
}
"
@@ -207,13 +202,12 @@ uniform float frequency=60;
uniform float depth = 0.005;
void fragment() {
vec2 uv = SCREEN_UV;
uv.x += sin(uv.y*frequency+TIME)*depth;
uv.x = clamp(uv.x,0,1);
vec3 c = textureLod(SCREEN_TEXTURE,uv,0.0).rgb;
COLOR.rgb=c;
}
"
@@ -239,25 +233,24 @@ uniform float stretch = 0.5;
uniform float flashing=0.01;
float make_grain(float time,vec2 uv) {
vec2 ofs = vec2(sin(41.0*time*sin(time*123.0)),sin(27.0*time*sin(time*312.0)));
return texture(grain,(uv+mod(ofs,vec2(1,1)))*stretch).r;
}
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0).rgb;
//float v = max(c.r,max(c.g,c.b));
float v = dot(c,vec3(0.33333,0.33333,0.33333));
v=sqrt(v);
//v*=v;
float f = 1.0/fps;
float g = make_grain(TIME-mod(TIME,f),UV);
g=max(g,make_grain(TIME-mod(TIME,f)+f,UV)*0.5);
g=max(g,make_grain(TIME-mod(TIME,f)+f*2.0,UV)*0.25);
COLOR.rgb= base.rgb*v-vec3(g)*grain_strength;
COLOR.rgb*=texture(vignette,UV).r;
float ft = TIME * 0.002;

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@@ -1,570 +0,0 @@
[gd_scene load_steps=31 format=2]
[ext_resource path="res://screen_shaders.gd" type="Script" id=1]
[ext_resource path="res://art/burano.jpg" type="Texture" id=2]
[ext_resource path="res://art/platformer.jpg" type="Texture" id=3]
[ext_resource path="res://art/mountains.jpg" type="Texture" id=4]
[ext_resource path="res://art/forest.jpg" type="Texture" id=5]
[ext_resource path="res://art/vignette.png" type="Texture" id=6]
[ext_resource path="res://art/white.png" type="Texture" id=7]
[ext_resource path="res://art/filmgrain.png" type="Texture" id=8]
[sub_resource type="Shader" id=1]
code = "shader_type canvas_item;
uniform sampler2D vignette;
void fragment() {
vec3 vignette_color = texture(vignette,UV).rgb;
//screen texture stores gaussian blurred copies on mipmaps
COLOR.rgb = textureLod(SCREEN_TEXTURE,SCREEN_UV,(1.0-vignette_color.r)*4.0).rgb;
COLOR.rgb*= texture(vignette,UV).rgb;
}"
[sub_resource type="ShaderMaterial" id=2]
shader/shader = SubResource( 1 )
shader_param/vignette = ExtResource( 6 )
_sections_unfolded = [ "shader", "shader_param" ]
[sub_resource type="Shader" id=3]
code = "shader_type canvas_item;
uniform float amount : hint_range(0,5);
void fragment() {
COLOR.rgb = textureLod(SCREEN_TEXTURE,SCREEN_UV,amount).rgb;
}"
[sub_resource type="ShaderMaterial" id=4]
shader/shader = SubResource( 3 )
shader_param/amount = 4.0
_sections_unfolded = [ "shader", "shader_param" ]
[sub_resource type="Shader" id=5]
code = "shader_type canvas_item;
uniform float size_x=0.008;
uniform float size_y=0.008;
void fragment() {
vec2 uv = SCREEN_UV;
uv-=mod(uv,vec2(size_x,size_y));
COLOR.rgb= textureLod(SCREEN_TEXTURE,uv,0.0).rgb;
}
"
[sub_resource type="ShaderMaterial" id=6]
shader/shader = SubResource( 5 )
shader_param/size_x = null
shader_param/size_y = null
_sections_unfolded = [ "shader" ]
[sub_resource type="Shader" id=7]
code = "shader_type canvas_item;
uniform float rotation=3.0;
void fragment() {
vec2 uv = SCREEN_UV;
vec2 rel = uv-vec2(0.5,0.5);
float angle = length(rel)*rotation;
mat2 rot = mat2(vec2(cos(angle),-sin(angle)),vec2(sin(angle),cos(angle)));
rel = rot * rel;
uv = clamp(rel + vec2(0.5,0.5),vec2(0,0),vec2(1,1));
COLOR.rgb= textureLod(SCREEN_TEXTURE,uv,0.0).rgb;
}
"
[sub_resource type="ShaderMaterial" id=8]
shader/shader = SubResource( 7 )
shader_param/rotation = null
_sections_unfolded = [ "shader" ]
[sub_resource type="Shader" id=9]
code = "shader_type canvas_item;
uniform vec4 base : hint_color;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0).rgb;
//float v = max(c.r,max(c.g,c.b));
float v = dot(c,vec3(0.33333,0.33333,0.33333));
v=sqrt(v);
//v*=v;
COLOR.rgb= base.rgb*v;
}"
[sub_resource type="ShaderMaterial" id=10]
shader/shader = SubResource( 9 )
shader_param/base = Color( 0.54451, 0.408353, 0.403137, 1 )
_sections_unfolded = [ "shader", "shader_param" ]
[sub_resource type="Shader" id=11]
code = "shader_type canvas_item;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0).rgb;
c=vec3(1.0)-c;
COLOR.rgb=c;
}
"
[sub_resource type="ShaderMaterial" id=12]
shader/shader = SubResource( 11 )
_sections_unfolded = [ "shader" ]
[sub_resource type="Shader" id=13]
code = "shader_type canvas_item;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0).rgb;
c=mod(c+vec3(0.5),vec3(1.0));
COLOR.rgb=c;
}
"
[sub_resource type="ShaderMaterial" id=14]
shader/shader = SubResource( 13 )
_sections_unfolded = [ "shader" ]
[sub_resource type="Shader" id=15]
code = "shader_type canvas_item;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0).rgb;
COLOR.rgb=normalize(c);
}
"
[sub_resource type="ShaderMaterial" id=16]
shader/shader = SubResource( 15 )
_sections_unfolded = [ "shader" ]
[sub_resource type="Shader" id=17]
code = "shader_type canvas_item;
uniform float brightness=0.8;
uniform float contrast=1.5;
uniform float saturation=1.8;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0).rgb;
c.rgb = mix(vec3(0.0),c.rgb,brightness);
c.rgb = mix(vec3(0.5),c.rgb,contrast);
c.rgb = mix(vec3(dot(vec3(1.0),c.rgb)*0.33333),c.rgb,saturation);
COLOR.rgb=c;
}
"
[sub_resource type="ShaderMaterial" id=18]
shader/shader = SubResource( 17 )
shader_param/brightness = null
shader_param/contrast = null
shader_param/saturation = null
_sections_unfolded = [ "shader" ]
[sub_resource type="Shader" id=19]
code = "shader_type canvas_item;
uniform float frequency=60;
uniform float depth = 0.005;
void fragment() {
vec2 uv = SCREEN_UV;
uv.x += sin(uv.y*frequency+TIME)*depth;
uv.x = clamp(uv.x,0,1);
vec3 c = textureLod(SCREEN_TEXTURE,uv,0.0).rgb;
COLOR.rgb=c;
}
"
[sub_resource type="ShaderMaterial" id=20]
shader/shader = SubResource( 19 )
shader_param/frequency = null
shader_param/depth = null
_sections_unfolded = [ "shader" ]
[sub_resource type="Shader" id=21]
code = "shader_type canvas_item;
uniform vec4 base : hint_color;
uniform sampler2D grain;
uniform float grain_strength=0.3;
uniform sampler2D vignette;
uniform float fps=12;
uniform float stretch = 0.5;
uniform float flashing=0.01;
float make_grain(float time,vec2 uv) {
vec2 ofs = vec2(sin(41.0*time*sin(time*123.0)),sin(27.0*time*sin(time*312.0)));
return texture(grain,(uv+mod(ofs,vec2(1,1)))*stretch).r;
}
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0).rgb;
//float v = max(c.r,max(c.g,c.b));
float v = dot(c,vec3(0.33333,0.33333,0.33333));
v=sqrt(v);
//v*=v;
float f = 1.0/fps;
float g = make_grain(TIME-mod(TIME,f),UV);
g=max(g,make_grain(TIME-mod(TIME,f)+f,UV)*0.5);
g=max(g,make_grain(TIME-mod(TIME,f)+f*2.0,UV)*0.25);
COLOR.rgb= base.rgb*v-vec3(g)*grain_strength;
COLOR.rgb*=texture(vignette,UV).r;
float ft = TIME * 0.002;
COLOR.rgb+=vec3(sin(75.0*ft*sin(ft*123.0)))*flashing;
}
"
[sub_resource type="ShaderMaterial" id=22]
shader/shader = SubResource( 21 )
shader_param/base = Color( 0.450274, 0.361255, 0.335059, 1 )
shader_param/grain_strength = 0.3
shader_param/fps = 12
shader_param/stretch = 0.5
shader_param/flashing = 0.01
shader_param/grain = ExtResource( 8 )
shader_param/vignette = ExtResource( 6 )
_sections_unfolded = [ "shader", "shader_param" ]
[node name="Control" type="Control"]
anchor_right = 1
anchor_bottom = 1
rect_clip_content = false
mouse_filter = 0
size_flags_horizontal = 2
size_flags_vertical = 2
script = ExtResource( 1 )
_sections_unfolded = [ "Pause" ]
[node name="pictures" type="Control" parent="."]
anchor_right = 1
anchor_bottom = 1
rect_clip_content = false
mouse_filter = 0
size_flags_horizontal = 2
size_flags_vertical = 2
[node name="burano" type="TextureRect" parent="pictures"]
margin_right = 40.0
margin_bottom = 40.0
rect_clip_content = false
mouse_filter = 1
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 2 )
stretch_mode = 0
[node name="roby" type="TextureRect" parent="pictures"]
visible = false
margin_right = 40.0
margin_bottom = 40.0
rect_clip_content = false
mouse_filter = 1
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 3 )
stretch_mode = 0
[node name="mountains" type="TextureRect" parent="pictures"]
visible = false
margin_right = 40.0
margin_bottom = 40.0
rect_clip_content = false
mouse_filter = 1
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 4 )
stretch_mode = 0
[node name="forest" type="TextureRect" parent="pictures"]
visible = false
margin_right = 40.0
margin_bottom = 40.0
rect_clip_content = false
mouse_filter = 1
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 5 )
stretch_mode = 0
[node name="effects" type="Control" parent="."]
anchor_right = 1
anchor_bottom = 1
margin_right = -20.0
rect_clip_content = false
mouse_filter = 0
size_flags_horizontal = 2
size_flags_vertical = 2
[node name="disabled" type="Control" parent="effects"]
visible = false
margin_right = 40.0
margin_bottom = 40.0
rect_clip_content = false
mouse_filter = 0
size_flags_horizontal = 2
size_flags_vertical = 2
[node name="vignette" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 2 )
anchor_right = 1
anchor_bottom = 1
rect_clip_content = false
mouse_filter = 1
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
expand = true
stretch_mode = 0
_sections_unfolded = [ "Material" ]
[node name="blur" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 4 )
anchor_right = 1
anchor_bottom = 1
rect_clip_content = false
mouse_filter = 1
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
expand = true
stretch_mode = 0
_sections_unfolded = [ "Material" ]
[node name="pixelize" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 6 )
anchor_right = 1
anchor_bottom = 1
rect_clip_content = false
mouse_filter = 1
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
expand = true
stretch_mode = 0
_sections_unfolded = [ "Material" ]
[node name="whirl" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 8 )
anchor_right = 1
anchor_bottom = 1
rect_clip_content = false
mouse_filter = 1
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
expand = true
stretch_mode = 0
_sections_unfolded = [ "Material" ]
[node name="sepia" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 10 )
anchor_right = 1
anchor_bottom = 1
margin_right = 14.0
margin_bottom = -2.0
rect_clip_content = false
mouse_filter = 1
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
expand = true
stretch_mode = 0
_sections_unfolded = [ "Material", "Visibility" ]
[node name="negative" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 12 )
anchor_right = 1
anchor_bottom = 1
rect_clip_content = false
mouse_filter = 1
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
expand = true
stretch_mode = 0
_sections_unfolded = [ "Material" ]
[node name="contrasted" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 14 )
anchor_right = 1
anchor_bottom = 1
rect_clip_content = false
mouse_filter = 1
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
expand = true
stretch_mode = 0
_sections_unfolded = [ "Material" ]
[node name="normalized" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 16 )
anchor_right = 1
anchor_bottom = 1
rect_clip_content = false
mouse_filter = 1
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
expand = true
stretch_mode = 0
_sections_unfolded = [ "Material" ]
[node name="BCS" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 18 )
anchor_right = 1
anchor_bottom = 1
margin_top = 3.0
margin_bottom = -3.0
rect_clip_content = false
mouse_filter = 1
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
expand = true
stretch_mode = 0
_sections_unfolded = [ "Material" ]
[node name="mirage" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 20 )
anchor_right = 1
anchor_bottom = 1
rect_clip_content = false
mouse_filter = 1
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
expand = true
stretch_mode = 0
_sections_unfolded = [ "Material" ]
[node name="old_film" type="TextureRect" parent="effects"]
visible = false
material = SubResource( 22 )
anchor_right = 1
anchor_bottom = 1
margin_left = -3.0
margin_right = 3.0
rect_clip_content = false
mouse_filter = 1
size_flags_horizontal = 2
size_flags_vertical = 2
texture = ExtResource( 7 )
expand = true
stretch_mode = 0
_sections_unfolded = [ "Material" ]
[node name="picture" type="OptionButton" parent="."]
margin_left = 8.0
margin_top = 7.0
margin_right = 131.0
margin_bottom = 28.0
rect_clip_content = false
mouse_filter = 0
size_flags_horizontal = 2
size_flags_vertical = 2
toggle_mode = false
enabled_focus_mode = 2
shortcut = null
group = null
flat = false
align = 0
selected = -1
items = [ ]
[node name="effect" type="OptionButton" parent="."]
margin_left = 137.0
margin_top = 7.0
margin_right = 260.0
margin_bottom = 28.0
rect_clip_content = false
mouse_filter = 0
size_flags_horizontal = 2
size_flags_vertical = 2
toggle_mode = false
enabled_focus_mode = 2
shortcut = null
group = null
flat = false
align = 0
selected = -1
items = [ ]
[connection signal="item_selected" from="picture" to="." method="_on_picture_item_selected"]
[connection signal="item_selected" from="effect" to="." method="_on_effect_item_selected"]

View File

@@ -15,16 +15,16 @@ float a;
float maxa=col.a;
float mina=col.a;
a=texture(TEXTURE,UV+vec2(0,-outline_width)*ps).a;
maxa=max(a,maxa);
maxa=max(a,maxa);
mina=min(a,mina);
a=texture(TEXTURE,UV+vec2(0,outline_width)*ps).a;
maxa=max(a,maxa);
maxa=max(a,maxa);
mina=min(a,mina);
a=texture(TEXTURE,UV+vec2(-outline_width,0)*ps).a;
maxa=max(a,maxa);
maxa=max(a,maxa);
mina=min(a,mina);
a=texture(TEXTURE,UV+vec2(outline_width,0)*ps).a;
maxa=max(a,maxa);
maxa=max(a,maxa);
mina=min(a,mina);
COLOR=mix(col,outline_color,maxa-mina);
@@ -56,21 +56,21 @@ void fragment(){
float mina = col.a;
a = texture(TEXTURE, UV + vec2(0, -outline_width)*ps).a;
maxa = max(a, maxa);
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(0, outline_width)*ps).a;
maxa = max(a, maxa);
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-outline_width,0)*ps).a;
maxa = max(a, maxa);
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(outline_width, 0)*ps).a;
maxa = max(a, maxa);
maxa = max(a, maxa);
mina = min(a, mina);
COLOR = mix(col, outline_color, maxa-mina);
}"
@@ -89,7 +89,7 @@ render_mode blend_premul_alpha;
//this shader only works properly with premultiplied alpha blend mode
uniform float aura_width = 2.0;
uniform vec4 aura_color:hint_color;
uniform vec4 aura_color:hint_color;
void fragment(){
vec4 col = texture(TEXTURE, UV);
@@ -97,30 +97,30 @@ void fragment(){
float a;
float maxa = col.a;
float mina = col.a;
a = texture(TEXTURE, UV + vec2(0, -aura_width)*ps).a;
maxa = max(a, maxa);
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(0, aura_width)*ps).a;
maxa = max(a, maxa);
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-aura_width, 0)*ps).a;
maxa = max(a, maxa);
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(aura_width, 0)*ps).a;
maxa = max(a, maxa);
maxa = max(a, maxa);
mina = min(a, mina);
col.rgb *= col.a;
COLOR = col;
float auraa = (maxa-mina);
COLOR.rgb += aura_color.rgb*(auraa);
}"
[sub_resource type="ShaderMaterial" id=7]
@@ -141,13 +141,13 @@ uniform float radius = 4.0;
void fragment(){
vec4 col = texture(TEXTURE, UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
col += texture(TEXTURE, UV + vec2(0, -radius)*ps);
col += texture(TEXTURE, UV + vec2(0, radius)*ps);
col += texture(TEXTURE, UV + vec2(-radius, 0)*ps);
col += texture(TEXTURE, UV + vec2(radius, 0)*ps);
col /= 5.0;
COLOR = col;
}"
@@ -168,13 +168,13 @@ uniform float fattyness = 2.0;
void fragment(){
vec2 ruv = UV - vec2(0.5,0.5);
vec2 dir = normalize(ruv);
float len = length(ruv);
float len = length(ruv);
len = pow(len*2.0, fattyness)*0.5;
ruv = len*dir;
vec4 col = texture(TEXTURE, ruv + vec2(0.5, 0.5));
COLOR = col;
}"
@@ -195,9 +195,9 @@ uniform vec4 modulate:hint_color;
void fragment(){
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 shadow = texture(TEXTURE, UV + vec2(-radius, -radius)*ps);
shadow += texture(TEXTURE, UV + vec2(-radius, 0)*ps);
shadow += texture(TEXTURE, UV + vec2(-radius, radius)*ps);
shadow += texture(TEXTURE, UV + vec2(0, -radius)*ps);
@@ -207,7 +207,7 @@ void fragment(){
shadow += texture(TEXTURE, UV + vec2(radius, radius)*ps);
shadow /= 8.0;
shadow *= modulate;
vec4 col = texture(TEXTURE, UV);
COLOR = mix(shadow, col, col.a);
}"
@@ -230,10 +230,10 @@ uniform vec4 modulate:hint_color;
void fragment(){
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 shadow = vec4(modulate.rgb, texture(TEXTURE, UV - offset*ps).a*modulate.a);
vec4 col = texture(TEXTURE, UV);
COLOR = mix(shadow, col, col.a);
}"
@@ -253,9 +253,8 @@ render_mode blend_mix;
uniform vec4 modulate:hint_color;
void fragment(){
COLOR = vec4(modulate.rgb, texture(TEXTURE, UV).a*modulate.a);
}"
[sub_resource type="ShaderMaterial" id=17]
@@ -278,7 +277,7 @@ void fragment(){
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 col = texture(TEXTURE, UV);
vec4 glow = col;
glow += texture(TEXTURE, UV + vec2(-r, -r)*ps);
glow += texture(TEXTURE, UV + vec2(-r, 0)*ps);
glow += texture(TEXTURE, UV + vec2(-r, r)*ps);
@@ -287,7 +286,7 @@ void fragment(){
glow += texture(TEXTURE, UV + vec2(r, -r)*ps);
glow += texture(TEXTURE, UV + vec2(r, 0)*ps);
glow += texture(TEXTURE, UV + vec2(r, r)*ps);
r *= 2.0;
glow += texture(TEXTURE, UV + vec2(-r, -r)*ps);
glow += texture(TEXTURE, UV + vec2(-r, 0)*ps);
@@ -297,13 +296,13 @@ void fragment(){
glow += texture(TEXTURE, UV + vec2(r, -r)*ps);
glow += texture(TEXTURE, UV + vec2(r, 0)*ps);
glow += texture(TEXTURE, UV + vec2(r, r)*ps);
glow /= 17.0;
glow *= amount;
col.rgb *= col.a;
COLOR = glow + col;
}"
[sub_resource type="ShaderMaterial" id=19]
@@ -322,13 +321,12 @@ render_mode blend_mix;
uniform float amount = 20.0;
void fragment(){
vec2 uv = UV*0.05;
float a = fract(sin(dot(UV, vec2(12.9898, 78.233)))*438.5453);
vec4 col = texture(TEXTURE, UV);
col.a *= pow(a, amount);
COLOR = col;
}"

View File

@@ -47,48 +47,48 @@ var first_call = true
var debug_messages = false
func _ready():
if (target == null):
# NOTE: you HAVE to have a node called target as a child of this node!
# so we create one if one doesn't already exist
if has_node("target") == false:
target = Spatial.new()
add_child(target)
if Engine.editor_hint == true:
if Engine.editor_hint:
if get_tree() != null:
if get_tree().edited_scene_root != null:
target.set_owner(get_tree().edited_scene_root)
target.name = "target"
else:
target = get_node("target")
# If we are in the editor, we want to make a sphere at this node
if Engine.editor_hint == true:
if Engine.editor_hint:
_make_editor_sphere_at_node(target, Color(1, 0, 1, 1))
if middle_joint_target == null:
if has_node("middle_joint_target") == false:
middle_joint_target = Spatial.new()
add_child(middle_joint_target)
if Engine.editor_hint == true:
if Engine.editor_hint:
if get_tree() != null:
if get_tree().edited_scene_root != null:
middle_joint_target.set_owner(get_tree().edited_scene_root)
middle_joint_target.name = "middle_joint_target"
else:
middle_joint_target = get_node("middle_joint_target")
# If we are in the editor, we want to make a sphere at this node
if Engine.editor_hint == true:
if Engine.editor_hint:
_make_editor_sphere_at_node(middle_joint_target, Color(1, 0.24, 1, 1))
# Make all of the bone nodes for each bone in the IK chain
_make_bone_nodes()
# Make sure we're using the right update mode
_set_update_mode(update_mode)
@@ -123,11 +123,11 @@ func _make_editor_sphere_at_node(node, color):
func _set_update_mode(new_value):
update_mode = new_value
set_process(false)
set_physics_process(false)
set_notify_transform(false)
if update_mode == 0:
set_process(true)
elif update_mode == 1:
@@ -135,44 +135,44 @@ func _set_update_mode(new_value):
elif update_mode == 2:
set_notify_transform(true)
else:
if debug_messages == true:
if debug_messages:
print (name, " - IK_FABRIK: Unknown update mode. NOT updating skeleton")
return
func _set_skeleton_path(new_value):
# Because get_node doesn't work in the first call, we just want to assign instead
if first_call == true:
if first_call:
skeleton_path = new_value
return
skeleton_path = new_value
if skeleton_path == null:
if debug_messages == true:
if debug_messages:
print (name, " - IK_FABRIK: No Nodepath selected for skeleton_path!")
return
var temp = get_node(skeleton_path)
if temp != null:
# If it has the method "get_bone_global_pose" it is likely a Skeleton
if temp.has_method("get_bone_global_pose") == true:
if temp.has_method("get_bone_global_pose"):
skeleton = temp
bone_IDs = {}
# (Delete all of the old bone nodes and) Make all of the bone nodes for each bone in the IK chain
_make_bone_nodes()
if debug_messages == true:
if debug_messages:
print (name, " - IK_FABRIK: Attached to a new skeleton")
# If not, then it's (likely) not a Skeleton node
else:
skeleton = null
if debug_messages == true:
if debug_messages:
print (name, " - IK_FABRIK: skeleton_path does not point to a skeleton!")
else:
if debug_messages == true:
if debug_messages:
print (name, " - IK_FABRIK: No Nodepath selected for skeleton_path!")
############# OTHER (NON IK SOLVER RELATED) FUNCTIONS #############
@@ -181,33 +181,33 @@ func _set_skeleton_path(new_value):
func _make_bone_nodes():
# Remove all of the old bone nodes
# TODO: (not a huge concern, as these can be removed in the editor)
for bone in range(0, bones_in_chain.size()):
var bone_name = bones_in_chain[bone]
if has_node(bone_name) == false:
var new_node = Spatial.new()
bone_nodes[bone] = new_node
add_child(bone_nodes[bone])
if Engine.editor_hint == true:
if Engine.editor_hint:
if get_tree() != null:
if get_tree().edited_scene_root != null:
bone_nodes[bone].set_owner(get_tree().edited_scene_root)
bone_nodes[bone].name = bone_name
else:
bone_nodes[bone] = get_node(bone_name)
# If we are in the editor, we want to make a sphere at this node
if Engine.editor_hint == true:
if Engine.editor_hint:
_make_editor_sphere_at_node(bone_nodes[bone], Color(0.65, 0, 1, 1))
func _set_bone_chain_bones(new_value):
bones_in_chain = new_value
_make_bone_nodes()
func _set_bone_chain_lengths(new_value):
@@ -218,16 +218,16 @@ func _set_bone_chain_lengths(new_value):
# Various upate methods
# ---------------------
func _process(delta):
if reset_iterations_on_update == true:
if reset_iterations_on_update:
chain_iterations = 0
update_skeleton()
func _physics_process(delta):
if reset_iterations_on_update == true:
if reset_iterations_on_update:
chain_iterations = 0
update_skeleton()
func _notification(what):
if what == NOTIFICATION_TRANSFORM_CHANGED:
if reset_iterations_on_update == true:
if reset_iterations_on_update:
chain_iterations = 0
update_skeleton()
@@ -235,71 +235,71 @@ func _notification(what):
############# IK SOLVER RELATED FUNCTIONS #############
func update_skeleton():
#### ERROR CHECKING conditions
if first_call == true:
if first_call:
_set_skeleton_path(skeleton_path)
first_call = false
if skeleton == null:
_set_skeleton_path(skeleton_path)
return
if bones_in_chain == null:
if debug_messages == true:
if debug_messages:
print (name, " - IK_FABRIK: No Bones in IK chain defined!")
return
if bones_in_chain_lengths == null:
if debug_messages == true:
if debug_messages:
print (name, " - IK_FABRIK: No Bone lengths in IK chain defined!")
return
if bones_in_chain.size() != bones_in_chain_lengths.size():
if debug_messages == true:
if debug_messages:
print (name, " - IK_FABRIK: bones_in_chain and bones_in_chain_lengths!")
return
################################
# Set all of the bone IDs in bone_IDs, if they are not already made
var i = 0
if bone_IDs.size() <= 0:
for bone_name in bones_in_chain:
bone_IDs[bone_name] = skeleton.find_bone(bone_name)
# Set the bone node to the currect bone position
bone_nodes[i].global_transform = get_bone_transform(i)
# If this is not the last bone in the bone chain, make it look at the next bone in the bone chain
if i < bone_IDs.size()-1:
bone_nodes[i].look_at(get_bone_transform(i+1).origin + skeleton.global_transform.origin, Vector3(0, 1, 0))
i += 1
# Set the total length of the bone chain, if it is not already set
if total_length == null:
total_length = 0
for bone_length in bones_in_chain_lengths:
total_length += bone_length
# Solve the bone chain
solve_chain()
func solve_chain():
# If we have reached our max chain iteration, and we are limiting ourselves, then return.
# Otherwise set chain_iterations to zero (so we constantly update)
if chain_iterations >= CHAIN_MAX_ITER and limit_chain_iterations == true:
if chain_iterations >= CHAIN_MAX_ITER and limit_chain_iterations:
return
else:
chain_iterations = 0
# Update the origin with the current bone's origin
chain_origin = get_bone_transform(0)
# Get the direction of the final bone by using the next to last bone if there is more than 2 bones.
# If there are only 2 bones, we use the target's forward Z vector instead (not ideal, but it works fairly well)
#var dir = -target.global_transform.basis.z.normalized()
@@ -308,58 +308,58 @@ func solve_chain():
dir = bone_nodes[bone_nodes.size()-2].global_transform.basis.z.normalized()
else:
dir = -target.global_transform.basis.z.normalized()
# Get the target position (accounting for the final bone and it's length)
var target_pos = target.global_transform.origin + (dir * bones_in_chain_lengths[bone_nodes.size()-1])
# If we are using middle joint target (and have more than 2 bones), move our middle joint towards it!
if use_middle_joint_target == true:
if use_middle_joint_target:
if bone_nodes.size() > 2:
var middle_point_pos = middle_joint_target.global_transform
bone_nodes[bone_nodes.size()/2].global_transform.origin = middle_point_pos.origin
# Get the distance from the origin to the target
var distance = (chain_origin.origin - target_pos).length()
# If the distance is farther than our total reach, the target cannot be reached.
# Make the bone chain a straight line pointing towards the target
if distance > total_length:
for i in range (0, bones_in_chain.size()):
# Create a direct line to target and make this bone travel down that line
var r = (target_pos - bone_nodes[i].global_transform.origin).length()
var l = bones_in_chain_lengths[i] / r
# Find new join position
var new_pos = (1-l) * bone_nodes[i].global_transform.origin + l * target_pos
# Apply it to the bone node
bone_nodes[i].look_at(new_pos, Vector3(0, 1, 0))
bone_nodes[i].global_transform.origin = new_pos
# Apply the rotation to the first node in the bone chain, making it look at the next bone in the bone chain
bone_nodes[0].look_at(bone_nodes[1].global_transform.origin, Vector3(0, 1, 0))
# If the distance is NOT farther than our total reach, the target can be reached.
else:
# Get the difference between our end effector (the final bone in the chain) and the target
var dif = (bone_nodes[bone_nodes.size()-1].global_transform.origin - target_pos).length()
# Check to see if the distance from the end effector to the target is within our error margin (CHAIN_TOLERANCE).
# If it not, move the chain towards the target (going forwards, backwards, and then applying rotation)
while dif > CHAIN_TOLERANCE:
chain_backward()
chain_forward()
chain_apply_rotation()
# Update the difference between our end effector (the final bone in the chain) and the target
dif = (bone_nodes[bone_nodes.size()-1].global_transform.origin - target_pos).length()
# Add one to chain_iterations. If we have reached our max iterations, then break
chain_iterations = chain_iterations + 1
if chain_iterations >= CHAIN_MAX_ITER:
break
# Reset the bone node transforms to the skeleton bone transforms
#if (constrained == false): # Resetting seems to break bone constraints...
for i in range(0, bone_nodes.size()):
@@ -369,7 +369,7 @@ func solve_chain():
func chain_backward():
# Backward reaching pass
# Get the direction of the final bone by using the next to last bone if there is more than 2 bones.
# If there are only 2 bones, we use the target's forward Z vector instead (not ideal, but it works fairly well)
var dir
@@ -377,16 +377,16 @@ func chain_backward():
dir = bone_nodes[bone_nodes.size()-2].global_transform.basis.z.normalized()
else:
dir = -target.global_transform.basis.z.normalized()
# Set the position of the end effector (the final bone in the chain) to the target position
bone_nodes[bone_nodes.size()-1].global_transform.origin = target.global_transform.origin + (dir * bones_in_chain_lengths[bone_nodes.size()-1])
# For all of the other bones, move them towards the target
var i = bones_in_chain.size() - 1
while i >= 1:
i -= 1
var r = bone_nodes[i+1].global_transform.origin - bone_nodes[i].global_transform.origin
var l = bones_in_chain_lengths[i] / r.length()
# Apply the new joint position
@@ -395,90 +395,90 @@ func chain_backward():
func chain_forward():
# Forward reaching pass
# Set root at initial position
bone_nodes[0].global_transform.origin = chain_origin.origin
# Go through every bone in the bone chain
var i = 0
while i < bones_in_chain.size() - 1:
var r = (bone_nodes[i+1].global_transform.origin - bone_nodes[i].global_transform.origin)
var l = bones_in_chain_lengths[i] / r.length()
# Set the new joint position
var new_pos = (1 - l) * bone_nodes[i].global_transform.origin + l * bone_nodes[i+1].global_transform.origin
# Apply the new joint position, (potentially with constraints), to the bone node
bone_nodes[i+1].global_transform.origin = new_pos
i += 1
func chain_apply_rotation():
# Make all of the bones rotated correctly.
# For each bone in the bone chain
for i in range(0, bones_in_chain.size()):
# Get the bone's transform, NOT converted to world space
var bone_trans = get_bone_transform(i, false)
# If this is the last bone in the bone chain, rotate the bone so it faces
# the same direction as the next to last bone in the bone chain if there are more than
# two bones. If there are only two bones, rotate the end effector towards the target
if i == bones_in_chain.size()-1:
if bones_in_chain.size() > 2:
# Get the bone node for this bone, and the previous bone
var b_target = bone_nodes[i].global_transform
var b_target_two = bone_nodes[i-1].global_transform
# Convert the bone nodes positions from world space to bone/skeleton space
b_target.origin = skeleton.global_transform.xform_inv(b_target.origin)
b_target_two.origin = skeleton.global_transform.xform_inv(b_target_two.origin)
# Get the direction that the previous bone is pointing towards
var dir = (target.global_transform.origin - b_target_two.origin).normalized()
# Make this bone look in the same the direction as the last bone
bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3(0, 1, 0))
else:
var b_target = target.global_transform
b_target.origin = skeleton.global_transform.xform_inv(b_target.origin)
bone_trans = bone_trans.looking_at(b_target.origin, Vector3(0, 1, 0))
# If this is NOT the last bone in the bone chain, rotate the bone to look at the next
# bone in the bone chain.
else:
# Get the bone node for this bone, and the next bone
var b_target = bone_nodes[i].global_transform
var b_target_two = bone_nodes[i+1].global_transform
# Convert the bone nodes positions from world space to bone/skeleton space
b_target.origin = skeleton.global_transform.xform_inv(b_target.origin)
b_target_two.origin = skeleton.global_transform.xform_inv(b_target_two.origin)
# Get the direction towards the next bone
var dir = (b_target_two.origin - b_target.origin).normalized()
# Make this bone look towards the direction of the next bone
bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3(0, 1, 0))
# The the bone's (updated) transform
set_bone_transform(i, bone_trans)
func get_bone_transform(bone, convert_to_world_space=true):
# Get the global transform of the bone
var ret = skeleton.get_bone_global_pose(bone_IDs[bones_in_chain[bone]])
# If we need to convert the bone position from bone/skeleton space to world space, we
# use the Xform of the skeleton (because bone/skeleton space is relative to the position of the skeleton node).
if convert_to_world_space == true:
if convert_to_world_space:
ret.origin = skeleton.global_transform.xform(ret.origin)
return ret

View File

@@ -17,11 +17,11 @@ var first_call = true
const empty_vector = Vector3()
func _ready():
set_process(false)
set_physics_process(false)
set_notify_transform(false)
if update_mode == 0:
set_process(true)
elif update_mode == 1:
@@ -29,10 +29,10 @@ func _ready():
elif update_mode == 2:
set_notify_transform(true)
else:
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: Unknown update mode. NOT updating skeleton")
if Engine.editor_hint == true:
if Engine.editor_hint:
_setup_for_editor()
@@ -63,96 +63,96 @@ func _setup_for_editor():
func _set_update(new_value):
update_mode = new_value
# Set all of our processes to false
set_process(false)
set_physics_process(false)
set_notify_transform(false)
# Based on the value of upate, change how we handle updating the skeleton
if update_mode == 0:
set_process(true)
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: updating skeleton using _process...")
elif update_mode == 1:
set_physics_process(true)
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: updating skeleton using _physics_process...")
elif update_mode == 2:
set_notify_transform(true)
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: updating skeleton using _notification...")
else:
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: NOT updating skeleton due to unknown update method...")
func _set_skeleton_path(new_value):
# Because get_node doesn't work in the first call, we just want to assign instead
# This is to get around a issue with NodePaths exposed to the editor
if first_call == true:
if first_call:
skeleton_path = new_value
return
# Assign skeleton_path to whatever value is passed
skeleton_path = new_value
if skeleton_path == null:
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: No Nodepath selected for skeleton_path!")
return
# Get the node at that location, if there is one
var temp = get_node(skeleton_path)
if temp != null:
# If the node has the method "find_bone" then we can assume it is (likely) a skeleton
if temp.has_method("find_bone") == true:
if temp.has_method("find_bone"):
skeleton_to_use = temp
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: attached to (new) skeleton")
# If not, then it's (likely) not a skeleton
else:
skeleton_to_use = null
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: skeleton_path does not point to a skeleton!")
else:
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: No Nodepath selected for skeleton_path!")
func update_skeleton():
# NOTE: Because get_node doesn't work in _ready, we need to skip
# a call before doing anything.
if first_call == true:
if first_call:
first_call = false
if skeleton_to_use == null:
_set_skeleton_path(skeleton_path)
# If we do not have a skeleton and/or we're not supposed to update, then return.
if skeleton_to_use == null:
return
if update_mode >= 3:
return
# Get the bone
var bone = skeleton_to_use.find_bone(bone_name)
# If no bone is found (-1), then return (and optionally print an error)
if bone == -1:
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: No bone in skeleton found with name [", bone_name, "]!")
return
# get the bone's rest position, and our position
var rest = skeleton_to_use.get_bone_global_pose(bone)
var our_position = global_transform.origin
# Convert our position relative to the skeleton's transform
var target_pos = skeleton_to_use.global_transform.xform_inv(global_transform.origin)
# Call helper's look_at function with the chosen up axis.
if look_at_axis == 0:
rest = rest.looking_at(target_pos, Vector3(1, 0, 0))
@@ -162,34 +162,34 @@ func update_skeleton():
rest = rest.looking_at(target_pos, Vector3(0, 0, 1))
else:
rest = rest.looking_at(target_pos, Vector3(0, 1, 0))
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: Unknown look_at_axis value!")
# Get our rotation euler, and the bone's rotation euler
var rest_euler = rest.basis.get_euler()
var self_euler = global_transform.basis.orthonormalized().get_euler()
# If we using negative rotation, we flip our rotation euler
if use_negative_our_rot == true:
if use_negative_our_rot:
self_euler = -self_euler
# Apply our rotation euler, if wanted/required
if use_our_rotation_x == true:
if use_our_rotation_x:
rest_euler.x = self_euler.x
if use_our_rotation_y == true:
if use_our_rotation_y:
rest_euler.y = self_euler.y
if use_our_rotation_z == true:
if use_our_rotation_z:
rest_euler.z = self_euler.z
# Rotate the bone by the (potentially) changed euler angle(s)
rest.basis = Basis(rest_euler)
# If we have additional rotation, then rotate it by the local rotation vectors
if additional_rotation != empty_vector:
rest.basis = rest.basis.rotated(rest.basis.x, deg2rad(additional_rotation.x))
rest.basis = rest.basis.rotated(rest.basis.y, deg2rad(additional_rotation.y))
rest.basis = rest.basis.rotated(rest.basis.z, deg2rad(additional_rotation.z))
# Finally, apply the bone rotation to the skeleton
skeleton_to_use.set_bone_global_pose(bone, rest)
@@ -202,4 +202,4 @@ func _physics_process(delta):
update_skeleton()
func _notification(what):
if what == NOTIFICATION_TRANSFORM_CHANGED:
update_skeleton()
update_skeleton()

View File

@@ -3,19 +3,19 @@ extends EditorPlugin
func _enter_tree():
# Plugin Initialization here!
# ------ IK STUFF ------
add_custom_type("IK_LookAt", "Spatial", preload("ik_look_at.gd"), preload("ik_look_at.png"))
add_custom_type("IK_FABRIK", "Spatial", preload("ik_fabrik.gd"), preload("ik_fabrik.png"))
# ------ ---------- ------
func _exit_tree():
# Plugin Clean-up here!
# ------ IK STUFF ------
remove_custom_type("IK_LookAt")
remove_custom_type("IK_FABRIK")
# ------ ---------- ------

View File

@@ -56,16 +56,16 @@ var simple_bullet = preload("res://simple_bullet.tscn")
func _ready():
camera = get_node("CameraHolder/Lean_Path/PathFollow/IK_LookAt_Chest/Camera")
camera_holder = get_node("CameraHolder")
path_follow_node = get_node("CameraHolder/Lean_Path/PathFollow")
anim_player = get_node("CameraHolder/AnimationPlayer")
anim_player.connect("animation_finished", self, "animation_finished")
pistol_end = get_node("CameraHolder/Weapon/Pistol/Pistol_end")
set_physics_process(true)
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
set_process_input(true)
@@ -77,12 +77,12 @@ func _physics_process(delta):
func process_input(delta):
# Reset dir, so our previous movement does not effect us
dir = Vector3()
# Get the camera's global transform so we can use its directional vectors
var cam_xform = camera.get_global_transform()
# ----------------------------------
# Walking
if Input.is_key_pressed(KEY_UP) or Input.is_key_pressed(KEY_W):
@@ -93,33 +93,33 @@ func process_input(delta):
dir += -cam_xform.basis[0]
if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D):
dir += cam_xform.basis[0]
if Input.is_action_just_pressed("ui_cancel"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if Input.is_mouse_button_pressed(2):
if right_mouse_down == false:
right_mouse_down = true
if anim_done == true:
if anim_done:
if current_anim != "Aiming":
anim_player.play("Aiming")
current_anim = "Aiming"
else:
anim_player.play("Idle")
current_anim = "Idle"
anim_done = false
else:
right_mouse_down = false
if Input.is_mouse_button_pressed(1):
if left_mouse_timer <= 0:
left_mouse_timer = LEFT_MOUSE_FIRE_TIME
# Create a bullet
var new_bullet = simple_bullet.instance()
get_tree().root.add_child(new_bullet)
@@ -128,8 +128,8 @@ func process_input(delta):
if left_mouse_timer > 0:
left_mouse_timer -= delta
# ----------------------------------
# ----------------------------------
# Sprinting
if Input.is_key_pressed(KEY_SHIFT):
@@ -137,7 +137,7 @@ func process_input(delta):
else:
is_sprinting = false
# ----------------------------------
# ----------------------------------
# Jumping
if Input.is_key_pressed(KEY_SPACE):
@@ -148,8 +148,8 @@ func process_input(delta):
else:
jump_button_down = false
# ----------------------------------
# ----------------------------------
# Leaninng
if Input.is_key_pressed(KEY_Q):
@@ -165,7 +165,7 @@ func process_input(delta):
lean_value += 1 * delta
if lean_value > 0.5:
lean_value = 0.5
lean_value = clamp(lean_value, 0, 1)
path_follow_node.unit_offset = lean_value
if lean_value < 0.5:
@@ -175,27 +175,27 @@ func process_input(delta):
var lerp_value = (lean_value - 0.5) * 2
path_follow_node.rotation_degrees.z = (-20 * lerp_value)
# ----------------------------------
func process_movement(delta):
var grav = norm_grav
dir.y = 0
dir = dir.normalized()
vel.y += delta*grav
var hvel = vel
hvel.y = 0
var target = dir
if is_sprinting:
target *= MAX_SPRINT_SPEED
else:
target *= MAX_SPEED
var accel
if dir.dot(hvel) > 0:
if is_sprinting == false:
@@ -204,32 +204,32 @@ func process_movement(delta):
accel = SPRINT_ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel*delta)
vel.x = hvel.x
vel.z = hvel.z
vel = move_and_slide(vel,Vector3(0,1,0))
# Mouse based camera movement
func _input(event):
if event is InputEventMouseMotion && Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
camera_holder.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY))
# We need to clamp the camera's rotation so we cannot rotate ourselves upside down
var camera_rot = camera_holder.rotation_degrees
if camera_rot.x < -40:
camera_rot.x = -40
elif camera_rot.x > 60:
camera_rot.x = 60
camera_holder.rotation_degrees = camera_rot
else:
pass

View File

@@ -11,10 +11,10 @@ func _ready():
func _process(delta):
var mouse_to_world = project_local_ray_normal(get_viewport().get_mouse_position()) * MOVEMENT_SPEED
if flip_axis == false:
mouse_to_world.z *= -1
else:
mouse_to_world = -mouse_to_world
targets.transform.origin = mouse_to_world
targets.transform.origin = mouse_to_world

View File

@@ -1,4 +1,3 @@
extends KinematicBody
# Member variables

View File

@@ -1,4 +1,3 @@
extends Camera
# Member variables

View File

@@ -22,7 +22,7 @@ var hdrs=[
]
func _ready():
for h in hdrs:
for h in hdrs:
get_node("ui/bg").add_item(h.name)
func _unhandled_input(ev):
@@ -36,9 +36,9 @@ func _unhandled_input(ev):
if zoom > 0:
zoom -= ZOOM_SPEED
get_node("camera/base/rotation/camera").translation.z = -zoom
if ev is InputEventMouseMotion and ev.button_mask & BUTTON_MASK_LEFT:
rot_y += ev.relative.x * ROT_SPEED
rot_y += ev.relative.x * ROT_SPEED
rot_x += ev.relative.y * ROT_SPEED
rot_y = clamp(rot_y, -180, 180)
rot_x = clamp(rot_x, 0, 150)
@@ -46,8 +46,8 @@ func _unhandled_input(ev):
t = t.rotated(Vector3(0, 0, 1), rot_x * PI / 180.0)
t = t.rotated(Vector3(0, 1, 0), -rot_y * PI / 180.0)
get_node("camera/base").transform.basis = t.basis
func _process(delta):
var xform = get_node("testers").get_child(tester_index).get_node("MeshInstance").global_transform
var p = xform.origin
@@ -55,17 +55,17 @@ func _process(delta):
var from_xform = get_node("camera").transform
var from_p = from_xform.origin
var from_r = Quat(from_xform.basis)
p = from_p.linear_interpolate(p, INTERP_SPEED * delta)
r = from_r.slerp(r, INTERP_SPEED * delta)
var m = Transform(r)
m.origin = p
get_node("camera").transform = m
get_node("ui/label").text = get_node("testers").get_child(tester_index).get_name()
func _on_prev_pressed():
if tester_index > 0:
tester_index -= 1

View File

@@ -1,4 +1,3 @@
extends Navigation
# Member variables
@@ -29,16 +28,16 @@ func _process(delta):
else:
path[path.size() - 1] = pfrom.linear_interpolate(pto, to_walk/d)
to_walk = 0
var atpos = path[path.size() - 1]
var atdir = to_watch
atdir.y = 0
var t = Transform()
t.origin = atpos
t = t.looking_at(atpos + atdir, Vector3(0, 1, 0))
get_node("robot_base").set_transform(t)
if path.size() < 2:
path = []
set_process(false)
@@ -72,12 +71,12 @@ func _input(event):
var from = get_node("cambase/Camera").project_ray_origin(event.position)
var to = from + get_node("cambase/Camera").project_ray_normal(event.position)*100
var p = get_closest_point_to_segment(from, to)
begin = get_closest_point(get_node("robot_base").get_translation())
end = p
_update_path()
if event is InputEventMouseMotion:
if event.button_mask&(BUTTON_MASK_MIDDLE+BUTTON_MASK_RIGHT):
camrot += event.relative.x * 0.005

View File

@@ -1,4 +1,3 @@
extends RigidBody
# Member variables

View File

@@ -1,4 +1,3 @@
extends Area
# Member variables

View File

@@ -1,4 +1,3 @@
extends RigidBody
# Member variables
@@ -22,15 +21,15 @@ func _integrate_forces(state):
lv += g * delta # Apply gravity
var up = -g.normalized()
if dying:
state.set_linear_velocity(lv)
return
for i in range(state.get_contact_count()):
var cc = state.get_contact_collider_object(i)
var dp = state.get_contact_local_normal(i)
if cc:
if cc is preload("res://bullet.gd") and not cc.disabled:
set_mode(MODE_RIGID)
@@ -43,15 +42,15 @@ func _integrate_forces(state):
cc.disabled = true
get_node("sound_hit").play()
return
var col_floor = get_node("Armature/ray_floor").is_colliding()
var col_wall = get_node("Armature/ray_wall").is_colliding()
var advance = not col_wall and col_floor
var dir = get_node("Armature").get_transform().basis[2].normalized()
var deaccel_dir = dir
if advance:
if dir.dot(lv) < max_speed:
lv += dir * accel * delta
@@ -59,17 +58,17 @@ func _integrate_forces(state):
else:
if prev_advance:
rot_dir = 1 # randf()*2.0 - 1.0
dir = Basis(up, rot_dir * rot_speed * delta).xform(dir)
get_node("Armature").set_transform(Transform().looking_at(-dir, up))
var dspeed = deaccel_dir.dot(lv)
dspeed -= deaccel * delta
if dspeed < 0:
dspeed = 0
lv = lv - deaccel_dir * deaccel_dir.dot(lv) + deaccel_dir * dspeed
state.set_linear_velocity(lv)
prev_advance = advance

View File

@@ -1,4 +1,3 @@
extends Camera
# Member variables

View File

@@ -1,4 +1,3 @@
extends KinematicBody
# Member variables
@@ -34,15 +33,15 @@ var shoot_blend = 0
func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
var n = p_target # Normal
var t = n.cross(current_gn).normalized()
var x = n.dot(p_facing)
var y = t.dot(p_facing)
var ang = atan2(y,x)
if abs(ang) < 0.001: # Too small
return p_facing
var s = sign(ang)
ang = ang * s
var turn = ang * p_adjust_rate * p_step
@@ -52,12 +51,12 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
else:
a = turn
ang = (ang - a) * s
return (n * cos(ang) + t * sin(ang)) * p_facing.length()
func _physics_process(delta):
var lv = linear_velocity
var g = Vector3(0, -9.8, 0)
@@ -65,19 +64,19 @@ func _physics_process(delta):
# if (d < 0):
# d = 0
lv += g * delta # Apply gravity
var anim = ANIM_FLOOR
var up = -g.normalized() # (up is against gravity)
var vv = up.dot(lv) # Vertical velocity
var hv = lv - up * vv # Horizontal velocity
var hdir = hv.normalized() # Horizontal direction
var hspeed = hv.length() # Horizontal speed
var dir = Vector3() # Where does the player intend to walk to
var cam_xform = get_node("target/camera").get_global_transform()
if Input.is_action_pressed("move_forward"):
dir += -cam_xform.basis[2]
if Input.is_action_pressed("move_backwards"):
@@ -86,15 +85,15 @@ func _physics_process(delta):
dir += -cam_xform.basis[0]
if Input.is_action_pressed("move_right"):
dir += cam_xform.basis[0]
var jump_attempt = Input.is_action_pressed("jump")
var shoot_attempt = Input.is_action_pressed("shoot")
var target_dir = (dir - up * dir.dot(up)).normalized()
if is_on_floor():
var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshold
if dir.length() > 0.1 and !sharp_turn:
if hspeed > 0.001:
#linear_dir = linear_h_velocity/linear_vel
@@ -105,26 +104,26 @@ func _physics_process(delta):
facing_dir = hdir
else:
hdir = target_dir
if hspeed < max_speed:
hspeed += accel * delta
else:
hspeed -= deaccel * delta
if hspeed < 0:
hspeed = 0
hv = hdir * hspeed
var mesh_xform = get_node("Armature").get_transform()
var facing_mesh = -mesh_xform.basis[0].normalized()
facing_mesh = (facing_mesh - up * facing_mesh.dot(up)).normalized()
if hspeed>0:
facing_mesh = adjust_facing(facing_mesh, target_dir, delta, 1.0/hspeed*turn_speed, up)
var m3 = Basis(-facing_mesh, up, -facing_mesh.cross(up).normalized()).scaled(CHAR_SCALE)
get_node("Armature").set_transform(Transform(m3, mesh_xform.origin))
if not jumping and jump_attempt:
vv = 7.0
jumping = true
@@ -134,7 +133,7 @@ func _physics_process(delta):
anim = ANIM_AIR_UP
else:
anim = ANIM_AIR_DOWN
var hs
if dir.length() > 0.1:
hv += target_dir * (accel * 0.2) * delta
@@ -146,22 +145,22 @@ func _physics_process(delta):
if hspeed < 0:
hspeed = 0
hv = hdir * hspeed
if jumping and vv < 0:
jumping = false
lv = hv + up*vv
if is_on_floor():
movement_dir = lv
linear_velocity = move_and_slide(lv,-g.normalized())
if shoot_blend > 0:
shoot_blend -= delta * SHOOT_SCALE
if (shoot_blend < 0):
shoot_blend = 0
if shoot_attempt and not prev_shoot:
shoot_blend = SHOOT_TIME
var bullet = preload("res://bullet.scn").instance()
@@ -170,12 +169,12 @@ func _physics_process(delta):
bullet.set_linear_velocity(get_node("Armature/bullet").get_global_transform().basis[2].normalized() * 20)
bullet.add_collision_exception_with(self) # Add it to bullet
get_node("sound_shoot").play()
prev_shoot = shoot_attempt
if is_on_floor():
get_node("AnimationTreePlayer").blend2_node_set_amount("walk", hspeed / max_speed)
get_node("AnimationTreePlayer").transition_node_set_current("state", anim)
get_node("AnimationTreePlayer").blend2_node_set_amount("gun", min(shoot_blend, 1.0))
# state.set_angular_velocity(Vector3())

View File

@@ -1,4 +1,3 @@
extends Control
# Member variables

View File

@@ -1,4 +1,3 @@
extends Camera
# Member variables
@@ -16,27 +15,27 @@ func _physics_process(dt):
var target = get_parent().get_global_transform().origin
var pos = get_global_transform().origin
var up = Vector3(0, 1, 0)
var delta = pos - target
# Regular delta follow
# Check ranges
if (delta.length() < min_distance):
delta = delta.normalized()*min_distance
elif (delta.length() > max_distance):
delta = delta.normalized()*max_distance
# Check upper and lower height
if ( delta.y > max_height):
delta.y = max_height
if ( delta.y < min_height):
delta.y = min_height
pos = target + delta
look_at_from_position(pos, target, up)
# Turn a little up or down
var t = get_transform()
t.basis = Basis(t.basis[0], deg2rad(angle_v_adjust))*t.basis
@@ -52,6 +51,6 @@ func _ready():
break
else:
node = node.get_parent()
# This detaches the camera transform from the parent spatial node
set_as_toplevel(true)

View File

@@ -16,17 +16,17 @@ func _physics_process(delta):
steer_target = -STEER_LIMIT
else:
steer_target = 0
if Input.is_action_pressed("ui_up"):
engine_force = engine_force_value
else:
engine_force = 0
if Input.is_action_pressed("ui_down"):
brake = 1
else:
brake = 0.0
if steer_target < steer_angle:
steer_angle -= STEER_SPEED * delta
if steer_target > steer_angle:
@@ -35,5 +35,5 @@ func _physics_process(delta):
steer_angle += STEER_SPEED * delta
if steer_target < steer_angle:
steer_angle = steer_target
steering = steer_angle

View File

@@ -8,23 +8,10 @@ be used with [Godot Engine](https://godotengine.org), the open source
- The [`master`](https://github.com/godotengine/godot-demo-projects) branch is compatible with Godot's `master` development branch (next 4.x release).
- The [`3.x`](https://github.com/godotengine/godot-demo-projects/tree/3.x) branch is compatible with Godot's `3.x` development branch (next 3.x release).
- The other branches are compatible with the matching stable versions of Godot:
- [`4.0`](https://github.com/godotengine/godot-demo-projects/tree/4.0)
branch for Godot 4.0.x.
- [`3.5`](https://github.com/godotengine/godot-demo-projects/tree/3.5)
branch for Godot 3.5.x.
- [`3.4`](https://github.com/godotengine/godot-demo-projects/tree/3.4)
branch for Godot 3.4.x.
- [`3.3`](https://github.com/godotengine/godot-demo-projects/tree/3.3)
branch for Godot 3.3.x.
- [`3.2`](https://github.com/godotengine/godot-demo-projects/tree/3.2)
branch for Godot 3.2.x.
- [`3.1`](https://github.com/godotengine/godot-demo-projects/tree/3.1)
branch for Godot 3.1.x.
- [***`3.0`***](https://github.com/godotengine/godot-demo-projects/tree/3.0)
branch for Godot 3.0.x.
- [`2.1`](https://github.com/godotengine/godot-demo-projects/tree/2.1)
branch for Godot 2.1.x.
- The other branches are compatible with the matching stable versions of Godot.
- [Click here](https://github.com/godotengine/godot-demo-projects/branches) to see all branches.
- For example, the [`2.1`](https://github.com/godotengine/godot-demo-projects/tree/2.1)
branch is for demos compatible with Godot 2.1.x.
## Importing all demos

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

55
file_format.sh Executable file
View File

@@ -0,0 +1,55 @@
#!/usr/bin/env bash
# This script ensures proper POSIX text file formatting and a few other things.
set -uo pipefail
IFS=$'\n\t'
# Loops through all text files tracked by Git.
git grep -zIl '' |
while IFS= read -rd '' f; do
# Exclude some types of files.
if [[ "$f" == *"csproj" ]]; then
continue
elif [[ "$f" == *"hdr" ]]; then
continue
fi
# Ensure that files are UTF-8 formatted.
recode UTF-8 "$f" 2> /dev/null
# Ensure that files have LF line endings and do not contain a BOM.
dos2unix "$f" 2> /dev/null
# Remove trailing space characters and ensures that files end
# with newline characters. -l option handles newlines conveniently.
perl -i -ple 's/\s*$//g' "$f"
# Remove the character sequence "== true" if it has a leading space.
perl -i -pe 's/\x20== true//g' "$f"
# We don't want to change lines around braces in godot/tscn files.
if [[ "$f" == *"godot" ]]; then
continue
elif [[ "$f" == *"tscn" ]]; then
continue
fi
# Disallow empty lines after the opening brace.
sed -z -i 's/\x7B\x0A\x0A/\x7B\x0A/g' "$f"
# Disallow some empty lines before the closing brace.
sed -z -i 's/\x0A\x0A\x7D/\x0A\x7D/g' "$f"
done
git diff > patch.patch
FILESIZE="$(stat -c%s patch.patch)"
MAXSIZE=5
# If no patch has been generated all is OK, clean up, and exit.
if (( FILESIZE < MAXSIZE )); then
printf "Files in this commit comply with the formatting rules.\n"
rm -f patch.patch
exit 0
fi
# A patch has been created, notify the user, clean up, and exit.
printf "\n*** The following differences were found between the code "
printf "and the formatting rules:\n\n"
cat patch.patch
printf "\n*** Aborting, please fix your commit(s) with 'git commit --amend' or 'git rebase -i <hash>'\n"
rm -f patch.patch
exit 1

View File

@@ -1,4 +1,3 @@
extends ColorPickerButton

View File

@@ -99,6 +99,6 @@ func _ready():
var button = get_node("bindings").get_node(action).get_node("Button")
button.text = OS.get_scancode_string(input_event.scancode)
button.connect("pressed", self, "wait_for_input", [action])
# Do not start processing input until a button is pressed
set_process_input(false)

View File

@@ -152,4 +152,4 @@ 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.
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

@@ -1,4 +1,3 @@
extends Panel

View File

@@ -3,9 +3,9 @@ Copyright (C) 2008 The Android Open Source Project
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.

View File

@@ -1,4 +1,3 @@
extends Panel
func _on_back_pressed():

View File

@@ -1,4 +1,3 @@
extends Panel
func _on_english_pressed():

View File

@@ -1,3 +1,3 @@
,en,es,ja
KEY_HELLO,Hello!,Hola!,こんにちは
KEY_PUSH,Push Me!,Aprétame!,押す
KEY_PUSH,Push Me!,Aprétame!,押す
1 en es ja
2 KEY_HELLO Hello! Hola! こんにちは
3 KEY_PUSH Push Me! Aprétame! 押す

View File

@@ -1,4 +1,3 @@
extends Node
signal purchase_success(item_name)

View File

@@ -1,4 +1,3 @@
extends Control
onready var alert = get_node("alert")
@@ -13,7 +12,7 @@ func _ready():
iap.connect("consume_success", self, "on_consume_success")
iap.connect("consume_fail", self, "on_consume_fail")
iap.connect("sku_details_complete", self, "on_sku_details_complete")
get_node("purchase").connect("pressed", self, "button_purchase")
get_node("consume").connect("pressed", self, "button_consume")
get_node("request").connect("pressed", self, "button_request")

View File

@@ -1,11 +1,11 @@
extends Node
# Below are a number of helper functions that show how you can use the raw sensor data to determine the orientation
# Below are a number of helper functions that show how you can use the raw sensor data to determine the orientation
# of your phone/device. The cheapest phones only have an accelerometer only the most expensive phones have all three.
# Note that none of this logic filters data. Filters introduce lag but also provide stability. There are plenty
# of examples on the internet on how to implement these. I wanted to keep this straight forward.
# We draw a few arrow objects to visualize the vectors and two cubes to show two implementation for orientating
# We draw a few arrow objects to visualize the vectors and two cubes to show two implementation for orientating
# these cubes to our phones orientation.
# This is a 3D example however reading the phones orientation is also invaluable for 2D
@@ -13,52 +13,52 @@ extends Node
# care about the rotation around this axis.
func get_basis_for_arrow(p_vector):
var rotate = Basis()
# as our arrow points up, Y = our direction vector
rotate.y = p_vector.normalized()
# get an arbitrary vector we can use to calculate our other two vectors
var v = Vector3(1.0, 0.0, 0.0)
if abs(v.dot(rotate.y)) > 0.9:
v = Vector3(0.0, 1.0, 0.0)
# use our vector to get a vector perpendicular to our two vectors
rotate.x = rotate.y.cross(v).normalized()
# and the cross product again gives us our final vector perpendicular to our previous two vectors
rotate.z = rotate.x.cross(rotate.y).normalized()
return rotate
# This function combines the magnetometer reading with the gravity vector to get a vector that points due north
func calc_north(p_grav, p_mag):
# Always use normalized vectors!
p_grav = p_grav.normalized()
# Calculate east (or is it west) by getting our cross product.
# The cross product of two normalized vectors returns a vector that
# is perpendicular to our two vectors
var east = p_grav.cross(p_mag.normalized()).normalized()
# Cross again to get our horizon aligned north
return east.cross(p_grav).normalized()
# This function creates an orientation matrix using the magnetometer and gravity vector as inputs.
func orientate_by_mag_and_grav(p_mag, p_grav):
var rotate = Basis()
# as always, normalize!
p_mag = p_mag.normalized()
# gravity points down, so - gravity points up!
rotate.y = -p_grav.normalized()
# Cross products with our magnetic north gives an aligned east (or west, I always forget)
rotate.x = rotate.y.cross(p_mag)
# And cross product again and we get our aligned north completing our matrix
rotate.z = rotate.x.cross(rotate.y)
return rotate
# This function takes our gyro input and update an orientation matrix accordingly
@@ -66,28 +66,28 @@ func orientate_by_mag_and_grav(p_mag, p_grav):
# rotational velocity. This is why we multiply our values with delta.
func rotate_by_gyro(p_gyro, p_basis, p_delta):
var rotate = Basis()
rotate = rotate.rotated(p_basis.x, -p_gyro.x * p_delta)
rotate = rotate.rotated(p_basis.y, -p_gyro.y * p_delta)
rotate = rotate.rotated(p_basis.z, -p_gyro.z * p_delta)
return rotate * p_basis
# This function corrects the drift in our matrix by our gravity vector
# This function corrects the drift in our matrix by our gravity vector
func drift_correction(p_basis, p_grav):
# as always, make sure our vector is normalized but also invert as our gravity points down
var real_up = -p_grav.normalized()
# start by calculating the dot product, this gives us the cosine angle between our two vectors
var dot = p_basis.y.dot(real_up)
# if our dot is 1.0 we're good
if dot < 1.0:
# the cross between our two vectors gives us a vector perpendicular to our two vectors
var axis = p_basis.y.cross(real_up).normalized()
var correction = Basis(axis, acos(dot))
p_basis = correction * p_basis
return p_basis
func _process(delta):
@@ -96,12 +96,12 @@ func _process(delta):
var grav = Input.get_gravity()
var mag = Input.get_magnetometer()
var gyro = Input.get_gyroscope()
# Show our base values
get_node("Control/Accelerometer").text = 'Accelerometer: ' + str(acc) + ', gravity: ' + str(grav)
get_node("Control/Magnetometer").text = 'Magnetometer: ' + str(mag)
get_node("Control/Gyroscope").text = 'Gyroscope: ' + str(gyro)
# Check if we have all needed data
if grav.length() < 0.1:
if acc.length() < 0.1:
@@ -110,31 +110,31 @@ func _process(delta):
else:
# The gravity vector is calculated by the OS by combining the other sensor inputs.
# If we don't have a gravity vector, from now on, use accelerometer...
grav = acc
grav = acc
if mag.length() < 0.1:
mag = Vector3(1.0, 0.0, 0.0)
# Update our arrow showing gravity
get_node("Arrows/AccelerometerArrow").transform.basis = get_basis_for_arrow(grav)
# Update our arrow showing our magnetometer
# Note that in absense of other strong magnetic forces this will point to magnetic north, which is not horizontal thanks to the earth being, uhm, round
get_node("Arrows/MagnetoArrow").transform.basis = get_basis_for_arrow(mag)
# Calculate our north vector and show that
var north = calc_north(grav,mag)
get_node("Arrows/NorthArrow").transform.basis = get_basis_for_arrow(north)
# Combine our magnetometer and gravity vector to position our box. This will be fairly accurate
# but our magnetometer can be easily influenced by magnets. Cheaper phones often don't have gyros
# so it is a good backup.
var mag_and_grav = get_node("Boxes/MagAndGrav")
mag_and_grav.transform.basis = orientate_by_mag_and_grav(mag, grav).orthonormalized()
# Using our gyro and do a drift correction using our gravity vector gives the best result
var gyro_and_grav = get_node("Boxes/GyroAndGrav")
var new_basis = rotate_by_gyro(gyro, gyro_and_grav.transform.basis, delta).orthonormalized()
gyro_and_grav.transform.basis = drift_correction(new_basis, grav)

View File

@@ -1,4 +1,3 @@
extends Control
# Member variables

View File

@@ -44,4 +44,4 @@ public class HUD : CanvasLayer
{
GetNode<Label>("MessageLabel").Hide();
}
}
}

View File

@@ -24,5 +24,4 @@ public class Mob : RigidBody2D
{
QueueFree();
}
}

View File

@@ -67,7 +67,7 @@ public class Player : Area2D
animatedSprite.FlipH = velocity.x < 0;
animatedSprite.FlipV = false;
}
else if(velocity.y != 0)
else if(velocity.y != 0)
{
animatedSprite.Animation = "up";
animatedSprite.FlipV = velocity.y > 0;

View File

@@ -10,7 +10,6 @@ config_version=3
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -24,25 +24,25 @@ sync func stop():
stopped = true
func _process(delta):
func _process(delta):
# ball will move normally for both players
# even if it's sightly out of sync between them
# so each player sees the motion as smooth and not jerky
if not stopped:
translate( direction * ball_speed * delta )
translate( direction * ball_speed * delta )
# check screen bounds to make ball bounce
var ball_pos = position
if (ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0):
direction.y = -direction.y
if is_network_master():
# only master will decide when the ball is out in the left side (it's own side)
# this makes the game playable even if latency is high and ball is going fast
# otherwise ball might be out in the other player's screen but not this one
if ball_pos.x < 0:
get_parent().rpc("update_score", false)
rpc("_reset_ball", false)
@@ -50,19 +50,19 @@ func _process(delta):
# only the slave will decide when the ball is out in the right side (it's own side)
# this makes the game playable even if latency is high and ball is going fast
# otherwise ball might be out in the other player's screen but not this one
if ball_pos.x > screen_size.x:
get_parent().rpc("update_score", true)
rpc("_reset_ball", true)
sync func bounce(left, random):
#using sync because both players can make it bounce
if left:
if left:
direction.x = abs(direction.x)
else:
direction.x = -abs(direction.x)
ball_speed *= 1.1
direction.y = random * 2.0 - 1
direction = direction.normalized()

View File

@@ -9,7 +9,7 @@ func _player_connected(id):
#someone connected, start the game!
var pong = load("res://pong.tscn").instance()
pong.connect("game_finished", self, "_end_game", [], CONNECT_DEFERRED) # connect deferred so we can safely erase it from the callback
get_tree().get_root().add_child(pong)
hide()
@@ -24,20 +24,20 @@ func _player_disconnected(id):
func _connected_ok():
# will not use this one
pass
# callback from SceneTree, only for clients (not server)
# callback from SceneTree, only for clients (not server)
func _connected_fail():
_set_status("Couldn't connect",false)
get_tree().set_network_peer(null) #remove peer
get_node("panel/join").set_disabled(false)
get_node("panel/host").set_disabled(false)
func _server_disconnected():
_end_game("Server disconnected")
##### Game creation functions ######
func _end_game(with_error=""):
@@ -45,16 +45,16 @@ func _end_game(with_error=""):
#erase pong scene
get_node("/root/pong").free() # erase immediately, otherwise network might show errors (this is why we connected deferred above)
show()
get_tree().set_network_peer(null) #remove peer
get_node("panel/join").set_disabled(false)
get_node("panel/host").set_disabled(false)
_set_status(with_error, false)
func _set_status(text, isok):
#simple way to show status
#simple way to show status
if isok:
get_node("panel/status_ok").set_text(text)
get_node("panel/status_fail").set_text("")
@@ -70,7 +70,7 @@ func _on_host_pressed():
#is another server running?
_set_status("Can't host, address in use.",false)
return
get_tree().set_network_peer(host)
get_node("panel/join").set_disabled(true)
get_node("panel/host").set_disabled(true)
@@ -81,17 +81,17 @@ func _on_join_pressed():
if not ip.is_valid_ip_address():
_set_status("IP address is invalid", false)
return
var host = NetworkedMultiplayerENet.new()
host.set_compression_mode(NetworkedMultiplayerENet.COMPRESS_RANGE_CODER)
host.create_client(ip, DEFAULT_PORT)
get_tree().set_network_peer(host)
_set_status("Connecting..", true)
### INITIALIZER ####
func _ready():
# connect all the callbacks related to networking
get_tree().connect("network_peer_connected", self, "_player_connected")
@@ -99,4 +99,4 @@ func _ready():
get_tree().connect("connected_to_server", self, "_connected_ok")
get_tree().connect("connection_failed", self, "_connected_fail")
get_tree().connect("server_disconnected", self, "_server_disconnected")

View File

@@ -19,8 +19,8 @@ func _hide_you_label():
get_node("you").hide()
func _process(delta):
#is the master of the paddle
if is_network_master():
#is the master of the paddle
if is_network_master():
motion = 0
if Input.is_action_pressed("move_up"):
motion -= 1
@@ -29,27 +29,27 @@ func _process(delta):
if not you_hidden and motion != 0:
_hide_you_label()
motion *= MOTION_SPEED
#using unreliable to make sure position is updated as fast as possible, even if one of the calls is dropped
rpc_unreliable("set_pos_and_motion", position, motion)
else:
if not you_hidden:
_hide_you_label()
translate( Vector2(0,motion*delta) )
# set screen limits
var pos = position
if pos.y < 0:
position = Vector2(pos.x, 0)
elif pos.y > screen_size.y:
position = Vector2(pos.x, 0)
elif pos.y > screen_size.y:
position = Vector2(pos.x, screen_size.y)
func _on_paddle_area_enter( area ):
if is_network_master():
area.rpc("bounce", left, randf()) #random for new direction generated on each peer

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@@ -12,36 +12,36 @@ sync func update_score(add_to_left):
score_left += 1
get_node("score_left").set_text(str(score_left))
else:
score_right += 1
get_node("score_right").set_text(str(score_right))
var game_ended = false
if score_left == SCORE_TO_WIN:
get_node("winner_left").show()
game_ended = true
elif score_right == SCORE_TO_WIN:
get_node("winner_right").show()
game_ended = true
if game_ended:
get_node("exit_game").show()
get_node("ball").rpc("stop")
func _on_exit_game_pressed():
emit_signal("game_finished")
emit_signal("game_finished")
func _ready():
# by default, all nodes in server inherit from master
# while all nodes in clients inherit from slave
if get_tree().is_network_server():
if get_tree().is_network_server():
#if in the server, get control of player 2 to the other peeer, this function is tree recursive by default
get_node("player2").set_network_master(get_tree().get_network_connected_peers()[0])
else:
#if in the client, give control of player 2 to itself, this function is tree recursive by default
get_node("player2").set_network_master(get_tree().get_network_unique_id())
#let each paddle know which one is left, too
get_node("player1").left = true
get_node("player2").left = false

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@@ -20,4 +20,3 @@ func _exit_tree():

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@@ -24,23 +24,23 @@ func save_file_selected(path):
var color = get_node("ColorPicker_albedo").color
var metallic = get_node("HSlider_metallic").value
var roughness = get_node("HSlider_roughness").value
# Make a new silly resource (which in this case actually is a node)
# and initialize it
var silly_resource = silly_material_resource.new()
silly_resource.init()
# Assign the values
silly_resource.albedo_color = color
silly_resource.metallic_strength = metallic
silly_resource.roughness_strength = roughness
# Make a file, store the silly material as a json string, then close the file.
var file = File.new()
file.open(path, File.WRITE)
file.store_string(silly_resource.make_json())
file.close()
return true
@@ -48,19 +48,19 @@ func load_file_selected(path):
# Using the passed in editor interface, get the selected nodes in the editor
var editor_selection = editor_interface.get_selection()
var selected_nodes = editor_selection.get_selected_nodes()
var file = File.new()
var SpatialMaterial_Silly = null
# Make a new silly resource (which in this case actually is a node)
# and initialize it
var silly_resource = silly_material_resource.new()
silly_resource.init()
# If the file exists, then open it
if file.file_exists(path):
file.open(path, File.READ)
# Get the JSON string and convert it into a silly material.
var json_dict_as_string = file.get_line()
if json_dict_as_string != null:
@@ -68,24 +68,24 @@ func load_file_selected(path):
else:
file.close()
return false
# Tell the silly resource (actually a node) to make a material
SpatialMaterial_Silly = silly_resource.make_material()
# Go through the selected nodes and see if they have the 'set_surface_material'
# function (which only MeshInstance has by default). If they do, then set the material
# to the silly material.
for node in selected_nodes:
if node.has_method("set_surface_material"):
node.set_surface_material(0, SpatialMaterial_Silly)
# Close the file and return true (success!)
file.close()
return true
# If the file does not exist, then return false (failure)
else:
return false
# If we somehow get here, then return false (failure)
return false

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@@ -21,15 +21,15 @@ func init():
# into the JSON format
func make_json():
var json_dict = {}
json_dict["albedo_color"] = {}
json_dict["albedo_color"]["r"] = albedo_color.r
json_dict["albedo_color"]["g"] = albedo_color.g
json_dict["albedo_color"]["b"] = albedo_color.b
json_dict["metallic_strength"] = metallic_strength
json_dict["roughness_strength"] = roughness_strength
return to_json(json_dict)
@@ -37,23 +37,23 @@ func make_json():
# fill in our data.
func from_json(json_dict_as_string):
var json_dict = parse_json(json_dict_as_string)
albedo_color.r = json_dict["albedo_color"]["r"]
albedo_color.g = json_dict["albedo_color"]["g"]
albedo_color.b = json_dict["albedo_color"]["b"]
metallic_strength = json_dict["metallic_strength"]
roughness_strength = json_dict["roughness_strength"]
return
# Make a SpatialMaterial using our variables.
func make_material():
var mat = SpatialMaterial.new()
mat.albedo_color = albedo_color
mat.metallic = metallic_strength
mat.roughness = roughness_strength
return mat

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@@ -14,10 +14,10 @@ extends EditorPlugin
var io_material_dialog;
func _enter_tree():
io_material_dialog = preload("res://addons/custom_import_plugin/Custom_material_dock.tscn").instance()
io_material_dialog.editor_interface = get_editor_interface();
add_control_to_dock(DOCK_SLOT_LEFT_UL, io_material_dialog)
func _exit_tree():

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@@ -15,4 +15,3 @@ func _exit_tree():

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@@ -10,4 +10,4 @@ addons/custom_node
To distribute and install from UI, make a zip that contains the folder,
example:
zip -r custom_node.zip custom_node/*
zip -r custom_node.zip custom_node/*

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@@ -1,4 +1,3 @@
extends Node2D
# Member variables
@@ -16,46 +15,46 @@ func _process(delta):
var ball_pos = get_node("ball").get_position()
var left_rect = Rect2(get_node("left").get_position() - pad_size * 0.5, pad_size)
var right_rect = Rect2(get_node("right").get_position() - pad_size * 0.5, pad_size)
# Integrate new ball postion
ball_pos += direction * ball_speed * delta
# Flip when touching roof or floor
if (ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0):
direction.y = -direction.y
# Flip, change direction and increase speed when touching pads
if (left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0):
direction.x = -direction.x
ball_speed *= 1.1
direction.y = randf() * 2.0 - 1
direction = direction.normalized()
# Check gameover
if ball_pos.x < 0 or ball_pos.x > screen_size.x:
ball_pos = screen_size * 0.5
ball_speed = INITIAL_BALL_SPEED
direction = Vector2(-1, 0)
get_node("ball").set_position(ball_pos)
# Move left pad
var left_pos = get_node("left").get_position()
if left_pos.y > 0 and Input.is_action_pressed("left_move_up"):
left_pos.y += -PAD_SPEED * delta
if left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down"):
left_pos.y += PAD_SPEED * delta
get_node("left").set_position(left_pos)
# Move right pad
var right_pos = get_node("right").get_position()
if right_pos.y > 0 and Input.is_action_pressed("right_move_up"):
right_pos.y += -PAD_SPEED * delta
if right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down"):
right_pos.y += PAD_SPEED * delta
get_node("right").set_position(right_pos)

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@@ -17,12 +17,12 @@ func _ready():
# Assign the sprite's texture to the viewport texture
viewport.set_clear_mode(Viewport.CLEAR_MODE_ONLY_NEXT_FRAME)
# Let two frames pass to make sure the screen was captured
yield(get_tree(), "idle_frame")
yield(get_tree(), "idle_frame")
viewport_sprite.texture = viewport.get_texture()
set_process(true)

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@@ -11,4 +11,4 @@ func _ready():
func _process(delta):
model.rotation_degrees.y += delta * SPEED
model.rotation_degrees.y += delta * SPEED

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@@ -14,7 +14,7 @@ func _input(event):
if event is mouse_event:
is_mouse_event = true
break
# If it is, then pass the event to the viewport
if is_mouse_event == false:
viewport.input(event)
@@ -37,20 +37,20 @@ func _on_area_input_event(camera, event, click_pos, click_normal, shape_idx):
pos.x += event.relative.x / viewport.size.x
pos.y += event.relative.y / viewport.size.y
last_click_pos = pos
# Convert to 2D
pos = Vector2(pos.x, pos.y)
# Convert to viewport coordinate system
# Convert pos to a range from (0 - 1)
pos.y *= -1
pos += Vector2(1, 1)
pos = pos / 2
# Convert pos to be in range of the viewport
pos.x *= viewport.size.x
pos.y *= viewport.size.y
# Set the position in event
event.position = pos
event.global_position = pos
@@ -59,7 +59,7 @@ func _on_area_input_event(camera, event, click_pos, click_normal, shape_idx):
if event is InputEventMouseMotion:
event.relative = pos - prev_pos
prev_pos = pos
# Send the event to the viewport
viewport.input(event)
@@ -67,4 +67,4 @@ func _on_area_input_event(camera, event, click_pos, click_normal, shape_idx):
func _ready():
viewport = get_node("Viewport")
get_node("Area").connect("input_event", self, "_on_area_input_event")

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@@ -1,4 +1,3 @@
extends Control
@@ -14,7 +13,7 @@ func _on_button_pressed():
# Retrieve the captured image
var img = get_viewport().get_texture().get_data()
# Flip it on the y-axis (because it's flipped)
img.flip_y()