[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

View File

@@ -1,6 +1,16 @@
# Top-most EditorConfig file. # Top-most EditorConfig file.
root = true root = true
# Unix-style newlines with a newline ending every file.
[*] [*]
charset = utf-8 charset = utf-8
end_of_line = lf 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
View File

@@ -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
View File

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

View File

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

View File

@@ -24,7 +24,7 @@ size_flags_vertical = 4
custom_fonts/bold_font = ExtResource( 1 ) custom_fonts/bold_font = ExtResource( 1 )
custom_fonts/normal_font = ExtResource( 2 ) custom_fonts/normal_font = ExtResource( 2 )
bbcode_enabled = true 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: States are common in games. You can use the pattern to:
@@ -37,7 +37,7 @@ visible_characters = -1
percent_visible = 1.0 percent_visible = 1.0
meta_underlined = true meta_underlined = true
tab_size = 4 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: States are common in games. You can use the pattern to:

View File

@@ -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 can move, collide with the world...
It HAS a state machine, but the body and the state machine are separate. It HAS a state machine, but the body and the state machine are separate.
""" """

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -11,10 +11,10 @@ func _ready():
func _process(delta): func _process(delta):
var mouse_to_world = project_local_ray_normal(get_viewport().get_mouse_position()) * MOVEMENT_SPEED var mouse_to_world = project_local_ray_normal(get_viewport().get_mouse_position()) * MOVEMENT_SPEED
if flip_axis == false: if flip_axis == false:
mouse_to_world.z *= -1 mouse_to_world.z *= -1
else: else:
mouse_to_world = -mouse_to_world 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 extends KinematicBody
# Member variables # Member variables

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -16,17 +16,17 @@ func _physics_process(delta):
steer_target = -STEER_LIMIT steer_target = -STEER_LIMIT
else: else:
steer_target = 0 steer_target = 0
if Input.is_action_pressed("ui_up"): if Input.is_action_pressed("ui_up"):
engine_force = engine_force_value engine_force = engine_force_value
else: else:
engine_force = 0 engine_force = 0
if Input.is_action_pressed("ui_down"): if Input.is_action_pressed("ui_down"):
brake = 1 brake = 1
else: else:
brake = 0.0 brake = 0.0
if steer_target < steer_angle: if steer_target < steer_angle:
steer_angle -= STEER_SPEED * delta steer_angle -= STEER_SPEED * delta
if steer_target > steer_angle: if steer_target > steer_angle:
@@ -35,5 +35,5 @@ func _physics_process(delta):
steer_angle += STEER_SPEED * delta steer_angle += STEER_SPEED * delta
if steer_target < steer_angle: if steer_target < steer_angle:
steer_angle = steer_target steer_angle = steer_target
steering = steer_angle 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 [`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 [`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: - The other branches are compatible with the matching stable versions of Godot.
- [`4.0`](https://github.com/godotengine/godot-demo-projects/tree/4.0) - [Click here](https://github.com/godotengine/godot-demo-projects/branches) to see all branches.
branch for Godot 4.0.x. - For example, the [`2.1`](https://github.com/godotengine/godot-demo-projects/tree/2.1)
- [`3.5`](https://github.com/godotengine/godot-demo-projects/tree/3.5) branch is for demos compatible with Godot 2.1.x.
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.
## Importing all demos ## Importing all demos

View File

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

View File

@@ -99,6 +99,6 @@ func _ready():
var button = get_node("bindings").get_node(action).get_node("Button") var button = get_node("bindings").get_node(action).get_node("Button")
button.text = OS.get_scancode_string(input_event.scancode) button.text = OS.get_scancode_string(input_event.scancode)
button.connect("pressed", self, "wait_for_input", [action]) button.connect("pressed", self, "wait_for_input", [action])
# Do not start processing input until a button is pressed # Do not start processing input until a button is pressed
set_process_input(false) 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. This license becomes null and void if any of the above conditions are not met.
DISCLAIMER 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 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"); Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License. you may not use this file except in compliance with the License.
You may obtain a copy of the License at You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0 http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS, distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.

View File

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

View File

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

View File

@@ -1,3 +1,3 @@
,en,es,ja ,en,es,ja
KEY_HELLO,Hello!,Hola!,こんにちは 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 extends Node
signal purchase_success(item_name) signal purchase_success(item_name)

View File

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

View File

@@ -1,11 +1,11 @@
extends Node 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. # 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 # 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. # 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. # these cubes to our phones orientation.
# This is a 3D example however reading the phones orientation is also invaluable for 2D # 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. # care about the rotation around this axis.
func get_basis_for_arrow(p_vector): func get_basis_for_arrow(p_vector):
var rotate = Basis() var rotate = Basis()
# as our arrow points up, Y = our direction vector # as our arrow points up, Y = our direction vector
rotate.y = p_vector.normalized() rotate.y = p_vector.normalized()
# get an arbitrary vector we can use to calculate our other two vectors # get an arbitrary vector we can use to calculate our other two vectors
var v = Vector3(1.0, 0.0, 0.0) var v = Vector3(1.0, 0.0, 0.0)
if abs(v.dot(rotate.y)) > 0.9: if abs(v.dot(rotate.y)) > 0.9:
v = Vector3(0.0, 1.0, 0.0) v = Vector3(0.0, 1.0, 0.0)
# use our vector to get a vector perpendicular to our two vectors # use our vector to get a vector perpendicular to our two vectors
rotate.x = rotate.y.cross(v).normalized() rotate.x = rotate.y.cross(v).normalized()
# and the cross product again gives us our final vector perpendicular to our previous two vectors # and the cross product again gives us our final vector perpendicular to our previous two vectors
rotate.z = rotate.x.cross(rotate.y).normalized() rotate.z = rotate.x.cross(rotate.y).normalized()
return rotate return rotate
# This function combines the magnetometer reading with the gravity vector to get a vector that points due north # 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): func calc_north(p_grav, p_mag):
# Always use normalized vectors! # Always use normalized vectors!
p_grav = p_grav.normalized() p_grav = p_grav.normalized()
# Calculate east (or is it west) by getting our cross product. # Calculate east (or is it west) by getting our cross product.
# The cross product of two normalized vectors returns a vector that # The cross product of two normalized vectors returns a vector that
# is perpendicular to our two vectors # is perpendicular to our two vectors
var east = p_grav.cross(p_mag.normalized()).normalized() var east = p_grav.cross(p_mag.normalized()).normalized()
# Cross again to get our horizon aligned north # Cross again to get our horizon aligned north
return east.cross(p_grav).normalized() return east.cross(p_grav).normalized()
# This function creates an orientation matrix using the magnetometer and gravity vector as inputs. # This function creates an orientation matrix using the magnetometer and gravity vector as inputs.
func orientate_by_mag_and_grav(p_mag, p_grav): func orientate_by_mag_and_grav(p_mag, p_grav):
var rotate = Basis() var rotate = Basis()
# as always, normalize! # as always, normalize!
p_mag = p_mag.normalized() p_mag = p_mag.normalized()
# gravity points down, so - gravity points up! # gravity points down, so - gravity points up!
rotate.y = -p_grav.normalized() rotate.y = -p_grav.normalized()
# Cross products with our magnetic north gives an aligned east (or west, I always forget) # Cross products with our magnetic north gives an aligned east (or west, I always forget)
rotate.x = rotate.y.cross(p_mag) rotate.x = rotate.y.cross(p_mag)
# And cross product again and we get our aligned north completing our matrix # And cross product again and we get our aligned north completing our matrix
rotate.z = rotate.x.cross(rotate.y) rotate.z = rotate.x.cross(rotate.y)
return rotate return rotate
# This function takes our gyro input and update an orientation matrix accordingly # 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. # rotational velocity. This is why we multiply our values with delta.
func rotate_by_gyro(p_gyro, p_basis, p_delta): func rotate_by_gyro(p_gyro, p_basis, p_delta):
var rotate = Basis() var rotate = Basis()
rotate = rotate.rotated(p_basis.x, -p_gyro.x * p_delta) 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.y, -p_gyro.y * p_delta)
rotate = rotate.rotated(p_basis.z, -p_gyro.z * p_delta) rotate = rotate.rotated(p_basis.z, -p_gyro.z * p_delta)
return rotate * p_basis 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): func drift_correction(p_basis, p_grav):
# as always, make sure our vector is normalized but also invert as our gravity points down # as always, make sure our vector is normalized but also invert as our gravity points down
var real_up = -p_grav.normalized() var real_up = -p_grav.normalized()
# start by calculating the dot product, this gives us the cosine angle between our two vectors # start by calculating the dot product, this gives us the cosine angle between our two vectors
var dot = p_basis.y.dot(real_up) var dot = p_basis.y.dot(real_up)
# if our dot is 1.0 we're good # if our dot is 1.0 we're good
if dot < 1.0: if dot < 1.0:
# the cross between our two vectors gives us a vector perpendicular to our two vectors # 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 axis = p_basis.y.cross(real_up).normalized()
var correction = Basis(axis, acos(dot)) var correction = Basis(axis, acos(dot))
p_basis = correction * p_basis p_basis = correction * p_basis
return p_basis return p_basis
func _process(delta): func _process(delta):
@@ -96,12 +96,12 @@ func _process(delta):
var grav = Input.get_gravity() var grav = Input.get_gravity()
var mag = Input.get_magnetometer() var mag = Input.get_magnetometer()
var gyro = Input.get_gyroscope() var gyro = Input.get_gyroscope()
# Show our base values # Show our base values
get_node("Control/Accelerometer").text = 'Accelerometer: ' + str(acc) + ', gravity: ' + str(grav) get_node("Control/Accelerometer").text = 'Accelerometer: ' + str(acc) + ', gravity: ' + str(grav)
get_node("Control/Magnetometer").text = 'Magnetometer: ' + str(mag) get_node("Control/Magnetometer").text = 'Magnetometer: ' + str(mag)
get_node("Control/Gyroscope").text = 'Gyroscope: ' + str(gyro) get_node("Control/Gyroscope").text = 'Gyroscope: ' + str(gyro)
# Check if we have all needed data # Check if we have all needed data
if grav.length() < 0.1: if grav.length() < 0.1:
if acc.length() < 0.1: if acc.length() < 0.1:
@@ -110,31 +110,31 @@ func _process(delta):
else: else:
# The gravity vector is calculated by the OS by combining the other sensor inputs. # 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... # If we don't have a gravity vector, from now on, use accelerometer...
grav = acc grav = acc
if mag.length() < 0.1: if mag.length() < 0.1:
mag = Vector3(1.0, 0.0, 0.0) mag = Vector3(1.0, 0.0, 0.0)
# Update our arrow showing gravity # Update our arrow showing gravity
get_node("Arrows/AccelerometerArrow").transform.basis = get_basis_for_arrow(grav) get_node("Arrows/AccelerometerArrow").transform.basis = get_basis_for_arrow(grav)
# Update our arrow showing our magnetometer # 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 # 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) get_node("Arrows/MagnetoArrow").transform.basis = get_basis_for_arrow(mag)
# Calculate our north vector and show that # Calculate our north vector and show that
var north = calc_north(grav,mag) var north = calc_north(grav,mag)
get_node("Arrows/NorthArrow").transform.basis = get_basis_for_arrow(north) 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 # 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 # but our magnetometer can be easily influenced by magnets. Cheaper phones often don't have gyros
# so it is a good backup. # so it is a good backup.
var mag_and_grav = get_node("Boxes/MagAndGrav") var mag_and_grav = get_node("Boxes/MagAndGrav")
mag_and_grav.transform.basis = orientate_by_mag_and_grav(mag, grav).orthonormalized() 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 # 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 gyro_and_grav = get_node("Boxes/GyroAndGrav")
var new_basis = rotate_by_gyro(gyro, gyro_and_grav.transform.basis, delta).orthonormalized() var new_basis = rotate_by_gyro(gyro, gyro_and_grav.transform.basis, delta).orthonormalized()
gyro_and_grav.transform.basis = drift_correction(new_basis, grav) gyro_and_grav.transform.basis = drift_correction(new_basis, grav)

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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