Convert demos to Godot 4 using regular expressions in a script

This commit is contained in:
Aaron Franke
2022-03-26 05:00:50 -05:00
parent 410d783126
commit bbe50fc9da
1095 changed files with 13628 additions and 13557 deletions

View File

@@ -1,4 +1,4 @@
extends KinematicBody
extends CharacterBody3D
enum Anim {
FLOOR,
@@ -24,11 +24,11 @@ var jumping = false
var prev_shoot = false
var shoot_blend = 0
onready var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") * ProjectSettings.get_setting("physics/3d/default_gravity_vector")
@onready var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") * ProjectSettings.get_setting("physics/3d/default_gravity_vector")
func _ready():
get_node("AnimationTree").set_active(true)
get_node(^"AnimationTree").set_active(true)
func _physics_process(delta):
@@ -43,7 +43,7 @@ func _physics_process(delta):
var hspeed = hv.length() # Horizontal speed.
# Player input.
var cam_basis = get_node("Target/Camera").get_global_transform().basis
var cam_basis = get_node(^"Target/Camera3D").get_global_transform().basis
var movement_vec2 = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
var dir = cam_basis * Vector3(movement_vec2.x, 0, movement_vec2.y)
dir.y = 0
@@ -70,7 +70,7 @@ func _physics_process(delta):
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()
facing_mesh = (facing_mesh - Vector3.UP * facing_mesh.dot(Vector3.UP)).normalized()
@@ -78,12 +78,12 @@ func _physics_process(delta):
facing_mesh = adjust_facing(facing_mesh, dir, delta, 1.0 / hspeed * TURN_SPEED, Vector3.UP)
var m3 = Basis(-facing_mesh, Vector3.UP, -facing_mesh.cross(Vector3.UP).normalized()).scaled(CHAR_SCALE)
get_node("Armature").set_transform(Transform(m3, mesh_xform.origin))
get_node(^"Armature").set_transform(Transform3D(m3, mesh_xform.origin))
if not jumping and jump_attempt:
vv = JUMP_VELOCITY
jumping = true
get_node("SoundJump").play()
get_node(^"SoundJump").play()
else:
anim = Anim.AIR
@@ -105,7 +105,8 @@ func _physics_process(delta):
if is_on_floor():
movement_dir = linear_velocity
linear_velocity = move_and_slide(linear_velocity, -gravity.normalized())
# TODO: This information should be set to the CharacterBody properties instead of arguments: , -gravity.normalized(
move_and_slide()
if shoot_blend > 0:
shoot_blend -= delta * SHOOT_SCALE
@@ -114,12 +115,12 @@ func _physics_process(delta):
if shoot_attempt and not prev_shoot:
shoot_blend = SHOOT_TIME
var bullet = preload("res://player/bullet/bullet.tscn").instance()
bullet.set_transform(get_node("Armature/Bullet").get_global_transform().orthonormalized())
var bullet = preload("res://player/bullet/bullet.tscn").instantiate()
bullet.set_transform(get_node(^"Armature/Bullet").get_global_transform().orthonormalized())
get_parent().add_child(bullet)
bullet.set_linear_velocity(get_node("Armature/Bullet").get_global_transform().basis[2].normalized() * BULLET_SPEED)
bullet.set_linear_velocity(get_node(^"Armature/Bullet").get_global_transform().basis[2].normalized() * BULLET_SPEED)
bullet.add_collision_exception_with(self) # Add it to bullet.
get_node("SoundShoot").play()
get_node(^"SoundShoot").play()
prev_shoot = shoot_attempt