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