GODOT IS OPEN SOURCE

This commit is contained in:
Juan Linietsky
2014-02-09 22:10:30 -03:00
commit ccfc7d19b9
190 changed files with 10126 additions and 0 deletions

5
2d/particles/engine.cfg Normal file
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[application]
name="Particle Systems"
main_scene="res://particles.xml"
icon="res://icon.png"

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2d/particles/particles.xml Normal file

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extends RigidBody2D
# member variables here, example:
# var a=2
# var b="textvar"
var disabled=false
func disable():
if (disabled):
return
get_node("anim").play("shutdown")
disabled=true
func _ready():
# Initalization here
pass

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<?xml version="1.0" encoding="UTF-8" ?>
<resource_file type="PackedScene" subresource_count="5" version="0.99" version_name="Godot Engine v0.99.3037-pre-beta">
<ext_resource path="res://bullet.png" type="Texture"></ext_resource>
<ext_resource path="res://bullet.gd" type="GDScript"></ext_resource>
<resource type="CircleShape2D" path="local://0">
<string name="resource/name"> "" </string>
<real name="custom_solver_bias"> 0 </real>
<real name="radius"> 10 </real>
<resource name="script/script"></resource>
</resource>
<resource type="Animation" path="local://1">
<string name="resource/name"> "shutdown" </string>
<real name="length"> 1.5 </real>
<bool name="loop"> False </bool>
<real name="step"> 0 </real>
<string name="tracks/0/type"> "value" </string>
<node_path name="tracks/0/path"> "particles:config/emitting" </node_path>
<int name="tracks/0/interp"> 1 </int>
<dictionary name="tracks/0/keys">
<string> "cont" </string>
<bool> False </bool>
<string> "transitions" </string>
<real_array len="1"> 1 </real_array>
<string> "values" </string>
<array len="1">
<bool> False </bool>
</array>
<string> "times" </string>
<real_array len="1"> 0 </real_array>
</dictionary>
<string name="tracks/1/type"> "value" </string>
<node_path name="tracks/1/path"> "sprite:visibility/self_opacity" </node_path>
<int name="tracks/1/interp"> 1 </int>
<dictionary name="tracks/1/keys">
<string> "cont" </string>
<bool> True </bool>
<string> "transitions" </string>
<real_array len="2"> 1, 1 </real_array>
<string> "values" </string>
<array len="2">
<real> 1 </real>
<real> 0 </real>
</array>
<string> "times" </string>
<real_array len="2"> 0, 1.00394 </real_array>
</dictionary>
<string name="tracks/2/type"> "method" </string>
<node_path name="tracks/2/path"> "." </node_path>
<int name="tracks/2/interp"> 1 </int>
<dictionary name="tracks/2/keys">
<string> "transitions" </string>
<real_array len="1"> 1 </real_array>
<string> "values" </string>
<array len="1">
<dictionary>
<string> "args" </string>
<array len="0">
</array>
<string> "method" </string>
<string> "queue_free" </string>
</dictionary>
</array>
<string> "times" </string>
<real_array len="1"> 1.31 </real_array>
</dictionary>
<resource name="script/script"></resource>
</resource>
<main_resource>
<string name="resource/name"> "" </string>
<dictionary name="_bundled">
<string> "names" </string>
<string_array len="109">
<string> "bullet" </string>
<string> "RigidBody2D" </string>
<string> "process/process" </string>
<string> "process/fixed_process" </string>
<string> "process/input" </string>
<string> "process/unhandled_input" </string>
<string> "process/mode" </string>
<string> "visibility/visible" </string>
<string> "visibility/toplevel" </string>
<string> "visibility/opacity" </string>
<string> "visibility/self_opacity" </string>
<string> "visibility/on_top" </string>
<string> "visibility/blend_mode" </string>
<string> "transform/notify" </string>
<string> "transform/pos" </string>
<string> "transform/rot" </string>
<string> "transform/scale" </string>
<string> "shape_count" </string>
<string> "shapes/0/shape" </string>
<string> "shapes/0/transform" </string>
<string> "mode" </string>
<string> "mass" </string>
<string> "friction" </string>
<string> "bounce" </string>
<string> "custom_integrator" </string>
<string> "continuous_cd" </string>
<string> "contacts_reported" </string>
<string> "contact_monitor" </string>
<string> "active" </string>
<string> "can_sleep" </string>
<string> "velocity/linear" </string>
<string> "velocity/angular" </string>
<string> "script/script" </string>
<string> "__meta__" </string>
<string> "particles" </string>
<string> "Particles2D" </string>
<string> "config/amount" </string>
<string> "config/lifetime" </string>
<string> "config/preprocess" </string>
<string> "config/emit_timeout" </string>
<string> "config/emitting" </string>
<string> "config/offset" </string>
<string> "config/half_extents" </string>
<string> "config/local_space" </string>
<string> "config/explosiveness" </string>
<string> "config/texture" </string>
<string> "params/direction" </string>
<string> "params/spread" </string>
<string> "params/linear_velocity" </string>
<string> "params/spin_velocity" </string>
<string> "params/gravity_direction" </string>
<string> "params/gravity_strength" </string>
<string> "params/radial_accel" </string>
<string> "params/tangential_accel" </string>
<string> "params/damping" </string>
<string> "params/initial_size" </string>
<string> "params/final_size" </string>
<string> "params/hue_variation" </string>
<string> "randomness/direction" </string>
<string> "randomness/spread" </string>
<string> "randomness/linear_velocity" </string>
<string> "randomness/spin_velocity" </string>
<string> "randomness/gravity_direction" </string>
<string> "randomness/gravity_strength" </string>
<string> "randomness/radial_accel" </string>
<string> "randomness/tangential_accel" </string>
<string> "randomness/damping" </string>
<string> "randomness/initial_size" </string>
<string> "randomness/final_size" </string>
<string> "randomness/hue_variation" </string>
<string> "color_phases/count" </string>
<string> "phase_0/pos" </string>
<string> "phase_0/color" </string>
<string> "phase_1/pos" </string>
<string> "phase_1/color" </string>
<string> "phase_2/pos" </string>
<string> "phase_2/color" </string>
<string> "phase_3/pos" </string>
<string> "phase_3/color" </string>
<string> "sprite" </string>
<string> "Sprite" </string>
<string> "texture" </string>
<string> "centered" </string>
<string> "offset" </string>
<string> "flip_h" </string>
<string> "flip_v" </string>
<string> "vframes" </string>
<string> "hframes" </string>
<string> "frame" </string>
<string> "modulate" </string>
<string> "region" </string>
<string> "region_rect" </string>
<string> "CollisionShape2D" </string>
<string> "shape" </string>
<string> "Timer" </string>
<string> "wait_time" </string>
<string> "one_shot" </string>
<string> "autostart" </string>
<string> "anim" </string>
<string> "AnimationPlayer" </string>
<string> "playback/process_mode" </string>
<string> "playback/default_blend_time" </string>
<string> "root/root" </string>
<string> "speed" </string>
<string> "anims/shutdown" </string>
<string> "blend_times" </string>
<string> "autoplay" </string>
<string> "disable" </string>
<string> "timeout" </string>
</string_array>
<string> "version" </string>
<int> 1 </int>
<string> "conn_count" </string>
<int> 1 </int>
<string> "node_count" </string>
<int> 6 </int>
<string> "variants" </string>
<array len="27">
<bool> False </bool>
<int> 0 </int>
<bool> True </bool>
<real> 1 </real>
<vector2> 0, 0 </vector2>
<real> 0 </real>
<vector2> 1, 1 </vector2>
<int> 1 </int>
<resource resource_type="CircleShape2D" path="local://0"> </resource>
<matrix32> 1, 0, 0, 1, 0, 0 </matrix32>
<resource resource_type="GDScript" path="res://bullet.gd"> </resource>
<dictionary>
<string> "__editor_plugin_states__" </string>
<dictionary>
<string> "Script" </string>
<dictionary>
<string> "current" </string>
<int> 0 </int>
<string> "sources" </string>
<array len="3">
<string> "res://enemy.gd" </string>
<string> "res://player.gd" </string>
<string> "res://bullet.gd" </string>
</array>
</dictionary>
<string> "2D" </string>
<dictionary>
<string> "zoom" </string>
<real> 3.424785 </real>
<string> "ofs" </string>
<vector2> -74.7573, -35.9676 </vector2>
</dictionary>
<string> "3D" </string>
<dictionary>
<string> "zfar" </string>
<real> 500 </real>
<string> "fov" </string>
<real> 45 </real>
<string> "window_mode" </string>
<int> 0 </int>
<string> "window_0" </string>
<dictionary>
<string> "distance" </string>
<real> 10.07268 </real>
<string> "default_light" </string>
<bool> True </bool>
<string> "x_rot" </string>
<real> 0.337 </real>
<string> "y_rot" </string>
<real> -0.575 </real>
<string> "show_grid" </string>
<bool> True </bool>
<string> "show_origin" </string>
<bool> True </bool>
<string> "pos" </string>
<vector3> 0, 0, 0 </vector3>
</dictionary>
<string> "znear" </string>
<real> 0.1 </real>
</dictionary>
</dictionary>
<string> "__editor_run_settings__" </string>
<dictionary>
<string> "custom_args" </string>
<string> "-l $scene" </string>
<string> "run_mode" </string>
<int> 0 </int>
</dictionary>
<string> "__editor_plugin_screen__" </string>
<string> "Script" </string>
</dictionary>
<real> 0.559322 </real>
<int> 24 </int>
<real> 0.1 </real>
<resource resource_type="Texture" path="res://bullet.png"> </resource>
<real> 10 </real>
<int> 2 </int>
<color> 1, 1, 1, 1 </color>
<color> 1, 0, 0, 0 </color>
<color> 0, 0, 0, 1 </color>
<resource name=""></resource> <rect2> 0, 0, 0, 0 </rect2>
<node_path> ".." </node_path>
<resource resource_type="Animation" path="local://1"> </resource>
<array len="0">
</array>
<string> "" </string>
</array>
<string> "nodes" </string>
<int_array len="356"> -1, -1, 1, 0, -1, 32, 2, 0, 3, 0, 4, 0, 5, 0, 6, 1, 7, 2, 8, 0, 9, 3, 10, 3, 11, 2, 12, 1, 13, 2, 14, 4, 15, 5, 16, 6, 17, 7, 18, 8, 19, 9, 20, 1, 21, 3, 22, 3, 23, 5, 24, 0, 25, 0, 26, 1, 27, 0, 28, 2, 29, 2, 30, 4, 31, 5, 32, 10, 33, 11, 0, 0, 0, 35, 34, -1, 59, 2, 2, 3, 0, 4, 0, 5, 0, 6, 1, 7, 2, 8, 0, 9, 12, 10, 3, 11, 2, 12, 7, 13, 0, 14, 4, 15, 5, 16, 6, 36, 13, 37, 14, 38, 5, 39, 5, 40, 2, 41, 4, 42, 4, 43, 0, 44, 3, 45, 15, 46, 5, 47, 16, 48, 5, 49, 5, 50, 5, 51, 5, 52, 5, 53, 5, 54, 5, 55, 3, 56, 5, 57, 5, 58, 5, 59, 5, 60, 5, 61, 5, 62, 5, 63, 5, 64, 5, 65, 5, 66, 5, 67, 5, 68, 5, 69, 5, 70, 17, 71, 5, 72, 18, 73, 3, 74, 19, 75, 3, 76, 20, 77, 3, 78, 20, 32, 21, 0, 0, 0, 80, 79, -1, 27, 2, 0, 3, 0, 4, 0, 5, 0, 6, 1, 7, 2, 8, 0, 9, 3, 10, 3, 11, 2, 12, 1, 13, 0, 14, 4, 15, 5, 16, 6, 81, 15, 82, 2, 83, 4, 84, 0, 85, 0, 86, 7, 87, 7, 88, 1, 89, 18, 90, 0, 91, 22, 32, 21, 0, 0, 0, 92, 92, -1, 17, 2, 0, 3, 0, 4, 0, 5, 0, 6, 1, 7, 2, 8, 0, 9, 3, 10, 3, 11, 2, 12, 1, 13, 2, 14, 4, 15, 5, 16, 6, 93, 8, 32, 21, 0, 0, 0, 94, 94, -1, 9, 2, 0, 3, 0, 4, 0, 5, 0, 6, 1, 95, 3, 96, 2, 97, 2, 32, 21, 0, 0, 0, 99, 98, -1, 13, 2, 0, 3, 0, 4, 0, 5, 0, 6, 1, 100, 7, 101, 5, 102, 23, 103, 3, 104, 24, 105, 25, 106, 26, 32, 21, 0 </int_array>
<string> "conns" </string>
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</dictionary>
<resource name="script/script"></resource>
</main_resource>
</resource_file>

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2d/platformer/coin.gd Normal file
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extends Area2D
# member variables here, example:
# var a=2
# var b="textvar"
var taken=false
func _on_body_enter( body ):
if (not taken and body extends preload("res://player.gd")):
get_node("anim").play("taken")
taken=true
func _ready():
# Initalization here
pass

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2d/platformer/coin.xml Normal file
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<?xml version="1.0" encoding="UTF-8" ?>
<resource_file type="PackedScene" subresource_count="9" version="1.0" version_name="Godot Engine v1.0.3917-beta1">
<ext_resource path="res://bullet.*" type="Texture"></ext_resource>
<ext_resource path="res://coin.*" type="Texture"></ext_resource>
<ext_resource path="res://sound_coin.*" type="Sample"></ext_resource>
<ext_resource path="res://coin.*" type="Script"></ext_resource>
<resource type="CircleShape2D" path="local://1">
<real name="custom_solver_bias"> 0 </real>
<real name="radius"> 10 </real>
</resource>
<resource type="Animation" path="local://2">
<string name="resource/name"> "taken" </string>
<real name="length"> 8 </real>
<bool name="loop"> False </bool>
<real name="step"> 0 </real>
<string name="tracks/0/type"> "value" </string>
<node_path name="tracks/0/path"> "sprite:frame" </node_path>
<int name="tracks/0/interp"> 1 </int>
<dictionary name="tracks/0/keys" shared="false">
<string> "cont" </string>
<bool> True </bool>
<string> "transitions" </string>
<real_array len="1"> 1 </real_array>
<string> "values" </string>
<array len="1" shared="false">
<int> 0 </int>
</array>
<string> "times" </string>
<real_array len="1"> 0 </real_array>
</dictionary>
<string name="tracks/1/type"> "value" </string>
<node_path name="tracks/1/path"> "sound:play/play" </node_path>
<int name="tracks/1/interp"> 1 </int>
<dictionary name="tracks/1/keys" shared="false">
<string> "cont" </string>
<bool> False </bool>
<string> "transitions" </string>
<real_array len="1"> 1 </real_array>
<string> "values" </string>
<array len="1" shared="false">
<string> "coin" </string>
</array>
<string> "times" </string>
<real_array len="1"> 0 </real_array>
</dictionary>
<string name="tracks/2/type"> "value" </string>
<node_path name="tracks/2/path"> "particles:visibility/self_opacity" </node_path>
<int name="tracks/2/interp"> 1 </int>
<dictionary name="tracks/2/keys" shared="false">
<string> "cont" </string>
<bool> True </bool>
<string> "transitions" </string>
<real_array len="2"> 1, 1 </real_array>
<string> "values" </string>
<array len="2" shared="false">
<real> 1 </real>
<real> 0 </real>
</array>
<string> "times" </string>
<real_array len="2"> 0, 1.66 </real_array>
</dictionary>
<string name="tracks/3/type"> "value" </string>
<node_path name="tracks/3/path"> "sprite:visibility/self_opacity" </node_path>
<int name="tracks/3/interp"> 1 </int>
<dictionary name="tracks/3/keys" shared="false">
<string> "cont" </string>
<bool> True </bool>
<string> "transitions" </string>
<real_array len="2"> 1, 1 </real_array>
<string> "values" </string>
<array len="2" shared="false">
<real> 1 </real>
<real> 0 </real>
</array>
<string> "times" </string>
<real_array len="2"> 0, 0.4 </real_array>
</dictionary>
<string name="tracks/4/type"> "value" </string>
<node_path name="tracks/4/path"> "particles:config/emitting" </node_path>
<int name="tracks/4/interp"> 1 </int>
<dictionary name="tracks/4/keys" shared="false">
<string> "cont" </string>
<bool> False </bool>
<string> "transitions" </string>
<real_array len="1"> 1 </real_array>
<string> "values" </string>
<array len="1" shared="false">
<bool> True </bool>
</array>
<string> "times" </string>
<real_array len="1"> 0 </real_array>
</dictionary>
<string name="tracks/5/type"> "method" </string>
<node_path name="tracks/5/path"> "." </node_path>
<int name="tracks/5/interp"> 1 </int>
<dictionary name="tracks/5/keys" shared="false">
<string> "transitions" </string>
<real_array len="1"> 1 </real_array>
<string> "values" </string>
<array len="1" shared="false">
<dictionary shared="false">
<string> "args" </string>
<array len="0" shared="false">
</array>
<string> "method" </string>
<string> "queue_free" </string>
</dictionary>
</array>
<string> "times" </string>
<real_array len="1"> 2.7 </real_array>
</dictionary>
</resource>
<resource type="Animation" path="local://3">
<string name="resource/name"> "spin" </string>
<real name="length"> 1.5 </real>
<bool name="loop"> True </bool>
<real name="step"> 0.25 </real>
<string name="tracks/0/type"> "value" </string>
<node_path name="tracks/0/path"> "sprite:frame" </node_path>
<int name="tracks/0/interp"> 1 </int>
<dictionary name="tracks/0/keys" shared="false">
<string> "cont" </string>
<bool> False </bool>
<string> "transitions" </string>
<real_array len="7"> 1, 1, 1, 1, 1, 1, 1 </real_array>
<string> "values" </string>
<array len="7" shared="false">
<int> 0 </int>
<int> 1 </int>
<int> 2 </int>
<int> 3 </int>
<int> 2 </int>
<int> 1 </int>
<int> 0 </int>
</array>
<string> "times" </string>
<real_array len="7"> 0, 0.25, 0.5, 0.75, 1, 1.25, 1.5 </real_array>
</dictionary>
</resource>
<resource type="SampleLibrary" path="local://4">
<dictionary name="samples/coin" shared="false">
<string> "db" </string>
<real> 0 </real>
<string> "pitch" </string>
<real> 1 </real>
<string> "sample" </string>
<resource resource_type="Sample" path="res://sound_coin.*"> </resource>
</dictionary>
</resource>
<main_resource>
<dictionary name="_bundled" shared="false">
<string> "names" </string>
<string_array len="115">
<string> "coin" </string>
<string> "Area2D" </string>
<string> "visibility/visible" </string>
<string> "visibility/opacity" </string>
<string> "visibility/self_opacity" </string>
<string> "visibility/on_top" </string>
<string> "transform/pos" </string>
<string> "transform/rot" </string>
<string> "transform/scale" </string>
<string> "shape_count" </string>
<string> "shapes/0/shape" </string>
<string> "shapes/0/transform" </string>
<string> "shapes/0/trigger" </string>
<string> "gravity_point" </string>
<string> "gravity_vec" </string>
<string> "gravity" </string>
<string> "density" </string>
<string> "monitoring" </string>
<string> "script/script" </string>
<string> "__meta__" </string>
<string> "sprite" </string>
<string> "Sprite" </string>
<string> "texture" </string>
<string> "centered" </string>
<string> "offset" </string>
<string> "flip_h" </string>
<string> "flip_v" </string>
<string> "vframes" </string>
<string> "hframes" </string>
<string> "frame" </string>
<string> "modulate" </string>
<string> "region" </string>
<string> "region_rect" </string>
<string> "anim" </string>
<string> "AnimationPlayer" </string>
<string> "playback/process_mode" </string>
<string> "playback/default_blend_time" </string>
<string> "root/root" </string>
<string> "anims/taken" </string>
<string> "anims/spin" </string>
<string> "playback/active" </string>
<string> "playback/speed" </string>
<string> "blend_times" </string>
<string> "autoplay" </string>
<string> "collision" </string>
<string> "CollisionShape2D" </string>
<string> "shape" </string>
<string> "trigger" </string>
<string> "sound" </string>
<string> "SamplePlayer2D" </string>
<string> "params/volume_db" </string>
<string> "params/pitch_scale" </string>
<string> "params/attenuation/min_distance" </string>
<string> "params/attenuation/max_distance" </string>
<string> "params/attenuation/distance_exp" </string>
<string> "config/polyphony" </string>
<string> "config/samples" </string>
<string> "config/pitch_random" </string>
<string> "particles" </string>
<string> "Particles2D" </string>
<string> "visibility/blend_mode" </string>
<string> "config/amount" </string>
<string> "config/lifetime" </string>
<string> "config/time_scale" </string>
<string> "config/preprocess" </string>
<string> "config/emit_timeout" </string>
<string> "config/emitting" </string>
<string> "config/offset" </string>
<string> "config/half_extents" </string>
<string> "config/local_space" </string>
<string> "config/explosiveness" </string>
<string> "config/texture" </string>
<string> "params/direction" </string>
<string> "params/spread" </string>
<string> "params/linear_velocity" </string>
<string> "params/spin_velocity" </string>
<string> "params/orbit_velocity" </string>
<string> "params/gravity_direction" </string>
<string> "params/gravity_strength" </string>
<string> "params/radial_accel" </string>
<string> "params/tangential_accel" </string>
<string> "params/damping" </string>
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<string> "randomness/spin_velocity" </string>
<string> "randomness/orbit_velocity" </string>
<string> "randomness/gravity_direction" </string>
<string> "randomness/gravity_strength" </string>
<string> "randomness/radial_accel" </string>
<string> "randomness/tangential_accel" </string>
<string> "randomness/damping" </string>
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<string> "randomness/final_size" </string>
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<dictionary shared="false">
<string> "current" </string>
<int> 2 </int>
<string> "sources" </string>
<array len="3" shared="false">
<string> "res://enemy.gd" </string>
<string> "res://player.gd" </string>
<string> "res://coin.gd" </string>
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</dictionary>
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<string> "fov" </string>
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</resource_file>

97
2d/platformer/enemy.gd Normal file
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@@ -0,0 +1,97 @@
extends RigidBody2D
# member variables here, example:
# var a=2
# var b="textvar"
const STATE_WALKING = 0
const STATE_DYING = 1
var state = STATE_WALKING
var direction = -1
var anim=""
var rc_left=null
var rc_right=null
var WALK_SPEED = 50
var bullet_class = preload("res://bullet.gd")
func _die():
queue_free()
func _pre_explode():
#stay there
clear_shapes()
set_mode(MODE_STATIC)
get_node("sound").play("explode")
func _integrate_forces(s):
var lv = s.get_linear_velocity()
var new_anim=anim
if (state==STATE_DYING):
new_anim="explode"
elif (state==STATE_WALKING):
new_anim="walk"
var wall_side=0.0
for i in range(s.get_contact_count()):
var cc = s.get_contact_collider_object(i)
var dp = s.get_contact_local_normal(i)
if (cc):
if (cc extends bullet_class and not cc.disabled):
set_mode(MODE_RIGID)
state=STATE_DYING
#lv=s.get_contact_local_normal(i)*400
s.set_angular_velocity(sign(dp.x)*33.0)
set_friction(true)
cc.disable()
get_node("sound").play("hit")
break
if (dp.x>0.9):
wall_side=1.0
elif (dp.x<-0.9):
wall_side=-1.0
if (wall_side!=0 and wall_side!=direction):
direction=-direction
get_node("sprite").set_scale( Vector2(-direction,1) )
if (direction<0 and not rc_left.is_colliding() and rc_right.is_colliding()):
direction=-direction
get_node("sprite").set_scale( Vector2(-direction,1) )
elif (direction>0 and not rc_right.is_colliding() and rc_left.is_colliding()):
direction=-direction
get_node("sprite").set_scale( Vector2(-direction,1) )
lv.x = direction * WALK_SPEED
if( anim!=new_anim ):
anim=new_anim
get_node("anim").play(anim)
s.set_linear_velocity(lv)
func _ready():
# Initalization here
rc_left=get_node("raycast_left")
rc_right=get_node("raycast_right")

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2d/platformer/enemy.png Normal file

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After

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481
2d/platformer/enemy.xml Normal file
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@@ -0,0 +1,481 @@
<?xml version="1.0" encoding="UTF-8" ?>
<resource_file type="PackedScene" subresource_count="11" version="1.0" version_name="Godot Engine v1.0.3917-beta1">
<ext_resource path="res://sound_explode.*" type="Sample"></ext_resource>
<ext_resource path="res://enemy.*" type="Texture"></ext_resource>
<ext_resource path="res://enemy.*" type="Script"></ext_resource>
<ext_resource path="res://sound_hit.*" type="Sample"></ext_resource>
<ext_resource path="res://bullet.*" type="Texture"></ext_resource>
<resource type="CircleShape2D" path="local://1">
<real name="custom_solver_bias"> 0 </real>
<real name="radius"> 14 </real>
</resource>
<resource type="Animation" path="local://2">
<string name="resource/name"> "idle" </string>
<real name="length"> 6.75 </real>
<bool name="loop"> True </bool>
<real name="step"> 0.25 </real>
<string name="tracks/0/type"> "value" </string>
<node_path name="tracks/0/path"> "sprite:frame" </node_path>
<int name="tracks/0/interp"> 1 </int>
<dictionary name="tracks/0/keys" shared="false">
<string> "cont" </string>
<bool> False </bool>
<string> "transitions" </string>
<real_array len="10"> 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 </real_array>
<string> "values" </string>
<array len="10" shared="false">
<int> 5 </int>
<int> 6 </int>
<int> 5 </int>
<int> 6 </int>
<int> 5 </int>
<int> 6 </int>
<int> 7 </int>
<int> 6 </int>
<int> 7 </int>
<int> 5 </int>
</array>
<string> "times" </string>
<real_array len="10"> 0, 0.75, 1.5, 2.25, 3, 3.75, 4.5, 5.25, 6, 6.75 </real_array>
</dictionary>
</resource>
<resource type="Animation" path="local://3">
<string name="resource/name"> "explode" </string>
<real name="length"> 6 </real>
<bool name="loop"> False </bool>
<real name="step"> 0 </real>
<string name="tracks/0/type"> "value" </string>
<node_path name="tracks/0/path"> "sprite:visibility/self_opacity" </node_path>
<int name="tracks/0/interp"> 1 </int>
<dictionary name="tracks/0/keys" shared="false">
<string> "cont" </string>
<bool> True </bool>
<string> "transitions" </string>
<real_array len="2"> 1, 1 </real_array>
<string> "values" </string>
<array len="2" shared="false">
<real> 1 </real>
<real> 0 </real>
</array>
<string> "times" </string>
<real_array len="2"> 3.58422, 4.33851 </real_array>
</dictionary>
<string name="tracks/1/type"> "value" </string>
<node_path name="tracks/1/path"> "sprite:frame" </node_path>
<int name="tracks/1/interp"> 1 </int>
<dictionary name="tracks/1/keys" shared="false">
<string> "cont" </string>
<bool> True </bool>
<string> "transitions" </string>
<real_array len="1"> 1 </real_array>
<string> "values" </string>
<array len="1" shared="false">
<int> 4 </int>
</array>
<string> "times" </string>
<real_array len="1"> 0 </real_array>
</dictionary>
<string name="tracks/2/type"> "value" </string>
<node_path name="tracks/2/path"> "Particles2D:config/emitting" </node_path>
<int name="tracks/2/interp"> 1 </int>
<dictionary name="tracks/2/keys" shared="false">
<string> "cont" </string>
<bool> False </bool>
<string> "transitions" </string>
<real_array len="1"> 1 </real_array>
<string> "values" </string>
<array len="1" shared="false">
<bool> True </bool>
</array>
<string> "times" </string>
<real_array len="1"> 3.47394 </real_array>
</dictionary>
<string name="tracks/3/type"> "method" </string>
<node_path name="tracks/3/path"> "." </node_path>
<int name="tracks/3/interp"> 1 </int>
<dictionary name="tracks/3/keys" shared="false">
<string> "transitions" </string>
<real_array len="2"> 1, 1 </real_array>
<string> "values" </string>
<array len="2" shared="false">
<dictionary shared="false">
<string> "args" </string>
<array len="0" shared="false">
</array>
<string> "method" </string>
<string> "_pre_explode" </string>
</dictionary>
<dictionary shared="false">
<string> "args" </string>
<array len="0" shared="false">
</array>
<string> "method" </string>
<string> "_die" </string>
</dictionary>
</array>
<string> "times" </string>
<real_array len="2"> 3.20357, 5.07305 </real_array>
</dictionary>
</resource>
<resource type="Animation" path="local://4">
<string name="resource/name"> "walk" </string>
<real name="length"> 1.25 </real>
<bool name="loop"> True </bool>
<real name="step"> 0.25 </real>
<string name="tracks/0/type"> "value" </string>
<node_path name="tracks/0/path"> "sprite:frame" </node_path>
<int name="tracks/0/interp"> 1 </int>
<dictionary name="tracks/0/keys" shared="false">
<string> "cont" </string>
<bool> False </bool>
<string> "transitions" </string>
<real_array len="6"> 1, 1, 1, 1, 1, 1 </real_array>
<string> "values" </string>
<array len="6" shared="false">
<int> 0 </int>
<int> 1 </int>
<int> 2 </int>
<int> 3 </int>
<int> 4 </int>
<int> 0 </int>
</array>
<string> "times" </string>
<real_array len="6"> 0, 0.25, 0.5, 0.75, 1, 1.25 </real_array>
</dictionary>
</resource>
<resource type="SampleLibrary" path="local://5">
<dictionary name="samples/explode" shared="false">
<string> "db" </string>
<real> 0 </real>
<string> "pitch" </string>
<real> 1 </real>
<string> "sample" </string>
<resource resource_type="Sample" path="res://sound_explode.*"> </resource>
</dictionary>
<dictionary name="samples/hit" shared="false">
<string> "db" </string>
<real> 0 </real>
<string> "pitch" </string>
<real> 1 </real>
<string> "sample" </string>
<resource resource_type="Sample" path="res://sound_hit.*"> </resource>
</dictionary>
</resource>
<main_resource>
<dictionary name="_bundled" shared="false">
<string> "names" </string>
<string_array len="132">
<string> "enemy" </string>
<string> "RigidBody2D" </string>
<string> "visibility/visible" </string>
<string> "visibility/opacity" </string>
<string> "visibility/self_opacity" </string>
<string> "visibility/on_top" </string>
<string> "transform/pos" </string>
<string> "transform/rot" </string>
<string> "transform/scale" </string>
<string> "shape_count" </string>
<string> "shapes/0/shape" </string>
<string> "shapes/0/transform" </string>
<string> "shapes/0/trigger" </string>
<string> "shapes/1/shape" </string>
<string> "shapes/1/transform" </string>
<string> "shapes/1/trigger" </string>
<string> "shapes/2/shape" </string>
<string> "shapes/2/transform" </string>
<string> "shapes/2/trigger" </string>
<string> "mode" </string>
<string> "mass" </string>
<string> "friction" </string>
<string> "bounce" </string>
<string> "custom_integrator" </string>
<string> "continuous_cd" </string>
<string> "contacts_reported" </string>
<string> "contact_monitor" </string>
<string> "active" </string>
<string> "can_sleep" </string>
<string> "velocity/linear" </string>
<string> "velocity/angular" </string>
<string> "script/script" </string>
<string> "__meta__" </string>
<string> "enabler" </string>
<string> "VisibilityEnabler2D" </string>
<string> "rect" </string>
<string> "enabler/pause_animations" </string>
<string> "enabler/freeze_bodies" </string>
<string> "anim" </string>
<string> "AnimationPlayer" </string>
<string> "playback/process_mode" </string>
<string> "playback/default_blend_time" </string>
<string> "root/root" </string>
<string> "anims/idle" </string>
<string> "anims/explode" </string>
<string> "anims/walk" </string>
<string> "playback/active" </string>
<string> "playback/speed" </string>
<string> "blend_times" </string>
<string> "autoplay" </string>
<string> "CollisionShape2D" </string>
<string> "shape" </string>
<string> "trigger" </string>
<string> "CollisionShape2D 2" </string>
<string> "CollisionShape2D 3" </string>
<string> "sprite" </string>
<string> "Sprite" </string>
<string> "texture" </string>
<string> "centered" </string>
<string> "offset" </string>
<string> "flip_h" </string>
<string> "flip_v" </string>
<string> "vframes" </string>
<string> "hframes" </string>
<string> "frame" </string>
<string> "modulate" </string>
<string> "region" </string>
<string> "region_rect" </string>
<string> "raycast_left" </string>
<string> "RayCast2D" </string>
<string> "enabled" </string>
<string> "cast_to" </string>
<string> "raycast_right" </string>
<string> "Particles2D" </string>
<string> "visibility/blend_mode" </string>
<string> "config/amount" </string>
<string> "config/lifetime" </string>
<string> "config/time_scale" </string>
<string> "config/preprocess" </string>
<string> "config/emit_timeout" </string>
<string> "config/emitting" </string>
<string> "config/offset" </string>
<string> "config/half_extents" </string>
<string> "config/local_space" </string>
<string> "config/explosiveness" </string>
<string> "config/texture" </string>
<string> "params/direction" </string>
<string> "params/spread" </string>
<string> "params/linear_velocity" </string>
<string> "params/spin_velocity" </string>
<string> "params/orbit_velocity" </string>
<string> "params/gravity_direction" </string>
<string> "params/gravity_strength" </string>
<string> "params/radial_accel" </string>
<string> "params/tangential_accel" </string>
<string> "params/damping" </string>
<string> "params/initial_size" </string>
<string> "params/final_size" </string>
<string> "params/hue_variation" </string>
<string> "randomness/direction" </string>
<string> "randomness/spread" </string>
<string> "randomness/linear_velocity" </string>
<string> "randomness/spin_velocity" </string>
<string> "randomness/orbit_velocity" </string>
<string> "randomness/gravity_direction" </string>
<string> "randomness/gravity_strength" </string>
<string> "randomness/radial_accel" </string>
<string> "randomness/tangential_accel" </string>
<string> "randomness/damping" </string>
<string> "randomness/initial_size" </string>
<string> "randomness/final_size" </string>
<string> "randomness/hue_variation" </string>
<string> "color_phases/count" </string>
<string> "phase_0/pos" </string>
<string> "phase_0/color" </string>
<string> "phase_1/pos" </string>
<string> "phase_1/color" </string>
<string> "phase_2/pos" </string>
<string> "phase_2/color" </string>
<string> "phase_3/pos" </string>
<string> "phase_3/color" </string>
<string> "emission_points" </string>
<string> "sound" </string>
<string> "SamplePlayer2D" </string>
<string> "params/volume_db" </string>
<string> "params/pitch_scale" </string>
<string> "params/attenuation/min_distance" </string>
<string> "params/attenuation/max_distance" </string>
<string> "params/attenuation/distance_exp" </string>
<string> "config/polyphony" </string>
<string> "config/samples" </string>
<string> "config/pitch_random" </string>
</string_array>
<string> "version" </string>
<int> 1 </int>
<string> "conn_count" </string>
<int> 0 </int>
<string> "node_count" </string>
<int> 11 </int>
<string> "variants" </string>
<array len="51" shared="false">
<bool> True </bool>
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<vector2> 1, 1 </vector2>
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<resource resource_type="Shape2D" path="local://1"> </resource>
<matrix32> 1, -0, 0, 1, -1.08072, -2.16144 </matrix32>
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28
2d/platformer/engine.cfg Normal file
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@@ -0,0 +1,28 @@
[application]
name="Platformer"
main_scene="res://stage.xml"
icon="res://icon.png"
name_es="Plataformero"
[display]
width=800
height=480
stretch_2d=true
[input]
move_left=[key(Left), jbutton(0, 14)]
move_right=[key(Right), jbutton(0, 15)]
jump=[key(Up), jbutton(0, 0)]
shoot=[key(Space), jbutton(0, 2)]
spawn=[key(F1), jbutton(0, 11)]
[physics_2d]
default_gravity=700
[render]
mipmap_policy=1

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extends Node2D
# member variables here, example:
# var a=2
# var b="textvar"
export var motion = Vector2()
export var cycle = 1.0
var accum=0.0
func _fixed_process(delta):
accum += delta * (1.0/cycle) * PI * 2.0
accum = fmod(accum,PI*2.0)
var d = sin(accum)
var xf = Matrix32()
xf[2]= motion * d
get_node("platform").set_transform(xf)
func _ready():
# Initalization here
set_fixed_process(true)
pass

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<ext_resource path="res://moving_platform.*" type="Script"></ext_resource>
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</resource>
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<string> "transform/rot" </string>
<string> "transform/scale" </string>
<string> "script/script" </string>
<string> "__meta__" </string>
<string> "motion" </string>
<string> "cycle" </string>
<string> "platform" </string>
<string> "StaticBody2D" </string>
<string> "shape_count" </string>
<string> "shapes/0/shape" </string>
<string> "shapes/0/transform" </string>
<string> "shapes/0/trigger" </string>
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<string> "constant_linear_velocity" </string>
<string> "constant_angular_velocity" </string>
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<string> "bounce" </string>
<string> "Sprite" </string>
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<string> "centered" </string>
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<string> "flip_h" </string>
<string> "flip_v" </string>
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<string> "hframes" </string>
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<string> "region_rect" </string>
<string> "CollisionPolygon2D" </string>
<string> "build_mode" </string>
<string> "polygon" </string>
</string_array>
<string> "version" </string>
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<string> "res://enemy.gd" </string>
<string> "res://player.gd" </string>
<string> "res://coin.gd" </string>
</array>
</dictionary>
<string> "2D" </string>
<dictionary shared="false">
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<bool> False </bool>
<string> "zoom" </string>
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<string> "ofs" </string>
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</dictionary>
<string> "3D" </string>
<dictionary shared="false">
<string> "zfar" </string>
<real> 500 </real>
<string> "fov" </string>
<real> 400 </real>
<string> "viewports" </string>
<array len="4" shared="false">
<dictionary shared="false">
<string> "distance" </string>
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<string> "x_rot" </string>
<real> 0 </real>
<string> "y_rot" </string>
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</dictionary>
<string> "__editor_run_settings__" </string>
<dictionary shared="false">
<string> "custom_args" </string>
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<?xml version="1.0" encoding="UTF-8" ?>
<resource_file type="PackedScene" subresource_count="7" version="0.99" version_name="Godot Engine v0.99.3046-pre-beta">
<ext_resource path="res://scroll_bg_sky.png" type="Texture"></ext_resource>
<ext_resource path="res://scroll_bg_cloud_1.png" type="Texture"></ext_resource>
<ext_resource path="res://scroll_bg_cloud_3.png" type="Texture"></ext_resource>
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<ext_resource path="res://scroll_bg_fg_1.png" type="Texture"></ext_resource>
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<string name="resource/name"> "" </string>
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<string> "scroll/offset" </string>
<string> "scroll/base_offset" </string>
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<string> "scroll/limit_begin" </string>
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<resource resource_type="Texture" path="res://scroll_bg_fg_2.png"> </resource>
<rect2> 0, 0, 800, 256 </rect2>
<vector2> 0.4, 1 </vector2>
<resource resource_type="Texture" path="res://scroll_bg_fg_1.png"> </resource>
</array>
<string> "nodes" </string>
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extends RigidBody2D
# Character Demo, written by Juan Linietsky.
#
# Implementation of a 2D Character controller.
# This implementation uses the physics engine for
# controlling a character, in a very similar way
# than a 3D character controller would be implemented.
#
# Using the physics engine for this has the main
# advantages:
# -Easy to write.
# -Interaction with other physics-based objects is free
# -Only have to deal with the object linear velocity, not position
# -All collision/area framework available
#
# But also has the following disadvantages:
#
# -Objects may bounce a little bit sometimes
# -Going up ramps sends the chracter flying up, small hack is needed.
# -A ray collider is needed to avoid sliding down on ramps and
# undesiderd bumps, small steps and rare numerical precision errors.
# (another alternative may be to turn on friction when the character is not moving).
# -Friction cant be used, so floor velocity must be considered
# for moving platforms.
var anim=""
var siding_left=false
var jumping=false
var stopping_jump=false
var shooting=false
var WALK_ACCEL = 800.0
var WALK_DEACCEL= 800.0
var WALK_MAX_VELOCITY= 200.0
var GRAVITY = 700.0
var AIR_ACCEL = 200.0
var AIR_DEACCEL= 200.0
var JUMP_VELOCITY=460
var STOP_JUMP_FORCE=900.0
var MAX_FLOOR_AIRBORNE_TIME = 0.15
var airborne_time=1e20
var shoot_time=1e20
var MAX_SHOOT_POSE_TIME = 0.3
var bullet = preload("res://bullet.xml")
var floor_h_velocity=0.0
var enemy
func _integrate_forces(s):
var lv = s.get_linear_velocity()
var step = s.get_step()
var new_anim=anim
var new_siding_left=siding_left
# Get the controls
var move_left = Input.is_action_pressed("move_left")
var move_right = Input.is_action_pressed("move_right")
var jump = Input.is_action_pressed("jump")
var shoot = Input.is_action_pressed("shoot")
var spawn = Input.is_action_pressed("spawn")
if spawn:
var e = enemy.instance()
var p = get_pos()
p.y = p.y - 100
e.set_pos(p)
get_parent().add_child(e)
#deapply prev floor velocity
lv.x-=floor_h_velocity
floor_h_velocity=0.0
# Find the floor (a contact with upwards facing collision normal)
var found_floor=false
var floor_index=-1
for x in range(s.get_contact_count()):
var ci = s.get_contact_local_normal(x)
if (ci.dot(Vector2(0,-1))>0.6):
found_floor=true
floor_index=x
# A good idea when impementing characters of all kinds,
# Compensates for physics imprecission, as well as human
# reaction delay.
if (shoot and not shooting):
shoot_time=0
var bi = bullet.instance()
var ss
if (siding_left):
ss=-1.0
else:
ss=1.0
var pos = get_pos() + get_node("bullet_shoot").get_pos()*Vector2(ss,1.0)
bi.set_pos(pos)
get_parent().add_child(bi)
bi.set_linear_velocity( Vector2(800.0*ss,-80) )
get_node("sprite/smoke").set_emitting(true)
get_node("sound").play("shoot")
PS2D.body_add_collision_exception(bi.get_rid(),get_rid()) # make bullet and this not collide
else:
shoot_time+=step
if (found_floor):
airborne_time=0.0
else:
airborne_time+=step #time it spent in the air
var on_floor = airborne_time < MAX_FLOOR_AIRBORNE_TIME
# Process jump
if (jumping):
if (lv.y>0):
#set off the jumping flag if going down
jumping=false
elif (not jump):
stopping_jump=true
if (stopping_jump):
lv.y+=STOP_JUMP_FORCE*step
if (on_floor):
# Process logic when character is on floor
if (move_left and not move_right):
if (lv.x > -WALK_MAX_VELOCITY):
lv.x-=WALK_ACCEL*step
elif (move_right and not move_left):
if (lv.x < WALK_MAX_VELOCITY):
lv.x+=WALK_ACCEL*step
else:
var xv = abs(lv.x)
xv-=WALK_DEACCEL*step
if (xv<0):
xv=0
lv.x=sign(lv.x)*xv
#Check jump
if (not jumping and jump):
lv.y=-JUMP_VELOCITY
jumping=true
stopping_jump=false
get_node("sound").play("jump")
#check siding
if (lv.x < 0 and move_left):
new_siding_left=true
elif (lv.x > 0 and move_right):
new_siding_left=false
if (jumping):
new_anim="jumping"
elif (abs(lv.x)<0.1):
if (shoot_time<MAX_SHOOT_POSE_TIME):
new_anim="idle_weapon"
else:
new_anim="idle"
else:
if (shoot_time<MAX_SHOOT_POSE_TIME):
new_anim="run_weapon"
else:
new_anim="run"
else:
# Process logic when the character is in the air
if (move_left and not move_right):
if (lv.x > -WALK_MAX_VELOCITY):
lv.x-=AIR_ACCEL*step
elif (move_right and not move_left):
if (lv.x < WALK_MAX_VELOCITY):
lv.x+=AIR_ACCEL*step
else:
var xv = abs(lv.x)
xv-=AIR_DEACCEL*step
if (xv<0):
xv=0
lv.x=sign(lv.x)*xv
if (lv.y<0):
if (shoot_time<MAX_SHOOT_POSE_TIME):
new_anim="jumping_weapon"
else:
new_anim="jumping"
else:
if (shoot_time<MAX_SHOOT_POSE_TIME):
new_anim="falling_weapon"
else:
new_anim="falling"
#Update siding
if (new_siding_left!=siding_left):
if (new_siding_left):
get_node("sprite").set_scale( Vector2(-1,1) )
else:
get_node("sprite").set_scale( Vector2(1,1) )
siding_left=new_siding_left
#Change animation
if (new_anim!=anim):
anim=new_anim
get_node("anim").play(anim)
shooting=shoot
# Apply floor velocity
if (found_floor):
floor_h_velocity=s.get_contact_collider_velocity_at_pos(floor_index).x
lv.x+=floor_h_velocity
#Finally, apply gravity and set back the linear velocity
lv+=s.get_total_gravity()*step
s.set_linear_velocity(lv)
func _ready():
# Initalization here
# if !Globals.has_singleton("Facebook"):
# return
# var Facebook = Globals.get_singleton("Facebook")
# var link = Globals.get("facebook/link")
# var icon = Globals.get("facebook/icon")
# var msg = "I just sneezed on your wall! Beat my score and Stop the Running nose!"
# var title = "I just sneezed on your wall!"
# Facebook.post("feed", msg, title, link, icon)
enemy = ResourceLoader.load("res://enemy.xml")
pass

660
2d/platformer/player.xml Normal file
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<?xml version="1.0" encoding="UTF-8" ?>
<resource_file type="PackedScene" subresource_count="24" version="1.0" version_name="Godot Engine v1.0.3917-beta1">
<ext_resource path="res://robot_demo.*" type="Texture"></ext_resource>
<ext_resource path="res://player.*" type="Script"></ext_resource>
<ext_resource path="res://sound_shoot.*" type="Sample"></ext_resource>
<ext_resource path="res://sound_coin.*" type="Sample"></ext_resource>
<ext_resource path="res://osb_right.*" type="Texture"></ext_resource>
<ext_resource path="res://sound_jump.*" type="Sample"></ext_resource>
<ext_resource path="res://osb_left.*" type="Texture"></ext_resource>
<ext_resource path="res://bullet.*" type="Texture"></ext_resource>
<ext_resource path="res://osb_jump.*" type="Texture"></ext_resource>
<ext_resource path="res://osb_fire.*" type="Texture"></ext_resource>
<resource type="RayShape2D" path="local://1">
<real name="custom_solver_bias"> 0.5 </real>
<real name="length"> 20 </real>
</resource>
<resource type="ConvexPolygonShape2D" path="local://2">
<real name="custom_solver_bias"> 0 </real>
<vector2_array name="points" len="3"> -19.902, -24.8691, 19.3625, -24.6056, -0.138023, 16.5036 </vector2_array>
</resource>
<resource type="Animation" path="local://3">
<string name="resource/name"> "idle" </string>
<real name="length"> 7 </real>
<bool name="loop"> True </bool>
<real name="step"> 0.25 </real>
<string name="tracks/0/type"> "value" </string>
<node_path name="tracks/0/path"> "sprite:frame" </node_path>
<int name="tracks/0/interp"> 1 </int>
<dictionary name="tracks/0/keys" shared="false">
<string> "cont" </string>
<bool> False </bool>
<string> "transitions" </string>
<real_array len="8"> 1, 1, 1, 1, 1, 1, 1, 1 </real_array>
<string> "values" </string>
<array len="8" shared="false">
<int> 16 </int>
<int> 17 </int>
<int> 18 </int>
<int> 16 </int>
<int> 19 </int>
<int> 20 </int>
<int> 19 </int>
<int> 16 </int>
</array>
<string> "times" </string>
<real_array len="8"> 0, 1.25, 1.5, 2, 4.5, 4.75, 5, 5.25 </real_array>
</dictionary>
</resource>
<resource type="Animation" path="local://4">
<string name="resource/name"> "jumping" </string>
<real name="length"> 0.5 </real>
<bool name="loop"> True </bool>
<real name="step"> 0.25 </real>
<string name="tracks/0/type"> "value" </string>
<node_path name="tracks/0/path"> "sprite:frame" </node_path>
<int name="tracks/0/interp"> 1 </int>
<dictionary name="tracks/0/keys" shared="false">
<string> "cont" </string>
<bool> False </bool>
<string> "transitions" </string>
<real_array len="3"> 1, 1, 1 </real_array>
<string> "values" </string>
<array len="3" shared="false">
<int> 23 </int>
<int> 24 </int>
<int> 23 </int>
</array>
<string> "times" </string>
<real_array len="3"> 0, 0.25, 0.5 </real_array>
</dictionary>
</resource>
<resource type="Animation" path="local://5">
<string name="resource/name"> "run" </string>
<real name="length"> 1.25 </real>
<bool name="loop"> True </bool>
<real name="step"> 0.25 </real>
<string name="tracks/0/type"> "value" </string>
<node_path name="tracks/0/path"> "sprite:frame" </node_path>
<int name="tracks/0/interp"> 1 </int>
<dictionary name="tracks/0/keys" shared="false">
<string> "cont" </string>
<bool> False </bool>
<string> "transitions" </string>
<real_array len="6"> 1, 1, 1, 1, 1, 1 </real_array>
<string> "values" </string>
<array len="6" shared="false">
<int> 0 </int>
<int> 1 </int>
<int> 2 </int>
<int> 3 </int>
<int> 4 </int>
<int> 0 </int>
</array>
<string> "times" </string>
<real_array len="6"> 0, 0.25, 0.5, 0.75, 1, 1.25 </real_array>
</dictionary>
</resource>
<resource type="Animation" path="local://6">
<string name="resource/name"> "falling_weapon" </string>
<real name="length"> 0.5 </real>
<bool name="loop"> True </bool>
<real name="step"> 0.25 </real>
<string name="tracks/0/type"> "value" </string>
<node_path name="tracks/0/path"> "sprite:frame" </node_path>
<int name="tracks/0/interp"> 1 </int>
<dictionary name="tracks/0/keys" shared="false">
<string> "cont" </string>
<bool> False </bool>
<string> "transitions" </string>
<real_array len="1"> 1 </real_array>
<string> "values" </string>
<array len="1" shared="false">
<int> 26 </int>
</array>
<string> "times" </string>
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</dictionary>
</resource>
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<bool name="loop"> True </bool>
<real name="step"> 0.25 </real>
<string name="tracks/0/type"> "value" </string>
<node_path name="tracks/0/path"> "sprite:frame" </node_path>
<int name="tracks/0/interp"> 1 </int>
<dictionary name="tracks/0/keys" shared="false">
<string> "cont" </string>
<bool> False </bool>
<string> "transitions" </string>
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<string> "values" </string>
<array len="1" shared="false">
<int> 21 </int>
</array>
<string> "times" </string>
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</dictionary>
</resource>
<resource type="Animation" path="local://8">
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<real name="length"> 1.25 </real>
<bool name="loop"> True </bool>
<real name="step"> 0.25 </real>
<string name="tracks/0/type"> "value" </string>
<node_path name="tracks/0/path"> "sprite:frame" </node_path>
<int name="tracks/0/interp"> 1 </int>
<dictionary name="tracks/0/keys" shared="false">
<string> "cont" </string>
<bool> False </bool>
<string> "transitions" </string>
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</array>
<string> "times" </string>
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</dictionary>
</resource>
<resource type="Animation" path="local://9">
<string name="resource/name"> "run_gun_fire" </string>
<real name="length"> 1.25 </real>
<bool name="loop"> True </bool>
<real name="step"> 0.25 </real>
<string name="tracks/0/type"> "value" </string>
<node_path name="tracks/0/path"> "sprite:frame" </node_path>
<int name="tracks/0/interp"> 1 </int>
<dictionary name="tracks/0/keys" shared="false">
<string> "cont" </string>
<bool> False </bool>
<string> "transitions" </string>
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<int> 10 </int>
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<int> 5 </int>
</array>
<string> "times" </string>
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</dictionary>
</resource>
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<real name="length"> 0.5 </real>
<bool name="loop"> True </bool>
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<dictionary name="_bundled" shared="false">
<string> "names" </string>
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<string> "RigidBody2D" </string>
<string> "visibility/visible" </string>
<string> "visibility/opacity" </string>
<string> "visibility/self_opacity" </string>
<string> "visibility/on_top" </string>
<string> "transform/pos" </string>
<string> "transform/rot" </string>
<string> "transform/scale" </string>
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<string> "shapes/0/transform" </string>
<string> "shapes/0/trigger" </string>
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[application]
name="Pong"
main_scene="pong.xml"
icon="res://icon.png"
[display]
width=640
height=400
stretch_2d=true
[input]
left_move_up=[key(A)]
left_move_down=[key(Z)]
right_move_up=[key(Up)]
right_move_down=[key(Down)]
[render]
default_clear_color=#ff000000

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extends Node2D
# member variables here, example:
# var a=2
# var b="textvar"
const INITIAL_BALL_SPEED = 80
var ball_speed = INITIAL_BALL_SPEED
var screen_size = Vector2(640,400)
#default ball direction
var direction = Vector2(-1,0)
var pad_size = Vector2(8,32)
const PAD_SPEED = 150
func _process(delta):
# get ball positio and pad rectangles
var ball_pos = get_node("ball").get_pos()
var left_rect = Rect2( get_node("left").get_pos() - pad_size*0.5, pad_size )
var right_rect = Rect2( get_node("right").get_pos() - pad_size*0.5, pad_size )
#integrate new ball postion
ball_pos+=direction*ball_speed*delta
#flip when touching roof or floor
if ( (ball_pos.y<0 and direction.y <0) or (ball_pos.y>screen_size.y and direction.y>0)):
direction.y = -direction.y
#flip, change direction and increase speed when touching pads
if ( (left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0)):
direction.x=-direction.x
ball_speed*=1.1
direction.y=randf()*2.0-1
direction = direction.normalized()
#check gameover
if (ball_pos.x<0 or ball_pos.x>screen_size.x):
ball_pos=screen_size*0.5
ball_speed=INITIAL_BALL_SPEED
direction=Vector2(-1,0)
get_node("ball").set_pos(ball_pos)
#move left pad
var left_pos = get_node("left").get_pos()
if (left_pos.y > 0 and Input.is_action_pressed("left_move_up")):
left_pos.y+=-PAD_SPEED*delta
if (left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down")):
left_pos.y+=PAD_SPEED*delta
get_node("left").set_pos(left_pos)
#move right pad
var right_pos = get_node("right").get_pos()
if (right_pos.y > 0 and Input.is_action_pressed("right_move_up")):
right_pos.y+=-PAD_SPEED*delta
if (right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down")):
right_pos.y+=PAD_SPEED*delta
get_node("right").set_pos(right_pos)
func _ready():
screen_size = get_viewport_rect().size # get actual size
pad_size = get_node("left").get_texture().get_size()
set_process(true)

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[application]
name="Rube Goldberg"
main_scene="res://rubegoldberg.xml"
icon="res://icon.png"
[physics_2d]
default_gravity=500
default_density=0.01

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[application]
name="Splash Screen"
main_scene="res://splash.xml"
[display]
height=450

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<string> "use_orthogonal" </string>
<bool> False </bool>
<string> "use_environment" </string>
<bool> False </bool>
<string> "pos" </string>
<vector3> 0, 0, 0 </vector3>
</dictionary>
</array>
<string> "viewport_mode" </string>
<int> 1 </int>
<string> "default_light" </string>
<bool> True </bool>
<string> "show_grid" </string>
<bool> True </bool>
<string> "show_origin" </string>
<bool> True </bool>
<string> "znear" </string>
<real> 0.1 </real>
</dictionary>
</dictionary>
<string> "__editor_run_settings__" </string>
<dictionary shared="false">
<string> "custom_args" </string>
<string> "-l $scene" </string>
<string> "run_mode" </string>
<int> 0 </int>
</dictionary>
<string> "__editor_plugin_screen__" </string>
<string> "2D" </string>
</dictionary>
<real> 40 </real>
<resource resource_type="ImageTexture" path="res://bg.*"> </resource>
<color> 1, 1, 1, 1 </color>
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<node_path> ".." </node_path>
<resource resource_type="Animation" path="local://1"> </resource>
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<array len="0" shared="false">
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<real> 456 </real>
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17
2d/tetris/engine.cfg Normal file
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[application]
name="Tetris"
main_scene="res://tetris.xml"
icon="res://tetris.png"
[display]
width=400
height=400
[input]
move_left=[key(Left)]
move_right=[key(Right)]
move_down=[key(Down)]
rotate=[key(Space)]

216
2d/tetris/grid.gd Normal file
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extends Control
# Simple Tetris-like demo, (c) 2012 Juan Linietsky
# Implemented by using a regular Control and drawing on it during the _draw() callback.
# The drawing surface is updated only when changes happen (by calling update())
var score = 0
var score_label=null
const MAX_SHAPES = 7
var block = preload("block.png")
var block_colors=[
Color(1,0.5,0.5),
Color(0.5,1,0.5),
Color(0.5,0.5,1),
Color(0.8,0.4,0.8),
Color(0.8,0.8,0.4),
Color(0.4,0.8,0.8),
Color(0.7,0.7,0.7)]
var block_shapes=[
[ Vector2(0,-1),Vector2(0,0),Vector2(0,1),Vector2(0,2) ], # I
[ Vector2(0,0),Vector2(1,0),Vector2(1,1),Vector2(0,1) ], # O
[ Vector2(-1,1),Vector2(0,1),Vector2(0,0),Vector2(1,0) ], # S
[ Vector2(1,1),Vector2(0,1),Vector2(0,0),Vector2(-1,0) ], # Z
[ Vector2(-1,1),Vector2(-1,0),Vector2(0,0),Vector2(1,0) ], # L
[ Vector2(1,1),Vector2(1,0),Vector2(0,0),Vector2(-1,0) ], # J
[ Vector2(0,1),Vector2(1,0),Vector2(0,0),Vector2(-1,0) ]] # T
var block_rotations=[
Matrix32( Vector2(1,0),Vector2(0,1), Vector2() ),
Matrix32( Vector2(0,1),Vector2(-1,0), Vector2() ),
Matrix32( Vector2(-1,0),Vector2(0,-1), Vector2() ),
Matrix32( Vector2(0,-1),Vector2(1,0), Vector2() )
]
var width=0
var height=0
var cells={}
var piece_active=false
var piece_shape=0
var piece_pos=Vector2()
var piece_rot=0
func piece_cell_xform(p,er=0):
var r = (4+er+piece_rot)%4
return piece_pos+block_rotations[r].xform(p)
func _draw():
var sb = get_stylebox("bg","Tree") # use line edit bg
draw_style_box(sb,Rect2(Vector2(),get_size()).grow(3))
var bs = block.get_size()
for y in range(height):
for x in range(width):
if (Vector2(x,y) in cells):
draw_texture_rect(block,Rect2(Vector2(x,y)*bs,bs),false,block_colors[cells[Vector2(x,y)]])
if (piece_active):
for c in block_shapes[piece_shape]:
draw_texture_rect(block,Rect2(piece_cell_xform(c)*bs,bs),false,block_colors[piece_shape])
func piece_check_fit(ofs,er=0):
for c in block_shapes[piece_shape]:
var pos = piece_cell_xform(c,er)+ofs
if (pos.x < 0):
return false
if (pos.y < 0):
return false
if (pos.x >= width):
return false
if (pos.y >= height):
return false
if (pos in cells):
return false
return true
func new_piece():
piece_shape = randi() % MAX_SHAPES
piece_pos = Vector2(width/2,0)
piece_active=true
piece_rot=0
if (piece_shape==0):
piece_pos.y+=1
if (not piece_check_fit(Vector2())):
#game over
#print("GAME OVER!")
game_over()
update()
func test_collapse_rows():
var accum_down=0
for i in range(height):
var y = height - i - 1
var collapse = true
for x in range(width):
if (Vector2(x,y) in cells):
if (accum_down):
cells[ Vector2(x,y+accum_down) ] = cells[Vector2(x,y)]
else:
collapse=false
if (accum_down):
cells.erase( Vector2(x,y+accum_down) )
if (collapse):
accum_down+=1
score+=accum_down*100
score_label.set_text(str(score))
func game_over():
piece_active=false
get_node("gameover").set_text("Game Over")
update()
func restart_pressed():
score=0
score_label.set_text("0")
cells.clear()
get_node("gameover").set_text("")
piece_active=true
update()
func piece_move_down():
if (!piece_active):
return
if (piece_check_fit(Vector2(0,1))):
piece_pos.y+=1
update()
else:
for c in block_shapes[piece_shape]:
var pos = piece_cell_xform(c)
cells[pos]=piece_shape
test_collapse_rows()
new_piece()
func piece_rotate():
var adv = 1
if (not piece_check_fit(Vector2(),1)):
return
piece_rot = (piece_rot + adv) % 4
update()
func _input(ie):
if (not piece_active):
return
if (!ie.is_pressed()):
return
if (ie.is_action("move_left")):
if (piece_check_fit(Vector2(-1,0))):
piece_pos.x-=1
update()
elif (ie.is_action("move_right")):
if (piece_check_fit(Vector2(1,0))):
piece_pos.x+=1
update()
elif (ie.is_action("move_down")):
piece_move_down()
elif (ie.is_action("rotate")):
piece_rotate()
func setup(w,h):
width=w
height=h
set_size( Vector2(w,h)*block.get_size() )
new_piece()
get_node("timer").start()
func _ready():
# Initalization here
setup(10,20)
score_label = get_node("../score")
set_process_input(true)

153
2d/tetris/grid.xml Normal file
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<?xml version="1.0" encoding="UTF-8" ?>
<resource_file type="PackedScene" subresource_count="2" version="0.99" version_name="Godot Engine v0.99.3037-pre-beta">
<ext_resource path="res://grid.gd" type="GDScript"></ext_resource>
<main_resource>
<string name="resource/name"> "" </string>
<dictionary name="_bundled">
<string> "names" </string>
<string_array len="57">
<string> "Grid" </string>
<string> "Control" </string>
<string> "process/process" </string>
<string> "process/fixed_process" </string>
<string> "process/input" </string>
<string> "process/unhandled_input" </string>
<string> "process/mode" </string>
<string> "visibility/visible" </string>
<string> "visibility/toplevel" </string>
<string> "visibility/opacity" </string>
<string> "visibility/self_opacity" </string>
<string> "visibility/on_top" </string>
<string> "visibility/blend_mode" </string>
<string> "transform/notify" </string>
<string> "anchor/left" </string>
<string> "anchor/top" </string>
<string> "anchor/right" </string>
<string> "anchor/bottom" </string>
<string> "margin/left" </string>
<string> "margin/top" </string>
<string> "margin/right" </string>
<string> "margin/bottom" </string>
<string> "hint/tooltip" </string>
<string> "focus_neighbour/left" </string>
<string> "focus_neighbour/top" </string>
<string> "focus_neighbour/right" </string>
<string> "focus_neighbour/bottom" </string>
<string> "focus/ignore_mouse" </string>
<string> "focus/stop_mouse" </string>
<string> "size_flags/horizontal" </string>
<string> "size_flags/vertical" </string>
<string> "size_flags/stretch_ratio" </string>
<string> "script/script" </string>
<string> "__meta__" </string>
<string> "timer" </string>
<string> "Timer" </string>
<string> "wait_time" </string>
<string> "one_shot" </string>
<string> "autostart" </string>
<string> "gameover" </string>
<string> "Label" </string>
<string> "custom_colors/font_color" </string>
<string> "custom_constants/shadow_offset_x" </string>
<string> "custom_constants/shadow_offset_y" </string>
<string> "range/min" </string>
<string> "range/max" </string>
<string> "range/step" </string>
<string> "range/page" </string>
<string> "range/value" </string>
<string> "range/exp_edit" </string>
<string> "rounded_values" </string>
<string> "text" </string>
<string> "align" </string>
<string> "valign" </string>
<string> "autowrap" </string>
<string> "piece_move_down" </string>
<string> "timeout" </string>
</string_array>
<string> "version" </string>
<int> 1 </int>
<string> "conn_count" </string>
<int> 1 </int>
<string> "node_count" </string>
<int> 3 </int>
<string> "variants" </string>
<array len="14">
<bool> False </bool>
<int> 0 </int>
<bool> True </bool>
<real> 1 </real>
<real> 0 </real>
<real> 40 </real>
<string> "" </string>
<node_path> "" </node_path>
<int> 2 </int>
<resource resource_type="GDScript" path="res://grid.gd"> </resource>
<dictionary>
<string> "__editor_plugin_states__" </string>
<dictionary>
<string> "Script" </string>
<dictionary>
<string> "current" </string>
<int> 0 </int>
<string> "sources" </string>
<array len="1">
<string> "res://grid.gd" </string>
</array>
</dictionary>
<string> "2D" </string>
<dictionary>
<string> "zoom" </string>
<real> 1 </real>
<string> "ofs" </string>
<vector2> -69, -22 </vector2>
</dictionary>
<string> "3D" </string>
<dictionary>
<string> "zfar" </string>
<real> 500 </real>
<string> "fov" </string>
<real> 45 </real>
<string> "window_mode" </string>
<int> 0 </int>
<string> "window_0" </string>
<dictionary>
<string> "distance" </string>
<real> 4 </real>
<string> "default_light" </string>
<bool> True </bool>
<string> "x_rot" </string>
<real> 0.337 </real>
<string> "y_rot" </string>
<real> -0.575 </real>
<string> "show_grid" </string>
<bool> True </bool>
<string> "show_origin" </string>
<bool> True </bool>
<string> "pos" </string>
<vector3> 0, 0, 0 </vector3>
</dictionary>
<string> "znear" </string>
<real> 0.1 </real>
</dictionary>
</dictionary>
<string> "__editor_run_settings__" </string>
<dictionary>
<string> "custom_args" </string>
<string> "-l $scene" </string>
<string> "run_mode" </string>
<int> 0 </int>
</dictionary>
<string> "__editor_plugin_screen__" </string>
<string> "Script" </string>
</dictionary>
<resource name=""></resource> <int> 1 </int>
<color> 0, 0, 0, 1 </color>
</array>
<string> "nodes" </string>
<int_array len="193"> -1, -1, 1, 0, -1, 32, 2, 0, 3, 0, 4, 0, 5, 0, 6, 1, 7, 2, 8, 0, 9, 3, 10, 3, 11, 2, 12, 1, 13, 0, 14, 1, 15, 1, 16, 1, 17, 1, 18, 4, 19, 4, 20, 5, 21, 5, 22, 6, 23, 7, 24, 7, 25, 7, 26, 7, 27, 0, 28, 2, 29, 8, 30, 8, 31, 3, 32, 9, 33, 10, 0, 0, 0, 35, 34, -1, 9, 2, 0, 3, 0, 4, 0, 5, 0, 6, 1, 36, 3, 37, 0, 38, 0, 32, 11, 0, 0, 0, 40, 39, -1, 45, 2, 0, 3, 0, 4, 0, 5, 0, 6, 1, 7, 2, 8, 0, 9, 3, 10, 3, 11, 2, 12, 1, 13, 0, 14, 1, 15, 1, 16, 12, 17, 12, 18, 4, 19, 4, 20, 4, 21, 4, 22, 6, 23, 7, 24, 7, 25, 7, 26, 7, 27, 2, 28, 2, 29, 8, 30, 1, 31, 3, 41, 13, 42, 12, 43, 12, 44, 4, 45, 3, 46, 3, 47, 3, 48, 4, 49, 0, 50, 0, 51, 6, 52, 12, 53, 12, 54, 0, 32, 11, 0 </int_array>
<string> "conns" </string>
<int_array len="6"> 1, 0, 56, 55, 2, 0 </int_array>
</dictionary>
<resource name="script/script"></resource>
</main_resource>
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171
2d/tetris/tetris.xml Normal file
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<?xml version="1.0" encoding="UTF-8" ?>
<resource_file type="PackedScene" subresource_count="2" version="0.99" version_name="Godot Engine v0.99.3037-pre-beta">
<ext_resource path="res://grid.xml" type="PackedScene"></ext_resource>
<main_resource>
<string name="resource/name"> "" </string>
<dictionary name="_bundled">
<string> "names" </string>
<string_array len="59">
<string> "Tetris" </string>
<string> "Panel" </string>
<string> "process/process" </string>
<string> "process/fixed_process" </string>
<string> "process/input" </string>
<string> "process/unhandled_input" </string>
<string> "process/mode" </string>
<string> "visibility/visible" </string>
<string> "visibility/toplevel" </string>
<string> "visibility/opacity" </string>
<string> "visibility/self_opacity" </string>
<string> "visibility/on_top" </string>
<string> "visibility/blend_mode" </string>
<string> "transform/notify" </string>
<string> "anchor/left" </string>
<string> "anchor/top" </string>
<string> "anchor/right" </string>
<string> "anchor/bottom" </string>
<string> "margin/left" </string>
<string> "margin/top" </string>
<string> "margin/right" </string>
<string> "margin/bottom" </string>
<string> "hint/tooltip" </string>
<string> "focus_neighbour/left" </string>
<string> "focus_neighbour/top" </string>
<string> "focus_neighbour/right" </string>
<string> "focus_neighbour/bottom" </string>
<string> "focus/ignore_mouse" </string>
<string> "focus/stop_mouse" </string>
<string> "size_flags/horizontal" </string>
<string> "size_flags/vertical" </string>
<string> "size_flags/stretch_ratio" </string>
<string> "script/script" </string>
<string> "__meta__" </string>
<string> "Grid" </string>
<string> "Control" </string>
<string> "Label" </string>
<string> "range/min" </string>
<string> "range/max" </string>
<string> "range/step" </string>
<string> "range/page" </string>
<string> "range/value" </string>
<string> "range/exp_edit" </string>
<string> "rounded_values" </string>
<string> "text" </string>
<string> "align" </string>
<string> "valign" </string>
<string> "autowrap" </string>
<string> "score" </string>
<string> "restart" </string>
<string> "Button" </string>
<string> "disabled" </string>
<string> "toggle_mode" </string>
<string> "click_on_press" </string>
<string> "icon" </string>
<string> "flat" </string>
<string> "clip_text" </string>
<string> "restart_pressed" </string>
<string> "pressed" </string>
</string_array>
<string> "version" </string>
<int> 1 </int>
<string> "conn_count" </string>
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<int> 2 </int>
<resource name=""></resource> <dictionary>
<string> "__editor_plugin_states__" </string>
<dictionary>
<string> "Script" </string>
<dictionary>
<string> "current" </string>
<int> 0 </int>
<string> "sources" </string>
<array len="1">
<string> "res://grid.gd" </string>
</array>
</dictionary>
<string> "2D" </string>
<dictionary>
<string> "zoom" </string>
<real> 1.360374 </real>
<string> "ofs" </string>
<vector2> -44.5757, -54.344 </vector2>
</dictionary>
<string> "3D" </string>
<dictionary>
<string> "zfar" </string>
<real> 500 </real>
<string> "fov" </string>
<real> 45 </real>
<string> "window_mode" </string>
<int> 0 </int>
<string> "window_0" </string>
<dictionary>
<string> "distance" </string>
<real> 4 </real>
<string> "default_light" </string>
<bool> True </bool>
<string> "x_rot" </string>
<real> 0.337 </real>
<string> "y_rot" </string>
<real> -0.575 </real>
<string> "show_grid" </string>
<bool> True </bool>
<string> "show_origin" </string>
<bool> True </bool>
<string> "pos" </string>
<vector3> 0, 0, 0 </vector3>
</dictionary>
<string> "znear" </string>
<real> 0.1 </real>
</dictionary>
</dictionary>
<string> "__editor_run_settings__" </string>
<dictionary>
<string> "custom_args" </string>
<string> "-l $scene" </string>
<string> "run_mode" </string>
<int> 0 </int>
</dictionary>
<string> "__editor_plugin_screen__" </string>
<string> "2D" </string>
</dictionary>
<resource resource_type="PackedScene" path="res://grid.xml"> </resource>
<real> 40 </real>
<real> 35 </real>
<real> 80 </real>
<real> 75 </real>
<real> 243 </real>
<real> 36 </real>
<real> 283 </real>
<real> 49 </real>
<string> "Score:" </string>
<real> 252 </real>
<real> 55 </real>
<real> 293 </real>
<real> 68 </real>
<string> "0" </string>
<real> 292 </real>
<real> 303 </real>
<real> 311 </real>
<string> "Restart" </string>
</array>
<string> "nodes" </string>
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<string> "conns" </string>
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</dictionary>
<resource name="script/script"></resource>
</main_resource>
</resource_file>

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