Link to the asset library from the README of each demo

This commit is contained in:
Aaron Franke
2020-09-10 15:13:31 -04:00
parent f74f7c52b6
commit d4bf89d364
72 changed files with 217 additions and 78 deletions

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@@ -14,6 +14,8 @@ Renderer: GLES 3 (particles are not available in GLES 2)
Note: There is a C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/dodge_the_creeps). Note: There is a C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/dodge_the_creeps).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/515
## Screenshots ## Screenshots
![GIF from the documentation](https://docs.godotengine.org/en/latest/_images/dodge_preview.gif) ![GIF from the documentation](https://docs.godotengine.org/en/latest/_images/dodge_preview.gif)

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@@ -8,6 +8,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/516
## Why use a state machine ## Why use a state machine
States are common in games. You can use the pattern to: States are common in games. You can use the pattern to:

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@@ -8,6 +8,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/517
## Screenshots ## Screenshots
![Screenshot](screenshots/gdpaint.png) ![Screenshot](screenshots/gdpaint.png)

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@@ -9,6 +9,8 @@ Language: GDScript
Renderer: GLES 3 (HDR is not available in GLES 2) Renderer: GLES 3 (HDR is not available in GLES 2)
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/110
## Screenshots ## Screenshots
![Screenshot](screenshots/left.png) ![Screenshot](screenshots/left.png)

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@@ -6,6 +6,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/111
## Screenshots ## Screenshots
![Screenshot](screenshots/hex.png) ![Screenshot](screenshots/hex.png)

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@@ -7,6 +7,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/148
## Screenshots ## Screenshots
![Screenshot](screenshots/instancing.png) ![Screenshot](screenshots/instancing.png)

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@@ -9,6 +9,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/112
## How does it work? ## How does it work?
The level uses a [`TileMap`](https://docs.godotengine.org/en/latest/classes/class_tilemap.html#class-tilemap) The level uses a [`TileMap`](https://docs.godotengine.org/en/latest/classes/class_tilemap.html#class-tilemap)

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@@ -9,6 +9,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/113
## Screenshots ## Screenshots
![Screenshot](screenshots/kinematic.png) ![Screenshot](screenshots/kinematic.png)

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@@ -6,6 +6,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/115
## Screenshots ## Screenshots
![Screenshot](screenshots/mask.png) ![Screenshot](screenshots/mask.png)

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@@ -8,6 +8,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/116
## Screenshots ## Screenshots
![Screenshot](screenshots/lights.png) ![Screenshot](screenshots/lights.png)

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@@ -10,6 +10,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/117
## Screenshots ## Screenshots
![Screenshot](screenshots/navigation.png) ![Screenshot](screenshots/navigation.png)

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@@ -7,6 +7,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/519
## Screenshots ## Screenshots
![Screenshot](screenshots/nav_astar.png) ![Screenshot](screenshots/nav_astar.png)

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@@ -6,6 +6,8 @@ Language: GDScript
Renderer: GLES 3 (particles are not available in GLES 2) Renderer: GLES 3 (particles are not available in GLES 2)
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/118
## How does it work? ## How does it work?
It uses [`Particles2D`](https://docs.godotengine.org/en/latest/classes/class_particles2d.html) nodes It uses [`Particles2D`](https://docs.godotengine.org/en/latest/classes/class_particles2d.html) nodes

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@@ -11,6 +11,8 @@ Language: GDScript
Renderer: GLES 3 (particles are not available in GLES 2) Renderer: GLES 3 (particles are not available in GLES 2)
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/119
## How does it work? ## How does it work?
The player and enemies use dynamic character The player and enemies use dynamic character

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@@ -19,6 +19,8 @@ Language: GDScript
Renderer: GLES 3 (particles are not available in GLES 2) Renderer: GLES 3 (particles are not available in GLES 2)
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/120
## Features ## Features
- Side-scrolling player controller using [`KinematicBody2D`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody2d.html). - Side-scrolling player controller using [`KinematicBody2D`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody2d.html).

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@@ -12,6 +12,8 @@ Note: There is a C# version available [here](https://github.com/godotengine/godo
Note: There is a VisualScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/visual_script/pong). Note: There is a VisualScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/visual_script/pong).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/121
## How does it work? ## How does it work?
The walls, paddle, and ball are all The walls, paddle, and ball are all

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@@ -8,6 +8,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/520
## Screenshots ## Screenshots
![Screenshot](screenshots/object.png) ![Screenshot](screenshots/object.png)

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@@ -7,6 +7,8 @@ Language: [GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shadin
Renderer: GLES 3 (the blur effect is not available in GLES 2, the rest work) Renderer: GLES 3 (the blur effect is not available in GLES 2, the rest work)
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/122
## Screenshots ## Screenshots
![Screenshot](screenshots/whirl.png) ![Screenshot](screenshots/whirl.png)

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@@ -7,6 +7,8 @@ Language: [GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shadin
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/522
## Screenshots ## Screenshots
![Screenshot](screenshots/sprite.png) ![Screenshot](screenshots/sprite.png)

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@@ -6,6 +6,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/146
## Screenshots ## Screenshots
![Screenshot](screenshots/tween.png) ![Screenshot](screenshots/tween.png)

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@@ -8,6 +8,8 @@ Language: GDScript
Renderer: GLES 3 Renderer: GLES 3
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/523
## How does it work? ## How does it work?
This demo shows how to implement IK using two different methods. One uses the This demo shows how to implement IK using two different methods. One uses the

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@@ -7,6 +7,8 @@ Language: GDScript
Renderer: GLES 3 Renderer: GLES 3
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/126
## How does it work? ## How does it work?
This demo uses a [`KinematicBody`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody.html) This demo uses a [`KinematicBody`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody.html)

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@@ -10,6 +10,8 @@ Language: GDScript
Renderer: GLES 3 Renderer: GLES 3
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/123
## Screenshots ## Screenshots
![Screenshot](screenshots/stones.png) ![Screenshot](screenshots/stones.png)

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@@ -9,6 +9,8 @@ Language: GDScript
Renderer: GLES 3 Renderer: GLES 3
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/124
## Screenshots ## Screenshots
![Screenshot](screenshots/nav.png) ![Screenshot](screenshots/nav.png)

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@@ -5,14 +5,16 @@ physics engine.
They can be used for different purpose: They can be used for different purpose:
- Functional tests to check for regressions and - Functional tests to check for regressions and
compare the behavior between physics engines compare the behavior between physics engines
- Performance tests to evaluate and compare - Performance tests to evaluate and compare
performance between physics engines performance between physics engines
Language: GDScript Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/675
## Screenshots ## Screenshots
![Screenshot](screenshots/screenshot.png) ![Screenshot](screenshots/screenshot.png)

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@@ -9,6 +9,8 @@ Language: GDScript
Renderer: GLES 3 Renderer: GLES 3
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/125
## Screenshots ## Screenshots
![Screenshot](screenshots/face.png) ![Screenshot](screenshots/face.png)

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@@ -11,6 +11,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/524
## How does it work? ## How does it work?
The base vehicle uses a The base vehicle uses a

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@@ -7,6 +7,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/676
## How does it work? ## How does it work?
Each chunk is a Each chunk is a

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@@ -6,6 +6,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/581
## How does it work? ## How does it work?
For the sound clock, it uses methods in For the sound clock, it uses methods in

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@@ -6,6 +6,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/525
## How does it work? ## How does it work?
It uses the `set_device()` method in It uses the `set_device()` method in

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@@ -8,6 +8,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/526
## How does it work? ## How does it work?
It uses the `push_frame()` method on an [`AudioStreamGeneratorPlayback`](https://docs.godotengine.org/en/latest/classes/class_audiostreamgeneratorplayback.html) It uses the `push_frame()` method on an [`AudioStreamGeneratorPlayback`](https://docs.godotengine.org/en/latest/classes/class_audiostreamgeneratorplayback.html)

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@@ -6,3 +6,5 @@ the microphone and later play it back or save it to a file.
Language: GDScript Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/527

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@@ -6,6 +6,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/528
## Screenshots ## Screenshots
![Screenshot](screenshots/spectrum.png) ![Screenshot](screenshots/spectrum.png)

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@@ -9,6 +9,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/133
## Screenshots ## Screenshots
![Screenshot](screenshots/drag_and_drop.png) ![Screenshot](screenshots/drag_and_drop.png)

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@@ -10,6 +10,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/131
## Screenshots ## Screenshots
![Screenshot](screenshots/input_mapping.png) ![Screenshot](screenshots/input_mapping.png)

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@@ -7,6 +7,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/149
## Screenshots ## Screenshots
![Screenshot](screenshots/regex.png) ![Screenshot](screenshots/regex.png)

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@@ -7,6 +7,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/132
## Screenshots ## Screenshots
![Screenshot](screenshots/rich_text.png) ![Screenshot](screenshots/rich_text.png)

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@@ -8,6 +8,8 @@ Language: This demo contains no code.
Renderer: GLES 3 (this effect is not available in GLES 2) Renderer: GLES 3 (this effect is not available in GLES 2)
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/521
## Screenshots ## Screenshots
![Screenshot](screenshots/sdf.png) ![Screenshot](screenshots/sdf.png)

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@@ -7,6 +7,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/134
## Screenshots ## Screenshots
![Screenshot](screenshots/translation.png) ![Screenshot](screenshots/translation.png)

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@@ -5,3 +5,5 @@ This demo shows how to use autoloads to change between scenes.
Language: GDScript Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/529

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@@ -8,6 +8,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/530
## Screenshots ## Screenshots
![Screenshot](screenshots/paintings.png) ![Screenshot](screenshots/paintings.png)

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@@ -7,6 +7,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/582
## How does it work? ## How does it work?
[Official documentation - Using multiple threads](http://docs.godotengine.org/en/3.2/tutorials/io/background_loading.html#using-multiple-threads) [Official documentation - Using multiple threads](http://docs.godotengine.org/en/3.2/tutorials/io/background_loading.html#using-multiple-threads)

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@@ -5,3 +5,5 @@ This uses functions in SceneTree to switch between two scenes.
Language: GDScript Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/531

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@@ -6,6 +6,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/144
## Screenshots ## Screenshots
![Screenshot](screenshots/load_in_thread.png) ![Screenshot](screenshots/load_in_thread.png)

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Note: There is a Mono C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/2.5d). Note: There is a Mono C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/2.5d).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/583
## How does it work? ## How does it work?
Custom node types are added in a Godot plugin to allow 2.5D objects. Node25D serves as the base for all 2.5D objects. Its first child must be a 3D Spatial, which is used to calculate its position. Then, add a 2D Sprite (or similar) to display the object. Custom node types are added in a Godot plugin to allow 2.5D objects. Node25D serves as the base for all 2.5D objects. Its first child must be a 3D Spatial, which is used to calculate its position. Then, add a 2D Sprite (or similar) to display the object.

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@@ -614,6 +614,7 @@ script = ExtResource( 8 )
__meta__ = { __meta__ = {
"_editor_icon": ExtResource( 9 ) "_editor_icon": ExtResource( 9 )
} }
sort_enabled = true
[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."] [node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
stream = ExtResource( 10 ) stream = ExtResource( 10 )

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@@ -38,7 +38,7 @@ _global_script_class_icons={
[application] [application]
config/name="2.5D Demo (GDScript)" config/name="2.5D Demo with GDScript"
config/description="This demo project shows a way to create a 2.5D game config/description="This demo project shows a way to create a 2.5D game
in Godot by mixing 2D and 3D nodes. It also adds a in Godot by mixing 2D and 3D nodes. It also adds a
2.5D editor viewport for easily editing 2.5D levels." 2.5D editor viewport for easily editing 2.5D levels."

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@@ -6,6 +6,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/140
## Screenshots ## Screenshots
![Screenshot](screenshots/joypads.png) ![Screenshot](screenshots/joypads.png)

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@@ -6,6 +6,12 @@ Do not "run" this project. You are only meant to use it within the Godot editor.
For more information, see the [Matrices and Transforms](https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html) article. For more information, see the [Matrices and Transforms](https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html) article.
Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/584
## How does it work? ## How does it work?
In both 2D and 3D, colored lines are drawn indicating the basis vectors as well as the origin vector. For 3D, this means cuboids. If you translate, rotate, scale, or shear the AxisMarker objects, you will be able to see how it affects the transform's component vectors, and all children objects are also appropriately transformed. In both 2D and 3D, colored lines are drawn indicating the basis vectors as well as the origin vector. For 3D, this means cuboids. If you translate, rotate, scale, or shear the AxisMarker objects, you will be able to see how it affects the transform's component vectors, and all children objects are also appropriately transformed.

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@@ -7,6 +7,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/533
## Screenshots ## Screenshots
![Screenshot](screenshots/opensimplex.png) ![Screenshot](screenshots/opensimplex.png)

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@@ -12,6 +12,8 @@ Language: GDScript and some [C#](https://docs.godotengine.org/en/latest/getting_
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/677
## How does it work? ## How does it work?
The [`OS`](https://docs.godotengine.org/en/latest/classes/class_os.html) The [`OS`](https://docs.godotengine.org/en/latest/classes/class_os.html)

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@@ -5,3 +5,5 @@ A demo showing how the game can be paused.
Language: GDScript Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/147

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@@ -14,6 +14,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/145
## Screenshots ## Screenshots
![Screenshot](screenshots/window.png) ![Screenshot](screenshots/window.png)

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@@ -8,6 +8,8 @@ Renderer: GLES 2
Note: There is a VisualScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/visual_script/multitouch_view). Note: There is a VisualScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/visual_script/multitouch_view).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/142
## Screenshots ## Screenshots
![Screenshot](screenshots/multitouch.png) ![Screenshot](screenshots/multitouch.png)

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@@ -1,74 +1,74 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup> <PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{5CA791DB-5050-44D0-989B-41D559AB1D50}</ProjectGuid> <ProjectGuid>{5CA791DB-5050-44D0-989B-41D559AB1D50}</ProjectGuid>
<OutputType>Library</OutputType> <OutputType>Library</OutputType>
<OutputPath>.mono/temp/bin/$(Configuration)</OutputPath> <OutputPath>.mono/temp/bin/$(Configuration)</OutputPath>
<RootNamespace>Empty.DMono</RootNamespace> <RootNamespace>Empty.DMono</RootNamespace>
<AssemblyName>2.5D Demo (Mono C#)</AssemblyName> <AssemblyName>2.5D Demo with C#</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion> <TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<BaseIntermediateOutputPath>.mono/temp/obj</BaseIntermediateOutputPath> <BaseIntermediateOutputPath>.mono/temp/obj</BaseIntermediateOutputPath>
<IntermediateOutputPath>$(BaseIntermediateOutputPath)/$(Configuration)</IntermediateOutputPath> <IntermediateOutputPath>$(BaseIntermediateOutputPath)/$(Configuration)</IntermediateOutputPath>
<ApiConfiguration Condition=" '$(Configuration)' != 'ExportRelease' ">Debug</ApiConfiguration> <ApiConfiguration Condition=" '$(Configuration)' != 'ExportRelease' ">Debug</ApiConfiguration>
<ApiConfiguration Condition=" '$(Configuration)' == 'ExportRelease' ">Release</ApiConfiguration> <ApiConfiguration Condition=" '$(Configuration)' == 'ExportRelease' ">Release</ApiConfiguration>
<GodotProjectGeneratorVersion>1.0.0.0</GodotProjectGeneratorVersion> <GodotProjectGeneratorVersion>1.0.0.0</GodotProjectGeneratorVersion>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'ExportDebug|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'ExportDebug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols> <DebugSymbols>true</DebugSymbols>
<DebugType>portable</DebugType> <DebugType>portable</DebugType>
<Optimize>false</Optimize> <Optimize>false</Optimize>
<DefineConstants>$(GodotDefineConstants);GODOT;DEBUG;</DefineConstants> <DefineConstants>$(GodotDefineConstants);GODOT;DEBUG;</DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause> <ConsolePause>false</ConsolePause>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'ExportRelease|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'ExportRelease|AnyCPU' ">
<DebugType>portable</DebugType> <DebugType>portable</DebugType>
<Optimize>true</Optimize> <Optimize>true</Optimize>
<DefineConstants>$(GodotDefineConstants);GODOT;</DefineConstants> <DefineConstants>$(GodotDefineConstants);GODOT;</DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause> <ConsolePause>false</ConsolePause>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols> <DebugSymbols>true</DebugSymbols>
<DebugType>portable</DebugType> <DebugType>portable</DebugType>
<Optimize>false</Optimize> <Optimize>false</Optimize>
<DefineConstants>$(GodotDefineConstants);GODOT;DEBUG;TOOLS;</DefineConstants> <DefineConstants>$(GodotDefineConstants);GODOT;DEBUG;TOOLS;</DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause> <ConsolePause>false</ConsolePause>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Reference Include="GodotSharp"> <Reference Include="GodotSharp">
<Private>False</Private> <Private>False</Private>
<HintPath>$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/GodotSharp.dll</HintPath> <HintPath>$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/GodotSharp.dll</HintPath>
</Reference> </Reference>
<Reference Include="GodotSharpEditor" Condition=" '$(Configuration)' == 'Debug' "> <Reference Include="GodotSharpEditor" Condition=" '$(Configuration)' == 'Debug' ">
<Private>False</Private> <Private>False</Private>
<HintPath>$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/GodotSharpEditor.dll</HintPath> <HintPath>$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/GodotSharpEditor.dll</HintPath>
</Reference> </Reference>
<Reference Include="System" /> <Reference Include="System" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="addons\node25d-cs\Basis25D.cs" /> <Compile Include="addons\node25d-cs\Basis25D.cs" />
<Compile Include="addons\node25d-cs\main_screen\Gizmo25D.cs" /> <Compile Include="addons\node25d-cs\main_screen\Gizmo25D.cs" />
<Compile Include="addons\node25d-cs\Node25D.cs" /> <Compile Include="addons\node25d-cs\Node25D.cs" />
<Compile Include="addons\node25d-cs\ShadowMath25D.cs" /> <Compile Include="addons\node25d-cs\ShadowMath25D.cs" />
<Compile Include="addons\node25d-cs\Transform25D.cs" /> <Compile Include="addons\node25d-cs\Transform25D.cs" />
<Compile Include="addons\node25d-cs\YSort25D.cs" /> <Compile Include="addons\node25d-cs\YSort25D.cs" />
<Compile Include="assets\cube\CubeMath.cs" /> <Compile Include="assets\cube\CubeMath.cs" />
<Compile Include="assets\player\PlayerMath25D.cs" /> <Compile Include="assets\player\PlayerMath25D.cs" />
<Compile Include="assets\player\PlayerSprite.cs" /> <Compile Include="assets\player\PlayerSprite.cs" />
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies"> <PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies">
<Version>1.0.0</Version> <Version>1.0.0</Version>
<PrivateAssets>All</PrivateAssets> <PrivateAssets>All</PrivateAssets>
</PackageReference> </PackageReference>
</ItemGroup> </ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
</Project> </Project>

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@@ -1,6 +1,6 @@
Microsoft Visual Studio Solution File, Format Version 12.00 Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012 # Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "2.5D Demo (Mono C#)", "2.5D Demo (Mono C#).csproj", "{5CA791DB-5050-44D0-989B-41D559AB1D50}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "2.5D Demo with C#", "2.5D Demo with C#.csproj", "{5CA791DB-5050-44D0-989B-41D559AB1D50}"
EndProject EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution

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@@ -15,7 +15,7 @@ _global_script_class_icons={
[application] [application]
config/name="2.5D Demo (Mono C#)" config/name="2.5D Demo with C#"
config/description="This demo project shows a way to create a 2.5D game config/description="This demo project shows a way to create a 2.5D game
in Godot by mixing 2D and 3D nodes. It also adds a in Godot by mixing 2D and 3D nodes. It also adds a
2.5D editor viewport for easily editing 2.5D levels." 2.5D editor viewport for easily editing 2.5D levels."

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@@ -14,6 +14,8 @@ Renderer: GLES 3 (particles are not available in GLES 2)
Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/2d/dodge_the_creeps). Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/2d/dodge_the_creeps).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/534
## Screenshots ## Screenshots
![GIF from the documentation](https://docs.godotengine.org/en/latest/_images/dodge_preview.gif) ![GIF from the documentation](https://docs.godotengine.org/en/latest/_images/dodge_preview.gif)

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@@ -12,6 +12,8 @@ Note: There is a GDScript version available [here](https://github.com/godotengin
Note: There is a VisualScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/visual_script/pong). Note: There is a VisualScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/visual_script/pong).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/535
## How does it work? ## How does it work?
The walls, paddle, and ball are all The walls, paddle, and ball are all

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@@ -8,6 +8,8 @@ Language: GDScript
Renderer: GLES 3 Renderer: GLES 3
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/139
## Screenshots ## Screenshots
![Screenshot](screenshots/bomber.png) ![Screenshot](screenshots/bomber.png)

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@@ -10,6 +10,8 @@ Renderer: GLES 2
Note: The non-multiplayer version is available [here](https://github.com/godotengine/godot-demo-projects/tree/master/2d/pong). Note: The non-multiplayer version is available [here](https://github.com/godotengine/godot-demo-projects/tree/master/2d/pong).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/138
## Screenshots ## Screenshots
![Screenshot](screenshots/pong_multiplayer.png) ![Screenshot](screenshots/pong_multiplayer.png)

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@@ -10,6 +10,8 @@ This demo is devided in 4 parts:
**NOTE**: You must extract the [latest version](https://github.com/godotengine/webrtc-native/releases) of the WebRTC GDNative plugin in the project folder to run from desktop. **NOTE**: You must extract the [latest version](https://github.com/godotengine/webrtc-native/releases) of the WebRTC GDNative plugin in the project folder to run from desktop.
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/537
## Protocol ## Protocol
The protocol is text based, and composed by a command and possibly multiple payload arguments, each separated by a new line. The protocol is text based, and composed by a command and possibly multiple payload arguments, each separated by a new line.

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@@ -9,6 +9,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/585
# How does it work? # How does it work?
This project contains 4 plugins: This project contains 4 plugins:

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@@ -6,6 +6,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/129
## How does it work? ## How does it work?
The Pong game is rendered to a custom The Pong game is rendered to a custom

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@@ -6,6 +6,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/128
## How does it work? ## How does it work?
The 3D robot is rendered to a custom The 3D robot is rendered to a custom

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@@ -14,6 +14,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/586
## Screenshots ## Screenshots
![Screenshot](screenshots/high.png) ![Screenshot](screenshots/high.png)

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@@ -10,6 +10,8 @@ Renderer: GLES 2
Note: An HTML5 export is testable Note: An HTML5 export is testable
[here](https://benjaminnavarro.github.io/godot_dynamic_split_screen/index.html). [here](https://benjaminnavarro.github.io/godot_dynamic_split_screen/index.html).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/541
## Details ## Details
A dynamic split screen system displays a single screen when A dynamic split screen system displays a single screen when

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@@ -7,6 +7,8 @@ Language: GDScript
Renderer: GLES 3 Renderer: GLES 3
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/127
## Screenshots ## Screenshots
![Screenshot](screenshots/gui.png) ![Screenshot](screenshots/gui.png)

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@@ -6,6 +6,8 @@ Language: GDScript
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/130
## Screenshots ## Screenshots
![Screenshot](screenshots/capture.png) ![Screenshot](screenshots/capture.png)

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@@ -8,6 +8,8 @@ Language: [VisualScript](https://docs.godotengine.org/en/latest/getting_started/
Renderer: GLES 2 Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/137
## Screenshots ## Screenshots
![Screenshot](screenshots/circle.png) ![Screenshot](screenshots/circle.png)

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@@ -9,6 +9,8 @@ Renderer: GLES 2
Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/misc/multitouch_view). Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/misc/multitouch_view).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/135
## Screenshots ## Screenshots
![Screenshot](../../misc/multitouch_view/screenshots/multitouch.png) ![Screenshot](../../misc/multitouch_view/screenshots/multitouch.png)

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@@ -12,6 +12,8 @@ Note: There is a GDScript version available [here](https://github.com/godotengin
Note: There is a C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/pong). Note: There is a C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/pong).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/136
## How does it work? ## How does it work?
The walls, paddle, and ball are all The walls, paddle, and ball are all