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Update 3D in 2D demo to Godot 3.1.2
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@@ -1,38 +1,37 @@
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extends Node2D
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# Member variables
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var viewport = null
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var sprite = null
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var viewport_sprite = null
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var viewport_initial_size = Vector2()
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# variables for the sprite animation
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# These first 3 members are for the sprite animation.
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const MAX_FRAME_FOR_SPRITE = 4
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const FRAME_SWITCH_TIME = 0.2
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var frame_switch_timer = 0
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var viewport_initial_size = Vector2()
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onready var viewport = $Viewport
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onready var sprite = $Sprite2D
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onready var viewport_sprite = $ViewportSprite
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func _ready():
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# We want Godot to load everything but be hidden for a bit.
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viewport_sprite.modulate = Color(1, 1, 1, 0.01)
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#warning-ignore:return_value_discarded
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get_viewport().connect("size_changed", self, "_root_viewport_size_changed")
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viewport = get_node("Viewport")
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sprite = get_node("Sprite")
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viewport_sprite = get_node("Viewport_Sprite")
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viewport_initial_size = viewport.size
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# Assign the sprite's texture to the viewport texture
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# Assign the sprite's texture to the viewport texture.
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viewport.set_clear_mode(Viewport.CLEAR_MODE_ONLY_NEXT_FRAME)
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# Let two frames pass to make sure the screen was captured
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# Let two frames pass to make sure the screen was captured.
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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viewport_sprite.texture = viewport.get_texture()
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set_process(true)
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# Hide a little bit longer just in case.
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for _unused in range(50):
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yield(get_tree(), "idle_frame")
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viewport_sprite.modulate = Color.white # Default modulate color.
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# Simple frame-based animation
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# Simple frame-based animation.
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func _process(delta):
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frame_switch_timer += delta
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if frame_switch_timer >= FRAME_SWITCH_TIME:
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@@ -41,6 +40,7 @@ func _process(delta):
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if sprite.frame > MAX_FRAME_FOR_SPRITE:
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sprite.frame = 0
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# Called when the root's viewport size changes (i.e. when the window is resized).
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# This is done to handle multiple resolutions without losing quality.
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func _root_viewport_size_changed():
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@@ -1,13 +1,13 @@
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://player.scn" type="PackedScene" id=1]
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[ext_resource path="res://3d_in_2d.gd" type="Script" id=1]
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[ext_resource path="res://robot_demo.png" type="Texture" id=2]
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[ext_resource path="res://3D_in_2D.gd" type="Script" id=3]
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[ext_resource path="res://robot_3d.tscn" type="PackedScene" id=3]
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[node name="3D_in_2D" type="Node2D"]
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script = ExtResource( 3 )
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[node name="3Din2D" type="Node2D"]
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script = ExtResource( 1 )
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[node name="Sprite" type="Sprite" parent="."]
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[node name="Sprite2D" type="Sprite" parent="."]
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position = Vector2( 339.942, 311.204 )
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scale = Vector2( 3, 3 )
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texture = ExtResource( 2 )
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@@ -15,7 +15,7 @@ vframes = 2
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hframes = 16
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frame = 4
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[node name="Viewport_Sprite" type="Sprite" parent="."]
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[node name="ViewportSprite" type="Sprite" parent="."]
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position = Vector2( 600, 320 )
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rotation = 3.14159
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@@ -27,13 +27,8 @@ msaa = 2
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hdr = false
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usage = 3
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[node name="player" parent="Viewport" instance=ExtResource( 1 )]
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[node name="Camera" parent="Viewport/player" index="1"]
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current = true
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[node name="Robot3D" parent="Viewport" instance=ExtResource( 3 )]
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[node name="Camera2D" type="Camera2D" parent="."]
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offset = Vector2( 512, 300 )
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current = true
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[editable path="Viewport/player"]
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@@ -1,14 +0,0 @@
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extends KinematicBody
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# A simple program to rotate the model around
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var model = null
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const SPEED = 40
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func _ready():
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model = get_node("Armature")
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set_process(true)
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func _process(delta):
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model.rotation_degrees.y += delta * SPEED
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@@ -16,7 +16,7 @@ _global_script_class_icons={
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[application]
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config/name="3D in 2D"
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run/main_scene="res://3D_in_2D.tscn"
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run/main_scene="res://3d_in_2d.tscn"
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config/icon="res://icon.png"
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[display]
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8
viewport/3d_in_2d/robot_3d.gd
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8
viewport/3d_in_2d/robot_3d.gd
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@@ -0,0 +1,8 @@
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extends KinematicBody
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# A simple script to rotate the model.
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onready var model = $Armature
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const SPEED = 40
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func _process(delta):
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model.rotation_degrees.y += delta * SPEED
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238
viewport/3d_in_2d/robot_3d.tscn
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238
viewport/3d_in_2d/robot_3d.tscn
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