mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2026-01-06 07:50:22 +01:00
Script updates and simplification
This commit is contained in:
106
2d/tween/main.gd
106
2d/tween/main.gd
@@ -4,15 +4,13 @@ const trans_list = ["Linear", "Sine", "Quint", "Quart", "Quad", "Expo", "Elastic
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const eases_list = ["In", "Out", "InOut", "OutIn"]
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const eases_list = ["In", "Out", "InOut", "OutIn"]
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const modes_list = ["Move", "Color", "Scale", "Rotate", "Callback", "Follow", "Repeat", "Pause"]
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const modes_list = ["Move", "Color", "Scale", "Rotate", "Callback", "Follow", "Repeat", "Pause"]
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var state = {
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var current_trans = Tween.TRANS_LINEAR
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trans = Tween.TRANS_LINEAR,
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var current_ease = Tween.EASE_IN
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eases = Tween.EASE_IN,
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}
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onready var tween = $Tween
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onready var tween = $Tween
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onready var trans = $Controls/Transitions
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onready var trans_vbox = $Controls/Transitions
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onready var eases = $Controls/Eases
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onready var eases_vbox = $Controls/Eases
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onready var modes = $Controls/Modes
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onready var modes_vbox = $Controls/Modes
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onready var timeline = $Top/Timeline
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onready var timeline = $Top/Timeline
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onready var color_from_picker = $Controls/ColorFrom/ColorPicker
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onready var color_from_picker = $Controls/ColorFrom/ColorPicker
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onready var color_to_picker = $Controls/ColorTo/ColorPicker
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onready var color_to_picker = $Controls/ColorTo/ColorPicker
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@@ -22,70 +20,59 @@ onready var follow = $Top/Area/Follow
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onready var follow_2 = $Top/Area/Follow2
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onready var follow_2 = $Top/Area/Follow2
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onready var size = $Top/Area.get_size()
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onready var size = $Top/Area.get_size()
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onready var move_mode = modes.get_node(@"Move")
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onready var move_mode = modes_vbox.get_node(@"Move")
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onready var color_mode = modes.get_node(@"Color")
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onready var color_mode = modes_vbox.get_node(@"Color")
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onready var scale_mode = modes.get_node(@"Scale")
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onready var scale_mode = modes_vbox.get_node(@"Scale")
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onready var rotate_mode = modes.get_node(@"Rotate")
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onready var rotate_mode = modes_vbox.get_node(@"Rotate")
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onready var callback_mode = modes.get_node(@"Callback")
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onready var callback_mode = modes_vbox.get_node(@"Callback")
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onready var follow_mode = modes.get_node(@"Follow")
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onready var follow_mode = modes_vbox.get_node(@"Follow")
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onready var repeat_mode = modes.get_node(@"Repeat")
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onready var repeat_mode = modes_vbox.get_node(@"Repeat")
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onready var paused_mode = modes.get_node(@"Pause")
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onready var paused_mode = modes_vbox.get_node(@"Pause")
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func _ready():
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func _ready():
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for index in range(trans_list.size()):
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for index in range(trans_list.size()):
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trans.get_node(trans_list[index]).connect("pressed", self, "on_trans_changed", [trans_list[index], index])
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trans_vbox.get_node(trans_list[index]).connect("pressed", self, "on_trans_changed", [index])
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for index in range(eases_list.size()):
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for index in range(eases_list.size()):
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eases.get_node(eases_list[index]).connect("pressed", self, "on_eases_changed", [eases_list[index], index])
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eases_vbox.get_node(eases_list[index]).connect("pressed", self, "on_eases_changed", [index])
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for index in range(modes_list.size()):
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for index in range(modes_list.size()):
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modes.get_node(modes_list[index]).connect("pressed", self, "on_modes_changed", [modes_list[index]])
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modes_vbox.get_node(modes_list[index]).connect("pressed", self, "on_modes_changed", [index])
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color_from_picker.set_pick_color(Color.red)
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color_from_picker.set_pick_color(Color.red)
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color_from_picker.connect("color_changed", self, "on_color_changed")
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color_to_picker.set_pick_color(Color.cyan)
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color_to_picker.set_pick_color(Color.cyan)
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color_to_picker.connect("color_changed", self, "on_color_changed")
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for node in [trans, eases, modes]:
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for node in [trans_vbox, eases_vbox, modes_vbox]:
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node.get_child(1).set_pressed(true)
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node.get_child(1).set_pressed(true)
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modes.get_node(@"Repeat").set_pressed(true)
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modes_vbox.get_node(@"Repeat").set_pressed(true)
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reset_tween()
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reset_tween()
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func on_trans_changed(trans_name, index):
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func on_trans_changed(index):
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for index in range(trans_list.size()):
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for i in range(trans_list.size()):
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var pressed = trans_list[index] == trans_name
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var btn = trans_vbox.get_node(trans_list[i])
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var btn = trans.get_node(trans_list[index])
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btn.set_pressed(i == index)
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btn.set_pressed(pressed)
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current_trans = index
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set_mouse_filter(Control.MOUSE_FILTER_IGNORE if pressed else Control.MOUSE_FILTER_PASS)
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state.trans = index
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reset_tween()
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reset_tween()
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func on_eases_changed(ease_name, index):
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func on_eases_changed(index):
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for index in range(eases_list.size()):
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for i in range(eases_list.size()):
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var pressed = eases_list[index] == ease_name
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var btn = eases_vbox.get_node(eases_list[i])
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var btn = eases.get_node(eases_list[index])
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btn.set_pressed(i == index)
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btn.set_pressed(pressed)
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current_ease = index
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set_mouse_filter(Control.MOUSE_FILTER_IGNORE if pressed else Control.MOUSE_FILTER_PASS)
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state.eases = index
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reset_tween()
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reset_tween()
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func on_modes_changed(mode_name):
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func on_modes_changed(index):
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if mode_name == "pause":
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if modes_list[index] == "Pause":
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if paused_mode.is_pressed():
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if paused_mode.is_pressed():
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tween.stop_all()
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tween.stop_all()
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timeline.set_mouse_filter(Control.MOUSE_FILTER_PASS)
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else:
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else:
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tween.resume_all()
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tween.resume_all()
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timeline.set_mouse_filter(Control.MOUSE_FILTER_IGNORE)
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else:
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else:
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reset_tween()
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reset_tween()
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@@ -100,24 +87,30 @@ func reset_tween():
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tween.remove_all()
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tween.remove_all()
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if move_mode.is_pressed():
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if move_mode.is_pressed():
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tween.interpolate_method(sprite, "set_position", Vector2(0, 0), Vector2(size.x, size.y), 2, state.trans, state.eases)
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# The first line moves from the top left to the bottom right, while
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tween.interpolate_property(sprite, "position", Vector2(size.x, size.y), Vector2(0, 0), 2, state.trans, state.eases, 2)
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# the second line moves backwards afterwards (there is a delay of 2).
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# These are different (_method vs _property) only for the sake of
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# showcasing interpolation of both methods and properties.
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# The syntax is (object, method/property name, from value, to value,
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# duration, transition type, ease type, delay), last 3 optional.
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tween.interpolate_method(sprite, "set_position", Vector2.ZERO, size, 2, current_trans, current_ease)
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tween.interpolate_property(sprite, "position", size, Vector2.ZERO, 2, current_trans, current_ease, 2)
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if color_mode.is_pressed():
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if color_mode.is_pressed():
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tween.interpolate_method(sprite, "set_modulate", color_from_picker.get_pick_color(), color_to_picker.get_pick_color(), 2, state.trans, state.eases)
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tween.interpolate_method(sprite, "set_modulate", color_from_picker.get_pick_color(), color_to_picker.get_pick_color(), 2, current_trans, current_ease)
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tween.interpolate_property(sprite, "modulate", color_to_picker.get_pick_color(), color_from_picker.get_pick_color(), 2, state.trans, state.eases, 2)
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tween.interpolate_property(sprite, "modulate", color_to_picker.get_pick_color(), color_from_picker.get_pick_color(), 2, current_trans, current_ease, 2)
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else:
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else:
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sprite.set_modulate(Color.white)
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sprite.set_modulate(Color.white)
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if scale_mode.is_pressed():
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if scale_mode.is_pressed():
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tween.interpolate_method(sprite, "set_scale", Vector2(0.5, 0.5), Vector2(1.5, 1.5), 2, state.trans, state.eases)
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tween.interpolate_method(sprite, "set_scale", Vector2(0.5, 0.5), Vector2(1.5, 1.5), 2, current_trans, current_ease)
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tween.interpolate_property(sprite, "scale", Vector2(1.5, 1.5), Vector2(0.5, 0.5), 2, state.trans, state.eases, 2)
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tween.interpolate_property(sprite, "scale", Vector2(1.5, 1.5), Vector2(0.5, 0.5), 2, current_trans, current_ease, 2)
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else:
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else:
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sprite.set_scale(Vector2.ONE)
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sprite.set_scale(Vector2.ONE)
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if rotate_mode.is_pressed():
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if rotate_mode.is_pressed():
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tween.interpolate_method(sprite, "set_rotation_degrees", 0, 360, 2, state.trans, state.eases)
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tween.interpolate_method(sprite, "set_rotation_degrees", 0, 360, 2, current_trans, current_ease)
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tween.interpolate_property(sprite, "rotation_degrees", 360, 0, 2, state.trans, state.eases, 2)
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tween.interpolate_property(sprite, "rotation_degrees", 360, 0, 2, current_trans, current_ease, 2)
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if callback_mode.is_pressed():
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if callback_mode.is_pressed():
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tween.interpolate_callback(self, 0.5, "on_callback", "0.5 seconds after")
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tween.interpolate_callback(self, 0.5, "on_callback", "0.5 seconds after")
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@@ -127,11 +120,11 @@ func reset_tween():
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follow.show()
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follow.show()
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follow_2.show()
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follow_2.show()
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tween.follow_method(follow, "set_position", Vector2(0, size.y), sprite, "get_position", 2, state.trans, state.eases)
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tween.follow_method(follow, "set_position", Vector2(0, size.y), sprite, "get_position", 2, current_trans, current_ease)
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tween.targeting_method(follow, "set_position", sprite, "get_position", Vector2(0, size.y), 2, state.trans, state.eases, 2)
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tween.targeting_method(follow, "set_position", sprite, "get_position", Vector2(0, size.y), 2, current_trans, current_ease, 2)
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tween.targeting_property(follow_2, "position", sprite, "position", Vector2(size.x, 0), 2, state.trans, state.eases)
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tween.targeting_property(follow_2, "position", sprite, "position", Vector2(size.x, 0), 2, current_trans, current_ease)
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tween.follow_property(follow_2, "position", Vector2(size.x, 0), sprite, "position", 2, state.trans, state.eases, 2)
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tween.follow_property(follow_2, "position", Vector2(size.x, 0), sprite, "position", 2, current_trans, current_ease, 2)
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else:
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else:
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follow.hide()
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follow.hide()
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follow_2.hide()
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follow_2.hide()
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@@ -142,9 +135,6 @@ func reset_tween():
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if paused_mode.is_pressed():
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if paused_mode.is_pressed():
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tween.stop_all()
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tween.stop_all()
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timeline.set_value(0)
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else:
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tween.resume_all()
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func _on_Tween_tween_step(_object, _key, elapsed, _value):
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func _on_Tween_tween_step(_object, _key, elapsed, _value):
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@@ -4,4 +4,4 @@ These demos are all 3D, but otherwise do not have a common theme.
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Languages: All are GDScript
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Languages: All are GDScript
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Renderers: Truck Town and Physics Tests are GLES 2, the rest are GLES 3
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Renderers: Truck Town, Physics Tests, and Waypoints are GLES 2, the rest are GLES 3
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@@ -209,7 +209,7 @@ func process_movement(delta):
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# Mouse based camera movement
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# Mouse based camera movement
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func _input(event):
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func _input(event):
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if event is InputEventMouseMotion && Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
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rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
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camera_holder.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY))
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camera_holder.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY))
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@@ -84,7 +84,7 @@ func _wait_for_resource(res, path):
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VisualServer.sync()
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VisualServer.sync()
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OS.delay_usec(16000) # Wait approximately 1 frame.
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OS.delay_usec(16000) # Wait approximately 1 frame.
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_lock("wait_for_resource")
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_lock("wait_for_resource")
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if queue.size() == 0 || queue[0] != res:
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if queue.size() == 0 or queue[0] != res:
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return pending[path]
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return pending[path]
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_unlock("wait_for_resource")
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_unlock("wait_for_resource")
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@@ -123,7 +123,7 @@ func thread_process():
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var ret = res.poll()
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var ret = res.poll()
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_lock("process_check_queue")
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_lock("process_check_queue")
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if ret == ERR_FILE_EOF || ret != OK:
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if ret == ERR_FILE_EOF or ret != OK:
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var path = res.get_meta("path")
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var path = res.get_meta("path")
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if path in pending: # Else, it was already retrieved.
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if path in pending: # Else, it was already retrieved.
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pending[res.get_meta("path")] = res.get_resource()
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pending[res.get_meta("path")] = res.get_resource()
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@@ -30,7 +30,7 @@ func _horizontal_movement(delta):
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var localX = Vector3.RIGHT
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var localX = Vector3.RIGHT
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var localZ = Vector3.BACK
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var localZ = Vector3.BACK
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if isometric_controls && is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x):
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if isometric_controls and is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x):
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localX = Vector3(0.70710678118, 0, -0.70710678118)
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localX = Vector3(0.70710678118, 0, -0.70710678118)
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localZ = Vector3(0.70710678118, 0, 0.70710678118)
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localZ = Vector3(0.70710678118, 0, 0.70710678118)
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@@ -102,7 +102,7 @@ func _check_movement() -> bool:
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# Check for isometric controls and add more to movement accordingly.
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# Check for isometric controls and add more to movement accordingly.
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# For efficiency, only check the X axis since this X axis value isn't used anywhere else.
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# For efficiency, only check the X axis since this X axis value isn't used anywhere else.
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if !_parent_math.isometric_controls && is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x):
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if !_parent_math.isometric_controls and is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x):
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if Input.is_action_pressed("move_right"):
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if Input.is_action_pressed("move_right"):
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z += 1
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z += 1
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if Input.is_action_pressed("move_left"):
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if Input.is_action_pressed("move_left"):
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@@ -24,8 +24,8 @@ func _ready():
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func _gui_input(event):
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func _gui_input(event):
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# We must start touching inside, but we can drag or unpress outside.
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# We must start touching inside, but we can drag or unpress outside.
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# if !(event is InputEventScreenDrag ||
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# if !(event is InputEventScreenDrag or
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# (event is InputEventScreenTouch && (!event.pressed || get_global_rect().has_point(event.position)))):
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# (event is InputEventScreenTouch and (!event.pressed or get_global_rect().has_point(event.position)))):
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# return
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# return
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var finger_count = base_state.size()
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var finger_count = base_state.size()
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@@ -75,7 +75,7 @@ func _gui_input(event):
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# Two fingers => To pinch-zoom and rotate around Z.
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# Two fingers => To pinch-zoom and rotate around Z.
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# Accept unpress or drag.
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# Accept unpress or drag.
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if event is InputEventScreenTouch:
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if event is InputEventScreenTouch:
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if !event.pressed && base_state.has(event.index):
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if !event.pressed and base_state.has(event.index):
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# Some known touching finger released.
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# Some known touching finger released.
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# Remove released finger from the base state.
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# Remove released finger from the base state.
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