[3.1] Simplify list of branches in the README (#1255)

This commit is contained in:
Aaron Franke
2025-10-02 15:46:10 -07:00
parent a6ae6f64be
commit ea5b868fc7
143 changed files with 575 additions and 689 deletions

19
.github/workflows/static_checks.yml vendored Normal file
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@@ -0,0 +1,19 @@
name: Static Checks
on: [push, pull_request]
jobs:
format:
name: File formatting (file_format.sh)
runs-on: ubuntu-24.04
steps:
- name: Checkout
uses: actions/checkout@v5
- name: Install dependencies
run: |
sudo apt-get update -qq
sudo apt-get install -qq dos2unix recode
- name: File formatting checks (file_format.sh)
run: |
bash ./file_format.sh

1
.gitignore vendored
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@@ -18,4 +18,5 @@ mono_crash.*.json
# System/tool-specific ignores
.directory
.DS_Store
*~

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@@ -14,7 +14,7 @@ func _process(delta):
var velocity = Vector2()
velocity.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
velocity.y = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite.play()

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -16,7 +16,7 @@ size_flags_vertical = 4
custom_fonts/bold_font = ExtResource( 1 )
custom_fonts/normal_font = ExtResource( 2 )
bbcode_enabled = true
bbcode_text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
bbcode_text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
States are common in games. You can use the pattern to:
@@ -25,7 +25,7 @@ States are common in games. You can use the pattern to:
3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
You can read more about States in the excellent [url=http://gameprogrammingpatterns.com/state.html]Game Programming Patterns ebook[/url]."
text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
text = "This example shows how to apply the State programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.
States are common in games. You can use the pattern to:

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -60,14 +60,14 @@ func _change_state(state_name):
if not _active:
return
current_state.exit()
if state_name == "previous":
states_stack.pop_front()
else:
states_stack[0] = states_map[state_name]
current_state = states_stack[0]
emit_signal("state_changed", current_state)
if state_name != "previous":
current_state.enter()

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@@ -51,20 +51,20 @@ func _ready():
func _process(_delta):
var mouse_pos = get_viewport().get_mouse_position()
# Check if the mouse is currently inside the canvas/drawing-area.
is_mouse_in_drawing_area = false
if mouse_pos.x > TL_node.global_position.x:
if mouse_pos.y > TL_node.global_position.y:
is_mouse_in_drawing_area = true
if Input.is_mouse_button_pressed(BUTTON_LEFT):
# If we do not have a position for when the mouse was first clicked, then this must
# be the first time is_mouse_button_pressed has been called since the mouse button was
# released, so we need to store the position.
if mouse_click_start_pos == null:
mouse_click_start_pos = mouse_pos
# If the mouse is inside the canvas and the mouse is 1px away from the position of the mouse last _process call.
if check_if_mouse_is_inside_canvas():
if mouse_pos.distance_to(last_mouse_pos) >= 1:
@@ -77,11 +77,11 @@ func _process(_delta):
undo_element_list_num = brush_data_list.size()
# Add the brush object to draw_elements_array.
add_brush(mouse_pos, brush_mode)
else:
# We've finished our stroke, so we can set a new undo (if a new storke is made).
undo_set = false
# If the mouse is inside the canvas.
if check_if_mouse_is_inside_canvas():
# If we're using either the circle shape mode, or the rectangle shape mode, then
@@ -94,7 +94,7 @@ func _process(_delta):
# Since we've released the left mouse, we need to get a new mouse_click_start_pos next time
#is_mouse_button_pressed is true.
mouse_click_start_pos = null
# Store mouse_pos as last_mouse_pos now that we're done with _process.
last_mouse_pos = mouse_pos
@@ -108,7 +108,7 @@ func check_if_mouse_is_inside_canvas():
if mouse_click_start_pos.x > TL_node.global_position.x:
if mouse_click_start_pos.y > TL_node.global_position.y:
# Make sure the current mouse position is inside the canvas.
if is_mouse_in_drawing_area == true:
if is_mouse_in_drawing_area:
return true
return false
@@ -117,17 +117,17 @@ func undo_stroke():
# Only undo a stroke if we have one.
if undo_element_list_num == UNDO_NONE:
return
# If we are undoing a shape, then we can just remove the latest brush.
if undo_element_list_num == UNDO_MODE_SHAPE:
if brush_data_list.size() > 0:
brush_data_list.remove(brush_data_list.size() - 1)
# Now that we've undone a shape, we cannot undo again until another stoke is added.
undo_element_list_num = UNDO_NONE
# NOTE: if we only had shape brushes, then we could remove the above line and could let the user
# undo until we have a empty element list.
# Otherwise we're removing a either a pencil stroke or a eraser stroke.
else:
# Figure out how many elements/brushes we've added in the last stroke.
@@ -136,7 +136,7 @@ func undo_stroke():
#warning-ignore:unused_variable
for elment_num in range(0, elements_to_remove):
brush_data_list.pop_back()
# Now that we've undone a stoke, we cannot undo again until another stoke is added.
undo_element_list_num = UNDO_NONE
@@ -147,7 +147,7 @@ func undo_stroke():
func add_brush(mouse_pos, type):
# Make new brush dictionary that will hold all of the data we need for the brush.
var new_brush = {}
# Populate the dictionary with values based on the global brush variables.
# We will override these as needed if the brush is a rectange or circle.
new_brush.brush_type = type
@@ -155,13 +155,13 @@ func add_brush(mouse_pos, type):
new_brush.brush_shape = brush_shape
new_brush.brush_size = brush_size
new_brush.brush_color = brush_color
# If the new bursh is a rectangle shape, we need to calculate the top left corner of the rectangle and the
# bottom right corner of the rectangle.
if type == BrushModes.RECTANGLE_SHAPE:
var TL_pos = Vector2()
var BR_pos = Vector2()
# Figure out the left and right positions of the corners and assign them to the proper variable.
if mouse_pos.x < mouse_click_start_pos.x:
TL_pos.x = mouse_pos.x
@@ -169,7 +169,7 @@ func add_brush(mouse_pos, type):
else:
TL_pos.x = mouse_click_start_pos.x
BR_pos.x = mouse_pos.x
# Figure out the top and bottom positions of the corners and assign them to the proper variable.
if mouse_pos.y < mouse_click_start_pos.y:
TL_pos.y = mouse_pos.y
@@ -177,11 +177,11 @@ func add_brush(mouse_pos, type):
else:
TL_pos.y = mouse_click_start_pos.y
BR_pos.y = mouse_pos.y
# Assign the positions to the brush.
new_brush.brush_pos = TL_pos
new_brush.brush_shape_rect_pos_BR = BR_pos
# If the brush isa circle shape, then we need to calculate the radius of the circle.
if type == BrushModes.CIRCLE_SHAPE:
# Get the center point inbetween the mouse position and the position of the mouse when we clicked.
@@ -190,7 +190,7 @@ func add_brush(mouse_pos, type):
# the center to the top/bottom positon of the mouse.
new_brush.brush_pos = center_pos
new_brush.brush_shape_circle_radius = center_pos.distance_to(Vector2(center_pos.x, mouse_pos.y))
# Add the brush and update/draw all of the brushes.
brush_data_list.append(new_brush)
update()
@@ -214,7 +214,7 @@ func _draw():
BrushModes.ERASER:
# NOTE: this is a really cheap way of erasing that isn't really erasing!
# However, this gives similar results in a fairy simple way!
# Erasing works exactly the same was as pencil does for both the rectangle shape and the circle shape,
# but instead of using brush.brush_color, we instead use bg_color instead.
if brush.brush_shape == BrushShapes.RECTANGLE:
@@ -237,13 +237,13 @@ func save_picture(path):
# Wait a couple frames so the save dialog isn't in the way.
yield (get_tree(), "idle_frame")
yield (get_tree(), "idle_frame")
# Get the viewport image.
var img = get_viewport().get_texture().get_data()
# Crop the image so we only have canvas area.
var cropped_image = img.get_rect(Rect2(TL_node.global_position, IMAGE_SIZE))
# Flip the image on the Y-axis (it's flipped upside down by default).
cropped_image.flip_y()
# Save the image with the passed in path we got from the save dialog.
cropped_image.save_png(path)

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@@ -50,7 +50,7 @@ func button_pressed(button_name):
# If a brush mode button is pressed.
var tool_name = null
var shape_name = null
if button_name == "mode_pencil":
paint_control.brush_mode = paint_control.BrushModes.PENCIL
brush_settings.modulate = Color(1, 1, 1, 1)
@@ -84,7 +84,7 @@ func button_pressed(button_name):
save_dialog.popup_centered()
elif button_name == "undo_stroke":
paint_control.undo_stroke()
# Update the labels (in case the brush mode or brush shape has changed).
if tool_name != null:
label_tools.text = "Selected tool: " + tool_name

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -16,7 +16,7 @@ func get_cell_pawn(coordinates):
func request_move(pawn, direction):
var cell_start = world_to_map(pawn.position)
var cell_target = cell_start + direction
var cell_target_type = get_cellv(cell_target)
match cell_target_type:
CellType.EMPTY:

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@@ -44,7 +44,7 @@ func move_to(target_position):
# Stop the function execution until the animation finished
yield($AnimationPlayer, "animation_finished")
set_process(true)

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -26,7 +26,7 @@ func _physics_process(delta):
if (velocity.x <= WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED) or (velocity.x >= -WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED):
force.x += WALK_FORCE * walk
if abs(walk) < 0.5:
var vsign = sign(velocity.x)
var vlen = abs(velocity.x)

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -26,24 +26,24 @@ func _integrate_forces(s):
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 is Bullet and not cc.disabled:
# enqueue call
call_deferred("_bullet_collider", cc, s, dp)
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
($Sprite as Sprite).scale.x = -direction
@@ -53,13 +53,13 @@ func _integrate_forces(s):
elif direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding():
direction = -direction
($Sprite as Sprite).scale.x = -direction
lv.x = direction * WALK_SPEED
if anim != new_anim:
anim = new_anim
($AnimationPlayer as AnimationPlayer).play(anim)
s.set_linear_velocity(lv)
@@ -72,7 +72,7 @@ func _pre_explode():
$Shape1.queue_free()
$Shape2.queue_free()
$Shape3.queue_free()
# Stay there
mode = MODE_STATIC
($SoundExplode as AudioStreamPlayer2D).play()
@@ -81,7 +81,7 @@ func _pre_explode():
func _bullet_collider(cc, s, dp):
mode = MODE_RIGID
state = State.DYING
s.set_angular_velocity(sign(dp.x) * 33.0)
set_friction(1)
cc.disable()

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@@ -9,9 +9,9 @@ var accum = 0.0
func _physics_process(delta):
accum += delta * (1.0 / cycle) * TAU
accum = fmod(accum, TAU)
var d = sin(accum)
var xf = Transform2D()
xf[2]= motion * d
xf[2]= motion * d
($Platform as RigidBody2D).transform = xf

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@@ -10,6 +10,6 @@ func _ready():
func disable():
if disabled:
return
($AnimationPlayer as AnimationPlayer).play("shutdown")
disabled = true

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@@ -50,47 +50,47 @@ var Enemy = preload("res://enemy/Enemy.tscn")
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:
call_deferred("_spawn_enemy_above")
# 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 implementing characters of all kinds,
# compensates for physics imprecision, as well as human reaction delay.
if shoot and not shooting:
call_deferred("_shot_bullet")
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.
@@ -100,10 +100,10 @@ func _integrate_forces(s):
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:
@@ -118,14 +118,14 @@ func _integrate_forces(s):
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
($SoundJump as AudioStreamPlayer2D).play()
# Check siding.
if lv.x < 0 and move_left:
new_siding_left = true
@@ -154,11 +154,11 @@ func _integrate_forces(s):
else:
var xv = abs(lv.x)
xv -= AIR_DEACCEL * step
if xv < 0:
xv = 0
lv.x = sign(lv.x) * xv
if lv.y < 0:
if shoot_time < MAX_SHOOT_POSE_TIME:
new_anim = "jumping_weapon"
@@ -169,28 +169,28 @@ func _integrate_forces(s):
new_anim = "falling_weapon"
else:
new_anim = "falling"
# Update siding.
if new_siding_left != siding_left:
if new_siding_left:
($Sprite as Sprite).scale.x = -1
else:
($Sprite as Sprite).scale.x = 1
siding_left = new_siding_left
# Change animation.
if new_anim != anim:
anim = new_anim
($AnimationPlayer as AnimationPlayer).play(anim)
shooting = shoot
# Apply floor velocity.
if found_floor:
floor_h_velocity = s.get_contact_collider_velocity_at_position(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)
@@ -205,15 +205,15 @@ func _shot_bullet():
else:
ss = 1.0
var pos = position + ($BulletShoot as Position2D).position * Vector2(ss, 1.0)
bi.position = pos
get_parent().add_child(bi)
bi.linear_velocity = Vector2(800.0 * ss, -80)
($Sprite/Smoke as Particles2D).restart()
($SoundShoot as AudioStreamPlayer2D).play()
add_collision_exception_with(bi) # Make bullet and this not collide.

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@@ -8,7 +8,7 @@ const FLOOR_NORMAL = Vector2(0, -1)
const STATE_WALKING = 0
const STATE_KILLED = 1
const WALK_SPEED = 70
const WALK_SPEED = 70
var linear_velocity = Vector2()
var direction = -1

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -1,5 +1,5 @@
{
"dialog_1" : {"name": "Unknown", "text": "Hey, it's a good time to have a JRPG fight, right?"},
"dialog_2" : {"name": "Unknown", "text": "Let me introduce myself, I'm the OPPONENT"},
"dialog_3" : {"name": "Opponent", "text": "Enough talking. Let's fight!"},
"dialog_1": { "name": "Unknown", "text": "Hey, it's a good time to have a JRPG fight, right?" },
"dialog_2": { "name": "Unknown", "text": "Let me introduce myself, I'm the OPPONENT" },
"dialog_3": { "name": "Opponent", "text": "Enough talking. Let's fight!" }
}

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@@ -1,3 +1,3 @@
{
"dialog_1" : {"name":"Player", "text":"Just some object..." }
"dialog_1": { "name": "Player", "text": "Just some object..." }
}

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@@ -1,3 +1,3 @@
{
"dialog_1" : {"name": "Opponent", "text": "Aha! I won, maybe you can try again next time"}
"dialog_1": { "name": "Opponent", "text": "Aha! I won, maybe you can try again next time" }
}

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@@ -1,3 +1,3 @@
{
"dialog_1" : {"name": "Opponent", "text": "Congratulations, you won!"}
"dialog_1": { "name": "Opponent", "text": "Congratulations, you won!" }
}

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@@ -19,7 +19,7 @@ func get_cell_pawn(cell, type = CellType.ACTOR):
func request_move(pawn, direction):
var cell_start = world_to_map(pawn.position)
var cell_target = cell_start + direction
var cell_tile_id = get_cellv(cell_target)
match cell_tile_id:
-1:
@@ -29,7 +29,7 @@ func request_move(pawn, direction):
CellType.OBJECT, CellType.ACTOR:
var target_pawn = get_cell_pawn(cell_target, cell_tile_id)
print("Cell %s contains %s" % [cell_target, target_pawn.name])
if not target_pawn.has_node("DialoguePlayer"):
return
get_node(dialogue_ui).show_dialogue(pawn, target_pawn.get_node("DialoguePlayer"))

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@@ -7,7 +7,7 @@ func get_input_direction():
return Vector2()
var random_x = DIRECTIONS[randi() % DIRECTIONS.size()]
var random_y = DIRECTIONS[randi() % DIRECTIONS.size()]
var random_axis = randi() % 2
if random_axis > 0:
random_x = 0

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@@ -42,9 +42,9 @@ func move_to(target_position):
$Tween.interpolate_property($Pivot, "position", move_direction * 32, Vector2(), $AnimationPlayer.current_animation_length, Tween.TRANS_LINEAR, Tween.EASE_IN)
$Pivot/Sprite.position = position - target_position
position = target_position
yield($AnimationPlayer, "animation_finished")
set_process(true)

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -10,7 +10,7 @@ func set_active(value):
.set_active(value)
if not active:
return
$Timer.start()
yield($Timer, \"timeout\")
var target

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@@ -10,7 +10,7 @@ func set_active(value):
active = value
set_process(value)
set_process_input(value)
if not active:
return
if $Health.armor >= $Health.base_armor + defense:

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@@ -4,7 +4,7 @@ func set_active(value):
.set_active(value)
if not active:
return
$Timer.start()
yield($Timer, "timeout")
var target

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -6,10 +6,10 @@ uniform float saturation = 1.8;
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
c.rgb = mix(vec3(0.0), c.rgb, brightness);
c.rgb = mix(vec3(0.5), c.rgb, contrast);
c.rgb = mix(vec3(dot(vec3(1.0), c.rgb) * 0.33333), c.rgb, saturation);
COLOR.rgb = c;
}

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@@ -8,6 +8,6 @@ void fragment() {
uv.x += sin(uv.y * frequency + TIME) * depth;
uv.x = clamp(uv.x, 0.0, 1.0);
vec3 c = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
COLOR.rgb = c;
}

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@@ -15,17 +15,17 @@ float make_grain(float time, vec2 uv) {
void fragment() {
vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
//float v = max(c.r, max(c.g, c.b));
float v = dot(c, vec3(0.33333, 0.33333, 0.33333));
v = sqrt(v);
//v *= v;
float f = 1.0 / fps;
float g = make_grain(TIME - mod(TIME, f), UV);
g = max(g, make_grain(TIME - mod(TIME, f) + f, UV) * 0.5);
g = max(g, make_grain(TIME - mod(TIME, f) + f * 2.0, UV) * 0.25);
COLOR.rgb = base.rgb * v - vec3(g) * grain_strength;
COLOR.rgb *= texture(vignette, UV).r;
float ft = TIME * 0.002;

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@@ -6,6 +6,6 @@ uniform float size_y = 0.008;
void fragment() {
vec2 uv = SCREEN_UV;
uv -= mod(uv, vec2(size_x, size_y));
COLOR.rgb = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
}

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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@@ -52,61 +52,61 @@ func _ready():
if has_node("target") == false:
target = Spatial.new()
add_child(target)
if Engine.editor_hint == true:
if Engine.editor_hint:
if get_tree() != null:
if get_tree().edited_scene_root != null:
target.set_owner(get_tree().edited_scene_root)
target.name = "target"
else:
target = get_node("target")
# If we are in the editor, we want to make a sphere at this node
if Engine.editor_hint == true:
if Engine.editor_hint:
_make_editor_sphere_at_node(target, Color(1, 0, 1, 1))
if middle_joint_target == null:
if has_node("middle_joint_target") == false:
middle_joint_target = Spatial.new()
add_child(middle_joint_target)
if Engine.editor_hint == true:
if Engine.editor_hint:
if get_tree() != null:
if get_tree().edited_scene_root != null:
middle_joint_target.set_owner(get_tree().edited_scene_root)
middle_joint_target.name = "middle_joint_target"
else:
middle_joint_target = get_node("middle_joint_target")
# If we are in the editor, we want to make a sphere at this node
if Engine.editor_hint == true:
if Engine.editor_hint:
_make_editor_sphere_at_node(middle_joint_target, Color(1, 0.24, 1, 1))
# Make all of the bone nodes for each bone in the IK chain
_make_bone_nodes()
# Make sure we're using the right update mode
_set_update_mode(update_mode)
# Various upate methods
func _process(_delta):
if reset_iterations_on_update == true:
if reset_iterations_on_update:
chain_iterations = 0
update_skeleton()
func _physics_process(_delta):
if reset_iterations_on_update == true:
if reset_iterations_on_update:
chain_iterations = 0
update_skeleton()
func _notification(what):
if what == NOTIFICATION_TRANSFORM_CHANGED:
if reset_iterations_on_update == true:
if reset_iterations_on_update:
chain_iterations = 0
update_skeleton()
@@ -115,51 +115,51 @@ func _notification(what):
func update_skeleton():
#### ERROR CHECKING conditions
if first_call == true:
if first_call:
_set_skeleton_path(skeleton_path)
first_call = false
if skeleton == null:
_set_skeleton_path(skeleton_path)
return
if bones_in_chain == null:
if debug_messages == true:
if debug_messages:
printerr(name, " - IK_FABRIK: No Bones in IK chain defined!")
return
if bones_in_chain_lengths == null:
if debug_messages == true:
if debug_messages:
printerr(name, " - IK_FABRIK: No Bone lengths in IK chain defined!")
return
if bones_in_chain.size() != bones_in_chain_lengths.size():
if debug_messages == true:
if debug_messages:
printerr(name, " - IK_FABRIK: bones_in_chain and bones_in_chain_lengths!")
return
################################
# Set all of the bone IDs in bone_IDs, if they are not already made
var i = 0
if bone_IDs.size() <= 0:
for bone_name in bones_in_chain:
bone_IDs[bone_name] = skeleton.find_bone(bone_name)
# Set the bone node to the currect bone position
bone_nodes[i].global_transform = get_bone_transform(i)
# If this is not the last bone in the bone chain, make it look at the next bone in the bone chain
if i < bone_IDs.size()-1:
bone_nodes[i].look_at(get_bone_transform(i+1).origin + skeleton.global_transform.origin, Vector3.UP)
i += 1
# Set the total length of the bone chain, if it is not already set
if total_length == INF:
total_length = 0
for bone_length in bones_in_chain_lengths:
total_length += bone_length
# Solve the bone chain
solve_chain()
@@ -167,14 +167,14 @@ func update_skeleton():
func solve_chain():
# If we have reached our max chain iteration, and we are limiting ourselves, then return.
# Otherwise set chain_iterations to zero (so we constantly update)
if chain_iterations >= CHAIN_MAX_ITER and limit_chain_iterations == true:
if chain_iterations >= CHAIN_MAX_ITER and limit_chain_iterations:
return
else:
chain_iterations = 0
# Update the origin with the current bone's origin
chain_origin = get_bone_transform(0).origin
# Get the direction of the final bone by using the next to last bone if there is more than 2 bones.
# If there are only 2 bones, we use the target's forward Z vector instead (not ideal, but it works fairly well)
var dir
@@ -182,19 +182,19 @@ func solve_chain():
dir = bone_nodes[bone_nodes.size()-2].global_transform.basis.z.normalized()
else:
dir = -target.global_transform.basis.z.normalized()
# Get the target position (accounting for the final bone and it's length)
var target_pos = target.global_transform.origin + (dir * bones_in_chain_lengths[bone_nodes.size()-1])
# If we are using middle joint target (and have more than 2 bones), move our middle joint towards it!
if use_middle_joint_target == true:
if use_middle_joint_target:
if bone_nodes.size() > 2:
var middle_point_pos = middle_joint_target.global_transform
bone_nodes[bone_nodes.size()/2].global_transform.origin = middle_point_pos.origin
# Get the distance from the origin to the target
var distance = (chain_origin - target_pos).length()
# If the distance is farther than our total reach, the target cannot be reached.
# Make the bone chain a straight line pointing towards the target
if distance > total_length:
@@ -203,37 +203,37 @@ func solve_chain():
var curr_origin = bone_nodes[i].global_transform.origin
var r =(target_pos - curr_origin).length()
var l = bones_in_chain_lengths[i] / r
# Find new join position
var new_pos = curr_origin.linear_interpolate(target_pos, l)
# Apply it to the bone node
bone_nodes[i].look_at(new_pos, Vector3.UP)
bone_nodes[i].global_transform.origin = new_pos
# Apply the rotation to the first node in the bone chain, making it look at the next bone in the bone chain
bone_nodes[0].look_at(bone_nodes[1].global_transform.origin, Vector3.UP)
# If the distance is NOT farther than our total reach, the target can be reached.
else:
# Get the difference between our end effector (the final bone in the chain) and the target
var dif = (bone_nodes[bone_nodes.size()-1].global_transform.origin - target_pos).length()
# Check to see if the distance from the end effector to the target is within our error margin (CHAIN_TOLERANCE).
# If it not, move the chain towards the target (going forwards, backwards, and then applying rotation)
while dif > CHAIN_TOLERANCE:
chain_backward()
chain_forward()
chain_apply_rotation()
# Update the difference between our end effector (the final bone in the chain) and the target
dif = (bone_nodes[bone_nodes.size()-1].global_transform.origin - target_pos).length()
# Add one to chain_iterations. If we have reached our max iterations, then break
chain_iterations = chain_iterations + 1
if chain_iterations >= CHAIN_MAX_ITER:
break
# Reset the bone node transforms to the skeleton bone transforms
#if constrained == false: # Resetting seems to break bone constraints...
for i in range(0, bone_nodes.size()):
@@ -250,17 +250,17 @@ func chain_backward():
dir = bone_nodes[bone_nodes.size() - 2].global_transform.basis.z.normalized()
else:
dir = -target.global_transform.basis.z.normalized()
# Set the position of the end effector (the final bone in the chain) to the target position
bone_nodes[bone_nodes.size()-1].global_transform.origin = target.global_transform.origin + (dir * bones_in_chain_lengths[bone_nodes.size()-1])
# For all of the other bones, move them towards the target
var i = bones_in_chain.size() - 1
while i >= 1:
var prev_origin = bone_nodes[i].global_transform.origin
i -= 1
var curr_origin = bone_nodes[i].global_transform.origin
var r = prev_origin - curr_origin
var l = bones_in_chain_lengths[i] / r.length()
# Apply the new joint position
@@ -271,12 +271,12 @@ func chain_backward():
func chain_forward():
# Set root at initial position
bone_nodes[0].global_transform.origin = chain_origin
# Go through every bone in the bone chain
for i in range(bones_in_chain.size() - 1):
var curr_origin = bone_nodes[i].global_transform.origin
var next_origin = bone_nodes[i + 1].global_transform.origin
var r = next_origin - curr_origin
var l = bones_in_chain_lengths[i] / r.length()
# Apply the new joint position, (potentially with constraints), to the bone node
@@ -297,38 +297,38 @@ func chain_apply_rotation():
# Get the bone node for this bone, and the previous bone
var b_target = bone_nodes[i].global_transform
var b_target_two = bone_nodes[i-1].global_transform
# Convert the bone nodes positions from world space to bone/skeleton space
b_target.origin = skeleton.global_transform.xform_inv(b_target.origin)
b_target_two.origin = skeleton.global_transform.xform_inv(b_target_two.origin)
# Get the direction that the previous bone is pointing towards
var dir = (target.global_transform.origin - b_target_two.origin).normalized()
# Make this bone look in the same the direction as the last bone
bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3.UP)
else:
var b_target = target.global_transform
b_target.origin = skeleton.global_transform.xform_inv(b_target.origin)
bone_trans = bone_trans.looking_at(b_target.origin, Vector3.UP)
# If this is NOT the last bone in the bone chain, rotate the bone to look at the next
# bone in the bone chain.
else:
# Get the bone node for this bone, and the next bone
var b_target = bone_nodes[i].global_transform
var b_target_two = bone_nodes[i+1].global_transform
# Convert the bone nodes positions from world space to bone/skeleton space
b_target.origin = skeleton.global_transform.xform_inv(b_target.origin)
b_target_two.origin = skeleton.global_transform.xform_inv(b_target_two.origin)
# Get the direction towards the next bone
var dir = (b_target_two.origin - b_target.origin).normalized()
# Make this bone look towards the direction of the next bone
bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3.UP)
# The the bone's (updated) transform
set_bone_transform(i, bone_trans)
@@ -336,12 +336,12 @@ func chain_apply_rotation():
func get_bone_transform(bone, convert_to_world_space = true):
# Get the global transform of the bone
var ret: Transform = skeleton.get_bone_global_pose(bone_IDs[bones_in_chain[bone]])
# If we need to convert the bone position from bone/skeleton space to world space, we
# use the Xform of the skeleton (because bone/skeleton space is relative to the position of the skeleton node).
if convert_to_world_space == true:
if convert_to_world_space:
ret.origin = skeleton.global_transform.xform(ret.origin)
return ret
@@ -381,11 +381,11 @@ func _make_editor_sphere_at_node(node, color):
func _set_update_mode(new_value):
update_mode = new_value
set_process(false)
set_physics_process(false)
set_notify_transform(false)
if update_mode == 0:
set_process(true)
elif update_mode == 1:
@@ -393,43 +393,43 @@ func _set_update_mode(new_value):
elif update_mode == 2:
set_notify_transform(true)
else:
if debug_messages == true:
if debug_messages:
printerr(name, " - IK_FABRIK: Unknown update mode. NOT updating skeleton")
return
func _set_skeleton_path(new_value):
# Because get_node doesn't work in the first call, we just want to assign instead
if first_call == true:
if first_call:
skeleton_path = new_value
return
skeleton_path = new_value
if skeleton_path == null:
if debug_messages == true:
if debug_messages:
printerr(name, " - IK_FABRIK: No Nodepath selected for skeleton_path!")
return
var temp = get_node(skeleton_path)
if temp != null:
# If it has the method "get_bone_global_pose" it is likely a Skeleton
if temp.has_method("get_bone_global_pose") == true:
if temp.has_method("get_bone_global_pose"):
skeleton = temp
bone_IDs = {}
# (Delete all of the old bone nodes and) Make all of the bone nodes for each bone in the IK chain
_make_bone_nodes()
if debug_messages == true:
if debug_messages:
printerr(name, " - IK_FABRIK: Attached to a new skeleton")
# If not, then it's (likely) not a Skeleton node
else:
skeleton = null
if debug_messages == true:
if debug_messages:
printerr(name, " - IK_FABRIK: skeleton_path does not point to a skeleton!")
else:
if debug_messages == true:
if debug_messages:
printerr(name, " - IK_FABRIK: No Nodepath selected for skeleton_path!")
@@ -438,33 +438,33 @@ func _set_skeleton_path(new_value):
func _make_bone_nodes():
# Remove all of the old bone nodes
# TODO: (not a huge concern, as these can be removed in the editor)
for bone in range(0, bones_in_chain.size()):
var bone_name = bones_in_chain[bone]
if has_node(bone_name) == false:
var new_node = Spatial.new()
bone_nodes[bone] = new_node
add_child(bone_nodes[bone])
if Engine.editor_hint == true:
if Engine.editor_hint:
if get_tree() != null:
if get_tree().edited_scene_root != null:
bone_nodes[bone].set_owner(get_tree().edited_scene_root)
bone_nodes[bone].name = bone_name
else:
bone_nodes[bone] = get_node(bone_name)
# If we are in the editor, we want to make a sphere at this node
if Engine.editor_hint == true:
if Engine.editor_hint:
_make_editor_sphere_at_node(bone_nodes[bone], Color(0.65, 0, 1, 1))
func _set_bone_chain_bones(new_value):
bones_in_chain = new_value
_make_bone_nodes()

View File

@@ -20,7 +20,7 @@ func _ready():
set_process(false)
set_physics_process(false)
set_notify_transform(false)
if update_mode == 0:
set_process(true)
elif update_mode == 1:
@@ -28,10 +28,10 @@ func _ready():
elif update_mode == 2:
set_notify_transform(true)
else:
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: Unknown update mode. NOT updating skeleton")
if Engine.editor_hint == true:
if Engine.editor_hint:
_setup_for_editor()
@@ -51,33 +51,33 @@ func _notification(what):
func update_skeleton():
# NOTE: Because get_node doesn't work in _ready, we need to skip
# a call before doing anything.
if first_call == true:
if first_call:
first_call = false
if skeleton_to_use == null:
_set_skeleton_path(skeleton_path)
# If we do not have a skeleton and/or we're not supposed to update, then return.
if skeleton_to_use == null:
return
if update_mode >= 3:
return
# Get the bone
var bone = skeleton_to_use.find_bone(bone_name)
# If no bone is found (-1), then return (and optionally print an error)
if bone == -1:
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: No bone in skeleton found with name [", bone_name, "]!")
return
# get the bone's rest position
var rest = skeleton_to_use.get_bone_global_pose(bone)
# Convert our position relative to the skeleton's transform
var target_pos = skeleton_to_use.global_transform.xform_inv(global_transform.origin)
# Call helper's look_at function with the chosen up axis.
if look_at_axis == 0:
rest = rest.looking_at(target_pos, Vector3(1, 0, 0))
@@ -87,34 +87,34 @@ func update_skeleton():
rest = rest.looking_at(target_pos, Vector3(0, 0, 1))
else:
rest = rest.looking_at(target_pos, Vector3(0, 1, 0))
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: Unknown look_at_axis value!")
# Get our rotation euler, and the bone's rotation euler
var rest_euler = rest.basis.get_euler()
var self_euler = global_transform.basis.orthonormalized().get_euler()
# If we using negative rotation, we flip our rotation euler
if use_negative_our_rot == true:
if use_negative_our_rot:
self_euler = -self_euler
# Apply our rotation euler, if wanted/required
if use_our_rotation_x == true:
if use_our_rotation_x:
rest_euler.x = self_euler.x
if use_our_rotation_y == true:
if use_our_rotation_y:
rest_euler.y = self_euler.y
if use_our_rotation_z == true:
if use_our_rotation_z:
rest_euler.z = self_euler.z
# Rotate the bone by the (potentially) changed euler angle(s)
rest.basis = Basis(rest_euler)
# If we have additional rotation, then rotate it by the local rotation vectors
if additional_rotation != Vector3.ZERO:
rest.basis = rest.basis.rotated(rest.basis.x, deg2rad(additional_rotation.x))
rest.basis = rest.basis.rotated(rest.basis.y, deg2rad(additional_rotation.y))
rest.basis = rest.basis.rotated(rest.basis.z, deg2rad(additional_rotation.z))
# Finally, apply the bone rotation to the skeleton
skeleton_to_use.set_bone_global_pose(bone, rest)
@@ -146,58 +146,58 @@ func _setup_for_editor():
func _set_update(new_value):
update_mode = new_value
# Set all of our processes to false
set_process(false)
set_physics_process(false)
set_notify_transform(false)
# Based on the value of upate, change how we handle updating the skeleton
if update_mode == 0:
set_process(true)
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: updating skeleton using _process...")
elif update_mode == 1:
set_physics_process(true)
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: updating skeleton using _physics_process...")
elif update_mode == 2:
set_notify_transform(true)
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: updating skeleton using _notification...")
else:
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: NOT updating skeleton due to unknown update method...")
func _set_skeleton_path(new_value):
# Because get_node doesn't work in the first call, we just want to assign instead
# This is to get around a issue with NodePaths exposed to the editor
if first_call == true:
if first_call:
skeleton_path = new_value
return
# Assign skeleton_path to whatever value is passed
skeleton_path = new_value
if skeleton_path == null:
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: No Nodepath selected for skeleton_path!")
return
# Get the node at that location, if there is one
var temp = get_node(skeleton_path)
if temp != null:
# If the node has the method "find_bone" then we can assume it is (likely) a skeleton
if temp.has_method("find_bone") == true:
if temp.has_method("find_bone"):
skeleton_to_use = temp
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: attached to (new) skeleton")
# If not, then it's (likely) not a skeleton
else:
skeleton_to_use = null
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: skeleton_path does not point to a skeleton!")
else:
if debug_messages == true:
if debug_messages:
print (name, " - IK_LookAt: No Nodepath selected for skeleton_path!")

View File

@@ -3,7 +3,7 @@ extends EditorPlugin
func _enter_tree():
# Plugin Initialization here!
# ------ IK STUFF ------
add_custom_type("IK_LookAt", "Spatial", preload("ik_look_at.gd"), preload("ik_look_at.png"))
add_custom_type("IK_FABRIK", "Spatial", preload("ik_fabrik.gd"), preload("ik_fabrik.png"))
@@ -12,7 +12,7 @@ func _enter_tree():
func _exit_tree():
# Plugin Clean-up here!
# ------ IK STUFF ------
remove_custom_type("IK_LookAt")
remove_custom_type("IK_FABRIK")

View File

@@ -55,16 +55,16 @@ var simple_bullet = preload("res://fps/simple_bullet.tscn")
func _ready():
camera = get_node("CameraHolder/Lean_Path/PathFollow/IK_LookAt_Chest/Camera")
camera_holder = get_node("CameraHolder")
path_follow_node = get_node("CameraHolder/Lean_Path/PathFollow")
anim_player = get_node("CameraHolder/AnimationPlayer")
anim_player.connect("animation_finished", self, "animation_finished")
pistol_end = get_node("CameraHolder/Weapon/Pistol/Pistol_end")
set_physics_process(true)
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
set_process_input(true)
@@ -76,12 +76,12 @@ func _physics_process(delta):
func process_input(delta):
# Reset dir, so our previous movement does not effect us
dir = Vector3()
# Get the camera's global transform so we can use its directional vectors
var cam_xform = camera.get_global_transform()
# ----------------------------------
# Walking
if Input.is_key_pressed(KEY_UP) or Input.is_key_pressed(KEY_W):
@@ -92,33 +92,33 @@ func process_input(delta):
dir += -cam_xform.basis[0]
if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D):
dir += cam_xform.basis[0]
if Input.is_action_just_pressed("ui_cancel"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if Input.is_mouse_button_pressed(2):
if right_mouse_down == false:
right_mouse_down = true
if anim_done == true:
if anim_done:
if current_anim != "Aiming":
anim_player.play("Aiming")
current_anim = "Aiming"
else:
anim_player.play("Idle")
current_anim = "Idle"
anim_done = false
else:
right_mouse_down = false
if Input.is_mouse_button_pressed(1):
if left_mouse_timer <= 0:
left_mouse_timer = LEFT_MOUSE_FIRE_TIME
# Create a bullet
var new_bullet = simple_bullet.instance()
get_tree().root.add_child(new_bullet)
@@ -127,8 +127,8 @@ func process_input(delta):
if left_mouse_timer > 0:
left_mouse_timer -= delta
# ----------------------------------
# ----------------------------------
# Sprinting
if Input.is_key_pressed(KEY_SHIFT):
@@ -136,7 +136,7 @@ func process_input(delta):
else:
is_sprinting = false
# ----------------------------------
# ----------------------------------
# Jumping
if Input.is_key_pressed(KEY_SPACE):
@@ -147,8 +147,8 @@ func process_input(delta):
else:
jump_button_down = false
# ----------------------------------
# ----------------------------------
# Leaninng
if Input.is_key_pressed(KEY_Q):
@@ -164,7 +164,7 @@ func process_input(delta):
lean_value += 1 * delta
if lean_value > 0.5:
lean_value = 0.5
lean_value = clamp(lean_value, 0, 1)
path_follow_node.unit_offset = lean_value
if lean_value < 0.5:
@@ -177,24 +177,24 @@ func process_input(delta):
func process_movement(delta):
var grav = norm_grav
dir.y = 0
dir = dir.normalized()
vel.y += delta*grav
var hvel = vel
hvel.y = 0
var target = dir
if is_sprinting:
target *= MAX_SPRINT_SPEED
else:
target *= MAX_SPEED
var accel
if dir.dot(hvel) > 0:
if is_sprinting == false:
@@ -203,32 +203,32 @@ func process_movement(delta):
accel = SPRINT_ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel*delta)
vel.x = hvel.x
vel.z = hvel.z
vel = move_and_slide(vel,Vector3(0,1,0))
# Mouse based camera movement
func _input(event):
if event is InputEventMouseMotion && Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
camera_holder.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY))
# We need to clamp the camera's rotation so we cannot rotate ourselves upside down
var camera_rot = camera_holder.rotation_degrees
if camera_rot.x < -40:
camera_rot.x = -40
elif camera_rot.x > 60:
camera_rot.x = 60
camera_holder.rotation_degrees = camera_rot
else:
pass

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -12,10 +12,10 @@ func _ready():
func _process(_delta):
var mouse_to_world = project_local_ray_normal(get_viewport().get_mouse_position()) * MOVEMENT_SPEED
if flip_axis == false:
mouse_to_world.z *= -1
else:
mouse_to_world = -mouse_to_world
targets.transform.origin = mouse_to_world

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -40,7 +40,7 @@ func _unhandled_input(ev):
zoom += ZOOM_SPEED
zoom = clamp(zoom, 2, 8)
camera.translation.z = zoom
if ev is InputEventMouseMotion and ev.button_mask & MAIN_BUTTONS:
# Compensate motion speed to be resolution-independent (based on the window height).
var relative_motion = ev.relative * get_viewport().size.y / base_height

View File

@@ -33,16 +33,16 @@ func _process(delta):
else:
path[path.size() - 1] = pfrom.linear_interpolate(pto, to_walk / d)
to_walk = 0
var atpos = path[path.size() - 1]
var atdir = to_watch
atdir.y = 0
var t = Transform()
t.origin = atpos
t = t.looking_at(atpos + atdir, Vector3.UP)
get_node("RobotBase").set_transform(t)
if path.size() < 2:
path = []
set_process(false)
@@ -55,11 +55,11 @@ func _input(event):
var from = get_node("CameraBase/Camera").project_ray_origin(event.position)
var to = from + get_node("CameraBase/Camera").project_ray_normal(event.position) * 100
var p = get_closest_point_to_segment(from, to)
begin = get_closest_point(get_node("RobotBase").get_translation())
end = p
_update_path()
if event is InputEventMouseMotion:
if event.button_mask & (BUTTON_MASK_MIDDLE + BUTTON_MASK_RIGHT):
camrot += event.relative.x * 0.005
@@ -72,7 +72,7 @@ func _update_path():
path = Array(p) # Vector3 array too complex to use, convert to regular array.
path.invert()
set_process(true)
if draw_path:
var im = get_node("Draw")
im.set_material_override(m)

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -24,15 +24,15 @@ func _integrate_forces(state):
lv += g * delta # Apply gravity.
var up = -g.normalized()
if dying:
state.set_linear_velocity(lv)
return
for i in range(state.get_contact_count()):
var cc = state.get_contact_collider_object(i)
var dp = state.get_contact_local_normal(i)
if cc:
if cc is preload("res://bullet.gd") and cc.enabled:
set_mode(MODE_RIGID)
@@ -43,15 +43,15 @@ func _integrate_forces(state):
cc.enabled = false
get_node("SoundHit").play()
return
var col_floor = get_node("Armature/RayFloor").is_colliding()
var col_wall = get_node("Armature/RayWall").is_colliding()
var advance = col_floor and not col_wall
var dir = get_node("Armature").get_transform().basis[2].normalized()
var deaccel_dir = dir
if advance:
if dir.dot(lv) < max_speed:
lv += dir * accel * delta
@@ -59,17 +59,17 @@ func _integrate_forces(state):
else:
if prev_advance:
rot_dir = 1
dir = Basis(up, rot_dir * rot_speed * delta).xform(dir)
get_node("Armature").set_transform(Transform().looking_at(-dir, up))
var dspeed = deaccel_dir.dot(lv)
dspeed -= deaccel * delta
if dspeed < 0:
dspeed = 0
lv = lv - deaccel_dir * deaccel_dir.dot(lv) + deaccel_dir * dspeed
state.set_linear_velocity(lv)
prev_advance = advance

View File

@@ -32,15 +32,15 @@ func _ready():
func _physics_process(delta):
linear_velocity += gravity * delta
var anim = ANIM_FLOOR
var vv = linear_velocity.y # Vertical velocity.
var hv = Vector3(linear_velocity.x, 0, linear_velocity.z) # Horizontal velocity.
var hdir = hv.normalized() # Horizontal direction.
var hspeed = hv.length() # Horizontal speed.
# Player input
var cam_basis = get_node("Target/Camera").get_global_transform().basis
var dir = Vector3() # Where does the player intend to walk to.
@@ -50,39 +50,39 @@ func _physics_process(delta):
dir -= Input.get_action_strength("move_forward") * cam_basis[2]
dir.y = 0
dir = dir.normalized()
var jump_attempt = Input.is_action_pressed("jump")
var shoot_attempt = Input.is_action_pressed("shoot")
if is_on_floor():
var sharp_turn = hspeed > 0.1 and rad2deg(acos(dir.dot(hdir))) > sharp_turn_threshold
if dir.length() > 0.1 and !sharp_turn:
if hspeed > 0.001:
hdir = adjust_facing(hdir, dir, delta, 1.0 / hspeed * TURN_SPEED, Vector3.UP)
facing_dir = hdir
else:
hdir = dir
if hspeed < max_speed:
hspeed += accel * delta
else:
hspeed -= deaccel * delta
if hspeed < 0:
hspeed = 0
hv = hdir * hspeed
var mesh_xform = get_node("Armature").get_transform()
var facing_mesh = -mesh_xform.basis[0].normalized()
facing_mesh = (facing_mesh - Vector3.UP * facing_mesh.dot(Vector3.UP)).normalized()
if hspeed > 0:
facing_mesh = adjust_facing(facing_mesh, dir, delta, 1.0 / hspeed * TURN_SPEED, Vector3.UP)
var m3 = Basis(-facing_mesh, Vector3.UP, -facing_mesh.cross(Vector3.UP).normalized()).scaled(CHAR_SCALE)
get_node("Armature").set_transform(Transform(m3, mesh_xform.origin))
if not jumping and jump_attempt:
vv = 7.0
jumping = true
@@ -92,7 +92,7 @@ func _physics_process(delta):
anim = ANIM_AIR_UP
else:
anim = ANIM_AIR_DOWN
if dir.length() > 0.1:
hv += dir * (accel * 0.2 * delta)
if hv.length() > max_speed:
@@ -103,22 +103,22 @@ func _physics_process(delta):
if hspeed < 0:
hspeed = 0
hv = hdir * hspeed
if jumping and vv < 0:
jumping = false
linear_velocity = hv + Vector3.UP * vv
if is_on_floor():
movement_dir = linear_velocity
linear_velocity = move_and_slide(linear_velocity, -gravity.normalized())
if shoot_blend > 0:
shoot_blend -= delta * SHOOT_SCALE
if (shoot_blend < 0):
shoot_blend = 0
if shoot_attempt and not prev_shoot:
shoot_blend = SHOOT_TIME
var bullet = preload("res://bullet.tscn").instance()
@@ -127,12 +127,12 @@ func _physics_process(delta):
bullet.set_linear_velocity(get_node("Armature/Bullet").get_global_transform().basis[2].normalized() * 20)
bullet.add_collision_exception_with(self) # Add it to bullet.
get_node("SoundShoot").play()
prev_shoot = shoot_attempt
if is_on_floor():
get_node("AnimationTreePlayer").blend2_node_set_amount("walk", hspeed / max_speed)
get_node("AnimationTreePlayer").transition_node_set_current("state", anim)
get_node("AnimationTreePlayer").blend2_node_set_amount("gun", min(shoot_blend, 1.0))
@@ -140,15 +140,15 @@ func _physics_process(delta):
func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
var n = p_target # Normal.
var t = n.cross(current_gn).normalized()
var x = n.dot(p_facing)
var y = t.dot(p_facing)
var ang = atan2(y,x)
if abs(ang) < 0.001: # Too small.
return p_facing
var s = sign(ang)
ang = ang * s
var turn = ang * p_adjust_rate * p_step
@@ -158,5 +158,5 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
else:
a = turn
ang = (ang - a) * s
return (n * cos(ang) + t * sin(ang)) * p_facing.length()

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -17,7 +17,7 @@ func _ready():
break
else:
node = node.get_parent()
# This detaches the camera transform from the parent spatial node.
set_as_toplevel(true)
@@ -25,25 +25,25 @@ func _ready():
func _physics_process(_delta):
var target = get_parent().get_global_transform().origin
var pos = get_global_transform().origin
var from_target = pos - target
# Check ranges.
if from_target.length() < min_distance:
from_target = from_target.normalized() * min_distance
elif from_target.length() > max_distance:
from_target = from_target.normalized() * max_distance
# Check upper and lower height.
if from_target.y > max_height:
from_target.y = max_height
if from_target.y < min_height:
from_target.y = min_height
pos = target + from_target
look_at_from_position(pos, target, Vector3.UP)
# Turn a little up or down
var t = get_transform()
t.basis = Basis(t.basis[0], deg2rad(angle_v_adjust)) * t.basis

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -10,15 +10,15 @@ export var engine_force_value = 40
func _physics_process(delta):
var fwd_mps = transform.basis.xform_inv(linear_velocity).x
steer_target = Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right")
steer_target *= STEER_LIMIT
if Input.is_action_pressed("accelerate"):
engine_force = engine_force_value
else:
engine_force = 0
if Input.is_action_pressed("reverse"):
if (fwd_mps >= -1):
engine_force = -engine_force_value
@@ -26,7 +26,7 @@ func _physics_process(delta):
brake = 1
else:
brake = 0.0
if steer_target < steer_angle:
steer_angle -= STEER_SPEED * delta
if steer_target > steer_angle:
@@ -35,5 +35,5 @@ func _physics_process(delta):
steer_angle += STEER_SPEED * delta
if steer_target < steer_angle:
steer_angle = steer_target
steering = steer_angle

View File

@@ -8,23 +8,10 @@ be used with [Godot Engine](https://godotengine.org), the open source
- The [`master`](https://github.com/godotengine/godot-demo-projects) branch is compatible with Godot's `master` development branch (next 4.x release).
- The [`3.x`](https://github.com/godotengine/godot-demo-projects/tree/3.x) branch is compatible with Godot's `3.x` development branch (next 3.x release).
- The other branches are compatible with the matching stable versions of Godot:
- [`4.0`](https://github.com/godotengine/godot-demo-projects/tree/4.0)
branch for Godot 4.0.x.
- [`3.5`](https://github.com/godotengine/godot-demo-projects/tree/3.5)
branch for Godot 3.5.x.
- [`3.4`](https://github.com/godotengine/godot-demo-projects/tree/3.4)
branch for Godot 3.4.x.
- [`3.3`](https://github.com/godotengine/godot-demo-projects/tree/3.3)
branch for Godot 3.3.x.
- [`3.2`](https://github.com/godotengine/godot-demo-projects/tree/3.2)
branch for Godot 3.2.x.
- [***`3.1`***](https://github.com/godotengine/godot-demo-projects/tree/3.1)
branch for Godot 3.1.x.
- [`3.0`](https://github.com/godotengine/godot-demo-projects/tree/3.0)
branch for Godot 3.0.x.
- [`2.1`](https://github.com/godotengine/godot-demo-projects/tree/2.1)
branch for Godot 2.1.x.
- The other branches are compatible with the matching stable versions of Godot.
- [Click here](https://github.com/godotengine/godot-demo-projects/branches) to see all branches.
- For example, the [`2.1`](https://github.com/godotengine/godot-demo-projects/tree/2.1)
branch is for demos compatible with Godot 2.1.x.
## Importing all demos

View File

@@ -6,7 +6,7 @@ onready var itemList = get_node("ItemList")
func _ready():
for item in AudioServer.get_device_list():
itemList.add_item(item)
var device = AudioServer.get_device()
for i in range(itemList.get_item_count()):
if device == itemList.get_item_text(i):
@@ -16,14 +16,14 @@ func _ready():
func _process(_delta):
var speakerMode = "Stereo"
if AudioServer.get_speaker_mode() == AudioServer.SPEAKER_SURROUND_31:
speakerMode = "Surround 3.1"
elif AudioServer.get_speaker_mode() == AudioServer.SPEAKER_SURROUND_51:
speakerMode = "Surround 5.1"
elif AudioServer.get_speaker_mode() == AudioServer.SPEAKER_SURROUND_71:
speakerMode = "Surround 7.1"
$DeviceInfo.text = "Current Device: " + AudioServer.get_device() + "\n"
$DeviceInfo.text += "Speaker Mode: " + speakerMode

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -8,7 +8,7 @@ var playback: AudioStreamPlayback = null # Actual playback stream, assigned in _
func _fill_buffer():
var increment = pulse_hz / sample_hz
var to_fill = playback.get_frames_available()
while (to_fill > 0):
playback.push_frame(Vector2.ONE * sin(phase * TAU)) # Audio frames are stereo.

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -14,7 +14,7 @@ func _draw():
#warning-ignore:integer_division
var w = WIDTH / VU_COUNT
var prev_hz = 0
for i in range(1, VU_COUNT+1):
for i in range(1, VU_COUNT+1):
var hz = i * FREQ_MAX / VU_COUNT;
var magnitude: float = spectrum.get_magnitude_for_frequency_range(prev_hz, hz).length()
var energy = clamp((MIN_DB + linear2db(magnitude)) / MIN_DB, 0, 1)

55
file_format.sh Normal file
View File

@@ -0,0 +1,55 @@
#!/usr/bin/env bash
# This script ensures proper POSIX text file formatting and a few other things.
set -uo pipefail
IFS=$'\n\t'
# Loops through all text files tracked by Git.
git grep -zIl '' |
while IFS= read -rd '' f; do
# Exclude some types of files.
if [[ "$f" == *"csproj" ]]; then
continue
elif [[ "$f" == *"hdr" ]]; then
continue
fi
# Ensure that files are UTF-8 formatted.
recode UTF-8 "$f" 2> /dev/null
# Ensure that files have LF line endings and do not contain a BOM.
dos2unix "$f" 2> /dev/null
# Remove trailing space characters and ensures that files end
# with newline characters. -l option handles newlines conveniently.
perl -i -ple 's/\s*$//g' "$f"
# Remove the character sequence "== true" if it has a leading space.
perl -i -pe 's/\x20== true//g' "$f"
# We don't want to change lines around braces in godot/tscn files.
if [[ "$f" == *"godot" ]]; then
continue
elif [[ "$f" == *"tscn" ]]; then
continue
fi
# Disallow empty lines after the opening brace.
sed -z -i 's/\x7B\x0A\x0A/\x7B\x0A/g' "$f"
# Disallow some empty lines before the closing brace.
sed -z -i 's/\x0A\x0A\x7D/\x0A\x7D/g' "$f"
done
git diff > patch.patch
FILESIZE="$(stat -c%s patch.patch)"
MAXSIZE=5
# If no patch has been generated all is OK, clean up, and exit.
if (( FILESIZE < MAXSIZE )); then
printf "Files in this commit comply with the formatting rules.\n"
rm -f patch.patch
exit 0
fi
# A patch has been created, notify the user, clean up, and exit.
printf "\n*** The following differences were found between the code "
printf "and the formatting rules:\n\n"
cat patch.patch
printf "\n*** Aborting, please fix your commit(s) with 'git commit --amend' or 'git rebase -i <hash>'\n"
rm -f patch.patch
exit 1

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -152,4 +152,4 @@ TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -3,9 +3,9 @@ Copyright (C) 2008 The Android Open Source Project
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -1,3 +1,3 @@
,en,es,ja
KEY_HELLO,Hello!,Hola!,こんにちは
KEY_PUSH,Push Me!,Aprétame!,押す
KEY_PUSH,Push Me!,Aprétame!,押す
1 en es ja
2 KEY_HELLO Hello! Hola! こんにちは
3 KEY_PUSH Push Me! Aprétame! 押す

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -12,9 +12,9 @@ func _thread_load(path):
var total = ril.get_stage_count()
# Call deferred to configure max load steps.
progress.call_deferred("set_max", total)
var res = null
while true: #iterate until we have a resource
# Update progress bar, use call deferred, which routes to main thread.
progress.call_deferred("set_value", ril.get_stage())
@@ -31,20 +31,20 @@ func _thread_load(path):
# Not OK, there was an error.
print("There was an error loading")
break
# Send whathever we did (or did not) get.
call_deferred("_thread_done", res)
func _thread_done(resource):
assert(resource)
# Always wait for threads to finish, this is required on Windows.
thread.wait_to_finish()
# Hide the progress bar.
progress.hide()
# Instantiate new scene.
var new_scene = resource.instance()
# Free current scene.
@@ -54,7 +54,7 @@ func _thread_done(resource):
get_tree().root.add_child(new_scene)
# Set as current scene.
get_tree().current_scene = new_scene
progress.visible = false
func load_scene(path):

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[android]

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -6,7 +6,7 @@ uniform float max_value = 1;
void fragment() {
// Get the color.
vec4 color = texture(TEXTURE, UV);
// Compare the value.
float gray = color.x;
if (gray < min_value) {
@@ -14,7 +14,7 @@ void fragment() {
} else if (gray > max_value) {
color = vec4(1, 1, 1, 1);
}
// Write back the color.
COLOR = color;
}

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -1,11 +1,11 @@
extends Node
# Below are a number of helper functions that show how you can use the raw sensor data to determine the orientation
# Below are a number of helper functions that show how you can use the raw sensor data to determine the orientation
# of your phone/device. The cheapest phones only have an accelerometer only the most expensive phones have all three.
# Note that none of this logic filters data. Filters introduce lag but also provide stability. There are plenty
# of examples on the internet on how to implement these. I wanted to keep this straight forward.
# We draw a few arrow objects to visualize the vectors and two cubes to show two implementation for orientating
# We draw a few arrow objects to visualize the vectors and two cubes to show two implementation for orientating
# these cubes to our phones orientation.
# This is a 3D example however reading the phones orientation is also invaluable for 2D
@@ -13,52 +13,52 @@ extends Node
# care about the rotation around this axis.
func get_basis_for_arrow(p_vector):
var rotate = Basis()
# as our arrow points up, Y = our direction vector
rotate.y = p_vector.normalized()
# get an arbitrary vector we can use to calculate our other two vectors
var v = Vector3(1.0, 0.0, 0.0)
if abs(v.dot(rotate.y)) > 0.9:
v = Vector3(0.0, 1.0, 0.0)
# use our vector to get a vector perpendicular to our two vectors
rotate.x = rotate.y.cross(v).normalized()
# and the cross product again gives us our final vector perpendicular to our previous two vectors
rotate.z = rotate.x.cross(rotate.y).normalized()
return rotate
# This function combines the magnetometer reading with the gravity vector to get a vector that points due north
func calc_north(p_grav, p_mag):
# Always use normalized vectors!
p_grav = p_grav.normalized()
# Calculate east (or is it west) by getting our cross product.
# The cross product of two normalized vectors returns a vector that
# is perpendicular to our two vectors
var east = p_grav.cross(p_mag.normalized()).normalized()
# Cross again to get our horizon aligned north
return east.cross(p_grav).normalized()
# This function creates an orientation matrix using the magnetometer and gravity vector as inputs.
func orientate_by_mag_and_grav(p_mag, p_grav):
var rotate = Basis()
# as always, normalize!
p_mag = p_mag.normalized()
# gravity points down, so - gravity points up!
rotate.y = -p_grav.normalized()
# Cross products with our magnetic north gives an aligned east (or west, I always forget)
rotate.x = rotate.y.cross(p_mag)
# And cross product again and we get our aligned north completing our matrix
rotate.z = rotate.x.cross(rotate.y)
return rotate
# This function takes our gyro input and update an orientation matrix accordingly
@@ -66,28 +66,28 @@ func orientate_by_mag_and_grav(p_mag, p_grav):
# rotational velocity. This is why we multiply our values with delta.
func rotate_by_gyro(p_gyro, p_basis, p_delta):
var rotate = Basis()
rotate = rotate.rotated(p_basis.x, -p_gyro.x * p_delta)
rotate = rotate.rotated(p_basis.y, -p_gyro.y * p_delta)
rotate = rotate.rotated(p_basis.z, -p_gyro.z * p_delta)
return rotate * p_basis
# This function corrects the drift in our matrix by our gravity vector
# This function corrects the drift in our matrix by our gravity vector
func drift_correction(p_basis, p_grav):
# as always, make sure our vector is normalized but also invert as our gravity points down
var real_up = -p_grav.normalized()
# start by calculating the dot product, this gives us the cosine angle between our two vectors
var dot = p_basis.y.dot(real_up)
# if our dot is 1.0 we're good
if dot < 1.0:
# the cross between our two vectors gives us a vector perpendicular to our two vectors
var axis = p_basis.y.cross(real_up).normalized()
var correction = Basis(axis, acos(dot))
p_basis = correction * p_basis
return p_basis
func _process(delta):
@@ -96,12 +96,12 @@ func _process(delta):
var grav = Input.get_gravity()
var mag = Input.get_magnetometer()
var gyro = Input.get_gyroscope()
# Show our base values
get_node("Control/Accelerometer").text = 'Accelerometer: ' + str(acc) + ', gravity: ' + str(grav)
get_node("Control/Magnetometer").text = 'Magnetometer: ' + str(mag)
get_node("Control/Gyroscope").text = 'Gyroscope: ' + str(gyro)
# Check if we have all needed data
if grav.length() < 0.1:
if acc.length() < 0.1:
@@ -110,31 +110,31 @@ func _process(delta):
else:
# The gravity vector is calculated by the OS by combining the other sensor inputs.
# If we don't have a gravity vector, from now on, use accelerometer...
grav = acc
grav = acc
if mag.length() < 0.1:
mag = Vector3(1.0, 0.0, 0.0)
# Update our arrow showing gravity
get_node("Arrows/AccelerometerArrow").transform.basis = get_basis_for_arrow(grav)
# Update our arrow showing our magnetometer
# Note that in absense of other strong magnetic forces this will point to magnetic north, which is not horizontal thanks to the earth being, uhm, round
get_node("Arrows/MagnetoArrow").transform.basis = get_basis_for_arrow(mag)
# Calculate our north vector and show that
var north = calc_north(grav,mag)
get_node("Arrows/NorthArrow").transform.basis = get_basis_for_arrow(north)
# Combine our magnetometer and gravity vector to position our box. This will be fairly accurate
# but our magnetometer can be easily influenced by magnets. Cheaper phones often don't have gyros
# so it is a good backup.
var mag_and_grav = get_node("Boxes/MagAndGrav")
mag_and_grav.transform.basis = orientate_by_mag_and_grav(mag, grav).orthonormalized()
# Using our gyro and do a drift correction using our gravity vector gives the best result
var gyro_and_grav = get_node("Boxes/GyroAndGrav")
var new_basis = rotate_by_gyro(gyro, gyro_and_grav.transform.basis, delta).orthonormalized()
gyro_and_grav.transform.basis = drift_correction(new_basis, grav)

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -11,23 +11,23 @@ onready var camera = $Camera
func _process(delta):
if state != STATE_GRAB:
return
var x_movement = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
var z_movement = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forward")
var dir = direction(Vector3(x_movement, 0, z_movement))
transform.origin += dir * 10 * delta
var d = delta * 0.1 # Scale the input, easiest to do by scaling the delta.
rotate(Vector3.UP, d * r_pos.x) # Yaw
camera.transform = camera.transform.rotated(Vector3.RIGHT, d * r_pos.y) # Pitch
r_pos = Vector2.ZERO # We've dealt with all the input, so set it to zero.
func _input(event):
if (event is InputEventMouseMotion):
r_pos = -event.relative
if (event.is_action("ui_cancel") and event.is_pressed() and !event.is_echo()):
if (state == STATE_GRAB):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

View File

@@ -10,7 +10,6 @@ config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]

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