Commit Graph

20 Commits

Author SHA1 Message Date
Aaron Franke
918a289ee2 Format files using updated file_format.sh 2020-10-01 14:23:54 -04:00
Aaron Franke
5f1905e0d6 Replace _input with _unhandled_input 2020-06-08 22:43:19 -04:00
Aaron Franke
cb5906aea3 Slightly improve the GUI in 3D demo 2020-02-01 03:18:53 -05:00
TwistedTwigleg
61ea89e836 Made minor changes to GUI in 3D demo script 2019-08-29 13:26:51 -04:00
TwistedTwigleg
82d9684caf Made changes to the gui in 3D demo based on suggestions by aaronfranke 2019-06-15 11:38:09 -04:00
TwistedTwigleg
a527318768 Updated demo to work with Godot 3.1 with changes in the demo rewrite PR. Changed comments according to discussion in merged PR 2019-06-15 11:38:09 -04:00
Wagner Ferreira
9adc81ce7f Added extra rewriting in the code to improve mouse drag
* Made the whole block a separated scene to demonstrate it can work across multiple instances.
* Dropped the Area.input_event and did everything manually with raycasting.
* Made quad_mesh_size automatically pick the quad size, avoiding the extra setup.
* Changed from PlaneMesh to QuadMesh. Now everyting can start with 0 rotation.
* The function will keep handling input when the mouse is outside of the area to avoid orphan clicks, but stop when the click is released.
* Changed some variable and function names to make sense with the code changes.
* Added an extra function to deal with billboard mode. But is not perfect, specially with scaling and Y-billboard + camera tilting.
2019-06-15 11:38:09 -04:00
TwistedTwigleg
092cf6fc03 Rewrote most of the code in the gui_in_3d demo. Now the demo supports viewports of different sizes, different sized quads, and has comments explaining what the code is doing 2019-06-15 11:38:09 -04:00
Rémi Verschelde
a38b315064 Port audio, gui, mono, networking and viewport demos to Godot 3.1 2019-02-26 14:50:18 +01:00
Chris Bradfield
9d66e8f2ef Code cleanup 2018-03-13 22:35:55 -07:00
Juan Linietsky
d1dd62140a Clean up demo and fix it, closes #84 2017-12-04 17:35:46 -03:00
Rémi Verschelde
f8ca6d0a4d Sync all demos with current master format 2017-10-30 12:38:39 +01:00
Michele Valente
bba9227d33 Updated indentations and whitespace usage as well as .import & .tscn files
the changes are made according to the official GDScript style guide
(http://docs.godotengine.org/en/latest/learning/scripting/gdscript/gdscript_styleguide.html).
The changes in the .tscn and .import files were done automatically by
Godot after opening the project with the latest master version.
2017-10-07 17:24:52 +02:00
TwistedTwigleg
053d035574 Ported viewport demos to Godot 3.0 2017-08-19 13:10:25 -04:00
Juan Linietsky
6ef185c192 begun porting demos, platformer is working (mostly) 2017-06-23 07:44:27 -03:00
Rémi Verschelde
eb167ebcaa Remove systematic "Init(i)alization here" from _ready() 2015-12-09 08:39:12 +01:00
Rémi Verschelde
f76b29f30d Use upper-cased first letter at the start of comment sentences 2015-12-09 08:39:12 +01:00
Rémi Verschelde
708a0caf4a Improve code formatting and update to 2.0
The scripts were streamlined using more or less the following conventions:
 - space after a comma in lists of arguments
 - space around weak operators (+, -), no space around strong operators (*, /)
 - space after a comment start (#)
 - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
 - function blocks separate by two newlines

The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
2015-12-09 08:38:23 +01:00
Juan Linietsky
2179681806 gui in 3D demo now uses area for input 2015-03-22 11:52:07 -03:00
Juan Linietsky
aa72126b6c -Fixed a few bugs in Viewport
-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
2014-04-10 00:18:27 -03:00