Use the keep_height aspect ratio option as in the original demo. This prevents
seeing the clear color when making the window tall
Change the ParallaxBackground scene so mirrored sections don't disappear on wide windows
Remove unused spawn input action
Add support for the gamepad's left stick for movement
Use the project settings to store the gravity value project-wide
Remove type hints
This Godot project is a complete rewrite of the official Platformer 2D demo. This is part of a proposal to improve and harmonize the official demo projects. We want to:
- Teach good programming practices with Godot.
- Bring demos to a higher quality standard.
- Unify the code in the demos.
See the [open issue](https://github.com/godotengine/godot-demo-projects/issues/390) for more information.
This new demo showcases features from the original, and works with Godot 3.2.
Co-authored-by: Johnny Goss <me@johnnygoss.dev>
This makes demos render correctly on hiDPI displays,
while also demonstrating how to handle multiple resolutions.
The 3D in 2D demo now uses "3D No-Effects" for the 3D viewport,
which is faster to render. Thanks to this, 4× MSAA is now enabled
for a better result.
The background loading demo now uses mipmaps for better-looking images.
The material testers demo now samples mouse input in a
resolution-independent manner when panning.
Default clear colors were also changed in some projects for visual
consistency with the project's theme.
1. Renamed `CELL_TYPES` enums to `CellType`
2. Fixed references, old: `turn_combat_system/actors/Actor.gd`, new: `turn_combat/combatants/Combatant.gd`
3. Fixed references, old: `turn_combat_system/actors/health/Health.tscn`, new: `turn_combat/combatants/health/Health.tscn`
4. Fixed bug in `grid_movement/pawns/Actor.gd` extending lowercase `pawn.gd`; changed to `Pawn.gd`
5. Renamed lowercase `grid_movement/pawns/actor.gd` to capital `Actor.gd` for consistency
6. Fixed some unused local variables warnings
Other changes are from engine, after opening and saving all scenes.
* 2d/physics_platformer works flawlessly on Godot 3.1 beta 8
* fix warnings for inferred node type
* every script has a class_name
* formatted code for better clarity
* each files has its own subfolder
* bullet collisions and shooting have to be executed from call_deferred
* PascalCase naming for nodes
* 2d/platformer works flawlessly on Godot 3.1 beta 8
* fix warnings for inferred node type
* every script has a class_name
* formatted code for better clarity
* each files has its own subfolder
* As suggested by @akien-mga
* states are back to const instead of enum
* class_name comes after extends
* better code style
* PascalCase for nodes
Opened them, saved all scenes, ran the project. Did necessary fixes here and there,
fixed some warnings (but some remain in bigger demos).
Did not port JRPG demo yet (#306) nor the two platformer demos.