diff options
author | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
commit | 0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch) | |
tree | 276c4d099e178eb67fbd14f61d77b05e3808e9e3 /demos/3d/platformer | |
parent | 0e49da1687bc8192ed210947da52c9e5c5f301bb (diff) |
GODOT IS OPEN SOURCE
Diffstat (limited to 'demos/3d/platformer')
38 files changed, 2812 insertions, 0 deletions
diff --git a/demos/3d/platformer/bullet.gd b/demos/3d/platformer/bullet.gd new file mode 100644 index 0000000000..842e6874e9 --- /dev/null +++ b/demos/3d/platformer/bullet.gd @@ -0,0 +1,14 @@ + +extends RigidBody + +# member variables here, example: +# var a=2 +# var b="textvar" + +var disabled=false + +func _ready(): + # Initalization here + pass + + diff --git a/demos/3d/platformer/bullet.scn b/demos/3d/platformer/bullet.scn Binary files differnew file mode 100644 index 0000000000..43f48fc99f --- /dev/null +++ b/demos/3d/platformer/bullet.scn diff --git a/demos/3d/platformer/coin.gd b/demos/3d/platformer/coin.gd new file mode 100644 index 0000000000..8bf1a3460d --- /dev/null +++ b/demos/3d/platformer/coin.gd @@ -0,0 +1,23 @@ + +extends Area + +# member variables here, example: +# var a=2 +# var b="textvar" + + +var taken = false + + +func _on_coin_body_enter( body ): + if (not taken and body extends preload("res://player.gd")): + get_node("anim").play("take") + taken=true + + +func _ready(): + # Initalization here + pass + + + diff --git a/demos/3d/platformer/coin.scn b/demos/3d/platformer/coin.scn Binary files differnew file mode 100644 index 0000000000..449bb0f895 --- /dev/null +++ b/demos/3d/platformer/coin.scn diff --git a/demos/3d/platformer/cutout.png b/demos/3d/platformer/cutout.png Binary files differnew file mode 100644 index 0000000000..f88a25cbc2 --- /dev/null +++ b/demos/3d/platformer/cutout.png diff --git a/demos/3d/platformer/enemy.gd b/demos/3d/platformer/enemy.gd new file mode 100644 index 0000000000..1d0e0315d9 --- /dev/null +++ b/demos/3d/platformer/enemy.gd @@ -0,0 +1,94 @@ + +extends RigidBody + +# member variables here, example: +# var a=2 +# var b="textvar" + +const STATE_WALKING = 0 +const STATE_DYING = 1 + + +var prev_advance = false +var deaccel = 20.0 +var accel = 5 +var max_speed = 2 +var rot_dir = 4 +var rot_speed = 1 + +var dying=false + +func _integrate_forces(state): + + + + var delta = state.get_step() + var lv = state.get_linear_velocity() + var g = state.get_total_gravity() + + 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 extends preload("res://bullet.gd") and not cc.disabled): + set_mode(MODE_RIGID) + dying=true + #lv=s.get_contact_local_normal(i)*400 + state.set_angular_velocity( -dp.cross(up).normalized() *33.0) + get_node("AnimationPlayer").play("impact") + get_node("AnimationPlayer").queue("explode") + set_friction(true) + cc.disabled=true + get_node("sound").play("hit") + return + + + + + + var col_floor = get_node("Armature/ray_floor").is_colliding() + var col_wall = get_node("Armature/ray_wall").is_colliding() + + var advance = not col_wall and col_floor + + 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 + deaccel_dir = dir.cross(g).normalized() + else: + if (prev_advance): + rot_dir = 1 #randf() * 2.0 -1.0 + + dir = Matrix3(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 + +func _ready(): + # Initalization here + pass + + diff --git a/demos/3d/platformer/enemy.scn b/demos/3d/platformer/enemy.scn Binary files differnew file mode 100644 index 0000000000..b3f69af600 --- /dev/null +++ b/demos/3d/platformer/enemy.scn diff --git a/demos/3d/platformer/engine.cfg b/demos/3d/platformer/engine.cfg new file mode 100644 index 0000000000..b6060e5980 --- /dev/null +++ b/demos/3d/platformer/engine.cfg @@ -0,0 +1,24 @@ +[application] + +name="Platformer 3D" +main_scene="res://stage.xml" +icon="res://icon.png" + +[display] + +height=450 +stretch_2d=true + +[input] + +move_forward=[key(Up)] +move_backwards=[key(Down)] +move_left=[key(Left)] +move_right=[key(Right)] +jump=[key(Space)] +shoot=[key(Z)] + +[rasterizer] + +max_shadow_buffer_size=1024 +framebuffer_shrink=1 diff --git a/demos/3d/platformer/follow_camera.gd b/demos/3d/platformer/follow_camera.gd new file mode 100644 index 0000000000..0b9ff9bbb2 --- /dev/null +++ b/demos/3d/platformer/follow_camera.gd @@ -0,0 +1,92 @@ + +extends Camera + +# member variables here, example: +# var a=2 +# var b="textvar" + +var collision_exception=[] +export var min_distance=0.5 +export var max_distance=4.0 +export var angle_v_adjust=0.0 +export var autoturn_ray_aperture=25 +export var autoturn_speed=50 +var max_height = 2.0 +var min_height = 0 + +func _fixed_process(dt): + var target = get_parent().get_global_transform().origin + var pos = get_global_transform().origin + var up = Vector3(0,1,0) + + var delta = pos - target + + #regular delta follow + + #check ranges + + if (delta.length() < min_distance): + delta = delta.normalized() * min_distance + elif (delta.length() > max_distance): + delta = delta.normalized() * max_distance + + #check upper and lower height + if ( delta.y > max_height): + delta.y = max_height + if ( delta.y < min_height): + delta.y = min_height + + #check autoturn + + var ds = PhysicsServer.space_get_direct_state( get_world().get_space() ) + + + var col_left = ds.intersect_ray(target,target+Matrix3(up,deg2rad(autoturn_ray_aperture)).xform(delta),collision_exception) + var col = ds.intersect_ray(target,target,collision_exception) + var col_right = ds.intersect_ray(target,target+Matrix3(up,deg2rad(-autoturn_ray_aperture)).xform(delta),collision_exception) + + if (col!=null): + #if main ray was occluded, get camera closer, this is the worst case scenario + delta = col.position - target + elif (col_left!=null and col_right==null): + #if only left ray is occluded, turn the camera around to the right + delta = Matrix3(up,deg2rad(-dt*autoturn_speed)).xform(delta) + elif (col_left==null and col_right!=null): + #if only right ray is occluded, turn the camera around to the left + delta = Matrix3(up,deg2rad(dt*autoturn_speed)).xform(delta) + else: + #do nothing otherwise, left and right are occluded but center is not, so do not autoturn + pass + + #apply lookat + pos = target + delta + + look_at_from_pos(pos,target,up) + + #turn a little up or down + var t = get_transform() + t.basis = Matrix3(t.basis[0],deg2rad(angle_v_adjust)) * t.basis + set_transform(t) + + + +func _ready(): + +#find collision exceptions for ray + var node = self + while(node): + if (node extends RigidBody): + collision_exception.append(node.get_rid()) + break + else: + node=node.get_parent() + # Initalization here + set_fixed_process(true) + #this detaches the camera transform from the parent spatial node + set_as_toplevel(true) + + + + + + diff --git a/demos/3d/platformer/icon.png b/demos/3d/platformer/icon.png Binary files differnew file mode 100644 index 0000000000..b2206e4592 --- /dev/null +++ b/demos/3d/platformer/icon.png diff --git a/demos/3d/platformer/osb_down.png b/demos/3d/platformer/osb_down.png Binary files differnew file mode 100644 index 0000000000..9666832863 --- /dev/null +++ b/demos/3d/platformer/osb_down.png diff --git a/demos/3d/platformer/osb_fire.png b/demos/3d/platformer/osb_fire.png Binary files differnew file mode 100644 index 0000000000..6f914cfe49 --- /dev/null +++ b/demos/3d/platformer/osb_fire.png diff --git a/demos/3d/platformer/osb_jump.png b/demos/3d/platformer/osb_jump.png Binary files differnew file mode 100644 index 0000000000..72ba032daa --- /dev/null +++ b/demos/3d/platformer/osb_jump.png diff --git a/demos/3d/platformer/osb_left.png b/demos/3d/platformer/osb_left.png Binary files differnew file mode 100644 index 0000000000..b8e08c2ce7 --- /dev/null +++ b/demos/3d/platformer/osb_left.png diff --git a/demos/3d/platformer/osb_right.png b/demos/3d/platformer/osb_right.png Binary files differnew file mode 100644 index 0000000000..0e5cbb0d54 --- /dev/null +++ b/demos/3d/platformer/osb_right.png diff --git a/demos/3d/platformer/osb_up.png b/demos/3d/platformer/osb_up.png Binary files differnew file mode 100644 index 0000000000..5c229d30ee --- /dev/null +++ b/demos/3d/platformer/osb_up.png diff --git a/demos/3d/platformer/player.gd b/demos/3d/platformer/player.gd new file mode 100644 index 0000000000..4eeb12e23b --- /dev/null +++ b/demos/3d/platformer/player.gd @@ -0,0 +1,243 @@ + +extends RigidBody + +# member variables here, example: +# var a=2 +# var b="textvar" + +#var dir=Vector3() + +const ANIM_FLOOR = 0 +const ANIM_AIR_UP = 1 +const ANIM_AIR_DOWN = 2 + +const SHOOT_TIME = 1.5 +const SHOOT_SCALE = 2 + +const CHAR_SCALE = Vector3(0.3,0.3,0.3) + +var facing_dir = Vector3(1, 0, 0) +var movement_dir = Vector3() + +var jumping=false + +var turn_speed=40 +var keep_jump_inertia = true +var air_idle_deaccel = false +var accel=19.0 +var deaccel=14.0 +var sharp_turn_threshhold = 140 + +var max_speed=3.1 +var on_floor = false + +var prev_shoot = false + +var last_floor_velocity = Vector3() + +var shoot_blend = 0 + +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 + var a + if (ang<turn): + a=ang + else: + a=turn + ang = (ang - a) * s + + return ((n * cos(ang)) + (t * sin(ang))) * p_facing.length() + + + +func _integrate_forces( state ): + + var lv = state.get_linear_velocity() # linear velocity + var g = state.get_total_gravity() + var delta = state.get_step() + var d = 1.0 - delta*state.get_total_density() + if (d<0): + d=0 + lv += g * delta #apply gravity + + var anim = ANIM_FLOOR + + var up = -g.normalized() # (up is against gravity) + var vv = up.dot(lv) # vertical velocity + var hv = lv - (up*vv) # horizontal velocity + + + + var hdir = hv.normalized() # horizontal direction + var hspeed = hv.length() #horizontal speed + + var floor_velocity + var onfloor = false + + if (state.get_contact_count() == 0): + floor_velocity = last_floor_velocity + else: + for i in range(state.get_contact_count()): + if (state.get_contact_local_shape(i) != 1): + continue + + onfloor = true + floor_velocity = state.get_contact_collider_velocity_at_pos(i) + break + + + var dir = Vector3() #where does the player intend to walk to + var cam_xform = get_node("target/camera").get_global_transform() + + if (Input.is_action_pressed("move_forward")): + dir+=-cam_xform.basis[2] + if (Input.is_action_pressed("move_backwards")): + dir+=cam_xform.basis[2] + if (Input.is_action_pressed("move_left")): + dir+=-cam_xform.basis[0] + if (Input.is_action_pressed("move_right")): + dir+=cam_xform.basis[0] + + var jump_attempt = Input.is_action_pressed("jump") + var shoot_attempt = Input.is_action_pressed("shoot") + + var target_dir = (dir - up*dir.dot(up)).normalized() + + if (onfloor): + + var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshhold + + if (dir.length()>0.1 and !sharp_turn) : + if (hspeed > 0.001) : + + #linear_dir = linear_h_velocity/linear_vel + #if (linear_vel > brake_velocity_limit and linear_dir.dot(ctarget_dir)<-cos(Math::deg2rad(brake_angular_limit))) + # brake=true + #else + hdir = adjust_facing(hdir,target_dir,delta,1.0/hspeed*turn_speed,up) + facing_dir = hdir + else: + + hdir = target_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 - up*facing_mesh.dot(up)).normalized() + facing_mesh = adjust_facing(facing_mesh,target_dir,delta,1.0/hspeed*turn_speed,up) + var m3 = Matrix3(-facing_mesh,up,-facing_mesh.cross(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 + get_node("sfx").play("jump") + else: + + if (vv>0): + anim=ANIM_AIR_UP + else: + anim=ANIM_AIR_DOWN + + var hs + if (dir.length()>0.1): + + hv += target_dir * (accel * 0.2) * delta + if (hv.length() > max_speed): + hv = hv.normalized() * max_speed + + else: + + if (air_idle_deaccel): + hspeed = hspeed - (deaccel * 0.2) * delta + if (hspeed<0): + hspeed=0 + + hv = hdir*hspeed + + + if (jumping and vv < 0): + jumping=false + + lv = hv+up*vv + + + + if (onfloor): + + movement_dir = lv + #lv += floor_velocity + last_floor_velocity = floor_velocity + else: + + if (on_floor) : + + #if (keep_jump_inertia): + # lv += last_floor_velocity + pass + + last_floor_velocity = Vector3() + movement_dir = lv + + on_floor = onfloor + + state.set_linear_velocity(lv) + + 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.scn").instance() + bullet.set_transform( get_node("Armature/bullet").get_global_transform().orthonormalized() ) + get_parent().add_child( bullet ) + bullet.set_linear_velocity( get_node("Armature/bullet").get_global_transform().basis[2].normalized() * 20 ) + PS.body_add_collision_exception( bullet.get_rid(), get_rid() ) #add it to bullet + get_node("sfx").play("shoot") + + prev_shoot = shoot_attempt + + if (onfloor): + 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)) +# state.set_angular_velocity(Vector3()) + + + + +func _ready(): + + + # Initalization here + get_node("AnimationTreePlayer").set_active(true) + pass + + diff --git a/demos/3d/platformer/player.xml b/demos/3d/platformer/player.xml new file mode 100644 index 0000000000..f924cbc951 --- /dev/null +++ b/demos/3d/platformer/player.xml @@ -0,0 +1,1761 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<resource_file type="PackedScene" subresource_count="23" version="0.99" version_name="Godot Engine v0.99.3735-pre-beta"> + <ext_resource path="res://osb_left.*" type="ImageTexture"></ext_resource> + <ext_resource path="res://osb_up.*" type="ImageTexture"></ext_resource> + <ext_resource path="res://sound_jump.*" type="Sample"></ext_resource> + <ext_resource path="res://follow_camera.*" type="GDScript"></ext_resource> + <ext_resource path="res://osb_down.*" type="ImageTexture"></ext_resource> + <ext_resource path="res://osb_right.*" type="ImageTexture"></ext_resource> + <ext_resource path="res://player.*" type="GDScript"></ext_resource> + <ext_resource path="res://sound_shoot.*" type="Sample"></ext_resource> + <resource type="CapsuleShape" path="local://1"> + <real name="radius"> 0.4 </real> + <real name="height"> 0.4 </real> + + </resource> + <resource type="RayShape" path="local://2"> + <real name="length"> 1 </real> + + </resource> + <resource type="FixedMaterial" path="local://3"> + <bool name="flags/visible"> True </bool> + <bool name="flags/double_sided"> True </bool> + <bool name="flags/invert_faces"> False </bool> + <bool name="flags/unshaded"> False </bool> + <bool name="flags/on_top"> False </bool> + <bool name="flags/wireframe"> False </bool> + <bool name="flags/billboard_sw"> False </bool> + <bool name="hints/decal"> False </bool> + <bool name="hints/opaque_pre_zpass"> False </bool> + <bool name="hints/no_shadow"> False </bool> + <bool name="hints/no_depth_draw"> False </bool> + <int name="params/blend_mode"> 0 </int> + <real name="params/line_width"> 0 </real> + <bool name="fixed_flags/use_alpha"> False </bool> + <bool name="fixed_flags/use_color_array"> False </bool> + <bool name="fixed_flags/use_point_size"> False </bool> + <color name="params/diffuse"> 0.702475, 0.707942, 0.727015, 1 </color> + <color name="params/specular"> 0.351321, 0.35466, 0.377071, 1 </color> + <color name="params/emission"> 0, 0, 0, 1 </color> + <real name="params/specular_exp"> 34.20256 </real> + <int name="params/detail_blend"> 0 </int> + <real name="params/detail_mix"> 1 </real> + <int name="params/normal_depth"> 1 </int> + <real name="params/shade_param"> 0.5 </real> + <int name="params/glow"> 0 </int> + <real name="params/point_size"> 1 </real> + <transform name="uv_xform"> 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 </transform> + <resource name="textures/diffuse"></resource> <int name="textures/diffuse_tc"> 0 </int> + <resource name="textures/detail"></resource> <int name="textures/detail_tc"> 0 </int> + <resource name="textures/specular"></resource> <int name="textures/specular_tc"> 0 </int> + <resource name="textures/emission"></resource> <int name="textures/emission_tc"> 0 </int> + <resource name="textures/specular_exp"></resource> <int name="textures/specular_exp_tc"> 0 </int> + <resource name="textures/glow"></resource> <int name="textures/glow_tc"> 0 </int> + <resource name="textures/normal"></resource> <int name="textures/normal_tc"> 0 </int> + <resource name="textures/shade_param"></resource> <int name="textures/shade_param_tc"> 0 </int> + + </resource> + <resource type="FixedMaterial" path="local://4"> + <bool name="flags/visible"> True </bool> + <bool name="flags/double_sided"> True </bool> + <bool name="flags/invert_faces"> False </bool> + <bool name="flags/unshaded"> False </bool> + <bool name="flags/on_top"> False </bool> + <bool name="flags/wireframe"> False </bool> + <bool name="flags/billboard_sw"> False </bool> + <bool name="hints/decal"> False </bool> + <bool name="hints/opaque_pre_zpass"> False </bool> + <bool name="hints/no_shadow"> False </bool> + <bool name="hints/no_depth_draw"> False </bool> + <int name="params/blend_mode"> 0 </int> + <real name="params/line_width"> 0 </real> + <bool name="fixed_flags/use_alpha"> False </bool> + <bool name="fixed_flags/use_color_array"> False </bool> + <bool name="fixed_flags/use_point_size"> False </bool> + <color name="params/diffuse"> 0.0616188, 0.431354, 0.64, 1 </color> + <color name="params/specular"> 0.5, 0.5, 0.5, 1 </color> + <color name="params/emission"> 0.0196078, 0.235675, 0.675973, 1 </color> + <real name="params/specular_exp"> 50 </real> + <int name="params/detail_blend"> 0 </int> + <real name="params/detail_mix"> 1 </real> + <int name="params/normal_depth"> 1 </int> + <real name="params/shade_param"> 0.5 </real> + <real name="params/glow"> 0.4 </real> + <real name="params/point_size"> 1 </real> + <transform name="uv_xform"> 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 </transform> + <resource name="textures/diffuse"></resource> <int 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</real> + <string> "pitch" </string> + <real> 1 </real> + <string> "sample" </string> + <resource resource_type="Sample" path="res://sound_jump.*"> </resource> + </dictionary> + <dictionary name="samples/shoot" shared="false"> + <string> "db" </string> + <real> 0 </real> + <string> "pitch" </string> + <real> 1 </real> + <string> "sample" </string> + <resource resource_type="Sample" path="res://sound_shoot.*"> </resource> + </dictionary> + + </resource> + <resource type="Animation" path="local://7"> + <string name="resource/name"> "idle" </string> + <real name="length"> 1.25 </real> + <bool name="loop"> True </bool> + <real name="step"> 0.1 </real> + <string name="tracks/0/type"> "transform" </string> + <node_path name="tracks/0/path"> "Armature/Skeleton:r-arm" </node_path> + <int name="tracks/0/interp"> 1 </int> + <real_array name="tracks/0/keys" len="180"> 0, 1, 1.01328e-06, -8.34465e-07, 1.07288e-06, -0.0255728, 0.138077, -0.259039, 0.955604, 1, 1, 1, 0.05, 1, 5.96046e-07, 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</node_path> + <int name="tracks/7/interp"> 1 </int> + <real_array name="tracks/7/keys" len="12"> 0, 1, 0, 2.98023e-08, -1.49012e-08, 1.86265e-09, 7.45058e-09, 2.09548e-09, 1, 1, 1, 1 </real_array> + <string name="tracks/8/type"> "transform" </string> + <node_path name="tracks/8/path"> "Armature/Skeleton:l-leg" </node_path> + <int name="tracks/8/interp"> 1 </int> + <real_array name="tracks/8/keys" len="12"> 0, 1, 1.74623e-08, -2.98023e-08, 2.98023e-07, 3.72529e-09, 7.45058e-09, -1.17143e-09, 1, 1, 1, 1 </real_array> + <string name="tracks/9/type"> "transform" </string> + <node_path name="tracks/9/path"> "Armature/Skeleton:l-foot" </node_path> + <int name="tracks/9/interp"> 1 </int> + <real_array name="tracks/9/keys" len="12"> 0, 1, 1.49012e-08, 0, 0, 0, -1.39698e-09, 0, 1, 1, 1, 1 </real_array> + <string name="tracks/10/type"> "transform" </string> + <node_path name="tracks/10/path"> "Armature/Skeleton:MASTER" </node_path> + <int name="tracks/10/interp"> 1 </int> + <real_array name="tracks/10/keys" len="12"> 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1 </real_array> + <string name="tracks/11/type"> "transform" </string> + <node_path name="tracks/11/path"> "Armature/Skeleton:HEAD" </node_path> + <int name="tracks/11/interp"> 1 </int> + <real_array name="tracks/11/keys" len="12"> 0, 1, -5.68434e-14, 0, 0, 0, 0, 0, 1, 1, 1, 1 </real_array> + <string name="tracks/12/type"> "transform" </string> + <node_path name="tracks/12/path"> "Armature/Skeleton:r-LEGCONTROL" </node_path> + <int name="tracks/12/interp"> 1 </int> + <real_array name="tracks/12/keys" len="12"> 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1 </real_array> + <string name="tracks/13/type"> "transform" </string> + <node_path name="tracks/13/path"> "Armature/Skeleton:l-LEGCONTROL" </node_path> + <int name="tracks/13/interp"> 1 </int> + <real_array name="tracks/13/keys" len="12"> 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1 </real_array> + <string name="tracks/14/type"> "transform" </string> + <node_path name="tracks/14/path"> "Armature/Skeleton:r-LEGORIENT" </node_path> + <int name="tracks/14/interp"> 1 </int> + <real_array name="tracks/14/keys" len="12"> 0, 1, -2.98023e-08, 1.19209e-07, 0, 0, 0, 0, 1, 1, 1, 1 </real_array> + <string name="tracks/15/type"> "transform" </string> + <node_path name="tracks/15/path"> "Armature/Skeleton:l-LEGORIENT" </node_path> + <int name="tracks/15/interp"> 1 </int> + <real_array name="tracks/15/keys" len="12"> 0, 1, 2.98023e-08, 0, 0, 0, 0, 0, 1, 1, 1, 1 </real_array> + <string name="tracks/16/type"> "transform" </string> + <node_path name="tracks/16/path"> "Armature/Skeleton:r-ARMCONTROL" </node_path> + <int name="tracks/16/interp"> 1 </int> + <real_array name="tracks/16/keys" len="12"> 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1 </real_array> + <string name="tracks/17/type"> "transform" </string> + <node_path name="tracks/17/path"> "Armature/Skeleton:l-ARMCONTROL" </node_path> + <int name="tracks/17/interp"> 1 </int> + <real_array name="tracks/17/keys" len="12"> 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1 </real_array> + <string name="tracks/18/type"> "transform" </string> + <node_path name="tracks/18/path"> "Armature/Skeleton:r-ARMORIENT" </node_path> + <int name="tracks/18/interp"> 1 </int> + <real_array name="tracks/18/keys" len="12"> 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1 </real_array> + <string name="tracks/19/type"> "transform" </string> + <node_path name="tracks/19/path"> "Armature/Skeleton:l-ARMORIENT" </node_path> + <int name="tracks/19/interp"> 1 </int> + <real_array name="tracks/19/keys" len="12"> 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1 </real_array> + <string name="tracks/20/type"> "transform" </string> + <node_path name="tracks/20/path"> "Armature/Skeleton:hip" </node_path> + <int name="tracks/20/interp"> 1 </int> + <real_array name="tracks/20/keys" len="12"> 0, 1, 0, -2.84217e-14, 0, 0, 0, 1.44945e-21, 1, 1, 1, 1 </real_array> + <string name="tracks/21/type"> "transform" </string> + <node_path name="tracks/21/path"> "Armature/Skeleton:waist" </node_path> + <int name="tracks/21/interp"> 1 </int> + <real_array name="tracks/21/keys" len="12"> 0, 1, -6.35275e-21, 2.84217e-14, 0, 0, 0, 2.44616e-35, 1, 1, 1, 1 </real_array> + <string name="tracks/22/type"> "transform" </string> + <node_path name="tracks/22/path"> "Armature/Skeleton:chest" </node_path> + <int name="tracks/22/interp"> 1 </int> + <real_array name="tracks/22/keys" len="12"> 0, 1, -3.38813e-21, 0, 0, 0, 0, -1.33383e-23, 1, 1, 1, 1 </real_array> + <string name="tracks/23/type"> "transform" </string> + <node_path name="tracks/23/path"> "Armature/Skeleton:neck" </node_path> + <int name="tracks/23/interp"> 1 </int> + <real_array name="tracks/23/keys" len="12"> 0, 1, -8.52651e-14, -5.96046e-08, -7.15256e-07, 1.17383e-27, 2.13163e-14, 5.50671e-14, 1, 1, 1, 1 </real_array> + <string name="tracks/24/type"> "transform" </string> + <node_path name="tracks/24/path"> "Armature/Skeleton:headtracker" </node_path> + <int name="tracks/24/interp"> 1 </int> + <real_array name="tracks/24/keys" len="12"> 0, 1, -1.77636e-13, 5.96046e-08, -5.98375e-08, 7.45058e-09, 1.04639e-13, -2.13163e-14, 1, 1, 1, 1 </real_array> + <string name="tracks/25/type"> "transform" </string> + <node_path name="tracks/25/path"> "Armature/Skeleton:head" </node_path> + <int name="tracks/25/interp"> 1 </int> + <real_array name="tracks/25/keys" len="12"> 0, 1, -2.30926e-14, -1.22469e-07, 2.39583e-07, -2.52436e-28, 7.10543e-15, -7.10543e-15, 1, 1, 1, 1 </real_array> + <string name="tracks/26/type"> "transform" </string> + <node_path name="tracks/26/path"> "Armature/Skeleton:vent" </node_path> + <int name="tracks/26/interp"> 1 </int> + <real_array name="tracks/26/keys" len="12"> 0, 1, 3.55271e-15, 5.96046e-08, -7.15256e-07, 1.97906e-09, -2.66454e-15, 5.59448e-15, 1, 1, 1, 1 </real_array> + + </resource> + <main_resource> + <dictionary name="_bundled" shared="false"> + <string> "names" </string> + <string_array len="249"> + <string> "player" </string> + <string> "RigidBody" </string> + <string> "shape_count" </string> + <string> "shapes/0/shape" </string> + <string> "shapes/0/transform" </string> + <string> "shapes/0/trigger" </string> + <string> "shapes/1/shape" </string> + <string> "shapes/1/transform" </string> + <string> "shapes/1/trigger" </string> + <string> "mode" </string> + <string> "mass" </string> + <string> "friction" </string> + <string> "bounce" </string> + <string> "custom_integrator" </string> + <string> "continuous_cd" </string> + <string> "contacts_reported" </string> + <string> "contact_monitor" </string> + <string> "active" </string> + <string> "can_sleep" </string> + <string> "velocity/linear" </string> + <string> "velocity/angular" </string> + <string> "script/script" </string> + <string> "__meta__" </string> + <string> "collision_capsule" </string> + <string> "CollisionShape" </string> + <string> "transform/local" </string> + <string> "shape" </string> + <string> "trigger" </string> + <string> "collision_ray" </string> + <string> "target" </string> + <string> "Spatial" </string> + <string> "camera" </string> + <string> "Camera" </string> + <string> "projection" </string> + <string> "fov" </string> + <string> "near" </string> + <string> "far" </string> + <string> "vaspect" </string> + <string> "current" </string> + <string> "visible_layers" </string> + <string> "environment" </string> + <string> "min_distance" </string> + <string> "max_distance" </string> + <string> "angle_v_adjust" </string> + <string> "autoturn_ray_aperture" </string> + <string> "autoturn_speed" </string> + <string> "Armature" </string> + <string> "Skeleton" </string> + <string> "bones/0/name" </string> + <string> "bones/0/parent" </string> + <string> "bones/0/rest" </string> + <string> "bones/0/enabled" </string> + <string> "bones/0/bound_childs" </string> + <string> "bones/1/name" </string> + <string> "bones/1/parent" </string> + <string> "bones/1/rest" </string> + <string> "bones/1/enabled" </string> + <string> "bones/1/bound_childs" </string> + <string> "bones/2/name" 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"bones/7/parent" </string> + <string> "bones/7/rest" </string> + <string> "bones/7/enabled" </string> + <string> "bones/7/bound_childs" </string> + <string> "bones/8/name" </string> + <string> "bones/8/parent" </string> + <string> "bones/8/rest" </string> + <string> "bones/8/enabled" </string> + <string> "bones/8/bound_childs" </string> + <string> "bones/9/name" </string> + <string> "bones/9/parent" </string> + <string> "bones/9/rest" </string> + <string> "bones/9/enabled" </string> + <string> "bones/9/bound_childs" </string> + <string> "bones/10/name" </string> + <string> "bones/10/parent" </string> + <string> "bones/10/rest" </string> + <string> "bones/10/enabled" </string> + <string> "bones/10/bound_childs" </string> + <string> "bones/11/name" </string> + <string> "bones/11/parent" </string> + <string> "bones/11/rest" </string> + <string> "bones/11/enabled" </string> + <string> "bones/11/bound_childs" </string> + <string> "bones/12/name" </string> + <string> "bones/12/parent" </string> + <string> "bones/12/rest" </string> + <string> "bones/12/enabled" </string> + <string> "bones/12/bound_childs" </string> + <string> "bones/13/name" </string> + <string> "bones/13/parent" </string> + <string> "bones/13/rest" </string> + <string> "bones/13/enabled" </string> + <string> "bones/13/bound_childs" </string> + <string> "bones/14/name" </string> + <string> "bones/14/parent" </string> + <string> "bones/14/rest" </string> + <string> "bones/14/enabled" </string> + <string> "bones/14/bound_childs" </string> + <string> "bones/15/name" </string> + <string> "bones/15/parent" </string> + <string> "bones/15/rest" </string> + <string> "bones/15/enabled" </string> + <string> "bones/15/bound_childs" </string> + <string> "bones/16/name" </string> + <string> "bones/16/parent" </string> + <string> "bones/16/rest" </string> + <string> "bones/16/enabled" </string> + <string> "bones/16/bound_childs" </string> + <string> "bones/17/name" </string> + <string> "bones/17/parent" </string> + <string> "bones/17/rest" </string> + <string> "bones/17/enabled" </string> + <string> "bones/17/bound_childs" </string> + <string> "bones/18/name" </string> + <string> "bones/18/parent" </string> + <string> "bones/18/rest" </string> + <string> "bones/18/enabled" </string> + <string> "bones/18/bound_childs" </string> + <string> "bones/19/name" </string> + <string> "bones/19/parent" </string> + <string> "bones/19/rest" </string> + <string> "bones/19/enabled" </string> + <string> "bones/19/bound_childs" </string> + <string> "bones/20/name" </string> + <string> "bones/20/parent" </string> + <string> "bones/20/rest" </string> + <string> "bones/20/enabled" </string> + <string> "bones/20/bound_childs" </string> + <string> "bones/21/name" </string> + <string> "bones/21/parent" </string> + <string> "bones/21/rest" </string> + <string> "bones/21/enabled" </string> + <string> "bones/21/bound_childs" </string> + <string> "bones/22/name" </string> + <string> "bones/22/parent" </string> + <string> "bones/22/rest" </string> + <string> "bones/22/enabled" </string> + <string> "bones/22/bound_childs" </string> + <string> "bones/23/name" </string> + <string> "bones/23/parent" </string> + <string> "bones/23/rest" </string> + <string> "bones/23/enabled" </string> + <string> "bones/23/bound_childs" </string> + <string> "bones/24/name" </string> + <string> "bones/24/parent" </string> + <string> "bones/24/rest" </string> + <string> "bones/24/enabled" </string> + <string> "bones/24/bound_childs" </string> + <string> "bones/25/name" </string> + <string> "bones/25/parent" </string> + <string> "bones/25/rest" </string> + <string> "bones/25/enabled" </string> + <string> "bones/25/bound_childs" </string> + <string> "bones/26/name" </string> + <string> "bones/26/parent" </string> + <string> "bones/26/rest" </string> + <string> "bones/26/enabled" </string> + <string> "bones/26/bound_childs" </string> + <string> "robot" </string> + <string> "MeshInstance" </string> + <string> "layers" </string> + <string> "geometry/visible" </string> + <string> "geometry/material_override" </string> + <string> "geometry/cast_shadow" </string> + <string> "geometry/receive_shadows" </string> + <string> "geometry/range_begin" </string> + <string> "geometry/range_end" </string> + <string> "geometry/billboard" </string> + <string> "geometry/billboard_y" </string> + <string> "geometry/depth_scale" </string> + <string> "geometry/visible_in_all_rooms" </string> + <string> "mesh/mesh" </string> + <string> "bullet" </string> + <string> "Position3D" </string> + <string> "sfx" </string> + <string> "SpatialSamplePlayer" </string> + <string> "params/volume_db" </string> + <string> "params/pitch_scale" </string> + <string> "params/attenuation/min_distance" </string> + <string> "params/attenuation/max_distance" </string> + <string> "params/attenuation/distance_exp" </string> + <string> "params/emission_cone/degrees" </string> + <string> "params/emission_cone/attenuation_db" </string> + <string> "config/polyphony" </string> + <string> "config/samples" </string> + <string> "AnimationPlayer" </string> + <string> "playback/process_mode" </string> + <string> "playback/default_blend_time" </string> + <string> "root/root" </string> + <string> "speed" </string> + <string> "anims/idle" </string> + <string> "anims/shooting" </string> + <string> "anims/jump-up-cycle" </string> + <string> "anims/shooting_standing" </string> + <string> "anims/falling-cycle" </string> + <string> "anims/walk-cycle" </string> + <string> "anims/run-cycle" </string> + <string> "anims/default" </string> + <string> "blend_times" </string> + <string> "autoplay" </string> + <string> "AnimationTreePlayer" </string> + <string> "process/process" </string> + <string> "base_path" </string> + <string> "master_player" </string> + <string> "data" </string> + <string> "fwd" </string> + <string> "TouchScreenButton" </string> + <string> "process/input" </string> + <string> "visibility/visible" </string> + <string> "visibility/opacity" </string> + <string> "visibility/self_opacity" </string> + <string> "visibility/on_top" </string> + <string> "transform/pos" </string> + <string> "transform/rot" </string> + <string> "transform/scale" </string> + <string> "normal" </string> + <string> "pressed" </string> + <string> "bitmask" </string> + <string> "passby_press" </string> + <string> "action" </string> + <string> "visibility_mode" </string> + <string> "bwd" </string> + <string> "left" </string> + <string> "right" </string> + </string_array> + <string> "version" </string> + <int> 1 </int> + <string> "conn_count" </string> + <int> 0 </int> + <string> "node_count" </string> + <int> 16 </int> + <string> "variants" </string> + <array len="121" shared="false"> + <int> 2 </int> + <resource resource_type="CapsuleShape" path="local://1"> </resource> + <transform> 1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0.954765, 0 </transform> + <bool> False </bool> + <resource resource_type="RayShape" path="local://2"> </resource> + <transform> 1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 1.01236, 0 </transform> + <real> 1 </real> + <real> 0 </real> + <bool> True </bool> + <int> 3 </int> + <vector3> 0, 0, 0 </vector3> + <resource resource_type="GDScript" path="res://player.*"> </resource> + <dictionary shared="false"> + <string> "__editor_plugin_states__" </string> + <dictionary shared="false"> + <string> "Script" </string> + <dictionary shared="false"> + <string> "current" </string> + <int> 1 </int> + <string> "sources" </string> + <array len="2" shared="false"> + <string> "res://follow_camera.gd" </string> + <string> "res://player.gd" </string> + </array> + </dictionary> + <string> "2D" </string> + <dictionary shared="false"> + <string> "zoom" </string> + <real> 1 </real> + <string> "ofs" </string> + <vector2> -241, -19 </vector2> + </dictionary> + <string> "3D" </string> + <dictionary shared="false"> + <string> "zfar" </string> + <real> 500 </real> + <string> "fov" 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a/demos/3d/platformer/stage.xml b/demos/3d/platformer/stage.xml new file mode 100644 index 0000000000..5211e67a60 --- /dev/null +++ b/demos/3d/platformer/stage.xml @@ -0,0 +1,335 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<resource_file type="PackedScene" subresource_count="7" version="1.0" version_name="Godot Engine v1.0.3917-beta1"> + <ext_resource path="res://sb.*" type="CubeMap"></ext_resource> + <ext_resource path="res://tiles.*" type="MeshLibrary"></ext_resource> + <ext_resource path="res://enemy.*" type="PackedScene"></ext_resource> + <ext_resource path="res://player.*" type="PackedScene"></ext_resource> + <ext_resource path="res://coin.*" type="PackedScene"></ext_resource> + <resource type="Environment" path="local://1"> + <int name="background/mode"> 4 </int> + <color name="background/color"> 0, 0, 0, 1 </color> + <resource name="background/texture"></resource> <resource name="background/cubemap" resource_type="CubeMap" path="res://sb.*"> </resource> + <real name="background/energy"> 1 </real> + <real name="background/scale"> 1 </real> + <bool name="glow/enabled"> True </bool> + <int name="glow/blur_passes"> 2 </int> + <real name="glow/bloom"> 0 </real> + <real name="glow/bloom_treshold"> 0.5 </real> + <bool name="dof_blur/enabled"> False </bool> + <int name="dof_blur/blur_passes"> 1 </int> + <real name="dof_blur/begin"> 100 </real> + <real name="dof_blur/range"> 10 </real> + <bool name="hdr/enabled"> True </bool> + <real name="hdr/exposure"> 0.4 </real> + <real name="hdr/scalar"> 1 </real> + <real name="hdr/glow_treshold"> 0.9 </real> + <real name="hdr/glow_scale"> 0.5 </real> + <real name="hdr/min_luminance"> 0.4 </real> + <real name="hdr/max_luminance"> 8 </real> + <real name="hdr/exposure_adj_speed"> 2 </real> + <bool name="fog/enabled"> True </bool> + <real name="fog/begin"> 10 </real> + <color name="fog/begin_color"> 0, 0.773632, 0.985852, 1 </color> + <color name="fog/end_color"> 0, 0, 0, 1 </color> + <real name="fog/attenuation"> 0.965936 </real> + <bool name="fog/bg"> True </bool> + <bool name="bcs/enabled"> False </bool> + <real name="bcs/brightness"> 1 </real> + <real name="bcs/contrast"> 1 </real> + <real name="bcs/saturation"> 1.608 </real> + <bool name="gamma/enabled"> False </bool> + <real name="gamma/gamma"> 1.414214 </real> + + </resource> + <main_resource> + <dictionary name="_bundled" shared="false"> + <string> "names" </string> + <string_array len="86"> + <string> "world" </string> + <string> "Spatial" </string> + <string> "__meta__" </string> + <string> "GridMap" </string> + <string> "theme/theme" </string> + <string> "theme/bake" </string> + <string> "cell/size" </string> + <string> "cell/octant_size" </string> + <string> "cell/center_x" </string> + <string> "cell/center_y" </string> + <string> "cell/center_z" </string> + <string> "cell/scale" </string> + <string> "data" </string> + <string> "DirectionalLight" </string> + <string> "transform/local" </string> + <string> "layers" </string> + <string> "params/energy" </string> + <string> "colors/ambient" </string> + <string> "colors/diffuse" </string> + <string> "colors/specular" </string> + <string> "shadow/shadow" </string> + <string> "shadow/darkening" </string> + <string> "shadow/z_offset" </string> + <string> "shadow/z_slope_scale" </string> + <string> "projector" </string> + <string> "operator" </string> + <string> "shadow/mode" </string> + <string> "shadow/max_distance" </string> + <string> "shadow/split_weight" </string> + <string> "shadow/zoffset_scale" </string> + <string> "environment" </string> + <string> "WorldEnvironment" </string> + <string> "player" </string> + <string> "RigidBody" </string> + <string> "coins" </string> + <string> "Node" </string> + <string> "coin" </string> + <string> "Area" </string> + <string> "coin 2" </string> + <string> "coin 3" </string> + <string> "coin 3 2" </string> + <string> "coin 4" </string> + <string> "coin 4 2" </string> + <string> "coin 4 3" </string> + <string> "coin 3 3" 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<string> "coin 4 8" </string> + <string> "coin 4 5 6" </string> + <string> "coin 3 5 5" </string> + <string> "coin 6 5" </string> + <string> "coin 3 8" </string> + <string> "coin 4 5 4 4" </string> + <string> "enemies" </string> + <string> "enemy" </string> + <string> "enemy 2" </string> + <string> "enemy 3" </string> + <string> "enemy 4" </string> + </string_array> + <string> "version" </string> + <int> 1 </int> + <string> "conn_count" </string> + <int> 0 </int> + <string> "node_count" </string> + <int> 55 </int> + <string> "variants" </string> + <array len="76" shared="false"> + <dictionary shared="false"> + <string> "__editor_plugin_states__" </string> + <dictionary shared="false"> + <string> "2D" </string> + <dictionary shared="false"> + <string> "pixel_snap" </string> + <bool> False </bool> + <string> "zoom" </string> + <real> 1 </real> + <string> "ofs" </string> + <vector2> 1, 1 </vector2> + </dictionary> + <string> "3D" </string> + <dictionary shared="false"> + <string> "zfar" 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