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 | |
parent | 0e49da1687bc8192ed210947da52c9e5c5f301bb (diff) |
GODOT IS OPEN SOURCE
Diffstat (limited to 'demos')
190 files changed, 10126 insertions, 0 deletions
diff --git a/demos/2d/particles/engine.cfg b/demos/2d/particles/engine.cfg new file mode 100644 index 0000000000..b3dd540561 --- /dev/null +++ b/demos/2d/particles/engine.cfg @@ -0,0 +1,5 @@ +[application] + +name="Particle Systems" +main_scene="res://particles.xml" +icon="res://icon.png" diff --git a/demos/2d/particles/fire_particle.png b/demos/2d/particles/fire_particle.png Binary files differnew file mode 100644 index 0000000000..3fa856690c --- /dev/null +++ b/demos/2d/particles/fire_particle.png diff --git a/demos/2d/particles/icon.png b/demos/2d/particles/icon.png Binary files differnew file mode 100644 index 0000000000..714cee32f6 --- /dev/null +++ b/demos/2d/particles/icon.png diff --git a/demos/2d/particles/mask.png b/demos/2d/particles/mask.png Binary files differnew file mode 100644 index 0000000000..476f280ab2 --- /dev/null +++ b/demos/2d/particles/mask.png diff --git a/demos/2d/particles/particles.xml b/demos/2d/particles/particles.xml new file mode 100644 index 0000000000..56cd1aba06 --- /dev/null +++ b/demos/2d/particles/particles.xml @@ -0,0 +1,246 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<resource_file type="PackedScene" subresource_count="4" version="0.99" version_name="Godot Engine v0.99.3735-pre-beta"> + <ext_resource path="res://fire_particle.*" type="ImageTexture"></ext_resource> + <ext_resource path="res://smoke_particle.*" type="ImageTexture"></ext_resource> + <ext_resource path="res://spark_particle2.*" type="ImageTexture"></ext_resource> + <main_resource> + <dictionary name="_bundled" shared="false"> + <string> "names" </string> + <string_array len="64"> + <string> "Node" </string> + <string> "__meta__" </string> + <string> "Fire" </string> + <string> "Particles2D" </string> + <string> "process/process" </string> + <string> "visibility/visible" </string> + <string> "visibility/opacity" </string> + <string> "visibility/self_opacity" </string> + <string> "visibility/on_top" </string> + <string> "visibility/blend_mode" </string> + <string> "transform/pos" </string> + <string> "transform/rot" </string> + <string> "transform/scale" </string> + <string> "config/amount" </string> + <string> "config/lifetime" </string> + <string> "config/time_scale" </string> + <string> "config/preprocess" </string> + <string> "config/emit_timeout" </string> + <string> "config/emitting" </string> + <string> "config/offset" </string> + <string> "config/half_extents" </string> + <string> "config/local_space" </string> + <string> "config/explosiveness" </string> + <string> "config/texture" </string> + <string> "params/direction" </string> + <string> "params/spread" </string> + <string> "params/linear_velocity" </string> + <string> "params/spin_velocity" </string> + <string> "params/orbit_velocity" </string> + <string> "params/gravity_direction" </string> + <string> "params/gravity_strength" </string> + <string> "params/radial_accel" </string> + <string> "params/tangential_accel" </string> + <string> "params/damping" </string> + <string> "params/initial_size" </string> + <string> "params/final_size" </string> + <string> "params/hue_variation" </string> + <string> "randomness/direction" </string> + <string> "randomness/spread" </string> + <string> "randomness/linear_velocity" </string> + <string> "randomness/spin_velocity" </string> + <string> "randomness/orbit_velocity" </string> + <string> "randomness/gravity_direction" </string> + <string> "randomness/gravity_strength" </string> + <string> "randomness/radial_accel" </string> + <string> "randomness/tangential_accel" </string> + <string> "randomness/damping" </string> + <string> "randomness/initial_size" </string> + <string> "randomness/final_size" </string> + <string> "randomness/hue_variation" </string> + <string> "color_phases/count" </string> + <string> "phase_0/pos" </string> + <string> "phase_0/color" </string> + <string> "phase_1/pos" </string> + <string> "phase_1/color" </string> + <string> "phase_2/pos" </string> + <string> "phase_2/color" </string> + <string> "phase_3/pos" </string> + <string> "phase_3/color" </string> + <string> "emission_points" </string> + <string> "Smoke" </string> + <string> "Magic" </string> + <string> "Explosion" </string> + <string> "Mask" </string> + </string_array> + <string> "version" </string> + <int> 1 </int> + <string> "conn_count" </string> + <int> 0 </int> + <string> "node_count" </string> + <int> 6 </int> + <string> "variants" </string> + <array len="57" 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> 0.598737 </real> + <string> "ofs" </string> + <vector2> 15.9452, 2.06145 </vector2> + </dictionary> + <string> "3D" </string> + <dictionary shared="false"> + <string> "zfar" </string> + <real> 500 </real> + <string> "fov" </string> + <real> 45 </real> + <string> "viewports" </string> + <array len="4" shared="false"> + <dictionary shared="false"> + <string> "distance" </string> + <real> 4 </real> + <string> "x_rot" </string> + <real> 0 </real> + <string> "y_rot" </string> + <real> 0 </real> + <string> "use_orthogonal" </string> + <bool> False </bool> + <string> "use_environment" </string> + <bool> False </bool> + <string> "pos" </string> + <vector3> 0, 0, 0 </vector3> + </dictionary> + <dictionary shared="false"> + <string> "distance" </string> + <real> 4 </real> + <string> "x_rot" </string> + <real> 0 </real> + <string> "y_rot" </string> + <real> 0 </real> + <string> "use_orthogonal" </string> + <bool> False </bool> + <string> "use_environment" </string> + <bool> False </bool> + <string> "pos" </string> + <vector3> 0, 0, 0 </vector3> + </dictionary> + <dictionary shared="false"> + <string> "distance" </string> + <real> 4 </real> + <string> "x_rot" </string> + <real> 0 </real> + <string> "y_rot" </string> + <real> 0 </real> + <string> "use_orthogonal" </string> + <bool> False </bool> + <string> "use_environment" </string> + <bool> False </bool> + <string> "pos" </string> + <vector3> 0, 0, 0 </vector3> + </dictionary> + <dictionary shared="false"> + <string> "distance" </string> + <real> 4 </real> + <string> "x_rot" </string> + <real> 0 </real> + <string> "y_rot" </string> + <real> 0 </real> + <string> "use_orthogonal" </string> + <bool> False </bool> + <string> "use_environment" </string> + <bool> False </bool> + <string> "pos" </string> + <vector3> 0, 0, 0 </vector3> + </dictionary> + </array> + <string> "viewport_mode" </string> + <int> 1 </int> + <string> "default_light" </string> + <bool> True </bool> + <string> "show_grid" </string> + <bool> True </bool> + <string> "show_origin" </string> + <bool> True </bool> + <string> "znear" </string> + <real> 0.1 </real> + </dictionary> + </dictionary> + <string> "__editor_run_settings__" </string> + <dictionary shared="false"> + <string> "custom_args" </string> + <string> "-l $scene" </string> + <string> "run_mode" </string> + <int> 0 </int> + </dictionary> + <string> "__editor_plugin_screen__" </string> + <string> "2D" </string> + </dictionary> + <bool> True </bool> + <real> 1 </real> + <int> 1 </int> + <vector2> 165.787, 527.801 </vector2> + <real> -179.790649 </real> + <vector2> 1, 1 </vector2> + <int> 32 </int> + <real> 0 </real> + <vector2> 0, 0 </vector2> + <vector2> 15, 15 </vector2> + <bool> False </bool> + <resource resource_type="ImageTexture" path="res://fire_particle.*"> </resource> + <real> 20 </real> + <real> 180 </real> + <real> 80 </real> + <real> 0.7 </real> + <real> 0.3 </real> + <int> 3 </int> + <color> 1, 1, 1, 0 </color> + <real> 0.1 </real> + <color> 0.886275, 0.371681, 0, 1 </color> + <color> 1, 0.99115, 1, 0 </color> + <color> 0, 0, 0, 1 </color> + <vector2_array len="0"> </vector2_array> + <vector2> 377.396, 543.147 </vector2> + <real> 176.575912 </real> + <real> 4 </real> + <resource resource_type="ImageTexture" 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\ No newline at end of file diff --git a/demos/2d/particles/smoke_particle.png b/demos/2d/particles/smoke_particle.png Binary files differnew file mode 100644 index 0000000000..3a03d14c71 --- /dev/null +++ b/demos/2d/particles/smoke_particle.png diff --git a/demos/2d/particles/spark_particle2.png b/demos/2d/particles/spark_particle2.png Binary files differnew file mode 100644 index 0000000000..2dd071a25a --- /dev/null +++ b/demos/2d/particles/spark_particle2.png diff --git a/demos/2d/platformer/bullet.gd b/demos/2d/platformer/bullet.gd new file mode 100644 index 0000000000..6836116aa4 --- /dev/null +++ b/demos/2d/platformer/bullet.gd @@ -0,0 +1,20 @@ + +extends RigidBody2D + +# member variables here, example: +# var a=2 +# var b="textvar" + +var disabled=false + +func disable(): + if (disabled): + return + get_node("anim").play("shutdown") + disabled=true + +func _ready(): + # Initalization here + pass + + diff --git a/demos/2d/platformer/bullet.png b/demos/2d/platformer/bullet.png Binary files differnew file mode 100644 index 0000000000..5c722219ec --- /dev/null +++ b/demos/2d/platformer/bullet.png diff --git a/demos/2d/platformer/bullet.xml b/demos/2d/platformer/bullet.xml new file mode 100644 index 0000000000..9de518c703 --- /dev/null +++ b/demos/2d/platformer/bullet.xml @@ -0,0 +1,285 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<resource_file type="PackedScene" subresource_count="5" version="0.99" version_name="Godot Engine v0.99.3037-pre-beta"> + <ext_resource path="res://bullet.png" type="Texture"></ext_resource> + <ext_resource path="res://bullet.gd" type="GDScript"></ext_resource> + <resource type="CircleShape2D" path="local://0"> + <string name="resource/name"> "" </string> + <real name="custom_solver_bias"> 0 </real> + <real name="radius"> 10 </real> + <resource name="script/script"></resource> + </resource> + <resource type="Animation" path="local://1"> + <string name="resource/name"> "shutdown" </string> + <real name="length"> 1.5 </real> + <bool 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"velocity/linear" </string> + <string> "velocity/angular" </string> + <string> "script/script" </string> + <string> "__meta__" </string> + <string> "particles" </string> + <string> "Particles2D" </string> + <string> "config/amount" </string> + <string> "config/lifetime" </string> + <string> "config/preprocess" </string> + <string> "config/emit_timeout" </string> + <string> "config/emitting" </string> + <string> "config/offset" </string> + <string> "config/half_extents" </string> + <string> "config/local_space" </string> + <string> "config/explosiveness" </string> + <string> "config/texture" </string> + <string> "params/direction" </string> + <string> "params/spread" </string> + <string> "params/linear_velocity" </string> + <string> "params/spin_velocity" </string> + <string> "params/gravity_direction" </string> + <string> "params/gravity_strength" </string> + <string> "params/radial_accel" </string> + <string> "params/tangential_accel" </string> + <string> "params/damping" </string> + 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<int_array len="6"> 4, 0, 108, 107, 2, 0 </int_array> + </dictionary> + <resource name="script/script"></resource> + </main_resource> +</resource_file>
\ No newline at end of file diff --git a/demos/2d/platformer/coin.gd b/demos/2d/platformer/coin.gd new file mode 100644 index 0000000000..3e31a395ae --- /dev/null +++ b/demos/2d/platformer/coin.gd @@ -0,0 +1,20 @@ + +extends Area2D + +# member variables here, example: +# var a=2 +# var b="textvar" + +var taken=false + + +func _on_body_enter( body ): + if (not taken and body extends preload("res://player.gd")): + get_node("anim").play("taken") + taken=true + + +func _ready(): + # Initalization here + pass + diff --git a/demos/2d/platformer/coin.png b/demos/2d/platformer/coin.png Binary files differnew file mode 100644 index 0000000000..c35c5ebf28 --- /dev/null +++ b/demos/2d/platformer/coin.png diff --git a/demos/2d/platformer/coin.xml b/demos/2d/platformer/coin.xml new file mode 100644 index 0000000000..194ea711b0 --- /dev/null +++ b/demos/2d/platformer/coin.xml @@ -0,0 +1,437 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<resource_file type="PackedScene" subresource_count="9" version="1.0" version_name="Godot Engine v1.0.3917-beta1"> + <ext_resource path="res://bullet.*" type="Texture"></ext_resource> + <ext_resource path="res://coin.*" type="Texture"></ext_resource> + <ext_resource path="res://sound_coin.*" type="Sample"></ext_resource> + <ext_resource path="res://coin.*" type="Script"></ext_resource> + <resource type="CircleShape2D" path="local://1"> + <real name="custom_solver_bias"> 0 </real> + <real name="radius"> 10 </real> + + </resource> + <resource type="Animation" path="local://2"> + <string name="resource/name"> "taken" </string> + <real name="length"> 8 </real> + <bool name="loop"> False </bool> + <real name="step"> 0 </real> + <string name="tracks/0/type"> "value" </string> + <node_path name="tracks/0/path"> "sprite:frame" </node_path> + <int name="tracks/0/interp"> 1 </int> + <dictionary name="tracks/0/keys" shared="false"> + <string> "cont" </string> + <bool> True </bool> + <string> "transitions" </string> + <real_array len="1"> 1 </real_array> + <string> "values" </string> + <array len="1" shared="false"> + <int> 0 </int> + </array> + <string> "times" </string> + <real_array len="1"> 0 </real_array> + </dictionary> + <string name="tracks/1/type"> "value" </string> + <node_path name="tracks/1/path"> "sound:play/play" </node_path> + <int name="tracks/1/interp"> 1 </int> + <dictionary name="tracks/1/keys" shared="false"> + <string> "cont" </string> + <bool> False </bool> + <string> "transitions" </string> + <real_array len="1"> 1 </real_array> + <string> "values" </string> + <array len="1" shared="false"> + <string> "coin" </string> + </array> + <string> "times" </string> + <real_array len="1"> 0 </real_array> + </dictionary> + <string name="tracks/2/type"> "value" </string> + <node_path name="tracks/2/path"> "particles:visibility/self_opacity" </node_path> + <int name="tracks/2/interp"> 1 </int> + <dictionary name="tracks/2/keys" shared="false"> + <string> "cont" </string> + <bool> True </bool> + <string> "transitions" </string> + <real_array len="2"> 1, 1 </real_array> + <string> "values" </string> + <array len="2" shared="false"> + <real> 1 </real> + <real> 0 </real> + </array> + <string> "times" </string> + <real_array len="2"> 0, 1.66 </real_array> + </dictionary> + <string name="tracks/3/type"> "value" </string> + <node_path name="tracks/3/path"> "sprite:visibility/self_opacity" </node_path> + <int name="tracks/3/interp"> 1 </int> + <dictionary name="tracks/3/keys" shared="false"> + <string> "cont" </string> + <bool> True </bool> + <string> "transitions" </string> + <real_array len="2"> 1, 1 </real_array> + <string> "values" </string> + <array len="2" shared="false"> + <real> 1 </real> + <real> 0 </real> + </array> + <string> "times" </string> + <real_array len="2"> 0, 0.4 </real_array> + </dictionary> + <string name="tracks/4/type"> "value" </string> + <node_path name="tracks/4/path"> "particles:config/emitting" </node_path> + <int name="tracks/4/interp"> 1 </int> + <dictionary name="tracks/4/keys" shared="false"> + <string> "cont" </string> + <bool> False </bool> + <string> "transitions" </string> + <real_array len="1"> 1 </real_array> + <string> "values" </string> + <array len="1" shared="false"> + <bool> True </bool> + </array> + <string> "times" </string> + <real_array len="1"> 0 </real_array> + </dictionary> + <string name="tracks/5/type"> "method" </string> + <node_path name="tracks/5/path"> "." </node_path> + <int name="tracks/5/interp"> 1 </int> + <dictionary name="tracks/5/keys" shared="false"> + <string> "transitions" </string> + <real_array len="1"> 1 </real_array> + <string> "values" </string> + <array len="1" shared="false"> + <dictionary shared="false"> + <string> "args" </string> + <array len="0" shared="false"> + </array> + <string> "method" </string> + <string> "queue_free" </string> + </dictionary> + </array> + <string> "times" </string> + <real_array len="1"> 2.7 </real_array> + </dictionary> + + </resource> + <resource type="Animation" path="local://3"> + <string name="resource/name"> "spin" </string> + <real name="length"> 1.5 </real> + <bool name="loop"> True </bool> + <real name="step"> 0.25 </real> + <string name="tracks/0/type"> "value" </string> + <node_path name="tracks/0/path"> "sprite:frame" </node_path> + <int name="tracks/0/interp"> 1 </int> + <dictionary name="tracks/0/keys" shared="false"> + <string> "cont" </string> + <bool> False </bool> + <string> "transitions" </string> + <real_array len="7"> 1, 1, 1, 1, 1, 1, 1 </real_array> + <string> "values" </string> + <array len="7" shared="false"> + <int> 0 </int> + <int> 1 </int> + <int> 2 </int> + <int> 3 </int> + <int> 2 </int> + <int> 1 </int> + <int> 0 </int> + </array> + <string> "times" </string> + <real_array len="7"> 0, 0.25, 0.5, 0.75, 1, 1.25, 1.5 </real_array> + </dictionary> + + </resource> + <resource type="SampleLibrary" path="local://4"> + <dictionary name="samples/coin" shared="false"> + <string> "db" </string> + <real> 0 </real> + <string> "pitch" </string> + <real> 1 </real> + <string> "sample" </string> + <resource resource_type="Sample" path="res://sound_coin.*"> </resource> + </dictionary> + + </resource> + <main_resource> + <dictionary name="_bundled" shared="false"> + <string> "names" </string> + <string_array len="115"> + <string> "coin" </string> + <string> "Area2D" </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> "shape_count" </string> + <string> "shapes/0/shape" </string> + <string> "shapes/0/transform" </string> + <string> "shapes/0/trigger" </string> + <string> "gravity_point" </string> + <string> "gravity_vec" </string> + <string> "gravity" </string> + <string> "density" </string> + <string> "monitoring" </string> + <string> "script/script" </string> + <string> "__meta__" </string> + <string> "sprite" </string> + <string> "Sprite" </string> + <string> "texture" </string> + <string> "centered" </string> + <string> "offset" </string> + <string> "flip_h" </string> + <string> "flip_v" </string> + <string> "vframes" </string> + <string> "hframes" </string> + <string> "frame" </string> + <string> "modulate" </string> + <string> "region" </string> + <string> "region_rect" </string> + <string> "anim" </string> + <string> "AnimationPlayer" </string> + <string> "playback/process_mode" </string> + <string> "playback/default_blend_time" </string> + <string> "root/root" </string> + <string> "anims/taken" </string> + <string> "anims/spin" </string> + <string> "playback/active" </string> + <string> "playback/speed" </string> + <string> "blend_times" </string> + <string> "autoplay" </string> + <string> "collision" </string> + <string> "CollisionShape2D" </string> + <string> "shape" </string> + <string> "trigger" </string> + <string> "sound" </string> + <string> "SamplePlayer2D" </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> "config/polyphony" </string> + <string> "config/samples" </string> + <string> "config/pitch_random" </string> + <string> "particles" </string> + <string> "Particles2D" </string> + <string> "visibility/blend_mode" </string> + <string> "config/amount" </string> + <string> "config/lifetime" </string> + <string> "config/time_scale" </string> + <string> "config/preprocess" </string> + <string> "config/emit_timeout" </string> + <string> "config/emitting" </string> + <string> "config/offset" </string> + <string> "config/half_extents" </string> + <string> "config/local_space" </string> + <string> "config/explosiveness" </string> + <string> "config/texture" </string> + <string> "params/direction" </string> + <string> "params/spread" </string> + <string> "params/linear_velocity" </string> + <string> "params/spin_velocity" </string> + <string> "params/orbit_velocity" </string> + <string> "params/gravity_direction" </string> + <string> "params/gravity_strength" </string> + <string> "params/radial_accel" </string> + <string> "params/tangential_accel" </string> + <string> "params/damping" </string> + <string> "params/initial_size" </string> + <string> "params/final_size" </string> + <string> "params/hue_variation" </string> + <string> "randomness/direction" </string> + <string> "randomness/spread" </string> + <string> "randomness/linear_velocity" </string> + <string> "randomness/spin_velocity" </string> + <string> "randomness/orbit_velocity" </string> + <string> "randomness/gravity_direction" </string> + <string> "randomness/gravity_strength" </string> + <string> "randomness/radial_accel" </string> + <string> "randomness/tangential_accel" </string> + <string> "randomness/damping" </string> + <string> "randomness/initial_size" </string> + <string> "randomness/final_size" </string> + <string> "randomness/hue_variation" </string> + <string> "color_phases/count" </string> + <string> "phase_0/pos" </string> + <string> "phase_0/color" </string> + <string> "phase_1/pos" </string> + <string> "phase_1/color" </string> + <string> "phase_2/pos" </string> + <string> "phase_2/color" </string> + <string> "phase_3/pos" </string> + <string> "phase_3/color" </string> + <string> "emission_points" </string> + <string> "enabler" </string> + <string> "VisibilityEnabler2D" </string> + <string> "rect" </string> + <string> "enabler/pause_animations" </string> + <string> "enabler/freeze_bodies" </string> + <string> "_on_body_enter" </string> + <string> "body_enter" </string> + </string_array> + <string> "version" </string> + <int> 1 </int> + <string> "conn_count" </string> + <int> 1 </int> + <string> "node_count" </string> + <int> 7 </int> + <string> "variants" </string> + <array len="37" shared="false"> + <bool> True </bool> + <real> 1 </real> + <vector2> 0, 0 </vector2> + <real> 0 </real> + <vector2> 1, 1 </vector2> + <int> 1 </int> + <resource resource_type="Shape2D" path="local://1"> </resource> + <matrix32> 1, 0, 0, 1, 0, 0 </matrix32> + <bool> False </bool> + <vector2> 0, 1 </vector2> + <real> 98 </real> + <real> 0.1 </real> + <resource resource_type="Script" path="res://coin.*"> </resource> + <dictionary shared="false"> + <string> "__editor_plugin_states__" </string> + <dictionary shared="false"> + <string> "Script" </string> + <dictionary shared="false"> + <string> "current" </string> + <int> 2 </int> + <string> "sources" </string> + <array len="3" shared="false"> + <string> "res://enemy.gd" </string> + <string> "res://player.gd" </string> + <string> "res://coin.gd" </string> + </array> + </dictionary> + <string> "2D" </string> + <dictionary shared="false"> + <string> "pixel_snap" </string> + <bool> False </bool> + <string> "zoom" </string> + <real> 3.794776 </real> + <string> "ofs" </string> + <vector2> -34.3697, -21.6562 </vector2> + </dictionary> + <string> "3D" </string> + <dictionary shared="false"> + <string> "zfar" </string> + <real> 500 </real> + <string> "fov" </string> + <real> 45 </real> + <string> "viewports" </string> + <array len="4" shared="false"> + <dictionary shared="false"> + <string> "distance" </string> + <real> 4 </real> + <string> "x_rot" </string> + <real> 0 </real> + <string> "y_rot" </string> + <real> 0 </real> + <string> "use_orthogonal" </string> + <bool> False </bool> + <string> "use_environment" </string> + <bool> False </bool> + <string> "pos" </string> + <vector3> 0, 0, 0 </vector3> + </dictionary> + <dictionary shared="false"> + <string> "distance" </string> + <real> 4 </real> + <string> "x_rot" </string> + <real> 0 </real> + <string> "y_rot" </string> + <real> 0 </real> + <string> "use_orthogonal" </string> + <bool> False </bool> + <string> "use_environment" </string> + <bool> False </bool> + <string> "pos" </string> + <vector3> 0, 0, 0 </vector3> + </dictionary> + <dictionary shared="false"> + <string> "distance" </string> + <real> 4 </real> + <string> "x_rot" </string> + <real> 0 </real> + <string> "y_rot" </string> + <real> 0 </real> + <string> "use_orthogonal" </string> + <bool> False </bool> + <string> "use_environment" </string> + <bool> False </bool> + <string> "pos" </string> + <vector3> 0, 0, 0 </vector3> + </dictionary> + <dictionary shared="false"> + <string> "distance" </string> + <real> 4 </real> + <string> "x_rot" </string> + <real> 0 </real> + <string> "y_rot" </string> + <real> 0 </real> + <string> "use_orthogonal" </string> + <bool> False </bool> + <string> "use_environment" </string> + <bool> False </bool> + <string> "pos" </string> + <vector3> 0, 0, 0 </vector3> + </dictionary> + </array> + <string> "viewport_mode" </string> + <int> 1 </int> + <string> "default_light" </string> + <bool> True </bool> + <string> "show_grid" </string> + <bool> True </bool> + <string> "show_origin" </string> + <bool> True </bool> + <string> "znear" </string> + <real> 0.1 </real> + </dictionary> + </dictionary> + <string> "__editor_run_settings__" </string> + <dictionary shared="false"> + <string> "custom_args" </string> + <string> "-l $scene" </string> + <string> "run_mode" </string> + <int> 0 </int> + </dictionary> + <string> "__editor_plugin_screen__" </string> + <string> "2D" </string> + </dictionary> + <resource resource_type="Texture" path="res://coin.*"> </resource> + <int> 4 </int> + <int> 0 </int> + <color> 1, 1, 1, 1 </color> + <rect2> 0, 0, 0, 0 </rect2> + <node_path> ".." </node_path> + <resource resource_type="Animation" path="local://2"> </resource> + <resource resource_type="Animation" path="local://3"> </resource> + <real> 3 </real> + <array len="0" shared="false"> + </array> + <string> "spin" </string> + <real> 2048 </real> + <resource resource_type="SampleLibrary" path="local://4"> </resource> + <int> 8 </int> + <real> 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\ No newline at end of file diff --git a/demos/2d/platformer/enemy.gd b/demos/2d/platformer/enemy.gd new file mode 100644 index 0000000000..5ec7cb28a7 --- /dev/null +++ b/demos/2d/platformer/enemy.gd @@ -0,0 +1,97 @@ + +extends RigidBody2D + +# member variables here, example: +# var a=2 +# var b="textvar" + +const STATE_WALKING = 0 +const STATE_DYING = 1 + + +var state = STATE_WALKING + + +var direction = -1 +var anim="" + +var rc_left=null +var rc_right=null +var WALK_SPEED = 50 + +var bullet_class = preload("res://bullet.gd") + +func _die(): + queue_free() + +func _pre_explode(): + #stay there + clear_shapes() + set_mode(MODE_STATIC) + get_node("sound").play("explode") + + +func _integrate_forces(s): + + var lv = s.get_linear_velocity() + var new_anim=anim + + if (state==STATE_DYING): + 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 extends bullet_class and not cc.disabled): + set_mode(MODE_RIGID) + state=STATE_DYING + #lv=s.get_contact_local_normal(i)*400 + s.set_angular_velocity(sign(dp.x)*33.0) + set_friction(true) + cc.disable() + get_node("sound").play("hit") + + 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 + get_node("sprite").set_scale( Vector2(-direction,1) ) + if (direction<0 and not rc_left.is_colliding() and rc_right.is_colliding()): + direction=-direction + get_node("sprite").set_scale( Vector2(-direction,1) ) + elif (direction>0 and not rc_right.is_colliding() and rc_left.is_colliding()): + direction=-direction + get_node("sprite").set_scale( Vector2(-direction,1) ) + + + lv.x = direction * WALK_SPEED + + if( anim!=new_anim ): + anim=new_anim + get_node("anim").play(anim) + + s.set_linear_velocity(lv) + + +func _ready(): + # Initalization here + rc_left=get_node("raycast_left") + rc_right=get_node("raycast_right") + + diff --git a/demos/2d/platformer/enemy.png b/demos/2d/platformer/enemy.png Binary files differnew file mode 100644 index 0000000000..37fe468b0f --- /dev/null +++ b/demos/2d/platformer/enemy.png diff --git a/demos/2d/platformer/enemy.xml b/demos/2d/platformer/enemy.xml new file mode 100644 index 0000000000..470797db46 --- /dev/null +++ b/demos/2d/platformer/enemy.xml @@ -0,0 +1,481 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<resource_file type="PackedScene" subresource_count="11" version="1.0" version_name="Godot Engine v1.0.3917-beta1"> + <ext_resource path="res://sound_explode.*" type="Sample"></ext_resource> + <ext_resource path="res://enemy.*" type="Texture"></ext_resource> + <ext_resource path="res://enemy.*" type="Script"></ext_resource> + <ext_resource path="res://sound_hit.*" type="Sample"></ext_resource> + <ext_resource path="res://bullet.*" type="Texture"></ext_resource> + <resource type="CircleShape2D" path="local://1"> + <real name="custom_solver_bias"> 0 </real> + <real name="radius"> 14 </real> + + </resource> + <resource type="Animation" path="local://2"> + <string name="resource/name"> "idle" </string> + <real name="length"> 6.75 </real> + <bool name="loop"> True </bool> + <real name="step"> 0.25 </real> + <string name="tracks/0/type"> "value" </string> + <node_path name="tracks/0/path"> "sprite:frame" </node_path> + <int name="tracks/0/interp"> 1 </int> + <dictionary name="tracks/0/keys" shared="false"> + <string> "cont" </string> + <bool> False </bool> + <string> "transitions" </string> + <real_array len="10"> 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 </real_array> + <string> "values" </string> + <array len="10" shared="false"> + <int> 5 </int> + <int> 6 </int> + <int> 5 </int> + <int> 6 </int> + <int> 5 </int> + <int> 6 </int> + <int> 7 </int> + <int> 6 </int> + <int> 7 </int> + <int> 5 </int> + </array> + <string> "times" </string> + <real_array len="10"> 0, 0.75, 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\ No newline at end of file diff --git a/demos/2d/platformer/engine.cfg b/demos/2d/platformer/engine.cfg new file mode 100644 index 0000000000..0ca951ed00 --- /dev/null +++ b/demos/2d/platformer/engine.cfg @@ -0,0 +1,28 @@ +[application] + +name="Platformer" +main_scene="res://stage.xml" +icon="res://icon.png" +name_es="Plataformero" + +[display] + +width=800 +height=480 +stretch_2d=true + +[input] + +move_left=[key(Left), jbutton(0, 14)] +move_right=[key(Right), jbutton(0, 15)] +jump=[key(Up), jbutton(0, 0)] +shoot=[key(Space), jbutton(0, 2)] +spawn=[key(F1), jbutton(0, 11)] + +[physics_2d] + +default_gravity=700 + +[render] + +mipmap_policy=1 diff --git a/demos/2d/platformer/icon.png b/demos/2d/platformer/icon.png Binary files differnew file mode 100644 index 0000000000..da2c08eb53 --- /dev/null +++ b/demos/2d/platformer/icon.png diff --git a/demos/2d/platformer/moving_platform.gd b/demos/2d/platformer/moving_platform.gd new file mode 100644 index 0000000000..719d9e460e --- /dev/null +++ b/demos/2d/platformer/moving_platform.gd @@ -0,0 +1,27 @@ + +extends Node2D + +# member variables here, example: +# var a=2 +# var b="textvar" + +export var motion = Vector2() +export var cycle = 1.0 +var accum=0.0 + +func _fixed_process(delta): + + accum += delta * (1.0/cycle) * PI * 2.0 + accum = fmod(accum,PI*2.0) + var d = sin(accum) + var xf = Matrix32() + xf[2]= motion * d + get_node("platform").set_transform(xf) + + +func _ready(): + # Initalization here + set_fixed_process(true) + pass + + diff --git a/demos/2d/platformer/moving_platform.png b/demos/2d/platformer/moving_platform.png Binary files differnew file mode 100644 index 0000000000..f01c6ea37f --- /dev/null +++ b/demos/2d/platformer/moving_platform.png diff --git a/demos/2d/platformer/moving_platform.xml b/demos/2d/platformer/moving_platform.xml new file mode 100644 index 0000000000..8f4e4c7741 --- /dev/null +++ b/demos/2d/platformer/moving_platform.xml @@ -0,0 +1,196 @@ +<?xml version="1.0" encoding="UTF-8" ?> 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<string> "__meta__" </string> + <string> "motion" </string> + <string> "cycle" </string> + <string> "platform" </string> + <string> "StaticBody2D" </string> + <string> "shape_count" </string> + <string> "shapes/0/shape" </string> + <string> "shapes/0/transform" </string> + <string> "shapes/0/trigger" </string> + <string> "simulate_motion" </string> + <string> "constant_linear_velocity" </string> + <string> "constant_angular_velocity" </string> + <string> "friction" </string> + <string> "bounce" </string> + <string> "Sprite" </string> + <string> "texture" </string> + <string> "centered" </string> + <string> "offset" </string> + <string> "flip_h" </string> + <string> "flip_v" </string> + <string> "vframes" </string> + <string> "hframes" </string> + <string> "frame" </string> + <string> "modulate" </string> + <string> "region" </string> + <string> "region_rect" </string> + <string> "CollisionPolygon2D" </string> + <string> "build_mode" </string> + <string> "polygon" </string> + 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\ No newline at end of file diff --git a/demos/2d/platformer/plank.png b/demos/2d/platformer/plank.png Binary files differnew file mode 100644 index 0000000000..b4f6addee5 --- /dev/null +++ b/demos/2d/platformer/plank.png diff --git a/demos/2d/platformer/plankpin.png b/demos/2d/platformer/plankpin.png Binary files differnew file mode 100644 index 0000000000..46e104a3fe --- /dev/null +++ b/demos/2d/platformer/plankpin.png diff --git a/demos/2d/platformer/player.gd b/demos/2d/platformer/player.gd new file mode 100644 index 0000000000..481f340ab8 --- /dev/null +++ b/demos/2d/platformer/player.gd @@ -0,0 +1,259 @@ +extends RigidBody2D + +# Character Demo, written by Juan Linietsky. +# +# Implementation of a 2D Character controller. +# This implementation uses the physics engine for +# controlling a character, in a very similar way +# than a 3D character controller would be implemented. +# +# Using the physics engine for this has the main +# advantages: +# -Easy to write. +# -Interaction with other physics-based objects is free +# -Only have to deal with the object linear velocity, not position +# -All collision/area framework available +# +# But also has the following disadvantages: +# +# -Objects may bounce a little bit sometimes +# -Going up ramps sends the chracter flying up, small hack is needed. +# -A ray collider is needed to avoid sliding down on ramps and +# undesiderd bumps, small steps and rare numerical precision errors. +# (another alternative may be to turn on friction when the character is not moving). +# -Friction cant be used, so floor velocity must be considered +# for moving platforms. + +var anim="" +var siding_left=false +var jumping=false +var stopping_jump=false +var shooting=false + +var WALK_ACCEL = 800.0 +var WALK_DEACCEL= 800.0 +var WALK_MAX_VELOCITY= 200.0 +var GRAVITY = 700.0 +var AIR_ACCEL = 200.0 +var AIR_DEACCEL= 200.0 +var JUMP_VELOCITY=460 +var STOP_JUMP_FORCE=900.0 + +var MAX_FLOOR_AIRBORNE_TIME = 0.15 + +var airborne_time=1e20 +var shoot_time=1e20 + +var MAX_SHOOT_POSE_TIME = 0.3 + +var bullet = preload("res://bullet.xml") + +var floor_h_velocity=0.0 +var enemy + +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: + var e = enemy.instance() + var p = get_pos() + p.y = p.y - 100 + e.set_pos(p) + get_parent().add_child(e) + + + #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 impementing characters of all kinds, + # Compensates for physics imprecission, as well as human + # reaction delay. + + if (shoot and not shooting): + shoot_time=0 + var bi = bullet.instance() + var ss + if (siding_left): + ss=-1.0 + else: + ss=1.0 + var pos = get_pos() + get_node("bullet_shoot").get_pos()*Vector2(ss,1.0) + + bi.set_pos(pos) + get_parent().add_child(bi) + + bi.set_linear_velocity( Vector2(800.0*ss,-80) ) + get_node("sprite/smoke").set_emitting(true) + get_node("sound").play("shoot") + PS2D.body_add_collision_exception(bi.get_rid(),get_rid()) # make bullet and this not collide + + + 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 + if (jumping): + if (lv.y>0): + #set off the jumping flag if going down + 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): + if (lv.x > -WALK_MAX_VELOCITY): + lv.x-=WALK_ACCEL*step + elif (move_right and not move_left): + if (lv.x < WALK_MAX_VELOCITY): + lv.x+=WALK_ACCEL*step + else: + var xv = abs(lv.x) + xv-=WALK_DEACCEL*step + 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 + get_node("sound").play("jump") + + #check siding + + if (lv.x < 0 and move_left): + new_siding_left=true + elif (lv.x > 0 and move_right): + new_siding_left=false + if (jumping): + new_anim="jumping" + elif (abs(lv.x)<0.1): + if (shoot_time<MAX_SHOOT_POSE_TIME): + new_anim="idle_weapon" + else: + new_anim="idle" + else: + if (shoot_time<MAX_SHOOT_POSE_TIME): + new_anim="run_weapon" + else: + new_anim="run" + else: + + # Process logic when the character is in the air + + if (move_left and not move_right): + if (lv.x > -WALK_MAX_VELOCITY): + lv.x-=AIR_ACCEL*step + elif (move_right and not move_left): + if (lv.x < WALK_MAX_VELOCITY): + lv.x+=AIR_ACCEL*step + 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" + else: + new_anim="jumping" + else: + if (shoot_time<MAX_SHOOT_POSE_TIME): + new_anim="falling_weapon" + else: + new_anim="falling" + + + #Update siding + + if (new_siding_left!=siding_left): + if (new_siding_left): + get_node("sprite").set_scale( Vector2(-1,1) ) + else: + get_node("sprite").set_scale( Vector2(1,1) ) + + siding_left=new_siding_left + + #Change animation + if (new_anim!=anim): + anim=new_anim + get_node("anim").play(anim) + + shooting=shoot + + # Apply floor velocity + if (found_floor): + floor_h_velocity=s.get_contact_collider_velocity_at_pos(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) + + + + + + + +func _ready(): + # Initalization here + +# if !Globals.has_singleton("Facebook"): +# return +# var Facebook = Globals.get_singleton("Facebook") +# var link = Globals.get("facebook/link") +# var icon = Globals.get("facebook/icon") +# var msg = "I just sneezed on your wall! Beat my score and Stop the Running nose!" +# var title = "I just sneezed on your wall!" +# Facebook.post("feed", msg, title, link, icon) + enemy = ResourceLoader.load("res://enemy.xml") + pass + + + diff --git a/demos/2d/platformer/player.xml b/demos/2d/platformer/player.xml new file mode 100644 index 0000000000..94086a8b19 --- /dev/null +++ b/demos/2d/platformer/player.xml @@ -0,0 +1,660 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<resource_file type="PackedScene" subresource_count="24" version="1.0" version_name="Godot Engine v1.0.3917-beta1"> + <ext_resource path="res://robot_demo.*" type="Texture"></ext_resource> + <ext_resource path="res://player.*" type="Script"></ext_resource> + <ext_resource path="res://sound_shoot.*" type="Sample"></ext_resource> + <ext_resource path="res://sound_coin.*" type="Sample"></ext_resource> + <ext_resource path="res://osb_right.*" type="Texture"></ext_resource> + <ext_resource path="res://sound_jump.*" type="Sample"></ext_resource> + <ext_resource path="res://osb_left.*" type="Texture"></ext_resource> + <ext_resource path="res://bullet.*" type="Texture"></ext_resource> + <ext_resource path="res://osb_jump.*" type="Texture"></ext_resource> + <ext_resource path="res://osb_fire.*" type="Texture"></ext_resource> + <resource type="RayShape2D" path="local://1"> + <real name="custom_solver_bias"> 0.5 </real> + <real name="length"> 20 </real> + + </resource> + <resource type="ConvexPolygonShape2D" path="local://2"> + <real name="custom_solver_bias"> 0 </real> + <vector2_array name="points" len="3"> -19.902, -24.8691, 19.3625, -24.6056, -0.138023, 16.5036 </vector2_array> + + </resource> + <resource type="Animation" path="local://3"> + <string name="resource/name"> "idle" </string> + <real name="length"> 7 </real> + <bool name="loop"> True </bool> + <real name="step"> 0.25 </real> + <string name="tracks/0/type"> "value" </string> + <node_path name="tracks/0/path"> "sprite:frame" </node_path> + <int name="tracks/0/interp"> 1 </int> + <dictionary name="tracks/0/keys" shared="false"> + <string> "cont" </string> + <bool> False </bool> + <string> "transitions" </string> + <real_array len="8"> 1, 1, 1, 1, 1, 1, 1, 1 </real_array> + <string> "values" </string> + <array len="8" shared="false"> + <int> 16 </int> + <int> 17 </int> + <int> 18 </int> + <int> 16 </int> + <int> 19 </int> + <int> 20 </int> + <int> 19 </int> + <int> 16 </int> + </array> + <string> "times" </string> + <real_array len="8"> 0, 1.25, 1.5, 2, 4.5, 4.75, 5, 5.25 </real_array> + </dictionary> + + </resource> + <resource type="Animation" path="local://4"> + <string name="resource/name"> "jumping" </string> + <real name="length"> 0.5 </real> + <bool name="loop"> True </bool> + <real name="step"> 0.25 </real> + <string name="tracks/0/type"> "value" </string> + <node_path name="tracks/0/path"> "sprite:frame" </node_path> + <int name="tracks/0/interp"> 1 </int> + <dictionary name="tracks/0/keys" shared="false"> + <string> "cont" </string> + <bool> False </bool> + <string> "transitions" </string> + <real_array len="3"> 1, 1, 1 </real_array> + <string> "values" </string> + <array len="3" shared="false"> + <int> 23 </int> + <int> 24 </int> + <int> 23 </int> + </array> + <string> "times" </string> + <real_array len="3"> 0, 0.25, 0.5 </real_array> + </dictionary> + + </resource> + <resource type="Animation" path="local://5"> + <string name="resource/name"> "run" </string> + <real name="length"> 1.25 </real> + <bool name="loop"> True </bool> + <real name="step"> 0.25 </real> + <string name="tracks/0/type"> "value" </string> + <node_path name="tracks/0/path"> "sprite:frame" </node_path> + <int name="tracks/0/interp"> 1 </int> + <dictionary name="tracks/0/keys" shared="false"> + <string> "cont" </string> + <bool> False </bool> + <string> "transitions" </string> + <real_array len="6"> 1, 1, 1, 1, 1, 1 </real_array> + <string> "values" </string> + <array len="6" shared="false"> + <int> 0 </int> + <int> 1 </int> + <int> 2 </int> + <int> 3 </int> + <int> 4 </int> + <int> 0 </int> + </array> + <string> "times" </string> + <real_array len="6"> 0, 0.25, 0.5, 0.75, 1, 1.25 </real_array> + </dictionary> + + </resource> + <resource type="Animation" path="local://6"> + <string name="resource/name"> "falling_weapon" </string> + <real name="length"> 0.5 </real> + <bool name="loop"> True </bool> + <real name="step"> 0.25 </real> + <string name="tracks/0/type"> "value" </string> + <node_path name="tracks/0/path"> "sprite:frame" </node_path> + <int name="tracks/0/interp"> 1 </int> + <dictionary name="tracks/0/keys" shared="false"> + <string> "cont" </string> + <bool> False </bool> + <string> "transitions" </string> + <real_array len="1"> 1 </real_array> + <string> "values" </string> + <array len="1" shared="false"> + <int> 26 </int> + </array> + <string> "times" </string> + <real_array len="1"> 0 </real_array> + </dictionary> + + </resource> + <resource type="Animation" path="local://7"> + <string name="resource/name"> "falling" </string> + <real name="length"> 0.01 </real> + <bool name="loop"> True </bool> + <real name="step"> 0.25 </real> + <string name="tracks/0/type"> "value" </string> + <node_path name="tracks/0/path"> "sprite:frame" </node_path> + <int name="tracks/0/interp"> 1 </int> + <dictionary name="tracks/0/keys" shared="false"> + <string> "cont" </string> + <bool> False </bool> + <string> "transitions" </string> + <real_array len="1"> 1 </real_array> + <string> "values" </string> + <array len="1" shared="false"> + <int> 21 </int> + </array> + <string> "times" </string> + <real_array len="1"> 0 </real_array> + </dictionary> + + </resource> + <resource type="Animation" path="local://8"> + <string name="resource/name"> "run_weapon" </string> + <real name="length"> 1.25 </real> + <bool name="loop"> True </bool> + <real name="step"> 0.25 </real> + <string name="tracks/0/type"> "value" </string> + <node_path name="tracks/0/path"> "sprite:frame" </node_path> + <int name="tracks/0/interp"> 1 </int> + <dictionary name="tracks/0/keys" shared="false"> + <string> "cont" </string> + <bool> False </bool> + <string> "transitions" </string> + <real_array len="6"> 1, 1, 1, 1, 1, 1 </real_array> + <string> "values" </string> + <array len="6" shared="false"> + <int> 5 </int> + <int> 6 </int> + <int> 7 </int> + <int> 8 </int> + <int> 9 </int> + <int> 5 </int> + </array> + <string> "times" </string> + <real_array len="6"> 0, 0.25, 0.5, 0.75, 1, 1.25 </real_array> + </dictionary> + + </resource> + <resource type="Animation" path="local://9"> + <string name="resource/name"> "run_gun_fire" </string> + <real name="length"> 1.25 </real> + <bool name="loop"> True </bool> + <real name="step"> 0.25 </real> + <string name="tracks/0/type"> "value" </string> + <node_path name="tracks/0/path"> "sprite:frame" </node_path> + <int name="tracks/0/interp"> 1 </int> + <dictionary name="tracks/0/keys" shared="false"> + <string> "cont" </string> + <bool> False </bool> + <string> "transitions" </string> + <real_array len="6"> 1, 1, 1, 1, 1, 1 </real_array> + <string> "values" </string> + <array len="6" shared="false"> + <int> 10 </int> + <int> 11 </int> + <int> 12 </int> + <int> 13 </int> + <int> 14 </int> + <int> 5 </int> + </array> + <string> "times" </string> + <real_array len="6"> 0, 0.25, 0.5, 0.75, 1, 1.25 </real_array> + </dictionary> + + </resource> + <resource type="Animation" path="local://10"> + <string name="resource/name"> "jumping_weapon" </string> + <real name="length"> 0.5 </real> + <bool name="loop"> True </bool> + <real name="step"> 0.25 </real> + <string name="tracks/0/type"> "value" </string> + <node_path name="tracks/0/path"> "sprite:frame" </node_path> + <int name="tracks/0/interp"> 1 </int> + <dictionary name="tracks/0/keys" shared="false"> + <string> "cont" </string> + <bool> False </bool> + <string> "transitions" </string> + <real_array len="1"> 1 </real_array> + <string> "values" </string> + <array len="1" shared="false"> + <int> 26 </int> + </array> + <string> "times" </string> + <real_array len="1"> 0 </real_array> + </dictionary> + + </resource> + <resource type="Animation" path="local://11"> + <string name="resource/name"> "crouch" </string> + <real name="length"> 0.01 </real> + <bool name="loop"> True </bool> + <real name="step"> 0.25 </real> + <string name="tracks/0/type"> "value" </string> + <node_path name="tracks/0/path"> "sprite:frame" </node_path> + <int name="tracks/0/interp"> 1 </int> + <dictionary name="tracks/0/keys" shared="false"> + <string> "cont" </string> + <bool> False </bool> + <string> "transitions" </string> + <real_array len="1"> 1 </real_array> + <string> "values" </string> + <array len="1" shared="false"> + <int> 22 </int> + </array> + <string> "times" </string> + <real_array len="1"> 0 </real_array> + </dictionary> + + </resource> + <resource type="Animation" path="local://12"> + <string name="resource/name"> "idle_weapon" </string> + <real name="length"> 0.5 </real> + <bool name="loop"> True </bool> + <real name="step"> 0.25 </real> + <string name="tracks/0/type"> "value" </string> + <node_path name="tracks/0/path"> "sprite:frame" </node_path> + <int name="tracks/0/interp"> 1 </int> + <dictionary name="tracks/0/keys" shared="false"> + <string> "cont" </string> + <bool> False </bool> + <string> "transitions" </string> + <real_array len="1"> 1 </real_array> + <string> "values" </string> + <array len="1" shared="false"> + <int> 25 </int> + </array> + <string> "times" </string> + <real_array len="1"> 0 </real_array> + </dictionary> + + </resource> + <resource type="SampleLibrary" path="local://13"> + <dictionary name="samples/jump" shared="false"> + <string> "db" </string> + <real> 0 </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> + <dictionary name="samples/coin" shared="false"> + <string> "db" </string> + <real> 0 </real> + <string> "pitch" </string> + <real> 1 </real> + <string> "sample" </string> + <resource resource_type="Sample" path="res://sound_coin.*"> </resource> + </dictionary> + + </resource> + <main_resource> + <dictionary name="_bundled" shared="false"> + <string> "names" </string> + <string_array len="167"> + <string> "player" </string> + <string> "RigidBody2D" </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> "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> "sprite" </string> + <string> "Sprite" </string> + <string> "texture" </string> + <string> "centered" </string> + <string> "offset" </string> + <string> "flip_h" </string> + <string> "flip_v" </string> + <string> "vframes" </string> + <string> "hframes" </string> + <string> "frame" </string> + <string> "modulate" </string> + <string> "region" </string> + <string> 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64, 64 </rect2> + <resource name="10/shape"></resource> <string name="11/name"> "ceiling" </string> + <resource name="11/texture" resource_type="Texture" path="res://tiles_demo.png"> </resource> + <vector2 name="11/offset"> 0, 0 </vector2> + <rect2 name="11/region"> 384, 64, 64, 64 </rect2> + <resource name="11/shape" resource_type="ConvexPolygonShape2D" path="local://7"> </resource> + <string name="12/name"> "ramp" </string> + <resource name="12/texture" resource_type="Texture" path="res://tiles_demo.png"> </resource> + <vector2 name="12/offset"> 0, 0 </vector2> + <rect2 name="12/region"> 128, 128, 64, 128 </rect2> + <resource name="12/shape" resource_type="ConvexPolygonShape2D" path="local://8"> </resource> + <string name="13/name"> "ceiling2wall" </string> + <resource name="13/texture" resource_type="Texture" path="res://tiles_demo.png"> </resource> + <vector2 name="13/offset"> 0, 0 </vector2> + <rect2 name="13/region"> 448, 64, 64, 64 </rect2> + <resource name="13/shape" resource_type="ConvexPolygonShape2D" path="local://9"> </resource> + <resource name="script/script"></resource> + </main_resource> +</resource_file>
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\ No newline at end of file diff --git a/demos/2d/platformer/types.cache b/demos/2d/platformer/types.cache new file mode 100644 index 0000000000..a215e5f137 --- /dev/null +++ b/demos/2d/platformer/types.cache @@ -0,0 +1,64 @@ +res://tileset.xml +TileSet +res://sound_shoot.wav +Sample +res://sound_hit.wav +Sample +res://scroll_bg_cloud_2.png +Texture +res://enemy.png +Texture +res://bullet.gd +GDScript +res://scroll_bg_cloud_3.png +Texture +res://coin.gd +GDScript +res://stage.xml +PackedScene +res://moving_platform.xml +PackedScene +res://bullet.png +Texture +res://player.xml +PackedScene +res://parallax_bg.xml +PackedScene +res://music.ogg +AudioStreamOGGVorbis +res://coin.png +Texture +res://sound_explode.wav +Sample +res://sound_coin.wav +Sample +res://robot_demo.png +Texture +res://moving_platform.gd +GDScript +res://enemy.xml +PackedScene +res://tileset_edit.xml +PackedScene +res://scroll_bg_fg_1.png +Texture +res://player.gd +GDScript +res://scroll_bg_fg_2.png +Texture 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index 0000000000..eab34de53d --- /dev/null +++ b/demos/2d/pong/icon.png diff --git a/demos/2d/pong/left_pallete.png b/demos/2d/pong/left_pallete.png Binary files differnew file mode 100644 index 0000000000..f0d4b549d0 --- /dev/null +++ b/demos/2d/pong/left_pallete.png diff --git a/demos/2d/pong/pong.gd b/demos/2d/pong/pong.gd new file mode 100644 index 0000000000..bfffdcf0d8 --- /dev/null +++ b/demos/2d/pong/pong.gd @@ -0,0 +1,73 @@ + +extends Node2D + +# member variables here, example: +# var a=2 +# var b="textvar" +const INITIAL_BALL_SPEED = 80 +var ball_speed = INITIAL_BALL_SPEED +var screen_size = Vector2(640,400) +#default ball direction +var direction = Vector2(-1,0) +var pad_size = Vector2(8,32) +const PAD_SPEED = 150 + + +func _process(delta): + + + # get ball positio and pad rectangles + var ball_pos = get_node("ball").get_pos() + var left_rect = Rect2( get_node("left").get_pos() - pad_size*0.5, pad_size ) + var right_rect = Rect2( get_node("right").get_pos() - pad_size*0.5, pad_size ) + + #integrate new ball postion + ball_pos+=direction*ball_speed*delta + + #flip when touching roof or floor + if ( (ball_pos.y<0 and direction.y <0) or (ball_pos.y>screen_size.y and direction.y>0)): + direction.y = -direction.y + + #flip, change direction and increase speed when touching pads + if ( (left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0)): + direction.x=-direction.x + ball_speed*=1.1 + direction.y=randf()*2.0-1 + direction = direction.normalized() + + #check gameover + if (ball_pos.x<0 or ball_pos.x>screen_size.x): + ball_pos=screen_size*0.5 + ball_speed=INITIAL_BALL_SPEED + direction=Vector2(-1,0) + + + get_node("ball").set_pos(ball_pos) + + #move left pad + var left_pos = get_node("left").get_pos() + + if (left_pos.y > 0 and Input.is_action_pressed("left_move_up")): + left_pos.y+=-PAD_SPEED*delta + if (left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down")): + left_pos.y+=PAD_SPEED*delta + + get_node("left").set_pos(left_pos) + + #move right pad + var right_pos = get_node("right").get_pos() + + if (right_pos.y > 0 and Input.is_action_pressed("right_move_up")): + right_pos.y+=-PAD_SPEED*delta + if (right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down")): + right_pos.y+=PAD_SPEED*delta + + get_node("right").set_pos(right_pos) + + + +func _ready(): + screen_size = get_viewport_rect().size # get actual size + pad_size = get_node("left").get_texture().get_size() + set_process(true) + diff --git a/demos/2d/pong/pong.xml b/demos/2d/pong/pong.xml new file mode 100644 index 0000000000..cf47a8db9f --- /dev/null +++ b/demos/2d/pong/pong.xml @@ -0,0 +1,183 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<resource_file type="PackedScene" subresource_count="6" version="0.99" version_name="Godot Engine v0.99.3735-pre-beta"> + <ext_resource path="res://pong.*" type="GDScript"></ext_resource> + <ext_resource path="res://separator.*" 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len="2"> 2.5, 2.8 </real_array> + </dictionary> + + </resource> + <main_resource> + <dictionary name="_bundled" shared="false"> + <string> "names" </string> + <string_array len="81"> + <string> "splash" </string> + <string> "Control" </string> + <string> "visibility/visible" </string> + <string> "visibility/opacity" </string> + <string> "visibility/self_opacity" </string> + <string> "visibility/on_top" </string> + <string> "anchor/right" </string> + <string> "anchor/bottom" </string> + <string> "focus_neighbour/left" </string> + <string> "focus_neighbour/top" </string> + <string> "focus_neighbour/right" </string> + <string> "focus_neighbour/bottom" </string> + <string> "focus/ignore_mouse" </string> + <string> "focus/stop_mouse" </string> + <string> "size_flags/horizontal" </string> + <string> "size_flags/vertical" </string> + <string> "size_flags/stretch_ratio" </string> + <string> "__meta__" </string> + <string> "bg" </string> + <string> "margin/right" </string> + <string> 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29, 77, -1, 10, 30, 2, 31, 13, 32, 14, 78, 45, 79, 46, 80, 47, 34, 0, 35, 1, 36, 17, 37, 48, 0 </int_array> + <string> "conns" </string> + <int_array len="0"> </int_array> + </dictionary> + + </main_resource> +</resource_file>
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b/demos/2d/tetris/engine.cfg new file mode 100644 index 0000000000..b80a736c39 --- /dev/null +++ b/demos/2d/tetris/engine.cfg @@ -0,0 +1,17 @@ +[application] + +name="Tetris" +main_scene="res://tetris.xml" +icon="res://tetris.png" + +[display] + +width=400 +height=400 + +[input] + +move_left=[key(Left)] +move_right=[key(Right)] +move_down=[key(Down)] +rotate=[key(Space)] diff --git a/demos/2d/tetris/grid.gd b/demos/2d/tetris/grid.gd new file mode 100644 index 0000000000..dc89300881 --- /dev/null +++ b/demos/2d/tetris/grid.gd @@ -0,0 +1,216 @@ + + +extends Control + +# Simple Tetris-like demo, (c) 2012 Juan Linietsky +# Implemented by using a regular Control and drawing on it during the _draw() callback. +# The drawing surface is updated only when changes happen (by calling update()) + + +var score = 0 +var score_label=null + +const MAX_SHAPES = 7 + +var block = preload("block.png") + +var block_colors=[ + Color(1,0.5,0.5), + Color(0.5,1,0.5), + Color(0.5,0.5,1), + Color(0.8,0.4,0.8), + Color(0.8,0.8,0.4), + Color(0.4,0.8,0.8), + Color(0.7,0.7,0.7)] + +var block_shapes=[ + [ Vector2(0,-1),Vector2(0,0),Vector2(0,1),Vector2(0,2) ], # I + [ Vector2(0,0),Vector2(1,0),Vector2(1,1),Vector2(0,1) ], # O + [ Vector2(-1,1),Vector2(0,1),Vector2(0,0),Vector2(1,0) ], # S + [ Vector2(1,1),Vector2(0,1),Vector2(0,0),Vector2(-1,0) ], # Z + [ Vector2(-1,1),Vector2(-1,0),Vector2(0,0),Vector2(1,0) ], # L + [ Vector2(1,1),Vector2(1,0),Vector2(0,0),Vector2(-1,0) ], # J + [ Vector2(0,1),Vector2(1,0),Vector2(0,0),Vector2(-1,0) ]] # T + + +var block_rotations=[ + Matrix32( Vector2(1,0),Vector2(0,1), Vector2() ), + Matrix32( Vector2(0,1),Vector2(-1,0), Vector2() ), + Matrix32( Vector2(-1,0),Vector2(0,-1), Vector2() ), + Matrix32( Vector2(0,-1),Vector2(1,0), Vector2() ) +] + + +var width=0 +var height=0 + +var cells={} + +var piece_active=false +var piece_shape=0 +var piece_pos=Vector2() +var piece_rot=0 + + +func piece_cell_xform(p,er=0): + var r = (4+er+piece_rot)%4 + return piece_pos+block_rotations[r].xform(p) + +func _draw(): + + var sb = get_stylebox("bg","Tree") # use line edit bg + draw_style_box(sb,Rect2(Vector2(),get_size()).grow(3)) + + var bs = block.get_size() + for y in range(height): + for x in range(width): + if (Vector2(x,y) in cells): + draw_texture_rect(block,Rect2(Vector2(x,y)*bs,bs),false,block_colors[cells[Vector2(x,y)]]) + + if (piece_active): + + for c in block_shapes[piece_shape]: + draw_texture_rect(block,Rect2(piece_cell_xform(c)*bs,bs),false,block_colors[piece_shape]) + + +func piece_check_fit(ofs,er=0): + + for c in block_shapes[piece_shape]: + var pos = piece_cell_xform(c,er)+ofs + if (pos.x < 0): + return false + if (pos.y < 0): + return false + if (pos.x >= width): + return false + if (pos.y >= height): + return false + if (pos in cells): + return false + + return true + +func new_piece(): + + piece_shape = randi() % MAX_SHAPES + piece_pos = Vector2(width/2,0) + piece_active=true + piece_rot=0 + if (piece_shape==0): + piece_pos.y+=1 + + if (not piece_check_fit(Vector2())): + #game over + #print("GAME OVER!") + game_over() + + update() + + +func test_collapse_rows(): + var accum_down=0 + for i in range(height): + var y = height - i - 1 + var collapse = true + for x in range(width): + if (Vector2(x,y) in cells): + if (accum_down): + cells[ Vector2(x,y+accum_down) ] = cells[Vector2(x,y)] + else: + collapse=false + if (accum_down): + cells.erase( Vector2(x,y+accum_down) ) + + if (collapse): + accum_down+=1 + + + score+=accum_down*100 + score_label.set_text(str(score)) + + +func game_over(): + + piece_active=false + get_node("gameover").set_text("Game Over") + update() + + +func restart_pressed(): + + score=0 + score_label.set_text("0") + cells.clear() + get_node("gameover").set_text("") + piece_active=true + update() + + + +func piece_move_down(): + + if (!piece_active): + return + if (piece_check_fit(Vector2(0,1))): + piece_pos.y+=1 + update() + else: + + for c in block_shapes[piece_shape]: + var pos = piece_cell_xform(c) + cells[pos]=piece_shape + test_collapse_rows() + new_piece() + + +func piece_rotate(): + + var adv = 1 + if (not piece_check_fit(Vector2(),1)): + return + piece_rot = (piece_rot + adv) % 4 + update() + + + +func _input(ie): + + + if (not piece_active): + return + if (!ie.is_pressed()): + return + + if (ie.is_action("move_left")): + if (piece_check_fit(Vector2(-1,0))): + piece_pos.x-=1 + update() + elif (ie.is_action("move_right")): + if (piece_check_fit(Vector2(1,0))): + piece_pos.x+=1 + update() + elif (ie.is_action("move_down")): + piece_move_down() + elif (ie.is_action("rotate")): + piece_rotate() + + +func setup(w,h): + width=w + height=h + set_size( Vector2(w,h)*block.get_size() ) + new_piece() + get_node("timer").start() + + +func _ready(): + # Initalization here + + setup(10,20) + score_label = get_node("../score") + + set_process_input(true) + + + + diff --git a/demos/2d/tetris/grid.xml b/demos/2d/tetris/grid.xml new file mode 100644 index 0000000000..072ffb5e75 --- /dev/null +++ b/demos/2d/tetris/grid.xml @@ -0,0 +1,153 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<resource_file type="PackedScene" subresource_count="2" version="0.99" version_name="Godot Engine v0.99.3037-pre-beta"> + <ext_resource path="res://grid.gd" type="GDScript"></ext_resource> + <main_resource> + <string name="resource/name"> "" </string> + <dictionary name="_bundled"> + <string> "names" </string> + <string_array len="57"> + <string> "Grid" </string> + <string> "Control" </string> + <string> "process/process" </string> + <string> "process/fixed_process" </string> + <string> "process/input" </string> + <string> "process/unhandled_input" </string> + <string> "process/mode" </string> + <string> "visibility/visible" </string> + <string> "visibility/toplevel" </string> + <string> "visibility/opacity" </string> + <string> "visibility/self_opacity" </string> + <string> "visibility/on_top" </string> + <string> "visibility/blend_mode" </string> + <string> "transform/notify" </string> + <string> "anchor/left" </string> + <string> "anchor/top" </string> + <string> "anchor/right" </string> + <string> "anchor/bottom" </string> + <string> "margin/left" </string> + <string> "margin/top" </string> + <string> "margin/right" </string> + <string> "margin/bottom" </string> + <string> "hint/tooltip" </string> + <string> "focus_neighbour/left" </string> + <string> "focus_neighbour/top" </string> + <string> "focus_neighbour/right" </string> + <string> "focus_neighbour/bottom" </string> + <string> "focus/ignore_mouse" </string> + <string> "focus/stop_mouse" </string> + <string> "size_flags/horizontal" </string> + <string> "size_flags/vertical" </string> + <string> "size_flags/stretch_ratio" </string> + <string> "script/script" </string> + <string> "__meta__" </string> + <string> "timer" </string> + <string> "Timer" </string> + <string> "wait_time" </string> + <string> "one_shot" </string> + <string> "autostart" </string> + <string> "gameover" </string> + <string> "Label" </string> + <string> "custom_colors/font_color" </string> + <string> "custom_constants/shadow_offset_x" </string> + <string> "custom_constants/shadow_offset_y" </string> + <string> "range/min" </string> + <string> "range/max" </string> + <string> "range/step" </string> + <string> "range/page" </string> + <string> "range/value" </string> + <string> "range/exp_edit" </string> + <string> "rounded_values" </string> + <string> "text" </string> + <string> "align" </string> + <string> "valign" </string> + <string> "autowrap" </string> + <string> "piece_move_down" </string> + <string> "timeout" </string> + </string_array> + <string> "version" </string> + <int> 1 </int> + <string> "conn_count" </string> + <int> 1 </int> + <string> "node_count" </string> + <int> 3 </int> + <string> "variants" </string> + <array len="14"> + <bool> False </bool> + <int> 0 </int> + <bool> True </bool> + <real> 1 </real> + <real> 0 </real> + <real> 40 </real> + <string> "" </string> + <node_path> "" </node_path> + <int> 2 </int> + <resource resource_type="GDScript" path="res://grid.gd"> </resource> + <dictionary> + <string> "__editor_plugin_states__" </string> + <dictionary> + <string> "Script" </string> + <dictionary> + <string> "current" </string> + <int> 0 </int> + <string> "sources" </string> + <array len="1"> + <string> "res://grid.gd" </string> + </array> + </dictionary> + <string> "2D" </string> + <dictionary> + <string> "zoom" </string> + <real> 1 </real> + <string> "ofs" </string> + <vector2> -69, -22 </vector2> + </dictionary> + <string> "3D" </string> + <dictionary> + <string> "zfar" </string> + <real> 500 </real> + <string> "fov" </string> + <real> 45 </real> + <string> "window_mode" </string> + <int> 0 </int> + <string> "window_0" </string> + <dictionary> + <string> "distance" </string> + <real> 4 </real> + <string> "default_light" </string> + <bool> True </bool> + <string> "x_rot" </string> + <real> 0.337 </real> + <string> "y_rot" </string> + <real> -0.575 </real> + <string> "show_grid" </string> + <bool> True </bool> + <string> "show_origin" </string> + <bool> True </bool> + <string> "pos" </string> + <vector3> 0, 0, 0 </vector3> + </dictionary> + <string> "znear" </string> + <real> 0.1 </real> + </dictionary> + </dictionary> + <string> "__editor_run_settings__" </string> + <dictionary> + <string> "custom_args" </string> + <string> "-l $scene" </string> + <string> "run_mode" </string> + <int> 0 </int> + </dictionary> + <string> "__editor_plugin_screen__" </string> + <string> "Script" </string> + </dictionary> + <resource name=""></resource> <int> 1 </int> + <color> 0, 0, 0, 1 </color> + </array> + <string> "nodes" </string> + <int_array len="193"> -1, -1, 1, 0, -1, 32, 2, 0, 3, 0, 4, 0, 5, 0, 6, 1, 7, 2, 8, 0, 9, 3, 10, 3, 11, 2, 12, 1, 13, 0, 14, 1, 15, 1, 16, 1, 17, 1, 18, 4, 19, 4, 20, 5, 21, 5, 22, 6, 23, 7, 24, 7, 25, 7, 26, 7, 27, 0, 28, 2, 29, 8, 30, 8, 31, 3, 32, 9, 33, 10, 0, 0, 0, 35, 34, -1, 9, 2, 0, 3, 0, 4, 0, 5, 0, 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100644 index 0000000000..f974234e05 --- /dev/null +++ b/demos/3d/fixed_materials/s.xml @@ -0,0 +1,72 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<resource_file type="Mesh" subresource_count="4" version="0.99" version_name="Godot Engine v0.99.3735-pre-beta"> + <ext_resource path="res://brick_color.*" type="ImageTexture"></ext_resource> + <ext_resource path="res://brick_normal.*" type="ImageTexture"></ext_resource> + <resource type="FixedMaterial" path="local://1"> + <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 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239, 246, 496, 495, 248, 226, 246, 265, 496, 495, 267, 248, 495, 271, 267, 265, 284, 496, 284, 291, 496, 495, 293, 271, 291, 311, 496, 495, 313, 293, 495, 320, 313, 311, 317, 496, 317, 338, 496, 495, 340, 320, 495, 359, 340, 338, 357, 496, 495, 366, 359, 357, 364, 496, 364, 383, 496, 495, 385, 366, 495, 404, 385, 383, 402, 496, 495, 411, 404, 402, 409, 496, 409, 428, 496, 495, 430, 411, 495, 449, 430, 428, 448, 496, 448, 455, 496, 495, 457, 449, 455, 475, 496, 495, 477, 457, 495, 481, 477, 475, 494, 496, 492, 26, 490, 492, 1, 26, 493, 28, 491, 493, 5, 28, 496, 494, 9, 480, 1, 492, 480, 0, 1, 482, 5, 493, 482, 4, 5, 9, 484, 8, 9, 494, 484, 481, 0, 480, 481, 12, 0, 483, 4, 482, 483, 14, 4, 485, 8, 484, 485, 16, 8, 495, 12, 481, 486, 14, 483, 486, 18, 14, 487, 16, 485, 487, 20, 16, 488, 18, 486, 488, 22, 18, 489, 20, 487, 489, 24, 20, 490, 22, 488, 490, 26, 22, 491, 24, 489, 491, 28, 24, 505, 507, 506, 505, 508, 507, 509, 511, 510, 509, 512, 511, 513, 515, 514, 513, 516, 515, 517, 519, 518, 517, 520, 519, 521, 523, 522, 521, 524, 523, 525, 527, 526, 525, 528, 527 </int_array> + </array> + </dictionary> + + </main_resource> +</resource_file>
\ No newline at end of file diff --git a/demos/3d/fixed_materials/tournesol.png b/demos/3d/fixed_materials/tournesol.png Binary files differnew file mode 100644 index 0000000000..54b391fc36 --- /dev/null +++ b/demos/3d/fixed_materials/tournesol.png 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, 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624, 472, 489, 624, 615, 472, 620, 623, 619, 620, 622, 623, 619, 624, 621, 619, 623, 624, 621, 489, 488, 621, 624, 489 </int_array> + </array> + </dictionary> + + </resource> + <resource type="SampleLibrary" path="local://6"> + <dictionary name="samples/jump" shared="false"> + <string> "db" </string> + <real> 0 </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, -2.38419e-07, 3.8743e-07, -0.0264725, 0.139277, -0.25962, 0.955248, 1, 1, 1, 0.1, 1, 5.36442e-07, -2.38419e-07, 3.8743e-07, -0.028916, 0.142508, -0.261183, 0.954274, 1, 1, 1, 0.15, 1, 1.19209e-07, 1.19209e-07, 5.96046e-08, -0.0326835, 0.14736, -0.26354, 0.952766, 1, 1, 1, 0.25, 1, 5.96046e-08, 1.19209e-07, 0, -0.0433083, 0.158072, -0.268982, 0.949098, 1, 1, 1, 0.3, 1, 8.9407e-07, -3.57628e-07, 5.96046e-07, -0.0481632, 0.16058, -0.27034, 0.948056, 1, 1, 1, 0.35, 1, 7.15256e-07, -3.57628e-07, 5.36442e-07, -0.0515519, 0.159894, -0.270034, 0.948081, 1, 1, 1, 0.4, 1, 6.25849e-07, -3.57628e-07, 5.06639e-07, -0.0529994, 0.155917, -0.267946, 0.949256, 1, 1, 1, 0.85, 1, 8.04663e-07, -5.96046e-07, 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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" </string> + <string> "coin 5" </string> + <string> "coin 4 4" </string> + <string> "coin 3 4" </string> + <string> "coin 4 4 2" </string> + <string> "coin 6" </string> + <string> "coin 4 5" </string> + <string> "coin 3 5" </string> + <string> "coin 4 5 2" </string> + <string> "coin 4 4 3" </string> + <string> "coin 3 5 2" </string> + <string> "coin 6 2" </string> + <string> "coin 4 5 3" </string> + <string> "coin 7" </string> + <string> "coin 4 6" </string> + <string> "coin 6 3" </string> + <string> "coin 3 5 3" </string> + <string> "coin 4 4 4" </string> + <string> "coin 3 6" </string> + <string> "coin 4 5 4" </string> + <string> "coin 4 5 4 2" </string> + <string> "coin 8" </string> + <string> "coin 4 4 5" </string> + <string> "coin 4 7" </string> + <string> "coin 6 4" </string> + <string> "coin 3 5 4" </string> + <string> "coin 4 5 5" </string> + <string> "coin 3 7" </string> + <string> "coin 4 5 4 3" </string> + <string> "coin 9" </string> + <string> "coin 4 4 6" </string> + <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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482, 474, 478, 483, 482, 479, 484, 476, 479, 485, 484, 465, 483, 478, 465, 486, 483, 467, 485, 479, 467, 487, 485, 466, 486, 465, 466, 488, 486, 468, 487, 467, 468, 489, 487, 469, 488, 466, 469, 490, 488, 470, 489, 468, 470, 491, 489, 471, 490, 469, 471, 492, 490, 472, 491, 470, 472, 493, 491, 473, 492, 471, 473, 480, 492, 474, 493, 472, 474, 482, 493, 476, 494, 475, 476, 484, 494, 495, 13, 12, 9, 10, 496, 10, 42, 496, 495, 497, 13, 495, 498, 497, 42, 49, 496, 49, 499, 496, 495, 500, 498, 495, 501, 500, 499, 502, 496, 495, 503, 501, 502, 504, 496, 504, 145, 496, 495, 148, 503, 495, 149, 148, 145, 146, 496, 146, 154, 496, 495, 156, 149, 154, 174, 496, 495, 176, 156, 495, 194, 176, 174, 193, 496, 193, 201, 496, 495, 203, 194, 201, 220, 496, 495, 222, 203, 495, 226, 222, 220, 239, 496, 239, 246, 496, 495, 248, 226, 246, 265, 496, 495, 267, 248, 495, 271, 267, 265, 284, 496, 284, 291, 496, 495, 293, 271, 291, 311, 496, 495, 313, 293, 495, 320, 313, 311, 317, 496, 317, 338, 496, 495, 340, 320, 495, 359, 340, 338, 357, 496, 495, 366, 359, 357, 364, 496, 364, 383, 496, 495, 385, 366, 495, 404, 385, 383, 402, 496, 495, 411, 404, 402, 409, 496, 409, 428, 496, 495, 430, 411, 495, 449, 430, 428, 448, 496, 448, 455, 496, 495, 457, 449, 455, 475, 496, 495, 477, 457, 495, 481, 477, 475, 494, 496, 492, 26, 490, 492, 1, 26, 493, 28, 491, 493, 5, 28, 496, 494, 9, 480, 1, 492, 480, 0, 1, 482, 5, 493, 482, 4, 5, 9, 484, 8, 9, 494, 484, 481, 0, 480, 481, 12, 0, 483, 4, 482, 483, 14, 4, 485, 8, 484, 485, 16, 8, 495, 12, 481, 486, 14, 483, 486, 18, 14, 487, 16, 485, 487, 20, 16, 488, 18, 486, 488, 22, 18, 489, 20, 487, 489, 24, 20, 490, 22, 488, 490, 26, 22, 491, 24, 489, 491, 28, 24, 505, 507, 506, 505, 508, 507, 509, 511, 510, 509, 512, 511, 513, 515, 514, 513, 516, 515, 517, 519, 518, 517, 520, 519, 521, 523, 522, 521, 524, 523, 525, 527, 526, 525, 528, 527 </int_array> + </array> + </dictionary> + + </main_resource> +</resource_file>
\ No newline at end of file diff --git a/demos/3d/shader_materials/sb.cube b/demos/3d/shader_materials/sb.cube new file mode 100644 index 0000000000..c5e4acbcd4 --- /dev/null +++ b/demos/3d/shader_materials/sb.cube @@ -0,0 +1,7 @@ +sb_left.png +sb_right.png +sb_bottom.png +sb_top.png +sb_back.png +sb_front.png + diff --git a/demos/3d/shader_materials/sb_back.png b/demos/3d/shader_materials/sb_back.png Binary files differnew file mode 100644 index 0000000000..85ba234654 --- /dev/null +++ b/demos/3d/shader_materials/sb_back.png diff --git a/demos/3d/shader_materials/sb_bottom.png b/demos/3d/shader_materials/sb_bottom.png Binary files differnew file mode 100644 index 0000000000..46cb8fd765 --- /dev/null +++ b/demos/3d/shader_materials/sb_bottom.png diff --git a/demos/3d/shader_materials/sb_front.png b/demos/3d/shader_materials/sb_front.png Binary files differnew file mode 100644 index 0000000000..0ddaede187 --- /dev/null +++ b/demos/3d/shader_materials/sb_front.png diff --git a/demos/3d/shader_materials/sb_left.png b/demos/3d/shader_materials/sb_left.png Binary files differnew file mode 100644 index 0000000000..a548d7ef13 --- /dev/null +++ b/demos/3d/shader_materials/sb_left.png diff --git a/demos/3d/shader_materials/sb_right.png b/demos/3d/shader_materials/sb_right.png Binary files differnew file mode 100644 index 0000000000..36ac03db3a --- /dev/null +++ b/demos/3d/shader_materials/sb_right.png diff --git a/demos/3d/shader_materials/sb_top.png b/demos/3d/shader_materials/sb_top.png Binary files differnew file mode 100644 index 0000000000..af7274447e --- /dev/null +++ b/demos/3d/shader_materials/sb_top.png diff --git a/demos/3d/shader_materials/shader_materials.scn b/demos/3d/shader_materials/shader_materials.scn Binary files differnew file mode 100644 index 0000000000..d6a3efe73f --- /dev/null +++ b/demos/3d/shader_materials/shader_materials.scn diff --git a/demos/3d/shader_materials/tournesol.png b/demos/3d/shader_materials/tournesol.png Binary files differnew file mode 100644 index 0000000000..54b391fc36 --- /dev/null +++ b/demos/3d/shader_materials/tournesol.png diff --git a/demos/misc/autoload/engine.cfg b/demos/misc/autoload/engine.cfg new file mode 100644 index 0000000000..c6ad023013 --- /dev/null +++ b/demos/misc/autoload/engine.cfg @@ -0,0 +1,8 @@ +[application] + +name="Autoload (Singletons)" +main_scene="res://scene_a.scn" + +[autoload] + +global="res://global.gd" diff --git a/demos/misc/autoload/global.gd b/demos/misc/autoload/global.gd new file mode 100644 index 0000000000..d9fa308a2f --- /dev/null +++ b/demos/misc/autoload/global.gd @@ -0,0 +1,23 @@ +extends Node + + +var current_scene = null + + +func goto_scene(scene): + #load new scene + var s = ResourceLoader.load(scene) + #queue erasing old (don't use free because that scene is calling this method) + current_scene.queue_free() + #instance the new scene + current_scene = s.instance() + #add it to the active scene, as child of root + get_scene().get_root().add_child(current_scene) + + +func _ready(): + # get the current scene + # it is always the last child of root, + # after the autoloaded nodes + var root = get_scene().get_root() + current_scene = root.get_child( root.get_child_count() -1 ) diff --git a/demos/misc/autoload/scene_a.gd b/demos/misc/autoload/scene_a.gd new file mode 100644 index 0000000000..21a6a84eb9 --- /dev/null +++ b/demos/misc/autoload/scene_a.gd @@ -0,0 +1,17 @@ + +extends Panel + +# member variables here, example: +# var a=2 +# var b="textvar" + +func _ready(): + # Initalization here + pass + + + + +func _on_goto_scene_pressed(): + get_node("/root/global").goto_scene("res://scene_b.scn") + pass # replace with function body diff --git a/demos/misc/autoload/scene_a.scn b/demos/misc/autoload/scene_a.scn Binary files differnew file mode 100644 index 0000000000..61727a57ba --- /dev/null +++ b/demos/misc/autoload/scene_a.scn diff --git a/demos/misc/autoload/scene_b.gd b/demos/misc/autoload/scene_b.gd new file mode 100644 index 0000000000..4a88fddda9 --- /dev/null +++ b/demos/misc/autoload/scene_b.gd @@ -0,0 +1,17 @@ + +extends Panel + +# member variables here, example: +# var a=2 +# var b="textvar" + +func _ready(): + # Initalization here + pass + + + + +func _on_goto_scene_pressed(): + get_node("/root/global").goto_scene("res://scene_a.scn") + pass # replace with function body diff --git a/demos/misc/autoload/scene_b.scn b/demos/misc/autoload/scene_b.scn Binary files differnew file mode 100644 index 0000000000..ae09eeff88 --- /dev/null +++ b/demos/misc/autoload/scene_b.scn diff --git a/demos/misc/pause/engine.cfg b/demos/misc/pause/engine.cfg new file mode 100644 index 0000000000..a5cb20cc7f --- /dev/null +++ b/demos/misc/pause/engine.cfg @@ -0,0 +1,5 @@ +[application] + +name="Pause" +main_scene="res://spinpause.scn" +icon="res://icon.png" diff --git a/demos/misc/pause/icon.png b/demos/misc/pause/icon.png Binary files differnew file mode 100644 index 0000000000..49b3fd4053 --- /dev/null +++ b/demos/misc/pause/icon.png diff --git a/demos/misc/pause/spinpause.gd b/demos/misc/pause/spinpause.gd new file mode 100644 index 0000000000..c21c13b4e1 --- /dev/null +++ b/demos/misc/pause/spinpause.gd @@ -0,0 +1,15 @@ + +extends Spatial + + +func _on_pause_pressed(): + get_node("pause_popup").set_exclusive(true) + get_node("pause_popup").popup() + get_scene().set_pause(true) + + +func _on_unpause_pressed(): + get_node("pause_popup").hide() + get_scene().set_pause(false) + + diff --git a/demos/misc/pause/spinpause.scn b/demos/misc/pause/spinpause.scn Binary files differnew file mode 100644 index 0000000000..a3835c4374 --- /dev/null +++ b/demos/misc/pause/spinpause.scn diff --git a/demos/misc/threads/engine.cfg b/demos/misc/threads/engine.cfg new file mode 100644 index 0000000000..6f19936c9d --- /dev/null +++ b/demos/misc/threads/engine.cfg @@ -0,0 +1,4 @@ +[application] + +name="Loading in a Thread" +main_scene="res://thread.scn" diff --git a/demos/misc/threads/mona.png b/demos/misc/threads/mona.png Binary files differnew file mode 100644 index 0000000000..0bcda570b4 --- /dev/null +++ b/demos/misc/threads/mona.png diff --git a/demos/misc/threads/thread.gd b/demos/misc/threads/thread.gd new file mode 100644 index 0000000000..7d8aabd1b7 --- /dev/null +++ b/demos/misc/threads/thread.gd @@ -0,0 +1,31 @@ + +extends Node2D + +# member variables here, example: +# var a=2 +# var b="textvar" + +var thread = Thread.new() + +#this function runs in a thread! +#threads always take one userdata argument +func _bg_load(path): + print("THREAD FUNC!") + #load the resource + var tex = ResourceLoader.load(path) + #call _bg_load_done on main thread + call_deferred("_bg_load_done") + return tex #return it + +func _bg_load_done(): + #wait for the thread to complete, get the returned value + var tex = thread.wait_to_finish() + #set to the sprite + get_node("sprite").set_texture(tex) + +func _on_load_pressed(): + if (thread.is_active()): + #already working + return + print("START THREAD!") + thread.start(self,"_bg_load","res://mona.png") diff --git a/demos/misc/threads/thread.scn b/demos/misc/threads/thread.scn Binary files differnew file mode 100644 index 0000000000..349127529a --- /dev/null +++ b/demos/misc/threads/thread.scn |