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-rw-r--r--demos/3d/platformer/bullet.gd13
-rw-r--r--demos/3d/platformer/bullet.scnbin6157 -> 7303 bytes
-rw-r--r--demos/3d/platformer/coin.gd18
-rw-r--r--demos/3d/platformer/coin.scnbin6791 -> 7785 bytes
-rw-r--r--demos/3d/platformer/enemy.gd57
-rw-r--r--demos/3d/platformer/enemy.scnbin38594 -> 39181 bytes
-rw-r--r--demos/3d/platformer/engine.cfg2
-rw-r--r--demos/3d/platformer/follow_camera.gd89
-rw-r--r--demos/3d/platformer/player.gd210
-rw-r--r--demos/3d/platformer/player.scnbin0 -> 108067 bytes
-rw-r--r--demos/3d/platformer/player.xml1762
-rw-r--r--demos/3d/platformer/robotrigged.scnbin107962 -> 110973 bytes
-rw-r--r--demos/3d/platformer/stage.scnbin0 -> 17714 bytes
-rw-r--r--demos/3d/platformer/stage.xml697
-rw-r--r--demos/3d/platformer/tiles.scnbin47723 -> 23305 bytes
15 files changed, 152 insertions, 2696 deletions
diff --git a/demos/3d/platformer/bullet.gd b/demos/3d/platformer/bullet.gd
index 842e6874e9..29219403bd 100644
--- a/demos/3d/platformer/bullet.gd
+++ b/demos/3d/platformer/bullet.gd
@@ -1,14 +1,5 @@
extends RigidBody
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
-var disabled=false
-
-func _ready():
- # Initalization here
- pass
-
-
+# Member variables
+var disabled = false
diff --git a/demos/3d/platformer/bullet.scn b/demos/3d/platformer/bullet.scn
index da90dba1a5..54ceb50488 100644
--- a/demos/3d/platformer/bullet.scn
+++ b/demos/3d/platformer/bullet.scn
Binary files differ
diff --git a/demos/3d/platformer/coin.gd b/demos/3d/platformer/coin.gd
index 8bf1a3460d..bd2eea81e2 100644
--- a/demos/3d/platformer/coin.gd
+++ b/demos/3d/platformer/coin.gd
@@ -1,23 +1,11 @@
extends Area
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
-
+# Member variables
var taken = false
-func _on_coin_body_enter( body ):
+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
-
-
-
+ taken = true
diff --git a/demos/3d/platformer/coin.scn b/demos/3d/platformer/coin.scn
index a4148b4060..238150788b 100644
--- a/demos/3d/platformer/coin.scn
+++ b/demos/3d/platformer/coin.scn
Binary files differ
diff --git a/demos/3d/platformer/enemy.gd b/demos/3d/platformer/enemy.gd
index 9b2e95a96d..55c79e4858 100644
--- a/demos/3d/platformer/enemy.gd
+++ b/demos/3d/platformer/enemy.gd
@@ -1,14 +1,10 @@
extends RigidBody
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
+# Member variables
const STATE_WALKING = 0
const STATE_DYING = 1
-
var prev_advance = false
var deaccel = 20.0
var accel = 5
@@ -16,80 +12,67 @@ var max_speed = 2
var rot_dir = 4
var rot_speed = 1
-var dying=false
-
-func _integrate_forces(state):
+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
+ 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)
+ 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(1)
- cc.disabled=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
+ 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) )
-
+ 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
+ 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
+ prev_advance = advance
-func _ready():
- # Initalization here
- pass
func _die():
queue_free()
diff --git a/demos/3d/platformer/enemy.scn b/demos/3d/platformer/enemy.scn
index 083582a85a..dd62692b7f 100644
--- a/demos/3d/platformer/enemy.scn
+++ b/demos/3d/platformer/enemy.scn
Binary files differ
diff --git a/demos/3d/platformer/engine.cfg b/demos/3d/platformer/engine.cfg
index 793ac36364..84cac52c97 100644
--- a/demos/3d/platformer/engine.cfg
+++ b/demos/3d/platformer/engine.cfg
@@ -1,7 +1,7 @@
[application]
name="Platformer 3D"
-main_scene="res://stage.xml"
+main_scene="res://stage.scn"
icon="res://icon.png"
[display]
diff --git a/demos/3d/platformer/follow_camera.gd b/demos/3d/platformer/follow_camera.gd
index 3d18327df0..d0d531b9a5 100644
--- a/demos/3d/platformer/follow_camera.gd
+++ b/demos/3d/platformer/follow_camera.gd
@@ -1,95 +1,80 @@
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
+# Member variables
+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 target = get_parent().get_global_transform().origin
var pos = get_global_transform().origin
- var up = Vector3(0,1,0)
+ var up = Vector3(0, 1, 0)
var delta = pos - target
- #regular delta follow
-
- #check ranges
+ # Regular delta follow
+ # Check ranges
if (delta.length() < min_distance):
- delta = delta.normalized() * min_distance
+ delta = delta.normalized()*min_distance
elif (delta.length() > max_distance):
- delta = delta.normalized() * max_distance
+ delta = delta.normalized()*max_distance
- #check upper and lower height
- if ( delta.y > max_height):
+ # Check upper and lower height
+ if (delta.y > max_height):
delta.y = max_height
- if ( delta.y < min_height):
+ if (delta.y < min_height):
delta.y = min_height
- #check autoturn
-
- var ds = PhysicsServer.space_get_direct_state( get_world().get_space() )
-
+ # 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+delta,collision_exception)
- var col_right = ds.intersect_ray(target,target+Matrix3(up,deg2rad(-autoturn_ray_aperture)).xform(delta),collision_exception)
+ 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 + delta, collision_exception)
+ var col_right = ds.intersect_ray(target, target + Matrix3(up, deg2rad(-autoturn_ray_aperture)).xform(delta), collision_exception)
if (!col.empty()):
- #if main ray was occluded, get camera closer, this is the worst case scenario
+ # If main ray was occluded, get camera closer, this is the worst case scenario
delta = col.position - target
elif (!col_left.empty() and col_right.empty()):
- #if only left ray is occluded, turn the camera around to the right
- delta = Matrix3(up,deg2rad(-dt*autoturn_speed)).xform(delta)
+ # 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.empty() and !col_right.empty()):
- #if only right ray is occluded, turn the camera around to the left
- delta = Matrix3(up,deg2rad(dt*autoturn_speed)).xform(delta)
+ # 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
+ # Do nothing otherwise, left and right are occluded but center is not, so do not autoturn
pass
- #apply lookat
- if (delta==Vector3()):
- delta = (pos - target).normalized() * 0.0001
+ # Apply lookat
+ if (delta == Vector3()):
+ delta = (pos - target).normalized()*0.0001
pos = target + delta
- look_at_from_pos(pos,target,up)
+ look_at_from_pos(pos, target, up)
- #turn a little up or down
+ # Turn a little up or down
var t = get_transform()
- t.basis = Matrix3(t.basis[0],deg2rad(angle_v_adjust)) * t.basis
+ t.basis = Matrix3(t.basis[0], deg2rad(angle_v_adjust))*t.basis
set_transform(t)
-
-
-func _ready():
-#find collision exceptions for ray
+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
+ node = node.get_parent()
set_fixed_process(true)
- #this detaches the camera transform from the parent spatial node
+ # This detaches the camera transform from the parent spatial node
set_as_toplevel(true)
-
-
-
-
-
-
diff --git a/demos/3d/platformer/player.gd b/demos/3d/platformer/player.gd
index 76cf2861bf..7471460538 100644
--- a/demos/3d/platformer/player.gd
+++ b/demos/3d/platformer/player.gd
@@ -1,12 +1,7 @@
extends RigidBody
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
-#var dir=Vector3()
-
+# Member variables
const ANIM_FLOOR = 0
const ANIM_AIR_UP = 1
const ANIM_AIR_DOWN = 2
@@ -14,21 +9,21 @@ const ANIM_AIR_DOWN = 2
const SHOOT_TIME = 1.5
const SHOOT_SCALE = 2
-const CHAR_SCALE = Vector3(0.3,0.3,0.3)
+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 jumping = false
-var turn_speed=40
+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 accel = 19.0
+var deaccel = 14.0
+var sharp_turn_threshold = 140
-var max_speed=3.1
+var max_speed = 3.1
var on_floor = false
var prev_shoot = false
@@ -37,9 +32,9 @@ 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
+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)
@@ -47,47 +42,43 @@ func adjust_facing(p_facing, p_target,p_step, p_adjust_rate,current_gn):
var ang = atan2(y,x)
- if (abs(ang)<0.001): # too small
+ 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
+ ang = ang*s
+ var turn = ang*p_adjust_rate*p_step
var a
- if (ang<turn):
- a=ang
+ if (ang < turn):
+ a = ang
else:
- a=turn
- ang = (ang - a) * s
+ a = turn
+ ang = (ang - a)*s
- return ((n * cos(ang)) + (t * sin(ang))) * p_facing.length()
-
-
+ return (n*cos(ang) + t*sin(ang))*p_facing.length()
-func _integrate_forces( state ):
- var lv = state.get_linear_velocity() # linear velocity
+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
-
+# 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 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:
@@ -98,104 +89,89 @@ func _integrate_forces( state ):
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 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]
+ dir += -cam_xform.basis[2]
if (Input.is_action_pressed("move_backwards")):
- dir+=cam_xform.basis[2]
+ dir += cam_xform.basis[2]
if (Input.is_action_pressed("move_left")):
- dir+=-cam_xform.basis[0]
+ dir += -cam_xform.basis[0]
if (Input.is_action_pressed("move_right")):
- dir+=cam_xform.basis[0]
-
+ 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) :
-
+ var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshold
+
+ 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
+ #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)
+ 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
-
+ if (hspeed < max_speed):
+ hspeed += accel*delta
else:
- hspeed-=deaccel*delta
- if (hspeed<0):
- hspeed=0
+ 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()
+ 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 )
+ 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))
- get_node("Armature").set_transform(Transform(m3,mesh_xform.origin))
-
if (not jumping and jump_attempt):
vv = 7.0
- jumping = true
+ jumping = true
get_node("sfx").play("jump")
else:
-
- if (vv>0):
- anim=ANIM_AIR_UP
+ if (vv > 0):
+ anim = ANIM_AIR_UP
else:
- anim=ANIM_AIR_DOWN
-
+ anim = ANIM_AIR_DOWN
+
var hs
- if (dir.length()>0.1):
-
- hv += target_dir * (accel * 0.2) * delta
+ if (dir.length() > 0.1):
+ hv += target_dir*(accel*0.2)*delta
if (hv.length() > max_speed):
- hv = hv.normalized() * max_speed
-
+ hv = hv.normalized()*max_speed
else:
-
if (air_idle_deaccel):
- hspeed = hspeed - (deaccel * 0.2) * delta
- if (hspeed<0):
- hspeed=0
-
+ 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
+ jumping = false
+ lv = hv + up*vv
-
if (onfloor):
-
movement_dir = lv
#lv += floor_velocity
last_floor_velocity = floor_velocity
else:
-
- if (on_floor) :
-
+ if (on_floor):
#if (keep_jump_inertia):
# lv += last_floor_velocity
pass
@@ -204,40 +180,32 @@ func _integrate_forces( state ):
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_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
+ 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
+ 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())
-
+ 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.scn b/demos/3d/platformer/player.scn
new file mode 100644
index 0000000000..854a8397e4
--- /dev/null
+++ b/demos/3d/platformer/player.scn
Binary files differ
diff --git a/demos/3d/platformer/player.xml b/demos/3d/platformer/player.xml
deleted file mode 100644
index c008d21675..0000000000
--- a/demos/3d/platformer/player.xml
+++ /dev/null
@@ -1,1762 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<resource_file type="PackedScene" subresource_count="23" version="1.0" version_name="Godot Engine v1.0.3917-beta1">
- <ext_resource path="res://osb_left.png" type="Texture"></ext_resource>
- <ext_resource path="res://osb_up.png" type="Texture"></ext_resource>
- <ext_resource path="res://player.gd" type="Script"></ext_resource>
- <ext_resource path="res://sound_jump.wav" type="Sample"></ext_resource>
- <ext_resource path="res://follow_camera.gd" type="Script"></ext_resource>
- <ext_resource path="res://osb_down.png" type="Texture"></ext_resource>
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- </array>
- </dictionary>
- <dictionary name="surfaces/1" shared="false">
- <string> "alphasort" </string>
- <bool> False </bool>
- <string> "material" </string>
- <resource resource_type="Material" path="local://4"> </resource>
- <string> "morph_arrays" </string>
- <array len="0" shared="false">
- </array>
- <string> "primitive" </string>
- <int> 4 </int>
- <string> "arrays" </string>
- <array len="9" shared="false">
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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.wav"> </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.wav"> </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, 8.34465e-07, -0.01551, 0.114246, -0.235933, 0.964906, 1, 1, 1, 0.9, 1, 7.15256e-07, -4.76837e-07, 7.15256e-07, -0.0133439, 0.115591, -0.236366, 0.964672, 1, 1, 1, 0.95, 1, 5.06639e-07, -3.57628e-07, 4.76837e-07, -0.0142794, 0.118993, -0.239276, 0.963527, 1, 1, 1, 1.1, 1, 6.55651e-07, -3.57628e-07, 5.36442e-07, -0.0224776, 0.132362, -0.25315, 0.958066, 1, 1, 1, 1.15, 1, 7.45058e-07, -2.38419e-07, 4.17233e-07, -0.0241962, 0.135447, -0.25637, 0.956736, 1, 1, 1, 1.2, 1, 7.15256e-07, -2.38419e-07, 5.06639e-07, -0.0252313, 0.137384, -0.258343, 0.955902, 1, 1, 1, 1.25, 1, 1.01328e-06, -8.34465e-07, 1.07288e-06, -0.0255726, 0.138077, -0.259039, 0.955604, 1, 1, 1 </real_array>
- <string name="tracks/1/type"> "transform" </string>
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- <node_path> "Armature/Skeleton:l-LEGCONTROL" </node_path>
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diff --git a/demos/3d/platformer/robotrigged.scn b/demos/3d/platformer/robotrigged.scn
index e54125a07e..68af0cfe47 100644
--- a/demos/3d/platformer/robotrigged.scn
+++ b/demos/3d/platformer/robotrigged.scn
Binary files differ
diff --git a/demos/3d/platformer/stage.scn b/demos/3d/platformer/stage.scn
new file mode 100644
index 0000000000..7eafda5888
--- /dev/null
+++ b/demos/3d/platformer/stage.scn
Binary files differ
diff --git a/demos/3d/platformer/stage.xml b/demos/3d/platformer/stage.xml
deleted file mode 100644
index 37a11068c9..0000000000
--- a/demos/3d/platformer/stage.xml
+++ /dev/null
@@ -1,697 +0,0 @@
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- <ext_resource path="res://player.xml" type="PackedScene"></ext_resource>
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- <color name="ambient_light/color"> 0, 0.409429, 0.596681, 1 </color>
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- </resource>
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- <string> "coin 3 4" </string>
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- <string> "coin 4 5 3" </string>
- <string> "coin 7" </string>
- <string> "coin 4 6" </string>
- <string> "coin 6 3" </string>
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- <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>
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- <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>
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- <string> "enemies" </string>
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- <string> "cells" </string>
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diff --git a/demos/3d/platformer/tiles.scn b/demos/3d/platformer/tiles.scn
index ca804d2d09..4c3442dbeb 100644
--- a/demos/3d/platformer/tiles.scn
+++ b/demos/3d/platformer/tiles.scn
Binary files differ