Removed demos

they go to their own project now
This commit is contained in:
Juan Linietsky 2016-06-03 10:30:38 -03:00
parent f9af57f3bd
commit c7d45ec085
734 changed files with 0 additions and 15139 deletions

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[application]
name="Area 2D Input Events"
main_scene="res://input.tscn"
icon="res://icon.png"

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extends Area2D
# Virtual from CollisionObject2D (also available as signal)
func _input_event(viewport, event, shape_idx):
# Convert event to local coordinates
if (event.type == InputEvent.MOUSE_MOTION):
event = make_input_local(event)
get_node("label").set_text(str(event.pos))
# Virtual from CollisionObject2D (also available as signal)
func _mouse_exit():
get_node("label").set_text("")

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[gd_scene load_steps=6 format=1]
[ext_resource path="res://input.gd" type="Script" id=1]
[ext_resource path="res://box_area.png" type="Texture" id=2]
[ext_resource path="res://circle_area.png" type="Texture" id=3]
[sub_resource type="RectangleShape2D" id=1]
custom_solver_bias = 0.0
extents = Vector2( 64, 64 )
[sub_resource type="CircleShape2D" id=2]
custom_solver_bias = 0.0
radius = 64.0
[node name="base" type="Node2D"]
[node name="box" type="Area2D" parent="."]
transform/pos = Vector2( 212, 281 )
transform/rot = 35.4081
input/pickable = true
shapes/0/shape = SubResource( 1 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 )
shapes/0/trigger = false
gravity_vec = Vector2( 0, 1 )
gravity = 98.0
linear_damp = 0.1
angular_damp = 1.0
script/script = ExtResource( 1 )
[node name="sprite" type="Sprite" parent="box"]
texture = ExtResource( 2 )
[node name="label" type="Label" parent="box"]
focus/ignore_mouse = true
focus/stop_mouse = true
size_flags/horizontal = 2
margin/left = -43.0
margin/top = 71.0
margin/right = 43.0
margin/bottom = 84.0
align = 1
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
[node name="shape" type="CollisionShape2D" parent="box"]
shape = SubResource( 1 )
trigger = false
_update_shape_index = -1
[node name="circle" type="Area2D" parent="."]
transform/pos = Vector2( 547.877, 286.808 )
transform/rot = -40.5985
input/pickable = true
shapes/0/shape = SubResource( 2 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 )
shapes/0/trigger = false
gravity_vec = Vector2( 0, 1 )
gravity = 98.0
linear_damp = 0.1
angular_damp = 1.0
script/script = ExtResource( 1 )
[node name="sprite" type="Sprite" parent="circle"]
texture = ExtResource( 3 )
[node name="label" type="Label" parent="circle"]
focus/ignore_mouse = true
focus/stop_mouse = true
size_flags/horizontal = 2
margin/left = -43.0
margin/top = 71.0
margin/right = 43.0
margin/bottom = 84.0
align = 1
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
[node name="shape" type="CollisionShape2D" parent="circle"]
shape = SubResource( 2 )
trigger = false
_update_shape_index = -1
[node name="Label" type="Label" parent="."]
focus/ignore_mouse = true
focus/stop_mouse = true
size_flags/horizontal = 2
margin/left = 0.0
margin/top = 0.0
margin/right = 40.0
margin/bottom = 13.0
text = "This demo shows how to use a regular Area2D to get input events, and how to convert the input events to local coordinates of the node.\nUnlike controls, Input on Area2D or PhysicsBody2D nodes only works properly (with scrolling) on canvas layer 0."
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1

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extends RigidBody2D
# Member variables
var timeout = 5
func _process(delta):
timeout -= delta
if (timeout < 1):
set_opacity(timeout)
if (timeout < 0):
queue_free()
func _ready():
set_process(true)

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[gd_scene load_steps=4 format=1]
[ext_resource path="res://ball.gd" type="Script" id=1]
[ext_resource path="res://ball.png" type="Texture" id=2]
[sub_resource type="CircleShape2D" id=1]
custom_solver_bias = 0.0
radius = 7.45713
[node name="bal" type="RigidBody2D"]
input/pickable = false
shapes/0/shape = SubResource( 1 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 )
shapes/0/trigger = false
collision/layers = 1
collision/mask = 1
mode = 0
mass = 1.0
friction = 1.0
bounce = 0.0
gravity_scale = 1.0
custom_integrator = false
continuous_cd = 0
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
velocity/linear = Vector2( 0, 0 )
velocity/angular = 0.0
damp_override/linear = -1.0
damp_override/angular = -1.0
script/script = ExtResource( 1 )
[node name="sprite" type="Sprite" parent="."]
transform/pos = Vector2( 0, 1 )
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
trigger = false
_update_shape_index = 0

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extends Node2D
# Member variables
const EMIT_INTERVAL = 0.1
var timeout = EMIT_INTERVAL
func _process(delta):
timeout -= delta
if (timeout < 0):
timeout = EMIT_INTERVAL
var ball = preload("res://ball.tscn").instance()
ball.set_pos(Vector2(randf()*get_viewport_rect().size.x, 0))
add_child(ball)
func _ready():
set_process(true)

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[gd_scene load_steps=13 format=1]
[ext_resource path="res://dynamic_colobjs.gd" type="Script" id=1]
[ext_resource path="res://circle.png" type="Texture" id=2]
[ext_resource path="res://box.png" type="Texture" id=3]
[ext_resource path="res://poly.png" type="Texture" id=4]
[sub_resource type="CircleShape2D" id=1]
custom_solver_bias = 0.0
radius = 28.8504
[sub_resource type="RectangleShape2D" id=2]
custom_solver_bias = 0.0
extents = Vector2( 32.1805, 30.0328 )
[sub_resource type="ConvexPolygonShape2D" id=3]
custom_solver_bias = 0.0
points = Vector2Array( 49.5669, -27.9744, 45.1564, 15.3961, 18.6931, -1.51105 )
[sub_resource type="ConvexPolygonShape2D" id=4]
custom_solver_bias = 0.0
points = Vector2Array( -55.093, -14.2052, -37.1739, 2.89948, -40.1345, 21.2602, -53.3067, 15.8716 )
[sub_resource type="ConvexPolygonShape2D" id=5]
custom_solver_bias = 0.0
points = Vector2Array( -40.1345, 21.2602, -37.1739, 2.89948, -14.386, -14.0076, -6.30005, 0.694214 )
[sub_resource type="ConvexPolygonShape2D" id=6]
custom_solver_bias = 0.0
points = Vector2Array( -14.386, -14.0076, 18.6931, -1.51105, 45.1564, 15.3961, -6.30005, 0.694214 )
[sub_resource type="Animation" id=7]
resource/name = "movethem"
length = 4.0
loop = true
step = 0.1
tracks/0/type = "value"
tracks/0/path = NodePath("base/circle:transform/pos")
tracks/0/interp = 1
tracks/0/keys = { "cont":true, "times":FloatArray( 0, 2 ), "transitions":FloatArray( 1, 1 ), "values":[ Vector2( 0, 0 ), Vector2( 52.7569, -70.845 ) ] }
tracks/1/type = "value"
tracks/1/path = NodePath("base/box:transform/pos")
tracks/1/interp = 1
tracks/1/keys = { "cont":true, "times":FloatArray( 0, 2 ), "transitions":FloatArray( 1, 1 ), "values":[ Vector2( 193.173, -2.72076 ), Vector2( 195.894, -72.0999 ) ] }
tracks/2/type = "value"
tracks/2/path = NodePath("base/box:transform/rot")
tracks/2/interp = 1
tracks/2/keys = { "cont":true, "times":FloatArray( 0, 2 ), "transitions":FloatArray( 1, 1 ), "values":[ 0.0, 92.8111 ] }
tracks/3/type = "value"
tracks/3/path = NodePath("base/polygon:transform/pos")
tracks/3/interp = 1
tracks/3/keys = { "cont":true, "times":FloatArray( 0, 2 ), "transitions":FloatArray( 1, 1 ), "values":[ Vector2( 382.265, -2.72076 ), Vector2( 495.176, -10.883 ) ] }
[sub_resource type="Animation" id=8]
resource/name = "toggletrigger"
length = 6.0
loop = true
step = 0.1
tracks/0/type = "value"
tracks/0/path = NodePath("base/box:trigger")
tracks/0/interp = 1
tracks/0/keys = { "cont":false, "times":FloatArray( 0, 4 ), "transitions":FloatArray( 1, 1 ), "values":[ false, true ] }
tracks/1/type = "value"
tracks/1/path = NodePath("base/box:visibility/opacity")
tracks/1/interp = 1
tracks/1/keys = { "cont":false, "times":FloatArray( 0, 4 ), "transitions":FloatArray( 1, 1 ), "values":[ 1.0, 0.2 ] }
[node name="base" type="Node2D"]
script/script = ExtResource( 1 )
[node name="base" type="KinematicBody2D" parent="."]
transform/pos = Vector2( 137, 470 )
input/pickable = false
shapes/0/shape = SubResource( 1 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 7.91353, -10.6267 )
shapes/0/trigger = false
shapes/1/shape = SubResource( 2 )
shapes/1/transform = Matrix32( 0.970626, -0.240595, 0.240595, 0.970626, 193.581, -13.1276 )
shapes/1/trigger = false
shapes/2/shape = SubResource( 3 )
shapes/2/transform = Matrix32( 1, 0, 0, 1, 399.202, -3.9451 )
shapes/2/trigger = false
shapes/3/shape = SubResource( 4 )
shapes/3/transform = Matrix32( 1, 0, 0, 1, 399.202, -3.9451 )
shapes/3/trigger = false
shapes/4/shape = SubResource( 5 )
shapes/4/transform = Matrix32( 1, 0, 0, 1, 399.202, -3.9451 )
shapes/4/trigger = false
shapes/5/shape = SubResource( 6 )
shapes/5/transform = Matrix32( 1, 0, 0, 1, 399.202, -3.9451 )
shapes/5/trigger = false
collision/layers = 1
collision/mask = 1
collision/margin = 0.08
[node name="circle" type="CollisionShape2D" parent="base"]
transform/pos = Vector2( 7.91353, -10.6267 )
shape = SubResource( 1 )
trigger = false
_update_shape_index = 0
[node name="sprite" type="Sprite" parent="base/circle"]
texture = ExtResource( 2 )
[node name="box" type="CollisionShape2D" parent="base"]
transform/pos = Vector2( 193.581, -13.1276 )
transform/rot = 13.9217
shape = SubResource( 2 )
trigger = false
_update_shape_index = 1
[node name="Sprite" type="Sprite" parent="base/box"]
texture = ExtResource( 3 )
[node name="polygon" type="CollisionPolygon2D" parent="base"]
transform/pos = Vector2( 399.202, -3.9451 )
build_mode = 0
polygon = Vector2Array( -55.093, -14.2052, -37.1739, 2.89948, -14.386, -14.0076, 18.6931, -1.51105, 49.5669, -27.9744, 45.1564, 15.3961, -6.30005, 0.694214, -40.1345, 21.2602, -53.3067, 15.8716 )
shape_range = Vector2( 2, 5 )
trigger = false
[node name="Sprite" type="Sprite" parent="base/polygon"]
texture = ExtResource( 4 )
[node name="shapemove" type="AnimationPlayer" parent="."]
playback/process_mode = 1
playback/default_blend_time = 0.0
root/root = NodePath("..")
anims/movethem = SubResource( 7 )
playback/active = true
playback/speed = 1.0
blend_times = [ ]
autoplay = "movethem"
[node name="triggertoggle" type="AnimationPlayer" parent="."]
playback/process_mode = 1
playback/default_blend_time = 0.0
root/root = NodePath("..")
anims/movethem = SubResource( 7 )
anims/toggletrigger = SubResource( 8 )
playback/active = true
playback/speed = 1.0
blend_times = [ ]
autoplay = "toggletrigger"
[node name="Label" type="Label" parent="."]
focus/ignore_mouse = true
focus/stop_mouse = true
size_flags/horizontal = 2
margin/left = 21.0
margin/top = 21.0
margin/right = 719.0
margin/bottom = 73.0
text = "This demo simply shows that it\'s possible now to move a CollisionShape and CollisionPolygon after it was created\nand also turn it into a trigger at run-time. CollisionShape will remain alive during the running game and you can\ninteract with them, even though they are just meant to be helpers.\nIt is always recommended in a real use-case scenario, to move a body instead of a shape, as that path is better optimized."
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1

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[application]
name="Run-Time CollisionShape"
main_scene="res://dynamic_colobjs.tscn"
icon="res://icon.png"

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[application]
name="Fog of War"
main_scene="res://fog.tscn"
icon="res://icon.png"
[input]
move_up=[key(Up)]
move_bottom=[key(Down)]
move_left=[key(Left)]
move_right=[key(Right)]

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extends TileMap
# Member variables
# Boundaries for the fog rectangle
var x_min = -20 # Left start tile
var x_max = 20 # Right end tile
var y_min = -20 # Top start tile
var y_max = 20 # Bottom end tile
var position # Player's position
# Iteration variables
var x
var y
# Variables to check if the player moved
var x_old
var y_old
# Array to build up the visible area like a square.
# First value determines the width/height of the tip.
# Here it would be 2*2 + 1 = 5 tiles wide/high.
# Second value determines the total squares size.
# Here it would be 5*2 + 1 = 10 tiles wide/high.
var l = range(2, 5)
# Process that runs in realtime
func _fixed_process(delta):
position = get_node("../troll").get_pos()
# Calculate the corresponding tile
# from the players position
x = int(position.x/get_cell_size().x)
# Switching from positive to negative tile positions
# causes problems because of rounding problems
if position.x < 0:
x -= 1 # Correct negative values
y = int(position.y/get_cell_size().y)
if (position.y < 0):
y -= 1
# Check if the player moved one tile further
if ((x_old != x) or (y_old != y)):
# Create the transparent part (visited area)
var end = l.size() - 1
var start = 0
for steps in range(l.size()):
for m in range(x - l[end] - 1, x + l[end] + 2):
for n in range(y - l[start] - 1, y + l[start] + 2):
if (get_cell(m, n) != 0):
set_cell(m, n, 1, 0, 0)
end -= 1
start += 1
# Create the actual and active visible part
var end = l.size() - 1
var start = 0
for steps in range(l.size()):
for m in range(x - l[end], x + l[end] + 1):
for n in range(y - l[start], y + l[start] + 1):
set_cell(m, n, -1)
end -= 1
start += 1
x_old = x
y_old = y
func _ready():
# Create a square filled with the 100% opaque fog
for x in range(x_min, x_max):
for y in range(y_min, y_max):
set_cell(x, y, 0, 0, 0)
set_fixed_process(true)

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[gd_scene load_steps=4 format=1]
[ext_resource path="res://tileset.tres" type="TileSet" id=1]
[ext_resource path="res://troll.tscn" type="PackedScene" id=2]
[ext_resource path="res://fog.gd" type="Script" id=3]
[node name="Node2D" type="Node2D"]
[node name="TileMap" type="TileMap" parent="."]
transform/pos = Vector2( 206, 112 )
mode = 0
tile_set = ExtResource( 1 )
cell/size = Vector2( 48, 48 )
cell/quadrant_size = 16
cell/custom_transform = Matrix32( 1, 0, 0, 1, 0, 0 )
cell/half_offset = 2
cell/tile_origin = 0
cell/y_sort = false
collision/use_kinematic = false
collision/friction = 1.0
collision/bounce = 0.0
collision/layers = 1
collision/mask = 1
occluder/light_mask = 1
tile_data = IntArray( -589834, 2, -589833, 2, -589832, 2, -589831, 2, -589830, 2, -589829, 2, -589828, 2, -589827, 2, -589826, 2, -589825, 2, -655360, 2, -655359, 2, -655358, 2, -655357, 2, -655356, 2, -655355, 2, -655354, 2, -655353, 2, -655352, 2, -655351, 2, -524298, 2, -524297, 2, -524296, 2, -524295, 2, -524294, 2, -524293, 2, -524292, 2, -524291, 2, -524290, 2, -524289, 2, -589824, 2, -589823, 2, -589822, 2, -589821, 2, -589820, 2, -589819, 2, -589818, 2, -589817, 2, -589816, 2, -589815, 2, -458762, 2, -458761, 2, -458760, 2, -458759, 2, -458758, 2, -458757, 2, -458756, 2, -458755, 2, -458754, 2, -458753, 2, -524288, 2, -524287, 2, -524286, 2, -524285, 2, -524284, 2, -524283, 2, -524282, 2, -524281, 2, -524280, 2, -524279, 2, -393226, 2, -393225, 2, -393224, 2, -393223, 2, -393222, 2, -393221, 2, -393220, 2, -393219, 2, -393218, 2, -393217, 2, -458752, 2, -458751, 2, -458750, 2, -458749, 2, -458748, 2, -458747, 2, -458746, 2, -458745, 2, -458744, 2, -458743, 2, -327690, 2, -327689, 2, -327688, 2, -327687, 2, -327686, 2, -327685, 2, -327684, 2, -327683, 2, -327682, 2, -327681, 2, -393216, 2, -393215, 2, -393214, 2, -393213, 2, -393212, 2, -393211, 2, -393210, 2, -393209, 2, -393208, 2, -393207, 2, -262154, 2, -262153, 2, -262152, 2, -262151, 2, -262150, 2, -262149, 2, -262148, 2, -262147, 2, -262146, 2, -262145, 2, -327680, 2, -327679, 2, -327678, 2, -327677, 2, -327676, 2, -327675, 2, -327674, 2, -327673, 2, -327672, 2, -327671, 2, -196618, 2, -196617, 2, -196616, 2, -196615, 2, -196614, 2, -196613, 2, -196612, 2, -196611, 2, -196610, 2, -196609, 2, -262144, 2, -262143, 2, -262142, 2, -262141, 2, -262140, 2, -262139, 2, -262138, 2, -262137, 2, -262136, 2, -262135, 2, -131082, 2, -131081, 2, -131080, 2, -131079, 2, -131078, 2, -131077, 2, -131076, 2, -131075, 2, -131074, 2, -131073, 2, -196608, 2, -196607, 2, -196606, 2, -196605, 2, -196604, 2, -196603, 2, -196602, 2, -196601, 2, -196600, 2, -196599, 2, -65546, 2, -65545, 2, -65544, 2, -65543, 2, -65542, 2, -65541, 2, -65540, 2, -65539, 2, -65538, 2, -65537, 2, -131072, 2, -131071, 2, -131070, 2, -131069, 2, -131068, 2, -131067, 2, -131066, 2, -131065, 2, -131064, 2, -131063, 2, -10, 2, -9, 2, -8, 2, -7, 2, -6, 2, -5, 2, -4, 2, -3, 2, -2, 2, -1, 2, -65536, 2, -65535, 2, -65534, 2, -65533, 2, -65532, 2, -65531, 2, -65530, 2, -65529, 2, -65528, 2, -65527, 2, 65526, 2, 65527, 2, 65528, 2, 65529, 2, 65530, 2, 65531, 2, 65532, 2, 65533, 2, 65534, 2, 65535, 2, 0, 2, 1, 2, 2, 2, 3, 2, 4, 2, 5, 2, 6, 2, 7, 2, 8, 2, 9, 2, 131062, 2, 131063, 2, 131064, 2, 131065, 2, 131066, 2, 131067, 2, 131068, 2, 131069, 2, 131070, 2, 131071, 2, 65536, 2, 65537, 2, 65538, 2, 65539, 2, 65540, 2, 65541, 2, 65542, 2, 65543, 2, 65544, 2, 65545, 2, 196598, 2, 196599, 2, 196600, 2, 196601, 2, 196602, 2, 196603, 2, 196604, 2, 196605, 2, 196606, 2, 196607, 2, 131072, 2, 131073, 2, 131074, 2, 131075, 2, 131076, 2, 131077, 2, 131078, 2, 131079, 2, 131080, 2, 131081, 2, 262134, 2, 262135, 2, 262136, 2, 262137, 2, 262138, 2, 262139, 2, 262140, 2, 262141, 2, 262142, 2, 262143, 2, 196608, 2, 196609, 2, 196610, 2, 196611, 2, 196612, 2, 196613, 2, 196614, 2, 196615, 2, 196616, 2, 196617, 2, 327670, 2, 327671, 2, 327672, 2, 327673, 2, 327674, 2, 327675, 2, 327676, 2, 327677, 2, 327678, 2, 327679, 2, 262144, 2, 262145, 2, 262146, 2, 262147, 2, 262148, 2, 262149, 2, 262150, 2, 262151, 2, 262152, 2, 262153, 2, 393206, 2, 393207, 2, 393208, 2, 393209, 2, 393210, 2, 393211, 2, 393212, 2, 393213, 2, 393214, 2, 393215, 2, 327680, 2, 327681, 2, 327682, 2, 327683, 2, 327684, 2, 327685, 2, 327686, 2, 327687, 2, 327688, 2, 327689, 2, 458742, 2, 458743, 2, 458744, 2, 458745, 2, 458746, 2, 458747, 2, 458748, 2, 458749, 2, 458750, 2, 458751, 2, 393216, 2, 393217, 2, 393218, 2, 393219, 2, 393220, 2, 393221, 2, 393222, 2, 393223, 2, 393224, 2, 393225, 2, 524278, 2, 524279, 2, 524280, 2, 524281, 2, 524282, 2, 524283, 2, 524284, 2, 524285, 2, 524286, 2, 524287, 2, 458752, 2, 458753, 2, 458754, 2, 458755, 2, 458756, 2, 458757, 2, 458758, 2, 458759, 2, 458760, 2, 458761, 2, 589814, 2, 589815, 2, 589816, 2, 589817, 2, 589818, 2, 589819, 2, 589820, 2, 589821, 2, 589822, 2, 589823, 2, 524288, 2, 524289, 2, 524290, 2, 524291, 2, 524292, 2, 524293, 2, 524294, 2, 524295, 2, 524296, 2, 524297, 2, 655350, 2, 655351, 2, 655352, 2, 655353, 2, 655354, 2, 655355, 2, 655356, 2, 655357, 2, 655358, 2, 655359, 2, 589824, 2, 589825, 2, 589826, 2, 589827, 2, 589828, 2, 589829, 2, 589830, 2, 589831, 2, 589832, 2, 589833, 2 )
[node name="troll" parent="." instance=ExtResource( 2 )]
collision/margin = 0.001
[node name="Fog" type="TileMap" parent="."]
mode = 0
tile_set = ExtResource( 1 )
cell/size = Vector2( 48, 48 )
cell/quadrant_size = 16
cell/custom_transform = Matrix32( 1, 0, 0, 1, 0, 0 )
cell/half_offset = 2
cell/tile_origin = 0
cell/y_sort = false
collision/use_kinematic = false
collision/friction = 1.0
collision/bounce = 0.0
collision/layers = 1
collision/mask = 1
occluder/light_mask = 1
tile_data = IntArray( )
script/script = ExtResource( 3 )

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[gd_resource type="TileSet" load_steps=3 format=1]
[ext_resource path="res://fog.png" type="Texture" id=1]
[ext_resource path="res://floor.png" type="Texture" id=2]
[resource]
0/name = "fog opaque"
0/texture = ExtResource( 1 )
0/tex_offset = Vector2( -48, -48 )
0/region = Rect2( 0, 0, 144, 144 )
0/occluder_offset = Vector2( 0, 0 )
0/navigation_offset = Vector2( 0, 0 )
0/shape_offset = Vector2( 0, 0 )
0/shapes = [ ]
1/name = "fog transparent"
1/texture = ExtResource( 1 )
1/tex_offset = Vector2( -48, -48 )
1/region = Rect2( 144, 0, 144, 144 )
1/occluder_offset = Vector2( 0, 0 )
1/navigation_offset = Vector2( 0, 0 )
1/shape_offset = Vector2( 0, 0 )
1/shapes = [ ]
2/name = "floor"
2/texture = ExtResource( 2 )
2/tex_offset = Vector2( 0, 0 )
2/region = Rect2( 0, 0, 0, 0 )
2/occluder_offset = Vector2( 24, 24 )
2/navigation_offset = Vector2( 24, 24 )
2/shape_offset = Vector2( 0, 0 )
2/shapes = [ ]

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@ -1,30 +0,0 @@
[gd_scene load_steps=3 format=1]
[ext_resource path="res://fog.png" type="Texture" id=1]
[ext_resource path="res://floor.png" type="Texture" id=2]
[node name="Node2D" type="Node2D"]
[node name="fog opaque" type="Sprite" parent="."]
texture = ExtResource( 1 )
centered = false
offset = Vector2( -48, -48 )
region = true
region_rect = Rect2( 0, 0, 144, 144 )
[node name="fog transparent" type="Sprite" parent="."]
transform/pos = Vector2( 144, 0 )
texture = ExtResource( 1 )
centered = false
offset = Vector2( -48, -48 )
region = true
region_rect = Rect2( 144, 0, 144, 144 )
[node name="floor" type="Sprite" parent="."]
transform/pos = Vector2( 264, 24 )
texture = ExtResource( 2 )

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extends KinematicBody2D
# This is a simple collision demo showing how
# the kinematic controller works.
# move() will allow to move the node, and will
# always move it to a non-colliding spot,
# as long as it starts from a non-colliding spot too.
# Member variables
const MOTION_SPEED = 160 # Pixels/second
func _fixed_process(delta):
var motion = Vector2()
if (Input.is_action_pressed("move_up")):
motion += Vector2(0, -1)
if (Input.is_action_pressed("move_bottom")):
motion += Vector2(0, 1)
if (Input.is_action_pressed("move_left")):
motion += Vector2(-1, 0)
if (Input.is_action_pressed("move_right")):
motion += Vector2(1, 0)
motion = motion.normalized()*MOTION_SPEED*delta
motion = move(motion)
# Make character slide nicely through the world
var slide_attempts = 4
while(is_colliding() and slide_attempts > 0):
motion = get_collision_normal().slide(motion)
motion = move(motion)
slide_attempts -= 1
func _ready():
set_fixed_process(true)

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[gd_scene load_steps=4 format=1]
[ext_resource path="res://troll.gd" type="Script" id=1]
[ext_resource path="res://troll.png" type="Texture" id=2]
[sub_resource type="CircleShape2D" id=1]
custom_solver_bias = 0.0
radius = 16.0
[node name="troll" type="KinematicBody2D"]
input/pickable = false
shapes/0/shape = SubResource( 1 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 3.24216, 19.453 )
shapes/0/trigger = false
collision/layers = 1
collision/mask = 1
collision/margin = 0.001
script/script = ExtResource( 1 )
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
transform/pos = Vector2( 3.24216, 19.453 )
shape = SubResource( 1 )
trigger = false
_update_shape_index = -1
[node name="Camera2D" type="Camera2D" parent="."]
anchor_mode = 1
rotating = false
current = true
zoom = Vector2( 1, 1 )
limit/left = -10000000
limit/top = -10000000
limit/right = 10000000
limit/bottom = 10000000
drag_margin/h_enabled = true
drag_margin/v_enabled = true
smoothing/enable = false
smoothing/speed = 5.0
drag_margin/left = 0.2
drag_margin/top = 0.2
drag_margin/right = 0.2
drag_margin/bottom = 0.2

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extends Node2D
# Member variables
const CAVE_LIMIT = 1000
func _input(event):
if (event.type == InputEvent.MOUSE_MOTION and event.button_mask&1):
var rel_x = event.relative_x
var cavepos = get_node("cave").get_pos()
cavepos.x += rel_x
if (cavepos.x < -CAVE_LIMIT):
cavepos.x = -CAVE_LIMIT
elif (cavepos.x > 0):
cavepos.x = 0
get_node("cave").set_pos(cavepos)
func _ready():
set_process_input(true)

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[gd_scene load_steps=5 format=1]
[ext_resource path="res://beach_cave.gd" type="Script" id=1]
[ext_resource path="res://ocean_beach.png" type="Texture" id=2]
[ext_resource path="res://ocean_cave.png" type="Texture" id=3]
[sub_resource type="Environment" id=1]
ambient_light/enabled = false
ambient_light/color = Color( 0, 0, 0, 1 )
ambient_light/energy = 1.0
fxaa/enabled = false
background/mode = 5
background/color = Color( 0, 0, 0, 1 )
background/energy = 1.0
background/scale = 1.0
background/glow = 0.0
background/canvas_max_layer = null
glow/enabled = true
glow/blur_passes = 3
glow/blur_scale = 1.2
glow/blur_strength = 1.2
glow/blur_blend_mode = 0
glow/bloom = 0.0
glow/bloom_treshold = 0.5
dof_blur/enabled = false
dof_blur/blur_passes = 1
dof_blur/begin = 100.0
dof_blur/range = 10.0
hdr/enabled = true
hdr/tonemapper = 0.0
hdr/exposure = 0.5
hdr/white = 1.0
hdr/glow_treshold = 0.7
hdr/glow_scale = 0.5
hdr/min_luminance = 0.3
hdr/max_luminance = 8.0
hdr/exposure_adj_speed = 2.0
fog/enabled = false
fog/begin = 100.0
fog/begin_color = Color( 0, 0, 0, 1 )
fog/end_color = Color( 0, 0, 0, 1 )
fog/attenuation = 1.0
fog/bg = true
bcs/enabled = false
bcs/brightness = 1.0
bcs/contrast = 1.0
bcs/saturation = 1.0
srgb/enabled = true
[node name="hdr" type="Node2D"]
script/script = ExtResource( 1 )
[node name="beach" type="Sprite" parent="."]
texture = ExtResource( 2 )
centered = false
modulate = Color( 2, 2, 2, 1 )
[node name="cave" type="Sprite" parent="."]
transform/scale = Vector2( 1.2, 1 )
texture = ExtResource( 3 )
centered = false
modulate = Color( 0.233166, 0.221219, 0.23582, 1 )
[node name="environment" type="WorldEnvironment" parent="."]
_import_transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )
environment = SubResource( 1 )
[node name="Label" type="Label" parent="."]
focus/ignore_mouse = true
focus/stop_mouse = true
size_flags/horizontal = 2
margin/left = 0.0
margin/top = 0.0
margin/right = 40.0
margin/bottom = 13.0
custom_colors/font_color = Color( 0.213955, 0.205626, 0.20313, 1 )
text = "Drag Left and Right"
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1

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[application]
name="HDR for 2D"
main_scene="res://beach_cave.tscn"
icon="res://icon.png"
[display]
width=1080
height=720
[rasterizer]
blur_buffer_size=128

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tolinear=true

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tolinear=true

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[application]
name="Hexagonal Game"
main_scene="res://map.tscn"
icon="res://icon.png"
[input]
move_up=[key(Up)]
move_left=[key(Left)]
move_right=[key(Right)]
move_bottom=[key(Down)]

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[gd_scene load_steps=3 format=1]
[ext_resource path="res://tileset.tres" type="TileSet" id=1]
[ext_resource path="res://troll.tscn" type="PackedScene" id=2]
[node name="Node2D" type="Node2D"]
[node name="TileMap" type="TileMap" parent="."]
mode = 0
tile_set = ExtResource( 1 )
cell/size = Vector2( 82, 94 )
cell/quadrant_size = 16
cell/custom_transform = Matrix32( 1, 0, 0, 1, 0, 0 )
cell/half_offset = 1
cell/tile_origin = 0
cell/y_sort = false
collision/use_kinematic = false
collision/friction = 1.0
collision/bounce = 0.0
collision/layers = 1
collision/mask = 1
occluder/light_mask = 1
tile_data = IntArray( -458747, 1073741831, -393213, 1073741831, -393212, 1073741831, -393211, 6, -393210, 1073741831, -393209, 1073741830, -393208, 1073741830, -393207, 6, -393206, 8, -327679, 1073741831, -327678, 1073741831, -327677, 1073741831, -327676, 1073741830, -327675, 1073741831, -327674, 6, -327673, 6, -327672, 6, -327671, 6, -327670, 6, -327669, 0, -327668, 0, -262143, 1073741831, -262142, 1073741831, -262141, 6, -262140, 6, -262139, 0, -262138, 6, -262137, 1, -262136, 0, -262135, 1, -262134, 1, -262133, 0, -262132, 0, -262131, 0, -196608, 9, -196607, 1073741832, -196606, 1073741830, -196605, 2, -196604, 2, -196603, 1073741845, -196602, 21, -196601, 19, -196600, 1073741826, -196599, 0, -196598, 16, -196597, 0, -196596, 0, -196595, 0, -196594, 0, -196593, 0, -131071, 0, -131070, 1, -131069, 1073741827, -131068, 1073741846, -131067, 20, -131066, 19, -131065, 2, -131064, 0, -131063, 14, -131062, 0, -131061, 0, -131060, 0, -131059, 0, -131058, 0, -131057, 0, -131056, 0, -65534, 1, -65533, 2, -65532, 1073741827, -65531, 1, -65530, 1, -65529, 0, -65528, 10, -65527, 12, -65526, 0, -65525, 0, -65524, 0, -65523, 0, -65522, 0, -65521, 0, -65520, 0, 1, 0, 2, 0, 3, 2, 4, 1073741826, 5, 1, 6, 15, 7, 0, 8, 0, 9, 0, 10, 0, 11, 0, 12, 0, 13, 0, 14, 0, 15, 0, 16, 0, 65537, 0, 65538, 1, 65539, 1610612749, 65540, 1, 65541, 0, 65542, 0, 65543, 0, 65544, 0, 65545, 1610612753, 65546, 0, 65547, 0, 65548, 0, 65549, 0, 65550, 1073741848, 65551, 1073741849, 65552, 0, 131073, 0, 131074, 0, 131075, 0, 131076, 0, 131077, 1610612751, 131078, 1610612752, 131079, 1610612752, 131080, 1610612751, 131081, 1610612751, 131082, 0, 131083, 0, 131084, 0, 131085, 0, 131086, 0, 196612, 0, 196613, 1610612751, 196614, 1610612752, 196615, 1610612751, 196616, 1610612751, 196617, 1073741839, 196618, 1073741839, 196619, 0, 196620, 0, 196621, 0, 262150, 0, 262152, 0, 262154, 0, 262156, 0 )
[node name="troll" parent="." instance=ExtResource( 2 )]
transform/pos = Vector2( 602.819, -39.2876 )
collision/margin = 0.001

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@ -1,240 +0,0 @@
[gd_resource type="TileSet" load_steps=27 format=1]
[ext_resource path="res://WWT-01.png" type="Texture" id=1]
[ext_resource path="res://WWT-02.png" type="Texture" id=2]
[ext_resource path="res://WWT-11.png" type="Texture" id=3]
[ext_resource path="res://WWT-12.png" type="Texture" id=4]
[ext_resource path="res://WWT-13.png" type="Texture" id=5]
[ext_resource path="res://WWT-14.png" type="Texture" id=6]
[ext_resource path="res://WWT-15.png" type="Texture" id=7]
[ext_resource path="res://WWT-16.png" type="Texture" id=8]
[ext_resource path="res://WWT-17.png" type="Texture" id=9]
[ext_resource path="res://WWT-18.png" type="Texture" id=10]
[ext_resource path="res://WWT-19.png" type="Texture" id=11]
[ext_resource path="res://WWT-20.png" type="Texture" id=12]
[ext_resource path="res://WWT-03.png" type="Texture" id=13]
[ext_resource path="res://WWT-21.png" type="Texture" id=14]
[ext_resource path="res://WWT-22.png" type="Texture" id=15]
[ext_resource path="res://WWT-23.png" type="Texture" id=16]
[ext_resource path="res://WWT-24.png" type="Texture" id=17]
[ext_resource path="res://WWT-25.png" type="Texture" id=18]
[ext_resource path="res://WWT-26.png" type="Texture" id=19]
[ext_resource path="res://WWT-04.png" type="Texture" id=20]
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View file

@ -1,214 +0,0 @@
[gd_scene load_steps=27 format=1]
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@ -1,38 +0,0 @@
extends KinematicBody2D
# This is a simple collision demo showing how
# the kinematic controller works.
# move() will allow to move the node, and will
# always move it to a non-colliding spot,
# as long as it starts from a non-colliding spot too.
# Member variables
const MOTION_SPEED = 160 # Pixels/second
func _fixed_process(delta):
var motion = Vector2()
if (Input.is_action_pressed("move_up")):
motion += Vector2(0, -1)
if (Input.is_action_pressed("move_bottom")):
motion += Vector2(0, 1)
if (Input.is_action_pressed("move_left")):
motion += Vector2(-1, 0)
if (Input.is_action_pressed("move_right")):
motion += Vector2(1, 0)
motion = motion.normalized()*MOTION_SPEED*delta
motion = move(motion)
# Make character slide nicely through the world
var slide_attempts = 4
while(is_colliding() and slide_attempts > 0):
motion = get_collision_normal().slide(motion)
motion = move(motion)
slide_attempts -= 1
func _ready():
set_fixed_process(true)

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@ -1,52 +0,0 @@
[gd_scene load_steps=4 format=1]
[ext_resource path="res://troll.gd" type="Script" id=1]
[ext_resource path="res://troll.png" type="Texture" id=2]
[sub_resource type="CircleShape2D" id=1]
custom_solver_bias = 0.0
radius = 16.0
[node name="troll" type="KinematicBody2D"]
input/pickable = false
shapes/0/shape = SubResource( 1 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 3.24216, 19.453 )
shapes/0/trigger = false
collision/layers = 1
collision/mask = 1
collision/margin = 0.001
script/script = ExtResource( 1 )
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
transform/pos = Vector2( 3.24216, 19.453 )
shape = SubResource( 1 )
trigger = false
_update_shape_index = -1
[node name="Camera2D" type="Camera2D" parent="."]
anchor_mode = 1
rotating = false
current = true
zoom = Vector2( 1, 1 )
limit/left = -10000000
limit/top = -10000000
limit/right = 10000000
limit/bottom = 10000000
drag_margin/h_enabled = true
drag_margin/v_enabled = true
smoothing/enable = false
smoothing/speed = 5.0
drag_margin/left = 0.2
drag_margin/top = 0.2
drag_margin/right = 0.2
drag_margin/bottom = 0.2

View file

@ -1,49 +0,0 @@
[gd_scene load_steps=3 format=1]
[ext_resource path="res://tileset.tres" type="TileSet" id=1]
[ext_resource path="res://troll.tscn" type="PackedScene" id=2]
[node name="dungeon" type="Node2D"]
[node name="floor" type="TileMap" parent="."]
mode = 1
tile_set = ExtResource( 1 )
cell/size = Vector2( 128, 64 )
cell/quadrant_size = 16
cell/custom_transform = Matrix32( 1, 0, 0, 1, 0, 0 )
cell/half_offset = 2
cell/tile_origin = 1
cell/y_sort = false
collision/use_kinematic = false
collision/friction = 1.0
collision/bounce = 0.0
collision/layers = 1
collision/mask = 1
occluder/light_mask = 1
tile_data = IntArray( -851956, 0, -851955, 0, -851954, 0, -786420, 1, -786419, 0, -786418, 0, -720884, 0, -720883, 0, -720882, 0, -655348, 1, -655347, 0, -655346, 0, -589812, 1, -589811, 0, -589810, 0, -524276, 0, -524275, 1, -524274, 0, -458740, 0, -458739, 0, -458738, 0, -393210, 0, -393209, 0, -393208, 0, -393207, 0, -393206, 0, -393205, 0, -393204, 0, -393203, 0, -393202, 0, -327674, 0, -327673, 0, -327672, 1, -327671, 1, -327670, 1, -327669, 1, -327668, 1, -327667, 0, -327666, 0, -262138, 0, -262137, 0, -262136, 0, -262135, 0, -262134, 0, -262133, 0, -262132, 0, -262131, 0, -262130, 0, -196602, 0, -196601, 0, -196600, 0, -196599, 0, -196598, 0, -196597, 0, -196596, 0, -196595, 0, -196594, 0, -131066, 0, -131065, 0, -131064, 0, -131063, 0, -65530, 0, -65529, 0, -65528, 0, -65527, 0, 6, 0, 7, 1, 8, 0, 9, 0, 65542, 0, 65543, 0, 65544, 0, 65545, 0, 131078, 0, 131079, 0, 131080, 0, 131081, 0, 196614, 0, 196615, 0, 196616, 0 )
[node name="walls" type="TileMap" parent="."]
mode = 1
tile_set = ExtResource( 1 )
cell/size = Vector2( 128, 64 )
cell/quadrant_size = 16
cell/custom_transform = Matrix32( 1, 0, 0, 1, 0, 0 )
cell/half_offset = 2
cell/tile_origin = 1
cell/y_sort = true
collision/use_kinematic = false
collision/friction = 1.0
collision/bounce = 0.0
collision/layers = 1
collision/mask = 1
occluder/light_mask = 1
tile_data = IntArray( -917493, 2, -917492, 2, -917491, 2, -917490, 2, -917489, 2, -851957, 2, -851956, 3, -851954, 3, -851953, 2, -786421, 2, -786420, 3, -786418, 3, -786417, 2, -720885, 2, -720881, 2, -655349, 2, -655348, 2, -655346, 3, -655345, 2, -589813, 2, -589809, 2, -524277, 2, -524273, 2, -458747, 2, -458746, 2, -458745, 2, -458744, 536870916, -458743, 536870916, -458742, 2, -458741, 2, -458740, 2, -458738, 2, -458737, 2, -393211, 2, -393209, 3, -393205, 3, -393201, 2, -327675, 4, -327665, 2, -262139, 4, -262134, 3, -262133, 3, -262129, 2, -196603, 2, -196601, 3, -196593, 2, -131067, 2, -131066, 3, -131062, 2, -131061, 2, -131060, 2, -131059, 2, -131058, 2, -131057, 2, -65531, 2, -65530, 2, -65527, 2, -65526, 2, 5, 2, 10, 2, 65541, 2, 65543, 3, 65546, 2, 131077, 2, 131082, 2, 196613, 2, 196618, 2, 262149, 2, 262150, 2, 262151, 2, 262152, 2, 262153, 2, 262154, 2 )
[node name="troll" parent="walls" instance=ExtResource( 2 )]
transform/pos = Vector2( 299.38, 326.037 )
collision/margin = 0.001

View file

@ -1,21 +0,0 @@
[application]
name="Isometric Game"
main_scene="res://dungeon.tscn"
icon="res://icon.png"
[image_loader]
filter=false
gen_mipmaps=false
[input]
move_up=[key(Up)]
move_left=[key(Left)]
move_right=[key(Right)]
move_bottom=[key(Down)]
[rasterizer]
use_pixel_snap=true

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@ -1,67 +0,0 @@
[gd_resource type="TileSet" load_steps=6 format=1]
[ext_resource path="res://isotiles.png" type="Texture" id=1]
[sub_resource type="ConvexPolygonShape2D" id=1]
custom_solver_bias = 0.0
points = Vector2Array( -68, 2, -4, -30, 60, 2, -4, 34 )
[sub_resource type="ConvexPolygonShape2D" id=2]
custom_solver_bias = 0.0
points = Vector2Array( -20, -6, -4, -22, 12, -22, 4, 10, -4, 10 )
[sub_resource type="ConvexPolygonShape2D" id=3]
custom_solver_bias = 0.0
points = Vector2Array( 28, -6, 4, 10, 12, -22 )
[sub_resource type="ConvexPolygonShape2D" id=4]
custom_solver_bias = 0.0
points = Vector2Array( 66.095, -0.62516, -5.90501, 31.3748, -21.905, 23.3748, 50.095, -8.62516 )
[resource]
0/name = "base"
0/texture = ExtResource( 1 )
0/tex_offset = Vector2( -4, 6 )
0/region = Rect2( 28, 92, 132, 84 )
0/occluder_offset = Vector2( 66, 42 )
0/navigation_offset = Vector2( 66, 42 )
0/shape_offset = Vector2( 0, 0 )
0/shapes = [ ]
1/name = "base2"
1/texture = ExtResource( 1 )
1/tex_offset = Vector2( -4, 6 )
1/region = Rect2( 220, 92, 132, 84 )
1/occluder_offset = Vector2( 66, 42 )
1/navigation_offset = Vector2( 66, 42 )
1/shape_offset = Vector2( 0, 0 )
1/shapes = [ ]
2/name = "wall"
2/texture = ExtResource( 1 )
2/tex_offset = Vector2( -4, -32 )
2/region = Rect2( 28, 220, 132, 136 )
2/occluder_offset = Vector2( 66, 68 )
2/navigation_offset = Vector2( 66, 68 )
2/shape_offset = Vector2( 66, 68 )
2/shapes = [ SubResource( 1 ) ]
3/name = "column"
3/texture = ExtResource( 1 )
3/tex_offset = Vector2( -2, -32 )
3/region = Rect2( 220, 220, 132, 136 )
3/occluder_offset = Vector2( 66, 68 )
3/navigation_offset = Vector2( 66, 68 )
3/shape_offset = Vector2( 66, 68 )
3/shapes = [ SubResource( 2 ), SubResource( 3 ) ]
4/name = "door1"
4/texture = ExtResource( 1 )
4/tex_offset = Vector2( 16, -22 )
4/region = Rect2( 24, 408, 132, 136 )
4/occluder_offset = Vector2( 66, 68 )
4/navigation_offset = Vector2( 66, 68 )
4/shape_offset = Vector2( 66, 68 )
4/shapes = [ SubResource( 4 ) ]

View file

@ -1,130 +0,0 @@
[gd_scene load_steps=6 format=1]
[ext_resource path="res://isotiles.png" type="Texture" id=1]
[sub_resource type="ConvexPolygonShape2D" id=1]
custom_solver_bias = 0.0
points = Vector2Array( -68, 2, -4, -30, 60, 2, -4, 34 )
[sub_resource type="ConvexPolygonShape2D" id=2]
custom_solver_bias = 0.0
points = Vector2Array( -20, -6, -4, -22, 12, -22, 4, 10, -4, 10 )
[sub_resource type="ConvexPolygonShape2D" id=3]
custom_solver_bias = 0.0
points = Vector2Array( 28, -6, 4, 10, 12, -22 )
[sub_resource type="ConvexPolygonShape2D" id=4]
custom_solver_bias = 0.0
points = Vector2Array( 66.095, -0.62516, -5.90501, 31.3748, -21.905, 23.3748, 50.095, -8.62516 )
[node name="Node2D" type="Node2D"]
[node name="base" type="Sprite" parent="."]
transform/pos = Vector2( 87.5658, 0.113792 )
texture = ExtResource( 1 )
offset = Vector2( -4, 6 )
region = true
region_rect = Rect2( 28, 92, 132, 84 )
[node name="base2" type="Sprite" parent="."]
transform/pos = Vector2( 196, 44 )
texture = ExtResource( 1 )
offset = Vector2( -4, 6 )
region = true
region_rect = Rect2( 220, 92, 132, 84 )
[node name="wall" type="Sprite" parent="."]
transform/pos = Vector2( 356, 70 )
texture = ExtResource( 1 )
offset = Vector2( -4, -32 )
region = true
region_rect = Rect2( 28, 220, 132, 136 )
[node name="StaticBody2D" type="StaticBody2D" parent="wall"]
input/pickable = false
shapes/0/shape = SubResource( 1 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 )
shapes/0/trigger = false
collision/layers = 1
collision/mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
[node name="collision" type="CollisionPolygon2D" parent="wall/StaticBody2D"]
build_mode = 0
polygon = Vector2Array( -68, 2, -4, 34, 60, 2, -4, -30 )
shape_range = Vector2( -1, -1 )
trigger = false
[node name="column" type="Sprite" parent="."]
transform/pos = Vector2( 292, 198 )
texture = ExtResource( 1 )
offset = Vector2( -2, -32 )
region = true
region_rect = Rect2( 220, 220, 132, 136 )
[node name="StaticBody" type="StaticBody2D" parent="column"]
input/pickable = false
shapes/0/shape = SubResource( 2 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 )
shapes/0/trigger = false
shapes/1/shape = SubResource( 3 )
shapes/1/transform = Matrix32( 1, 0, 0, 1, 0, 0 )
shapes/1/trigger = false
collision/layers = 1
collision/mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="column/StaticBody"]
build_mode = 0
polygon = Vector2Array( -20, -6, -4, 10, 4, 10, 28, -6, 12, -22, -4, -22 )
shape_range = Vector2( -1, -1 )
trigger = false
[node name="door1" type="Sprite" parent="."]
transform/pos = Vector2( 85.905, 0.62516 )
texture = ExtResource( 1 )
offset = Vector2( 16, -22 )
region = true
region_rect = Rect2( 24, 408, 132, 136 )
[node name="StaticBody2D" type="StaticBody2D" parent="door1"]
input/pickable = false
shapes/0/shape = SubResource( 4 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 )
shapes/0/trigger = false
collision/layers = 1
collision/mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="door1/StaticBody2D"]
build_mode = 0
polygon = Vector2Array( -5.90501, 31.3748, 66.095, -0.62516, 50.095, -8.62516, -21.905, 23.3748 )
shape_range = Vector2( -1, -1 )
trigger = false

View file

@ -1,38 +0,0 @@
extends KinematicBody2D
# This is a simple collision demo showing how
# the kinematic controller works.
# move() will allow to move the node, and will
# always move it to a non-colliding spot,
# as long as it starts from a non-colliding spot too.
# Member variables
const MOTION_SPEED = 160 # Pixels/seconds
func _fixed_process(delta):
var motion = Vector2()
if (Input.is_action_pressed("move_up")):
motion += Vector2(0, -1)
if (Input.is_action_pressed("move_bottom")):
motion += Vector2(0, 1)
if (Input.is_action_pressed("move_left")):
motion += Vector2(-1, 0)
if (Input.is_action_pressed("move_right")):
motion += Vector2(1, 0)
motion = motion.normalized()*MOTION_SPEED*delta
motion = move(motion)
# Make character slide nicely through the world
var slide_attempts = 4
while(is_colliding() and slide_attempts > 0):
motion = get_collision_normal().slide(motion)
motion = move(motion)
slide_attempts -= 1
func _ready():
set_fixed_process(true)

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View file

@ -1,53 +0,0 @@
[gd_scene load_steps=4 format=1]
[ext_resource path="res://troll.gd" type="Script" id=1]
[ext_resource path="res://troll.png" type="Texture" id=2]
[sub_resource type="CircleShape2D" id=1]
custom_solver_bias = 0.0
radius = 16.0
[node name="troll" type="KinematicBody2D"]
input/pickable = false
shapes/0/shape = SubResource( 1 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, -0.342697, -0.980721 )
shapes/0/trigger = false
collision/layers = 1
collision/mask = 1
collision/margin = 0.001
script/script = ExtResource( 1 )
[node name="Sprite" type="Sprite" parent="."]
transform/pos = Vector2( -3.94334, -36.924 )
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
transform/pos = Vector2( -0.342697, -0.980721 )
shape = SubResource( 1 )
trigger = false
_update_shape_index = -1
[node name="Camera2D" type="Camera2D" parent="."]
anchor_mode = 1
rotating = false
current = true
zoom = Vector2( 1, 1 )
limit/left = -10000000
limit/top = -10000000
limit/right = 10000000
limit/bottom = 10000000
drag_margin/h_enabled = true
drag_margin/v_enabled = true
smoothing/enable = false
smoothing/speed = 5.0
drag_margin/left = 0.2
drag_margin/top = 0.2
drag_margin/right = 0.2
drag_margin/bottom = 0.2

View file

@ -1,12 +0,0 @@
[gd_resource type="CanvasItemMaterial" load_steps=2 format=1]
[sub_resource type="CanvasItemShader" id=1]
_code = { "fragment":"//there is no albedo (all shading is normal)\nuniform color col;\nCOLOR=col;\n//sample normal texture\nvec4 ntex = tex(TEXTURE,UV);\n//take the alpha from the normal texture\nCOLOR.a=ntex.a;\n//adjust normalmap from [0..1] to [-1..1]\nntex.rgb = ntex.rgb * vec3(-2,-2,1) - vec3(-1,-1,0);\n//half size of the tile \nvec2 tile_vec=vec2(47,22);\n//rotation to convert the normal to pseudo 3d coordinates\n//this could be optimized\nfloat r = asin(tile_vec.y / tile_vec.x);\nmat3 rot_mat = mat3( vec3(1,0,0), vec3(0,cos(r),-sin(r)), vec3(0,sin(r),cos(r)));\n\n//pass the normal\nNORMAL = rot_mat * ntex.rgb;\n\n\n\n\n", "fragment_ofs":0, "light":"//apply the normal as simple diffuse (same as default code)\nvec3 light_normal = normalize(vec3(LIGHT_VEC,-LIGHT_HEIGHT));\nLIGHT=LIGHT_COLOR*COLOR*max(dot(-light_normal,NORMAL),0.0);\n//substract light position to be always aligned to the bottom of the sprite\n//this makes lighting on it look like a billboard\nLIGHT_VEC.y-=VAR1.y;\n", "light_ofs":0, "vertex":"// pass the local sprite coordinates through a varying\n// the red cross in the sprite is the 0,0\nVAR1.xy=SRC_VERTEX;", "vertex_ofs":0 }
[resource]
shader/shader = SubResource( 1 )
shader/shading_mode = 0
shader_param/col = Color( 1, 0.836638, 0.693806, 1 )

View file

@ -1,52 +0,0 @@
[gd_scene load_steps=5 format=1]
[ext_resource path="res://wall_shader.tres" type="CanvasItemMaterial" id=1]
[ext_resource path="res://faceColor.png" type="Texture" id=2]
[sub_resource type="CircleShape2D" id=1]
custom_solver_bias = 0.0
radius = 20.0
[sub_resource type="OccluderPolygon2D" id=2]
closed = false
cull_mode = 0
polygon = Vector2Array( -16.1183, 62.9508, 4.32091, 74.9223, 23.3002, 65.2867 )
[node name="column" type="StaticBody2D"]
input/pickable = false
shapes/0/shape = SubResource( 1 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 1.36365, 7.83751 )
shapes/0/trigger = false
collision/layers = 1
collision/mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
[node name="Sprite" type="Sprite" parent="."]
material/material = ExtResource( 1 )
transform/pos = Vector2( 0.487671, 0.487679 )
texture = ExtResource( 2 )
offset = Vector2( -4.37984, -50.8523 )
region = true
region_rect = Rect2( 569, 179, 48, 154 )
[node name="occluder" type="LightOccluder2D" parent="."]
transform/pos = Vector2( -3.90138, -50.97 )
occluder = SubResource( 2 )
light_mask = 1
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
transform/pos = Vector2( 1.36365, 7.83751 )
shape = SubResource( 1 )
trigger = false
_update_shape_index = -1

View file

@ -1,85 +0,0 @@
extends KinematicBody2D
# Member variables
const MAX_SPEED = 300.0
const IDLE_SPEED = 10.0
const ACCEL = 5.0
const VSCALE = 0.5
const SHOOT_INTERVAL = 0.3
var speed = Vector2()
var current_anim = ""
var current_mirror = false
var shoot_countdown = 0
func _input(event):
if (event.type == InputEvent.MOUSE_BUTTON and event.button_index == 1 and event.pressed and shoot_countdown <= 0):
var pos = get_canvas_transform().affine_inverse()*event.pos
var dir = (pos - get_global_pos()).normalized()
var bullet = preload("res://shoot.tscn").instance()
bullet.advance_dir = dir
bullet.set_pos(get_global_pos() + dir*60)
get_parent().add_child(bullet)
shoot_countdown = SHOOT_INTERVAL
func _fixed_process(delta):
shoot_countdown -= delta
var dir = Vector2()
if (Input.is_action_pressed("up")):
dir += Vector2(0, -1)
if (Input.is_action_pressed("down")):
dir += Vector2(0, 1)
if (Input.is_action_pressed("left")):
dir += Vector2(-1, 0)
if (Input.is_action_pressed("right")):
dir += Vector2(1, 0)
if (dir != Vector2()):
dir = dir.normalized()
speed = speed.linear_interpolate(dir*MAX_SPEED, delta*ACCEL)
var motion = speed*delta
motion.y *= VSCALE
motion = move(motion)
if (is_colliding()):
var n = get_collision_normal()
motion = n.slide(motion)
move(motion)
var next_anim = ""
var next_mirror = false
if (dir == Vector2() and speed.length() < IDLE_SPEED):
next_anim = "idle"
next_mirror = false
elif (speed.length() > IDLE_SPEED*0.1):
var angle = atan2(abs(speed.x), speed.y)
next_mirror = speed.x > 0
if (angle < PI/8):
next_anim = "bottom"
next_mirror = false
elif (angle < PI/4 + PI/8):
next_anim = "bottom_left"
elif (angle < PI*2/4 + PI/8):
next_anim = "left"
elif (angle < PI*3/4 + PI/8):
next_anim = "top_left"
else:
next_anim = "top"
next_mirror = false
if (next_anim != current_anim or next_mirror != current_mirror):
get_node("frames").set_flip_h(next_mirror)
get_node("anim").play(next_anim)
current_anim = next_anim
current_mirror = next_mirror
func _ready():
set_fixed_process(true)
set_process_input(true)

View file

@ -1,327 +0,0 @@
[gd_scene load_steps=173 format=1]
[ext_resource path="res://cubio.gd" type="Script" id=1]
[ext_resource path="res://character_shader.tres" type="CanvasItemMaterial" id=2]
[ext_resource path="res://cubio/idle0001.png" type="Texture" id=3]
[ext_resource path="res://cubio/idle0002.png" type="Texture" id=4]
[ext_resource path="res://cubio/idle0003.png" type="Texture" id=5]
[ext_resource path="res://cubio/idle0004.png" type="Texture" id=6]
[ext_resource path="res://cubio/idle0005.png" type="Texture" id=7]
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