missing demo files
33
demos/2d/hexamap/.fscache
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::res://::1412302385
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WWT-01.png::ImageTexture::1412126473::
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WWT-02.png::ImageTexture::1412126474::
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WWT-03.png::ImageTexture::1412126474::
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WWT-04.png::ImageTexture::1412126474::
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WWT-05.png::ImageTexture::1412126474::
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WWT-06.png::ImageTexture::1412126474::
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WWT-07.png::ImageTexture::1412126474::
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WWT-08.png::ImageTexture::1412126474::
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WWT-09.png::ImageTexture::1412126474::
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WWT-10.png::ImageTexture::1412126474::
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WWT-11.png::ImageTexture::1412126475::
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WWT-12.png::ImageTexture::1412126475::
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WWT-13.png::ImageTexture::1412126475::
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WWT-14.png::ImageTexture::1412126475::
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WWT-15.png::ImageTexture::1412126475::
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WWT-16.png::ImageTexture::1412126475::
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WWT-17.png::ImageTexture::1412126475::
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WWT-18.png::ImageTexture::1412126475::
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WWT-19.png::ImageTexture::1412126476::
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WWT-20.png::ImageTexture::1412126476::
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WWT-21.png::ImageTexture::1412126476::
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WWT-22.png::ImageTexture::1412126476::
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WWT-23.png::ImageTexture::1412126476::
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WWT-24.png::ImageTexture::1412126476::
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WWT-25.png::ImageTexture::1412126476::
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WWT-26.png::ImageTexture::1412126476::
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map.scn::PackedScene::1412127344::
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tiles.scn::PackedScene::1412126994::
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tileset.res::TileSet::1412127001::
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troll.gd::GDScript::1412302377::
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troll.png::ImageTexture::1412302385::
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troll.scn::PackedScene::1412302380::
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BIN
demos/2d/hexamap/WWT-01.png
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demos/2d/hexamap/WWT-02.png
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demos/2d/hexamap/WWT-03.png
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demos/2d/hexamap/WWT-04.png
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demos/2d/hexamap/WWT-05.png
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demos/2d/hexamap/WWT-06.png
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demos/2d/hexamap/WWT-07.png
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demos/2d/hexamap/WWT-08.png
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demos/2d/hexamap/WWT-09.png
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demos/2d/hexamap/WWT-10.png
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demos/2d/hexamap/WWT-11.png
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demos/2d/hexamap/WWT-12.png
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demos/2d/hexamap/WWT-13.png
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demos/2d/hexamap/WWT-14.png
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demos/2d/hexamap/WWT-15.png
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demos/2d/hexamap/WWT-16.png
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demos/2d/hexamap/WWT-17.png
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demos/2d/hexamap/WWT-18.png
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demos/2d/hexamap/WWT-19.png
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demos/2d/hexamap/WWT-20.png
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demos/2d/hexamap/WWT-21.png
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demos/2d/hexamap/WWT-22.png
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demos/2d/hexamap/WWT-23.png
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demos/2d/hexamap/WWT-24.png
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demos/2d/hexamap/WWT-25.png
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demos/2d/hexamap/WWT-26.png
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12
demos/2d/hexamap/engine.cfg
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[application]
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name="Hexagonal Game"
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main_scene="res://map.scn"
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icon="res://icon.png"
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[input]
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move_up=[key(Up)]
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move_left=[key(Left)]
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move_right=[key(Right)]
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move_bottom=[key(Down)]
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demos/2d/hexamap/icon.png
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BIN
demos/2d/hexamap/map.scn
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demos/2d/hexamap/tiles.scn
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BIN
demos/2d/hexamap/tileset.res
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43
demos/2d/hexamap/troll.gd
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extends KinematicBody2D
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# This is a simple collision demo showing how
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# the kinematic cotroller works.
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# move() will allow to move the node, and will
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# always move it to a non-colliding spot,
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# as long as it starts from a non-colliding spot too.
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#pixels / second
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const MOTION_SPEED=160
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func _fixed_process(delta):
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var motion = Vector2()
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if (Input.is_action_pressed("move_up")):
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motion+=Vector2(0,-1)
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if (Input.is_action_pressed("move_bottom")):
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motion+=Vector2(0,1)
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if (Input.is_action_pressed("move_left")):
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motion+=Vector2(-1,0)
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if (Input.is_action_pressed("move_right")):
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motion+=Vector2(1,0)
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motion = motion.normalized() * MOTION_SPEED * delta
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motion = move(motion)
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#make character slide nicely through the world
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var slide_attempts = 4
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while(is_colliding() and slide_attempts>0):
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motion = get_collision_normal().slide(motion)
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motion=move(motion)
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slide_attempts-=1
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func _ready():
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# Initalization here
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set_fixed_process(true)
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pass
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BIN
demos/2d/hexamap/troll.png
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BIN
demos/2d/hexamap/troll.scn
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BIN
demos/2d/isometric/bastiles.res
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BIN
demos/2d/isometric/dungeon.scn
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21
demos/2d/isometric/engine.cfg
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[application]
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name="Isometric Game"
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main_scene="res://dungeon.scn"
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icon="res://icon.png"
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[image_loader]
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filter=false
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gen_mipmaps=false
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[input]
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move_up=[key(Up)]
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move_left=[key(Left)]
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move_right=[key(Right)]
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move_bottom=[key(Down)]
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[rasterizer]
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use_pixel_snap=true
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BIN
demos/2d/isometric/icon.png
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BIN
demos/2d/isometric/isotiles.png
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BIN
demos/2d/isometric/tileset.scn
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43
demos/2d/isometric/troll.gd
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extends KinematicBody2D
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# This is a simple collision demo showing how
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# the kinematic cotroller works.
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# move() will allow to move the node, and will
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# always move it to a non-colliding spot,
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# as long as it starts from a non-colliding spot too.
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#pixels / second
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const MOTION_SPEED=160
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func _fixed_process(delta):
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var motion = Vector2()
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if (Input.is_action_pressed("move_up")):
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motion+=Vector2(0,-1)
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if (Input.is_action_pressed("move_bottom")):
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motion+=Vector2(0,1)
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if (Input.is_action_pressed("move_left")):
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motion+=Vector2(-1,0)
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if (Input.is_action_pressed("move_right")):
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motion+=Vector2(1,0)
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motion = motion.normalized() * MOTION_SPEED * delta
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motion = move(motion)
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#make character slide nicely through the world
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var slide_attempts = 4
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while(is_colliding() and slide_attempts>0):
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motion = get_collision_normal().slide(motion)
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motion=move(motion)
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slide_attempts-=1
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func _ready():
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# Initalization here
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set_fixed_process(true)
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pass
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BIN
demos/2d/isometric/troll.png
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BIN
demos/2d/isometric/troll.scn
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42
demos/3d/truck_town/car_select.gd
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extends Control
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# member variables here, example:
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# var a=2
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# var b="textvar"
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func _ready():
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# Initalization here
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pass
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var town=null
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func _back():
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town.queue_free()
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show()
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func _load_scene(car):
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var tt = load(car).instance()
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tt.set_name("car")
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town = load("res://truck_scene.scn").instance()
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town.get_node("instance_pos").add_child(tt)
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town.get_node("back").connect("pressed",self,"_back")
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get_parent().add_child(town)
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hide()
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func _on_van_1_pressed():
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_load_scene("res://car_base.scn")
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func _on_van_2_pressed():
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_load_scene("res://trailer_truck.scn")
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func _on_van_3_pressed():
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_load_scene("res://crane.scn")
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BIN
demos/3d/truck_town/car_select.scn
Normal file
BIN
demos/3d/truck_town/choose_tow.png
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After Width: | Height: | Size: 20 KiB |
BIN
demos/3d/truck_town/choose_trailer.png
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After Width: | Height: | Size: 15 KiB |
BIN
demos/3d/truck_town/choose_van.png
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@ -1,6 +1,11 @@
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[application]
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[application]
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main_scene="res://truck_scene.scn"
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main_scene="res://car_select.scn"
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[display]
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width=1280
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height=720
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[rasterizer]
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[rasterizer]
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@ -9,11 +9,6 @@ func goto_scene(scene):
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var s = ResourceLoader.load(scene)
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var s = ResourceLoader.load(scene)
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#queue erasing old (don't use free because that scene is calling this method)
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#queue erasing old (don't use free because that scene is calling this method)
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current_scene.queue_free()
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current_scene.queue_free()
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# Remove the scene before loading the previous one.
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# The node is removed when deleted anyway, but this will fix issues that
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# might arise if both have a root node with the same name,
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# as adding both together will cause the second to be renamed. (not usually a problem, but you might be wanting to look for the node later and not find it)
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get_scene().get_root().remove(current_scene)
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#instance the new scene
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#instance the new scene
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current_scene = s.instance()
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current_scene = s.instance()
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#add it to the active scene, as child of root
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#add it to the active scene, as child of root
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