missing demo files

This commit is contained in:
Juan Linietsky 2014-10-03 00:25:53 -03:00
parent b24fe3dd20
commit 1b3a10891e
53 changed files with 200 additions and 6 deletions

33
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::res://::1412302385
WWT-01.png::ImageTexture::1412126473::
WWT-02.png::ImageTexture::1412126474::
WWT-03.png::ImageTexture::1412126474::
WWT-04.png::ImageTexture::1412126474::
WWT-05.png::ImageTexture::1412126474::
WWT-06.png::ImageTexture::1412126474::
WWT-07.png::ImageTexture::1412126474::
WWT-08.png::ImageTexture::1412126474::
WWT-09.png::ImageTexture::1412126474::
WWT-10.png::ImageTexture::1412126474::
WWT-11.png::ImageTexture::1412126475::
WWT-12.png::ImageTexture::1412126475::
WWT-13.png::ImageTexture::1412126475::
WWT-14.png::ImageTexture::1412126475::
WWT-15.png::ImageTexture::1412126475::
WWT-16.png::ImageTexture::1412126475::
WWT-17.png::ImageTexture::1412126475::
WWT-18.png::ImageTexture::1412126475::
WWT-19.png::ImageTexture::1412126476::
WWT-20.png::ImageTexture::1412126476::
WWT-21.png::ImageTexture::1412126476::
WWT-22.png::ImageTexture::1412126476::
WWT-23.png::ImageTexture::1412126476::
WWT-24.png::ImageTexture::1412126476::
WWT-25.png::ImageTexture::1412126476::
WWT-26.png::ImageTexture::1412126476::
map.scn::PackedScene::1412127344::
tiles.scn::PackedScene::1412126994::
tileset.res::TileSet::1412127001::
troll.gd::GDScript::1412302377::
troll.png::ImageTexture::1412302385::
troll.scn::PackedScene::1412302380::

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[application]
name="Hexagonal Game"
main_scene="res://map.scn"
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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extends KinematicBody2D
# This is a simple collision demo showing how
# the kinematic cotroller 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.
#pixels / second
const MOTION_SPEED=160
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():
# Initalization here
set_fixed_process(true)
pass

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[application]
name="Isometric Game"
main_scene="res://dungeon.scn"
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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extends KinematicBody2D
# This is a simple collision demo showing how
# the kinematic cotroller 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.
#pixels / second
const MOTION_SPEED=160
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():
# Initalization here
set_fixed_process(true)
pass

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extends Control
# member variables here, example:
# var a=2
# var b="textvar"
func _ready():
# Initalization here
pass
var town=null
func _back():
town.queue_free()
show()
func _load_scene(car):
var tt = load(car).instance()
tt.set_name("car")
town = load("res://truck_scene.scn").instance()
town.get_node("instance_pos").add_child(tt)
town.get_node("back").connect("pressed",self,"_back")
get_parent().add_child(town)
hide()
func _on_van_1_pressed():
_load_scene("res://car_base.scn")
func _on_van_2_pressed():
_load_scene("res://trailer_truck.scn")
func _on_van_3_pressed():
_load_scene("res://crane.scn")

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[application] [application]
main_scene="res://truck_scene.scn" main_scene="res://car_select.scn"
[display]
width=1280
height=720
[rasterizer] [rasterizer]

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@ -9,11 +9,6 @@ func goto_scene(scene):
var s = ResourceLoader.load(scene) var s = ResourceLoader.load(scene)
#queue erasing old (don't use free because that scene is calling this method) #queue erasing old (don't use free because that scene is calling this method)
current_scene.queue_free() current_scene.queue_free()
# Remove the scene before loading the previous one.
# The node is removed when deleted anyway, but this will fix issues that
# might arise if both have a root node with the same name,
# 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)
get_scene().get_root().remove(current_scene)
#instance the new scene #instance the new scene
current_scene = s.instance() current_scene = s.instance()
#add it to the active scene, as child of root #add it to the active scene, as child of root