Use upper-cased first letter at the start of comment sentences
This commit is contained in:
parent
8639cecf4c
commit
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30 changed files with 150 additions and 164 deletions
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@ -1,7 +1,7 @@
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extends KinematicBody
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# member variables
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# Member variables
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var g = -9.8
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var vel = Vector3()
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const MAX_SPEED = 5
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@ -12,7 +12,7 @@ const MAX_SLOPE_ANGLE = 30
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func _fixed_process(delta):
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var dir = Vector3() #where does the player intend to walk to
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var dir = Vector3() # Where does the player intend to walk to
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var cam_xform = get_node("target/camera").get_global_transform()
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if (Input.is_action_pressed("move_forward")):
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@ -49,13 +49,13 @@ func _fixed_process(delta):
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var on_floor = false
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var original_vel = vel
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var floor_velocity = Vector3()
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var attempts=4
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var attempts = 4
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while(is_colliding() and attempts):
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var n = get_collision_normal()
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if (rad2deg(acos(n.dot(Vector3(0, 1, 0)))) < MAX_SLOPE_ANGLE):
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# if angle to the "up" vectors is < angle tolerance
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# If angle to the "up" vectors is < angle tolerance,
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# char is on floor
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floor_velocity = get_collider_velocity()
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on_floor = true
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@ -63,7 +63,7 @@ func _fixed_process(delta):
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motion = n.slide(motion)
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vel = n.slide(vel)
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if (original_vel.dot(vel) > 0):
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# do not allow to slide towads the opposite direction we were coming from
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# Do not allow to slide towads the opposite direction we were coming from
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motion=move(motion)
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if (motion.length() < 0.001):
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break
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@ -1,7 +1,7 @@
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extends Camera
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# member variables
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# Member variables
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var collision_exception = []
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export var min_distance = 0.5
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export var max_distance = 4.0
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@ -19,15 +19,15 @@ func _fixed_process(dt):
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var delta = pos - target
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# regular delta follow
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# Regular delta follow
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# check ranges
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# Check ranges
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if (delta.length() < min_distance):
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delta = delta.normalized()*min_distance
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elif (delta.length() > max_distance):
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delta = delta.normalized()*max_distance
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# check upper and lower height
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# Check upper and lower height
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if (delta.y > max_height):
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delta.y = max_height
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if (delta.y < min_height):
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@ -37,14 +37,14 @@ func _fixed_process(dt):
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look_at_from_pos(pos, target, up)
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# turn a little up or down
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# Turn a little up or down
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var t = get_transform()
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t.basis = Matrix3(t.basis[0], deg2rad(angle_v_adjust))*t.basis
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set_transform(t)
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func _ready():
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# find collision exceptions for ray
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# Find collision exceptions for ray
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var node = self
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while(node):
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if (node extends RigidBody):
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@ -53,5 +53,5 @@ func _ready():
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else:
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node = node.get_parent()
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set_fixed_process(true)
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# this detaches the camera transform from the parent spatial node
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# This detaches the camera transform from the parent spatial node
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set_as_toplevel(true)
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@ -1,9 +1,9 @@
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extends RigidBody
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# member variables
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# Member variables
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var gray_mat = FixedMaterial.new()
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var selected=false
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var selected = false
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func _input_event(camera, event, pos, normal, shape):
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@ -1,7 +1,7 @@
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extends Navigation
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# member variables
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# Member variables
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const SPEED = 4.0
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var camrot = 0.0
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@ -11,7 +11,7 @@ var end = Vector3()
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var m = FixedMaterial.new()
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var path = []
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var draw_path=false
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var draw_path = false
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func _process(delta):
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@ -1,5 +1,5 @@
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extends RigidBody
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# member variables
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var disabled=false
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# Member variables
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var disabled = false
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@ -1,11 +1,11 @@
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extends Area
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# member variables
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# Member variables
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var taken = false
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func _on_coin_body_enter(body):
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if (not taken and body extends preload("res://player.gd")):
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get_node("anim").play("take")
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taken=true
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taken = true
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@ -1,7 +1,7 @@
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extends RigidBody
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# member variables
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# Member variables
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const STATE_WALKING = 0
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const STATE_DYING = 1
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@ -20,9 +20,9 @@ func _integrate_forces(state):
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var lv = state.get_linear_velocity()
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var g = state.get_total_gravity()
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lv += g*delta # apply gravity
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lv += g*delta # Apply gravity
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var up = -g.normalized()
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if (dying):
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state.set_linear_velocity(lv)
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return
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@ -1,95 +1,80 @@
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extends Camera
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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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var collision_exception=[]
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export var min_distance=0.5
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export var max_distance=4.0
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export var angle_v_adjust=0.0
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export var autoturn_ray_aperture=25
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export var autoturn_speed=50
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# Member variables
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var collision_exception = []
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export var min_distance = 0.5
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export var max_distance = 4.0
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export var angle_v_adjust = 0.0
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export var autoturn_ray_aperture = 25
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export var autoturn_speed = 50
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var max_height = 2.0
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var min_height = 0
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func _fixed_process(dt):
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var target = get_parent().get_global_transform().origin
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var target = get_parent().get_global_transform().origin
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var pos = get_global_transform().origin
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var up = Vector3(0,1,0)
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var up = Vector3(0, 1, 0)
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var delta = pos - target
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#regular delta follow
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#check ranges
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# Regular delta follow
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# Check ranges
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if (delta.length() < min_distance):
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delta = delta.normalized() * min_distance
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delta = delta.normalized()*min_distance
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elif (delta.length() > max_distance):
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delta = delta.normalized() * max_distance
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delta = delta.normalized()*max_distance
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#check upper and lower height
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if ( delta.y > max_height):
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# Check upper and lower height
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if (delta.y > max_height):
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delta.y = max_height
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if ( delta.y < min_height):
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if (delta.y < min_height):
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delta.y = min_height
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#check autoturn
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# Check autoturn
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var ds = PhysicsServer.space_get_direct_state(get_world().get_space())
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var ds = PhysicsServer.space_get_direct_state( get_world().get_space() )
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var col_left = ds.intersect_ray(target,target+Matrix3(up,deg2rad(autoturn_ray_aperture)).xform(delta),collision_exception)
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var col = ds.intersect_ray(target,target+delta,collision_exception)
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var col_right = ds.intersect_ray(target,target+Matrix3(up,deg2rad(-autoturn_ray_aperture)).xform(delta),collision_exception)
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var col_left = ds.intersect_ray(target, target + Matrix3(up, deg2rad(autoturn_ray_aperture)).xform(delta), collision_exception)
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var col = ds.intersect_ray(target, target + delta, collision_exception)
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var col_right = ds.intersect_ray(target, target + Matrix3(up, deg2rad(-autoturn_ray_aperture)).xform(delta), collision_exception)
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if (!col.empty()):
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#if main ray was occluded, get camera closer, this is the worst case scenario
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# If main ray was occluded, get camera closer, this is the worst case scenario
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delta = col.position - target
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elif (!col_left.empty() and col_right.empty()):
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#if only left ray is occluded, turn the camera around to the right
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delta = Matrix3(up,deg2rad(-dt*autoturn_speed)).xform(delta)
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# If only left ray is occluded, turn the camera around to the right
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delta = Matrix3(up, deg2rad(-dt*autoturn_speed)).xform(delta)
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elif (col_left.empty() and !col_right.empty()):
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#if only right ray is occluded, turn the camera around to the left
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delta = Matrix3(up,deg2rad(dt*autoturn_speed)).xform(delta)
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# If only right ray is occluded, turn the camera around to the left
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delta = Matrix3(up, deg2rad(dt*autoturn_speed)).xform(delta)
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else:
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#do nothing otherwise, left and right are occluded but center is not, so do not autoturn
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# Do nothing otherwise, left and right are occluded but center is not, so do not autoturn
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pass
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#apply lookat
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if (delta==Vector3()):
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delta = (pos - target).normalized() * 0.0001
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# Apply lookat
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if (delta == Vector3()):
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delta = (pos - target).normalized()*0.0001
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pos = target + delta
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look_at_from_pos(pos,target,up)
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look_at_from_pos(pos, target, up)
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#turn a little up or down
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# Turn a little up or down
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var t = get_transform()
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t.basis = Matrix3(t.basis[0],deg2rad(angle_v_adjust)) * t.basis
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t.basis = Matrix3(t.basis[0], deg2rad(angle_v_adjust))*t.basis
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set_transform(t)
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func _ready():
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#find collision exceptions for ray
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# Find collision exceptions for ray
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var node = self
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while(node):
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if (node extends RigidBody):
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collision_exception.append(node.get_rid())
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break
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else:
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node=node.get_parent()
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# Initalization here
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node = node.get_parent()
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set_fixed_process(true)
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#this detaches the camera transform from the parent spatial node
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# This detaches the camera transform from the parent spatial node
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set_as_toplevel(true)
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@ -1,7 +1,7 @@
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extends RigidBody
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# member variables
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# Member variables
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const ANIM_FLOOR = 0
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const ANIM_AIR_UP = 1
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const ANIM_AIR_DOWN = 2
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@ -14,14 +14,14 @@ const CHAR_SCALE = Vector3(0.3, 0.3, 0.3)
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var facing_dir = Vector3(1, 0, 0)
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var movement_dir = Vector3()
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var jumping=false
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var jumping = false
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var turn_speed = 40
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var keep_jump_inertia = true
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var air_idle_deaccel = false
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var accel = 19.0
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var deaccel = 14.0
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var sharp_turn_threshhold = 140
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var sharp_turn_threshold = 140
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var max_speed = 3.1
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var on_floor = false
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@ -34,7 +34,7 @@ var shoot_blend = 0
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func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
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var n = p_target # normal
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var n = p_target # Normal
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var t = n.cross(current_gn).normalized()
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var x = n.dot(p_facing)
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@ -42,7 +42,7 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
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var ang = atan2(y,x)
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if (abs(ang) < 0.001): # too small
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if (abs(ang) < 0.001): # Too small
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return p_facing
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var s = sign(ang)
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@ -59,22 +59,22 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
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func _integrate_forces(state):
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var lv = state.get_linear_velocity() # linear velocity
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var lv = state.get_linear_velocity() # Linear velocity
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var g = state.get_total_gravity()
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var delta = state.get_step()
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# var d = 1.0 - delta*state.get_total_density()
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# if (d < 0):
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# d = 0
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lv += g*delta # apply gravity
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lv += g*delta # Apply gravity
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var anim = ANIM_FLOOR
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var up = -g.normalized() # (up is against gravity)
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var vv = up.dot(lv) # vertical velocity
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var hv = lv - up*vv # horizontal velocity
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var vv = up.dot(lv) # Vertical velocity
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var hv = lv - up*vv # Horizontal velocity
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var hdir = hv.normalized() # horizontal direction
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var hspeed = hv.length() # horizontal speed
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var hdir = hv.normalized() # Horizontal direction
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var hspeed = hv.length() # Horizontal speed
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var floor_velocity
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var onfloor = false
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floor_velocity = state.get_contact_collider_velocity_at_pos(i)
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break
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var dir = Vector3() # where does the player intend to walk to
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var dir = Vector3() # Where does the player intend to walk to
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var cam_xform = get_node("target/camera").get_global_transform()
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if (Input.is_action_pressed("move_forward")):
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@ -108,7 +108,7 @@ func _integrate_forces(state):
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var target_dir = (dir - up*dir.dot(up)).normalized()
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if (onfloor):
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var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshhold
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var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshold
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if (dir.length() > 0.1 and !sharp_turn):
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if (hspeed > 0.001):
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hv = hdir*hspeed
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var mesh_xform = get_node("Armature").get_transform()
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var mesh_xform = get_node("Armature").get_transform()
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var facing_mesh = -mesh_xform.basis[0].normalized()
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facing_mesh = (facing_mesh - up*facing_mesh.dot(up)).normalized()
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facing_mesh = adjust_facing(facing_mesh, target_dir, delta, 1.0/hspeed*turn_speed, up)
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@ -171,7 +171,7 @@ func _integrate_forces(state):
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#lv += floor_velocity
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last_floor_velocity = floor_velocity
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else:
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if (on_floor) :
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if (on_floor):
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#if (keep_jump_inertia):
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# lv += last_floor_velocity
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pass
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@ -180,7 +180,7 @@ func _integrate_forces(state):
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movement_dir = lv
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on_floor = onfloor
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state.set_linear_velocity(lv)
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if (shoot_blend > 0):
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@ -194,7 +194,7 @@ func _integrate_forces(state):
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bullet.set_transform(get_node("Armature/bullet").get_global_transform().orthonormalized())
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get_parent().add_child(bullet)
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bullet.set_linear_velocity(get_node("Armature/bullet").get_global_transform().basis[2].normalized()*20)
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PS.body_add_collision_exception(bullet.get_rid(), get_rid()) # add it to bullet
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PS.body_add_collision_exception(bullet.get_rid(), get_rid()) # Add it to bullet
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get_node("sfx").play("shoot")
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prev_shoot = shoot_attempt
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extends Control
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# member variables
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# Member variables
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var town = null
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@ -1,7 +1,7 @@
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extends Camera
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# member variables
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# Member variables
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var collision_exception = []
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export var min_distance = 0.5
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export var max_distance = 4.0
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@ -19,15 +19,15 @@ func _fixed_process(dt):
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var delta = pos - target
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# regular delta follow
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# Regular delta follow
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# check ranges
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# Check ranges
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if (delta.length() < min_distance):
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delta = delta.normalized()*min_distance
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elif (delta.length() > max_distance):
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delta = delta.normalized()*max_distance
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# check upper and lower height
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# Check upper and lower height
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if ( delta.y > max_height):
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delta.y = max_height
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if ( delta.y < min_height):
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@ -37,14 +37,14 @@ func _fixed_process(dt):
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look_at_from_pos(pos, target, up)
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# turn a little up or down
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# Turn a little up or down
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var t = get_transform()
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t.basis = Matrix3(t.basis[0], deg2rad(angle_v_adjust))*t.basis
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set_transform(t)
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func _ready():
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# find collision exceptions for ray
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# Find collision exceptions for ray
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var node = self
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while(node):
|
||||
if (node extends RigidBody):
|
||||
|
@ -53,5 +53,5 @@ func _ready():
|
|||
else:
|
||||
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)
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
|
||||
extends VehicleBody
|
||||
|
||||
# member variables
|
||||
# Member variables
|
||||
const STEER_SPEED = 1
|
||||
const STEER_LIMIT = 0.4
|
||||
|
||||
|
|
|
@ -3,12 +3,12 @@ extends ColorPickerButton
|
|||
|
||||
|
||||
func get_drag_data(pos):
|
||||
# use another colorpicker as drag preview
|
||||
# Use another colorpicker as drag preview
|
||||
var cpb = ColorPickerButton.new()
|
||||
cpb.set_color(get_color())
|
||||
cpb.set_size(Vector2(50, 50))
|
||||
set_drag_preview(cpb)
|
||||
# return color as drag data
|
||||
# Return color as drag data
|
||||
return get_color()
|
||||
|
||||
|
||||
|
|
|
@ -1,3 +1,6 @@
|
|||
|
||||
extends Control
|
||||
|
||||
# Note for the reader:
|
||||
#
|
||||
# This demo conveniently uses the same names for actions and for the container nodes
|
||||
|
@ -9,9 +12,7 @@
|
|||
# action and the node, e.g.:
|
||||
# button.connect("pressed", self, "wait_for_input", [ button, action ])
|
||||
|
||||
extends Control
|
||||
|
||||
# member variables
|
||||
# Member variables
|
||||
var player_actions = [ "move_up", "move_down", "move_left", "move_right", "jump" ]
|
||||
var action # To register the action the UI is currently handling
|
||||
var button # Button node corresponding to the above action
|
||||
|
|
|
@ -10,7 +10,7 @@ func _goto_scene():
|
|||
|
||||
|
||||
func _on_system_pressed():
|
||||
# will autodetect based on system, then fall back
|
||||
# Will autodetect based on system, then fall back
|
||||
# to english if not found
|
||||
_goto_scene()
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
extends Node
|
||||
|
||||
# member variables
|
||||
# Member variables
|
||||
var current_scene = null
|
||||
|
||||
|
||||
|
@ -34,7 +34,7 @@ func _deferred_goto_scene(path):
|
|||
|
||||
func _ready():
|
||||
# Get the current scene, the first time.
|
||||
# it is always the last child of root,
|
||||
# It is always the last child of root,
|
||||
# after the autoloaded nodes.
|
||||
|
||||
var root = get_tree().get_root()
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
|
||||
extends Panel
|
||||
|
||||
# member variables here, example:
|
||||
# Member variables here, example:
|
||||
# var a=2
|
||||
# var b="textvar"
|
||||
|
||||
|
@ -13,4 +13,4 @@ func _ready():
|
|||
|
||||
func _on_goto_scene_pressed():
|
||||
get_node("/root/global").goto_scene("res://scene_b.scn")
|
||||
pass # replace with function body
|
||||
pass # Replace with function body
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
|
||||
extends Panel
|
||||
|
||||
# member variables here, example:
|
||||
# Member variables here, example:
|
||||
# var a=2
|
||||
# var b="textvar"
|
||||
|
||||
|
@ -13,4 +13,4 @@ func _ready():
|
|||
|
||||
func _on_goto_scene_pressed():
|
||||
get_node("/root/global").goto_scene("res://scene_a.scn")
|
||||
pass # replace with function body
|
||||
pass # Replace with function body
|
||||
|
|
|
@ -8,7 +8,7 @@ extends Node2D
|
|||
#
|
||||
# Licensed under the MIT license
|
||||
|
||||
# member variables
|
||||
# Member variables
|
||||
var joy_num
|
||||
var cur_joy
|
||||
var axis_value
|
||||
|
@ -16,21 +16,21 @@ var btn_state
|
|||
|
||||
|
||||
func _input(event):
|
||||
# get the joystick device number from the spinbox
|
||||
# Get the joystick device number from the spinbox
|
||||
joy_num = get_node("joy_num").get_value()
|
||||
|
||||
# display the name of the joystick if we haven't already
|
||||
# Display the name of the joystick if we haven't already
|
||||
if joy_num != cur_joy:
|
||||
cur_joy = joy_num
|
||||
get_node("joy_name").set_text(Input.get_joy_name(joy_num))
|
||||
|
||||
# loop through the axes and show their current values
|
||||
# Loop through the axes and show their current values
|
||||
for axis in range(0, 8):
|
||||
axis_value = Input.get_joy_axis(joy_num, axis)
|
||||
get_node("axis_prog" + str(axis)).set_value(100*axis_value)
|
||||
get_node("axis_val" + str(axis)).set_text(str(axis_value))
|
||||
|
||||
# loop through the buttons and highlight the ones that are pressed
|
||||
# Loop through the buttons and highlight the ones that are pressed
|
||||
for btn in range(0, 17):
|
||||
btn_state = 1
|
||||
if (Input.is_joy_button_pressed(joy_num, btn)):
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
|
||||
extends VBoxContainer
|
||||
|
||||
# member variables
|
||||
# Member variables
|
||||
var regex = RegEx.new()
|
||||
|
||||
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
|
||||
extends Panel
|
||||
|
||||
# member variables here, example:
|
||||
# Member variables here, example:
|
||||
# var a=2
|
||||
# var b="textvar"
|
||||
|
||||
|
@ -13,4 +13,4 @@ func _ready():
|
|||
|
||||
func _on_goto_scene_pressed():
|
||||
get_tree().change_scene("res://scene_b.scn")
|
||||
pass # replace with function body
|
||||
pass # Replace with function body
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
|
||||
extends Panel
|
||||
|
||||
# member variables here, example:
|
||||
# Member variables here, example:
|
||||
# var a=2
|
||||
# var b="textvar"
|
||||
|
||||
|
@ -13,4 +13,4 @@ func _ready():
|
|||
|
||||
func _on_goto_scene_pressed():
|
||||
get_tree().change_scene("res://scene_a.scn")
|
||||
pass # replace with function body
|
||||
pass # Replace with function body
|
||||
|
|
|
@ -1,31 +1,31 @@
|
|||
|
||||
extends Node2D
|
||||
|
||||
# member variables
|
||||
# Member variables
|
||||
var thread = Thread.new()
|
||||
|
||||
|
||||
# this function runs in a thread!
|
||||
# threads always take one userdata argument
|
||||
# This function runs in a thread!
|
||||
# Threads always take one userdata argument
|
||||
func _bg_load(path):
|
||||
print("THREAD FUNC!")
|
||||
# load the resource
|
||||
# Load the resource
|
||||
var tex = ResourceLoader.load(path)
|
||||
# call _bg_load_done on main thread
|
||||
# Call _bg_load_done on main thread
|
||||
call_deferred("_bg_load_done")
|
||||
return tex # return it
|
||||
|
||||
|
||||
func _bg_load_done():
|
||||
# wait for the thread to complete, get the returned value
|
||||
# Wait for the thread to complete, get the returned value
|
||||
var tex = thread.wait_to_finish()
|
||||
# set to the sprite
|
||||
# Set to the sprite
|
||||
get_node("sprite").set_texture(tex)
|
||||
|
||||
|
||||
func _on_load_pressed():
|
||||
if (thread.is_active()):
|
||||
# already working
|
||||
# Already working
|
||||
return
|
||||
print("START THREAD!")
|
||||
thread.start(self, "_bg_load", "res://mona.png")
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
|
||||
extends Control
|
||||
|
||||
# member variables
|
||||
# Member variables
|
||||
var trans = ["linear", "sine", "quint", "quart", "quad", "expo", "elastic", "cubic", "circ", "bounce", "back"]
|
||||
var eases = ["in", "out", "in_out", "out_in"]
|
||||
var modes = ["move", "color", "scale", "rotate", "callback", "follow", "repeat", "pause"]
|
||||
|
|
|
@ -5,7 +5,7 @@ extends Panel
|
|||
# (UDP can lose packets and you won't normally find out, so don't do a chat this way)
|
||||
# This is just a demo that shows how to use the UDP class.
|
||||
|
||||
# member variables
|
||||
# Member variables
|
||||
var udp = PacketPeerUDP.new()
|
||||
|
||||
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
|
||||
extends Control
|
||||
|
||||
# member variables
|
||||
# Member variables
|
||||
var mousepos
|
||||
|
||||
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
|
||||
extends Spatial
|
||||
|
||||
# member variables
|
||||
# Member variables
|
||||
var r_pos = Vector2()
|
||||
var state
|
||||
|
||||
|
@ -29,7 +29,7 @@ func _fixed_process(delta):
|
|||
if(Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED):
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
||||
|
||||
var dir = Vector3()
|
||||
var dir = Vector3()
|
||||
var cam = get_global_transform()
|
||||
var org = get_translation()
|
||||
|
||||
|
|
|
@ -1,45 +1,45 @@
|
|||
|
||||
extends Node2D
|
||||
|
||||
# member variables
|
||||
# Member variables
|
||||
const INITIAL_BALL_SPEED = 80
|
||||
var ball_speed = INITIAL_BALL_SPEED
|
||||
var screen_size = Vector2(640,400)
|
||||
# default ball direction
|
||||
var direction = Vector2(-1,0)
|
||||
var pad_size = Vector2(8,32)
|
||||
var screen_size = Vector2(640, 400)
|
||||
# Default ball direction
|
||||
var direction = Vector2(-1, 0)
|
||||
var pad_size = Vector2(8, 32)
|
||||
const PAD_SPEED = 150
|
||||
|
||||
|
||||
func _process(delta):
|
||||
# get ball position and pad rectangles
|
||||
# Get ball position and pad rectangles
|
||||
var ball_pos = get_node("ball").get_pos()
|
||||
var left_rect = Rect2(get_node("left").get_pos() - pad_size*0.5, pad_size)
|
||||
var right_rect = Rect2(get_node("right").get_pos() - pad_size*0.5, pad_size)
|
||||
|
||||
# integrate new ball postion
|
||||
# Integrate new ball postion
|
||||
ball_pos += direction*ball_speed*delta
|
||||
|
||||
# flip when touching roof or floor
|
||||
# Flip when touching roof or floor
|
||||
if ((ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0)):
|
||||
direction.y = -direction.y
|
||||
|
||||
# flip, change direction and increase speed when touching pads
|
||||
# Flip, change direction and increase speed when touching pads
|
||||
if ((left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0)):
|
||||
direction.x = -direction.x
|
||||
ball_speed *= 1.1
|
||||
direction.y = randf()*2.0 - 1
|
||||
direction = direction.normalized()
|
||||
|
||||
# check gameover
|
||||
# Check gameover
|
||||
if (ball_pos.x < 0 or ball_pos.x > screen_size.x):
|
||||
ball_pos = screen_size*0.5
|
||||
ball_speed = INITIAL_BALL_SPEED
|
||||
direction = Vector2(-1,0)
|
||||
direction = Vector2(-1, 0)
|
||||
|
||||
get_node("ball").set_pos(ball_pos)
|
||||
|
||||
# move left pad
|
||||
# Move left pad
|
||||
var left_pos = get_node("left").get_pos()
|
||||
|
||||
if (left_pos.y > 0 and Input.is_action_pressed("left_move_up")):
|
||||
|
@ -49,7 +49,7 @@ func _process(delta):
|
|||
|
||||
get_node("left").set_pos(left_pos)
|
||||
|
||||
# move right pad
|
||||
# Move right pad
|
||||
var right_pos = get_node("right").get_pos()
|
||||
|
||||
if (right_pos.y > 0 and Input.is_action_pressed("right_move_up")):
|
||||
|
@ -62,6 +62,6 @@ func _process(delta):
|
|||
|
||||
func _ready():
|
||||
# Initalization here
|
||||
screen_size = get_viewport_rect().size # get actual size
|
||||
screen_size = get_viewport_rect().size # Get actual size
|
||||
pad_size = get_node("left").get_texture().get_size()
|
||||
set_process(true)
|
||||
|
|
|
@ -1,26 +1,26 @@
|
|||
|
||||
extends Spatial
|
||||
|
||||
# member variables
|
||||
# Member variables
|
||||
var prev_pos = null
|
||||
|
||||
|
||||
func _input(event):
|
||||
# all other (non-mouse) events
|
||||
# All other (non-mouse) events
|
||||
if (not event.type in [InputEvent.MOUSE_BUTTON, InputEvent.MOUSE_MOTION, InputEvent.SCREEN_DRAG, InputEvent.SCREEN_TOUCH]):
|
||||
get_node("viewport").input(event)
|
||||
|
||||
|
||||
# mouse events for area
|
||||
# Mouse events for Area
|
||||
func _on_area_input_event(camera, event, click_pos, click_normal, shape_idx):
|
||||
# use click pos (click in 3d space, convert to area space)
|
||||
# Use click pos (click in 3d space, convert to area space)
|
||||
var pos = get_node("area").get_global_transform().affine_inverse()*click_pos
|
||||
# convert to 2D
|
||||
# Convert to 2D
|
||||
pos = Vector2(pos.x, pos.y)
|
||||
# convert to viewport coordinate system
|
||||
# Convert to viewport coordinate system
|
||||
pos.x = (pos.x + 1.5)*100
|
||||
pos.y = (-pos.y + 0.75)*100
|
||||
# set to event
|
||||
# Set to event
|
||||
event.pos = pos
|
||||
event.global_pos = pos
|
||||
if (prev_pos == null):
|
||||
|
@ -28,7 +28,7 @@ func _on_area_input_event(camera, event, click_pos, click_normal, shape_idx):
|
|||
if (event.type == InputEvent.MOUSE_MOTION):
|
||||
event.relative_pos = pos - prev_pos
|
||||
prev_pos = pos
|
||||
# sned the event to the viewport
|
||||
# Send the event to the viewport
|
||||
get_node("viewport").input(event)
|
||||
|
||||
|
||||
|
|
|
@ -4,13 +4,13 @@ extends Control
|
|||
|
||||
func _on_button_pressed():
|
||||
get_viewport().queue_screen_capture()
|
||||
# let two frames pass to make sure the screen was captured
|
||||
yield(get_tree(),"idle_frame")
|
||||
yield(get_tree(),"idle_frame")
|
||||
# retrieve the captured image
|
||||
# Let two frames pass to make sure the screen was captured
|
||||
yield(get_tree(), "idle_frame")
|
||||
yield(get_tree(), "idle_frame")
|
||||
# Retrieve the captured image
|
||||
var img = get_viewport().get_screen_capture()
|
||||
# create a texture for it
|
||||
# Create a texture for it
|
||||
var tex = ImageTexture.new()
|
||||
tex.create_from_image(img)
|
||||
# set it to the capture node
|
||||
# Set it to the capture node
|
||||
get_node("capture").set_texture(tex)
|
||||
|
|
Loading…
Reference in a new issue