missing demo files
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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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After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 22 KiB |
After Width: | Height: | Size: 22 KiB |
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 22 KiB |
After Width: | Height: | Size: 22 KiB |
After Width: | Height: | Size: 22 KiB |
After Width: | Height: | Size: 22 KiB |
After Width: | Height: | Size: 22 KiB |
After Width: | Height: | Size: 22 KiB |
After Width: | Height: | Size: 21 KiB |
After Width: | Height: | Size: 21 KiB |
After Width: | Height: | Size: 19 KiB |
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 21 KiB |
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 22 KiB |
After Width: | Height: | Size: 21 KiB |
After Width: | Height: | Size: 21 KiB |
After Width: | Height: | Size: 21 KiB |
After Width: | Height: | Size: 21 KiB |
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 21 KiB |
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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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After Width: | Height: | Size: 5.8 KiB |
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@ -0,0 +1,43 @@
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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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|
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|
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#pixels / second
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const MOTION_SPEED=160
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|
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func _fixed_process(delta):
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var motion = Vector2()
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|
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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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|
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motion = motion.normalized() * MOTION_SPEED * delta
|
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motion = move(motion)
|
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|
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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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|
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|
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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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|
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After Width: | Height: | Size: 7.1 KiB |
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[application]
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|
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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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|
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[image_loader]
|
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|
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filter=false
|
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gen_mipmaps=false
|
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|
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[input]
|
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|
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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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|
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[rasterizer]
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|
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use_pixel_snap=true
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After Width: | Height: | Size: 9.2 KiB |
After Width: | Height: | Size: 217 KiB |
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@ -0,0 +1,43 @@
|
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|
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extends KinematicBody2D
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|
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# This is a simple collision demo showing how
|
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# 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.
|
||||
|
||||
|
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#pixels / second
|
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const MOTION_SPEED=160
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|
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func _fixed_process(delta):
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|
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var motion = Vector2()
|
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|
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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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|
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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
|
||||
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)
|
||||
slide_attempts-=1
|
||||
|
||||
|
||||
func _ready():
|
||||
# Initalization here
|
||||
set_fixed_process(true)
|
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pass
|
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|
||||
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After Width: | Height: | Size: 7.1 KiB |
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@ -0,0 +1,42 @@
|
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|
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extends Control
|
||||
|
||||
# member variables here, example:
|
||||
# var a=2
|
||||
# var b="textvar"
|
||||
|
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func _ready():
|
||||
# Initalization here
|
||||
pass
|
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|
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var town=null
|
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|
||||
|
||||
func _back():
|
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|
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town.queue_free()
|
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show()
|
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|
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|
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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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|
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func _on_van_1_pressed():
|
||||
|
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_load_scene("res://car_base.scn")
|
||||
|
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|
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func _on_van_2_pressed():
|
||||
|
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_load_scene("res://trailer_truck.scn")
|
||||
|
||||
|
||||
func _on_van_3_pressed():
|
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_load_scene("res://crane.scn")
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After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 15 KiB |
After Width: | Height: | Size: 9.9 KiB |
|
@ -1,6 +1,11 @@
|
|||
[application]
|
||||
|
||||
main_scene="res://truck_scene.scn"
|
||||
main_scene="res://car_select.scn"
|
||||
|
||||
[display]
|
||||
|
||||
width=1280
|
||||
height=720
|
||||
|
||||
[rasterizer]
|
||||
|
||||
|
|
|
@ -9,11 +9,6 @@ func goto_scene(scene):
|
|||
var s = ResourceLoader.load(scene)
|
||||
#queue erasing old (don't use free because that scene is calling this method)
|
||||
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
|
||||
current_scene = s.instance()
|
||||
#add it to the active scene, as child of root
|
||||
|
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