Improve code formatting and update to 2.0

The scripts were streamlined using more or less the following conventions:
 - space after a comma in lists of arguments
 - space around weak operators (+, -), no space around strong operators (*, /)
 - space after a comment start (#)
 - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
 - function blocks separate by two newlines

The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
This commit is contained in:
Rémi Verschelde 2015-12-09 08:38:23 +01:00
parent efbb834936
commit 8639cecf4c
95 changed files with 505 additions and 5637 deletions

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@ -1,10 +1,7 @@
extends KinematicBody
# member variables here, example:
# var a=2
# var b="textvar"
# member variables
var g = -9.8
var vel = Vector3()
const MAX_SPEED = 5
@ -13,83 +10,78 @@ const ACCEL= 2
const DEACCEL= 4
const MAX_SLOPE_ANGLE = 30
func _fixed_process(delta):
func _fixed_process(delta):
var dir = Vector3() #where does the player intend to walk to
var cam_xform = get_node("target/camera").get_global_transform()
if (Input.is_action_pressed("move_forward")):
dir+=-cam_xform.basis[2]
dir += -cam_xform.basis[2]
if (Input.is_action_pressed("move_backwards")):
dir+=cam_xform.basis[2]
dir += cam_xform.basis[2]
if (Input.is_action_pressed("move_left")):
dir+=-cam_xform.basis[0]
dir += -cam_xform.basis[0]
if (Input.is_action_pressed("move_right")):
dir+=cam_xform.basis[0]
dir.y=0
dir=dir.normalized()
vel.y+=delta*g
dir += cam_xform.basis[0]
dir.y = 0
dir = dir.normalized()
vel.y += delta*g
var hvel = vel
hvel.y=0
hvel.y = 0
var target = dir*MAX_SPEED
var accel
if (dir.dot(hvel) >0):
accel=ACCEL
if (dir.dot(hvel) > 0):
accel = ACCEL
else:
accel=DEACCEL
hvel = hvel.linear_interpolate(target,accel*delta)
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel*delta)
vel.x = hvel.x
vel.z = hvel.z
vel.x=hvel.x;
vel.z=hvel.z
var motion = move(vel*delta)
var on_floor = false
var original_vel = vel
var floor_velocity=Vector3()
var floor_velocity = Vector3()
var attempts=4
while(is_colliding() and attempts):
var n=get_collision_normal()
if ( rad2deg(acos(n.dot( Vector3(0,1,0)))) < MAX_SLOPE_ANGLE ):
#if angle to the "up" vectors is < angle tolerance
#char is on floor
floor_velocity=get_collider_velocity()
on_floor=true
var n = get_collision_normal()
if (rad2deg(acos(n.dot(Vector3(0, 1, 0)))) < MAX_SLOPE_ANGLE):
# if angle to the "up" vectors is < angle tolerance
# char is on floor
floor_velocity = get_collider_velocity()
on_floor = true
motion = n.slide(motion)
vel = n.slide(vel)
if (original_vel.dot(vel) > 0):
#do not allow to slide towads the opposite direction we were coming from
# do not allow to slide towads the opposite direction we were coming from
motion=move(motion)
if (motion.length()<0.001):
if (motion.length() < 0.001):
break
attempts-=1
if (on_floor and floor_velocity!=Vector3()):
move(floor_velocity*delta)
attempts -= 1
if (on_floor and floor_velocity != Vector3()):
move(floor_velocity*delta)
if (on_floor and Input.is_action_pressed("jump")):
vel.y=JUMP_SPEED
vel.y = JUMP_SPEED
var crid = get_node("../elevator1").get_rid()
# print(crid," : ",PS.body_get_state(crid,PS.BODY_STATE_TRANSFORM))
func _ready():
# Initalization here
set_fixed_process(true)
pass
func _on_tcube_body_enter( body ):
func _on_tcube_body_enter(body):
get_node("../ty").show()
pass # replace with function body

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@ -1,69 +1,57 @@
extends Camera
# member variables here, example:
# var a=2
# var b="textvar"
var collision_exception=[]
export var min_distance=0.5
export var max_distance=4.0
export var angle_v_adjust=0.0
export var autoturn_ray_aperture=25
export var autoturn_speed=50
# member variables
var collision_exception = []
export var min_distance = 0.5
export var max_distance = 4.0
export var angle_v_adjust = 0.0
export var autoturn_ray_aperture = 25
export var autoturn_speed = 50
var max_height = 2.0
var min_height = 0
func _fixed_process(dt):
var target = get_parent().get_global_transform().origin
var target = get_parent().get_global_transform().origin
var pos = get_global_transform().origin
var up = Vector3(0,1,0)
var up = Vector3(0, 1, 0)
var delta = pos - target
#regular delta follow
# regular delta follow
#check ranges
# check ranges
if (delta.length() < min_distance):
delta = delta.normalized() * min_distance
delta = delta.normalized()*min_distance
elif (delta.length() > max_distance):
delta = delta.normalized() * max_distance
delta = delta.normalized()*max_distance
#check upper and lower height
if ( delta.y > max_height):
# check upper and lower height
if (delta.y > max_height):
delta.y = max_height
if ( delta.y < min_height):
if (delta.y < min_height):
delta.y = min_height
pos = target + delta
look_at_from_pos(pos,target,up)
look_at_from_pos(pos, target, up)
#turn a little up or down
# turn a little up or down
var t = get_transform()
t.basis = Matrix3(t.basis[0],deg2rad(angle_v_adjust)) * t.basis
t.basis = Matrix3(t.basis[0], deg2rad(angle_v_adjust))*t.basis
set_transform(t)
func _ready():
#find collision exceptions for ray
# find collision exceptions for ray
var node = self
while(node):
if (node extends RigidBody):
collision_exception.append(node.get_rid())
break
else:
node=node.get_parent()
# Initalization here
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)

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@ -1,15 +1,12 @@
extends RigidBody
# member variables here, example:
# var a=2
# var b="textvar"
# member variables
var gray_mat = FixedMaterial.new()
var selected=false
func _input_event(camera,event,pos,normal,shape):
func _input_event(camera, event, pos, normal, shape):
if (event.type==InputEvent.MOUSE_BUTTON and event.pressed):
if (not selected):
get_node("mesh").set_material_override(gray_mat)
@ -17,16 +14,11 @@ func _input_event(camera,event,pos,normal,shape):
get_node("mesh").set_material_override(null)
selected = not selected
func _mouse_enter():
get_node("mesh").set_scale( Vector3(1.1,1.1,1.1) )
get_node("mesh").set_scale(Vector3(1.1, 1.1, 1.1))
func _mouse_exit():
get_node("mesh").set_scale( Vector3(1,1,1) )
func _ready():
# Initalization here
pass
get_node("mesh").set_scale(Vector3(1, 1, 1))

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@ -1,61 +1,54 @@
extends Navigation
# member variables here, example:
# var a=2
# var b="textvar"
# member variables
const SPEED = 4.0
const SPEED=4.0
var camrot = 0.0
var camrot=0.0
var begin=Vector3()
var end=Vector3()
var begin = Vector3()
var end = Vector3()
var m = FixedMaterial.new()
var path=[]
var path = []
var draw_path=false
func _process(delta):
if (path.size()>1):
if (path.size() > 1):
var to_walk = delta*SPEED
var to_watch = Vector3(0,1,0)
while(to_walk>0 and path.size()>=2):
var pfrom = path[path.size()-1]
var pto = path[path.size()-2]
var to_watch = Vector3(0, 1, 0)
while(to_walk > 0 and path.size() >= 2):
var pfrom = path[path.size() - 1]
var pto = path[path.size() - 2]
to_watch = (pto - pfrom).normalized()
var d = pfrom.distance_to(pto)
if (d<=to_walk):
path.remove(path.size()-1)
to_walk-=d
if (d <= to_walk):
path.remove(path.size() - 1)
to_walk -= d
else:
path[path.size()-1] = pfrom.linear_interpolate(pto,to_walk/d)
to_walk=0
var atpos = path[path.size()-1]
path[path.size() - 1] = pfrom.linear_interpolate(pto, to_walk/d)
to_walk = 0
var atpos = path[path.size() - 1]
var atdir = to_watch
atdir.y=0
atdir.y = 0
var t = Transform()
t.origin=atpos
t=t.looking_at(atpos+atdir,Vector3(0,1,0))
t.origin = atpos
t=t.looking_at(atpos + atdir, Vector3(0, 1, 0))
get_node("robot_base").set_transform(t)
if (path.size()<2):
path=[]
if (path.size() < 2):
path = []
set_process(false)
else:
set_process(false)
var draw_path=false
func _update_path():
var p = get_simple_path(begin,end,true)
path=Array(p) # Vector3array to complex to use, convert to regular array
var p = get_simple_path(begin, end, true)
path = Array(p) # Vector3array too complex to use, convert to regular array
path.invert()
set_process(true)
@ -63,48 +56,41 @@ func _update_path():
var im = get_node("draw")
im.set_material_override(m)
im.clear()
im.begin(Mesh.PRIMITIVE_POINTS,null)
im.begin(Mesh.PRIMITIVE_POINTS, null)
im.add_vertex(begin)
im.add_vertex(end)
im.end()
im.begin(Mesh.PRIMITIVE_LINE_STRIP,null)
im.begin(Mesh.PRIMITIVE_LINE_STRIP, null)
for x in p:
im.add_vertex(x)
im.end()
func _input(ev):
if (ev.type==InputEvent.MOUSE_BUTTON and ev.button_index==BUTTON_LEFT and ev.pressed):
var from = get_node("cambase/Camera").project_ray_origin(ev.pos)
var to = from+get_node("cambase/Camera").project_ray_normal(ev.pos)*100
var p = get_closest_point_to_segment(from,to)
begin=get_closest_point(get_node("robot_base").get_translation())
end=p
func _input(event):
if (event.type == InputEvent.MOUSE_BUTTON and event.button_index == BUTTON_LEFT and event.pressed):
var from = get_node("cambase/Camera").project_ray_origin(event.pos)
var to = from + get_node("cambase/Camera").project_ray_normal(event.pos)*100
var p = get_closest_point_to_segment(from, to)
begin = get_closest_point(get_node("robot_base").get_translation())
end = p
_update_path()
if (ev.type==InputEvent.MOUSE_MOTION):
if (ev.button_mask&BUTTON_MASK_MIDDLE):
camrot+=ev.relative_x*0.005
get_node("cambase").set_rotation(Vector3(0,camrot,0))
if (event.type == InputEvent.MOUSE_MOTION):
if (event.button_mask&BUTTON_MASK_MIDDLE):
camrot += event.relative_x*0.005
get_node("cambase").set_rotation(Vector3(0, camrot, 0))
print("camrot ", camrot)
func _ready():
# Initalization here
set_process_input(true)
m.set_line_width(3)
m.set_point_size(3)
m.set_fixed_flag(FixedMaterial.FLAG_USE_POINT_SIZE,true)
m.set_flag(Material.FLAG_UNSHADED,true)
m.set_fixed_flag(FixedMaterial.FLAG_USE_POINT_SIZE, true)
m.set_flag(Material.FLAG_UNSHADED, true)
#begin = get_closest_point(get_node("start").get_translation())
#end = get_closest_point(get_node("end").get_translation())
#call_deferred("_update_path")
pass

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@ -1,14 +1,5 @@
extends RigidBody
# member variables here, example:
# var a=2
# var b="textvar"
# member variables
var disabled=false
func _ready():
# Initalization here
pass

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@ -1,23 +1,11 @@
extends Area
# member variables here, example:
# var a=2
# var b="textvar"
# member variables
var taken = false
func _on_coin_body_enter( body ):
func _on_coin_body_enter(body):
if (not taken and body extends preload("res://player.gd")):
get_node("anim").play("take")
taken=true
func _ready():
# Initalization here
pass

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@ -1,14 +1,10 @@
extends RigidBody
# member variables here, example:
# var a=2
# var b="textvar"
# member variables
const STATE_WALKING = 0
const STATE_DYING = 1
var prev_advance = false
var deaccel = 20.0
var accel = 5
@ -16,80 +12,67 @@ var max_speed = 2
var rot_dir = 4
var rot_speed = 1
var dying=false
var dying = false
func _integrate_forces(state):
var delta = state.get_step()
var lv = state.get_linear_velocity()
var g = state.get_total_gravity()
lv += g * delta #apply gravity
lv += g*delta # apply gravity
var up = -g.normalized()
if (dying):
state.set_linear_velocity(lv)
return
for i in range(state.get_contact_count()):
var cc = state.get_contact_collider_object(i)
var dp = state.get_contact_local_normal(i)
if (cc):
if (cc extends preload("res://bullet.gd") and not cc.disabled):
set_mode(MODE_RIGID)
dying=true
#lv=s.get_contact_local_normal(i)*400
state.set_angular_velocity( -dp.cross(up).normalized() *33.0)
dying = true
#lv = s.get_contact_local_normal(i)*400
state.set_angular_velocity(-dp.cross(up).normalized()*33.0)
get_node("AnimationPlayer").play("impact")
get_node("AnimationPlayer").queue("explode")
set_friction(1)
cc.disabled=true
cc.disabled = true
get_node("sound").play("hit")
return
var col_floor = get_node("Armature/ray_floor").is_colliding()
var col_wall = get_node("Armature/ray_wall").is_colliding()
var advance = not col_wall and col_floor
var dir = get_node("Armature").get_transform().basis[2].normalized()
var deaccel_dir = dir
if (advance):
if (dir.dot(lv) < max_speed):
lv+=dir * accel * delta
lv += dir*accel*delta
deaccel_dir = dir.cross(g).normalized()
else:
if (prev_advance):
rot_dir = 1 #randf() * 2.0 -1.0
dir = Matrix3(up,rot_dir * rot_speed * delta).xform(dir)
get_node("Armature").set_transform( Transform().looking_at(-dir,up) )
rot_dir = 1 # randf()*2.0 - 1.0
dir = Matrix3(up, rot_dir*rot_speed*delta).xform(dir)
get_node("Armature").set_transform(Transform().looking_at(-dir, up))
var dspeed = deaccel_dir.dot(lv)
dspeed -= deaccel * delta
if (dspeed<0):
dspeed=0
dspeed -= deaccel*delta
if (dspeed < 0):
dspeed = 0
lv = lv - deaccel_dir*deaccel_dir.dot(lv) + deaccel_dir*dspeed
state.set_linear_velocity(lv)
prev_advance=advance
prev_advance = advance
func _ready():
# Initalization here
pass
func _die():
queue_free()

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@ -1,7 +1,7 @@
[application]
name="Platformer 3D"
main_scene="res://stage.xml"
main_scene="res://stage.scn"
icon="res://icon.png"
[display]

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@ -1,12 +1,7 @@
extends RigidBody
# member variables here, example:
# var a=2
# var b="textvar"
#var dir=Vector3()
# member variables
const ANIM_FLOOR = 0
const ANIM_AIR_UP = 1
const ANIM_AIR_DOWN = 2
@ -14,21 +9,21 @@ const ANIM_AIR_DOWN = 2
const SHOOT_TIME = 1.5
const SHOOT_SCALE = 2
const CHAR_SCALE = Vector3(0.3,0.3,0.3)
const CHAR_SCALE = Vector3(0.3, 0.3, 0.3)
var facing_dir = Vector3(1, 0, 0)
var movement_dir = Vector3()
var jumping=false
var turn_speed=40
var turn_speed = 40
var keep_jump_inertia = true
var air_idle_deaccel = false
var accel=19.0
var deaccel=14.0
var accel = 19.0
var deaccel = 14.0
var sharp_turn_threshhold = 140
var max_speed=3.1
var max_speed = 3.1
var on_floor = false
var prev_shoot = false
@ -37,8 +32,8 @@ var last_floor_velocity = Vector3()
var shoot_blend = 0
func adjust_facing(p_facing, p_target,p_step, p_adjust_rate,current_gn):
func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
var n = p_target # normal
var t = n.cross(current_gn).normalized()
@ -47,47 +42,43 @@ func adjust_facing(p_facing, p_target,p_step, p_adjust_rate,current_gn):
var ang = atan2(y,x)
if (abs(ang)<0.001): # too small
if (abs(ang) < 0.001): # too small
return p_facing
var s = sign(ang)
ang = ang * s
var turn = ang * p_adjust_rate * p_step
ang = ang*s
var turn = ang*p_adjust_rate*p_step
var a
if (ang<turn):
a=ang
if (ang < turn):
a = ang
else:
a=turn
ang = (ang - a) * s
a = turn
ang = (ang - a)*s
return ((n * cos(ang)) + (t * sin(ang))) * p_facing.length()
return (n*cos(ang) + t*sin(ang))*p_facing.length()
func _integrate_forces( state ):
func _integrate_forces(state):
var lv = state.get_linear_velocity() # linear velocity
var g = state.get_total_gravity()
var delta = state.get_step()
# var d = 1.0 - delta*state.get_total_density()
# if (d<0):
# d=0
lv += g * delta #apply gravity
# if (d < 0):
# d = 0
lv += g*delta # apply gravity
var anim = ANIM_FLOOR
var up = -g.normalized() # (up is against gravity)
var vv = up.dot(lv) # vertical velocity
var hv = lv - (up*vv) # horizontal velocity
var hv = lv - up*vv # horizontal velocity
var hdir = hv.normalized() # horizontal direction
var hspeed = hv.length() #horizontal speed
var hspeed = hv.length() # horizontal speed
var floor_velocity
var onfloor = false
if (state.get_contact_count() == 0):
floor_velocity = last_floor_velocity
else:
@ -98,104 +89,89 @@ func _integrate_forces( state ):
onfloor = true
floor_velocity = state.get_contact_collider_velocity_at_pos(i)
break
var dir = Vector3() #where does the player intend to walk to
var dir = Vector3() # where does the player intend to walk to
var cam_xform = get_node("target/camera").get_global_transform()
if (Input.is_action_pressed("move_forward")):
dir+=-cam_xform.basis[2]
dir += -cam_xform.basis[2]
if (Input.is_action_pressed("move_backwards")):
dir+=cam_xform.basis[2]
dir += cam_xform.basis[2]
if (Input.is_action_pressed("move_left")):
dir+=-cam_xform.basis[0]
dir += -cam_xform.basis[0]
if (Input.is_action_pressed("move_right")):
dir+=cam_xform.basis[0]
dir += cam_xform.basis[0]
var jump_attempt = Input.is_action_pressed("jump")
var shoot_attempt = Input.is_action_pressed("shoot")
var target_dir = (dir - up*dir.dot(up)).normalized()
if (onfloor):
var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshhold
if (dir.length()>0.1 and !sharp_turn) :
if (hspeed > 0.001) :
if (dir.length() > 0.1 and !sharp_turn):
if (hspeed > 0.001):
#linear_dir = linear_h_velocity/linear_vel
#if (linear_vel > brake_velocity_limit and linear_dir.dot(ctarget_dir)<-cos(Math::deg2rad(brake_angular_limit)))
# brake=true
#if (linear_vel > brake_velocity_limit and linear_dir.dot(ctarget_dir) < -cos(Math::deg2rad(brake_angular_limit)))
# brake = true
#else
hdir = adjust_facing(hdir,target_dir,delta,1.0/hspeed*turn_speed,up)
hdir = adjust_facing(hdir, target_dir, delta, 1.0/hspeed*turn_speed, up)
facing_dir = hdir
else:
hdir = target_dir
if (hspeed<max_speed):
hspeed+=accel*delta
if (hspeed < max_speed):
hspeed += accel*delta
else:
hspeed-=deaccel*delta
if (hspeed<0):
hspeed=0
hspeed -= deaccel*delta
if (hspeed < 0):
hspeed = 0
hv = hdir*hspeed
var mesh_xform = get_node("Armature").get_transform()
var facing_mesh=-mesh_xform.basis[0].normalized()
var facing_mesh = -mesh_xform.basis[0].normalized()
facing_mesh = (facing_mesh - up*facing_mesh.dot(up)).normalized()
facing_mesh = adjust_facing(facing_mesh,target_dir,delta,1.0/hspeed*turn_speed,up)
var m3 = Matrix3(-facing_mesh,up,-facing_mesh.cross(up).normalized()).scaled( CHAR_SCALE )
facing_mesh = adjust_facing(facing_mesh, target_dir, delta, 1.0/hspeed*turn_speed, up)
var m3 = Matrix3(-facing_mesh, up, -facing_mesh.cross(up).normalized()).scaled(CHAR_SCALE)
get_node("Armature").set_transform(Transform(m3, mesh_xform.origin))
get_node("Armature").set_transform(Transform(m3,mesh_xform.origin))
if (not jumping and jump_attempt):
vv = 7.0
jumping = true
jumping = true
get_node("sfx").play("jump")
else:
if (vv>0):
anim=ANIM_AIR_UP
if (vv > 0):
anim = ANIM_AIR_UP
else:
anim=ANIM_AIR_DOWN
var hs
if (dir.length()>0.1):
hv += target_dir * (accel * 0.2) * delta
if (hv.length() > max_speed):
hv = hv.normalized() * max_speed
else:
if (air_idle_deaccel):
hspeed = hspeed - (deaccel * 0.2) * delta
if (hspeed<0):
hspeed=0
hv = hdir*hspeed
anim = ANIM_AIR_DOWN
var hs
if (dir.length() > 0.1):
hv += target_dir*(accel*0.2)*delta
if (hv.length() > max_speed):
hv = hv.normalized()*max_speed
else:
if (air_idle_deaccel):
hspeed = hspeed - (deaccel*0.2)*delta
if (hspeed < 0):
hspeed = 0
hv = hdir*hspeed
if (jumping and vv < 0):
jumping=false
lv = hv+up*vv
jumping = false
lv = hv + up*vv
if (onfloor):
movement_dir = lv
#lv += floor_velocity
last_floor_velocity = floor_velocity
else:
if (on_floor) :
#if (keep_jump_inertia):
# lv += last_floor_velocity
pass
@ -207,37 +183,30 @@ func _integrate_forces( state ):
state.set_linear_velocity(lv)
if (shoot_blend>0):
shoot_blend -= delta * SHOOT_SCALE
if (shoot_blend<0):
shoot_blend=0
if (shoot_blend > 0):
shoot_blend -= delta*SHOOT_SCALE
if (shoot_blend < 0):
shoot_blend = 0
if (shoot_attempt and not prev_shoot):
shoot_blend = SHOOT_TIME
shoot_blend = SHOOT_TIME
var bullet = preload("res://bullet.scn").instance()
bullet.set_transform( get_node("Armature/bullet").get_global_transform().orthonormalized() )
get_parent().add_child( bullet )
bullet.set_linear_velocity( get_node("Armature/bullet").get_global_transform().basis[2].normalized() * 20 )
PS.body_add_collision_exception( bullet.get_rid(), get_rid() ) #add it to bullet
bullet.set_transform(get_node("Armature/bullet").get_global_transform().orthonormalized())
get_parent().add_child(bullet)
bullet.set_linear_velocity(get_node("Armature/bullet").get_global_transform().basis[2].normalized()*20)
PS.body_add_collision_exception(bullet.get_rid(), get_rid()) # add it to bullet
get_node("sfx").play("shoot")
prev_shoot = shoot_attempt
if (onfloor):
get_node("AnimationTreePlayer").blend2_node_set_amount("walk",hspeed / max_speed)
get_node("AnimationTreePlayer").transition_node_set_current("state",anim)
get_node("AnimationTreePlayer").blend2_node_set_amount("gun",min(shoot_blend,1.0))
# state.set_angular_velocity(Vector3())
get_node("AnimationTreePlayer").blend2_node_set_amount("walk", hspeed/max_speed)
get_node("AnimationTreePlayer").transition_node_set_current("state", anim)
get_node("AnimationTreePlayer").blend2_node_set_amount("gun", min(shoot_blend, 1.0))
# state.set_angular_velocity(Vector3())
func _ready():
# Initalization here
get_node("AnimationTreePlayer").set_active(true)
pass

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@ -1,5 +1,5 @@
[application]
name="SAT Collision Test"
main_scene="res://sat_test.xml"
main_scene="res://sat_test.scn"
icon="res://icon.png"

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@ -1,179 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<resource_file type="PackedScene" subresource_count="5" version="0.99" version_name="Godot Engine v0.99.3735-pre-beta">
<ext_resource path="res://box.*" type="PackedScene"></ext_resource>
<ext_resource path="res://sphere.*" type="PackedScene"></ext_resource>
<ext_resource path="res://capsule.*" type="PackedScene"></ext_resource>
<ext_resource path="res://convex.*" type="PackedScene"></ext_resource>
<main_resource>
<dictionary name="_bundled" shared="false">
<string> "names" </string>
<string_array len="30">
<string> "Node" </string>
<string> "__meta__" </string>
<string> "sphere" </string>
<string> "Spatial" </string>
<string> "transform/local" </string>
<string> "box" </string>
<string> "convex" </string>
<string> "Camera" </string>
<string> "projection" </string>
<string> "fov" </string>
<string> "near" </string>
<string> "far" </string>
<string> "vaspect" </string>
<string> "current" </string>
<string> "visible_layers" </string>
<string> "environment" </string>
<string> "OmniLight" </string>
<string> "layers" </string>
<string> "params/energy" </string>
<string> "colors/ambient" </string>
<string> "colors/diffuse" </string>
<string> "colors/specular" </string>
<string> "shadow/shadow" </string>
<string> "shadow/darkening" </string>
<string> "shadow/z_offset" </string>
<string> "shadow/z_slope_scale" </string>
<string> "projector" </string>
<string> "operator" </string>
<string> "params/radius" </string>
<string> "params/attenuation" </string>
</string_array>
<string> "version" </string>
<int> 1 </int>
<string> "conn_count" </string>
<int> 0 </int>
<string> "node_count" </string>
<int> 7 </int>
<string> "variants" </string>
<array len="26" shared="false">
<dictionary shared="false">
<string> "__editor_plugin_states__" </string>
<dictionary shared="false">
<string> "2D" </string>
<dictionary shared="false">
<string> "zoom" </string>
<real> 1 </real>
<string> "ofs" </string>
<vector2> 1, 1 </vector2>
</dictionary>
<string> "3D" </string>
<dictionary shared="false">
<string> "zfar" </string>
<real> 500 </real>
<string> "fov" </string>
<real> 400 </real>
<string> "viewports" </string>
<array len="4" shared="false">
<dictionary shared="false">
<string> "distance" </string>
<real> 34.508423 </real>
<string> "x_rot" </string>
<real> 0.7 </real>
<string> "y_rot" </string>
<real> 1.262503 </real>
<string> "use_orthogonal" </string>
<bool> False </bool>
<string> "use_environment" </string>
<bool> False </bool>
<string> "pos" </string>
<vector3> 13.3659, 3.22136, 2.27417 </vector3>
</dictionary>
<dictionary shared="false">
<string> "distance" </string>
<real> 4 </real>
<string> "x_rot" </string>
<real> 0 </real>
<string> "y_rot" </string>
<real> 0 </real>
<string> "use_orthogonal" </string>
<bool> False </bool>
<string> "use_environment" </string>
<bool> False </bool>
<string> "pos" </string>
<vector3> 0, 0, 0 </vector3>
</dictionary>
<dictionary shared="false">
<string> "distance" </string>
<real> 4 </real>
<string> "x_rot" </string>
<real> 0 </real>
<string> "y_rot" </string>
<real> 0 </real>
<string> "use_orthogonal" </string>
<bool> False </bool>
<string> "use_environment" </string>
<bool> False </bool>
<string> "pos" </string>
<vector3> 0, 0, 0 </vector3>
</dictionary>
<dictionary shared="false">
<string> "distance" </string>
<real> 4 </real>
<string> "x_rot" </string>
<real> 0 </real>
<string> "y_rot" </string>
<real> 0 </real>
<string> "use_orthogonal" </string>
<bool> False </bool>
<string> "use_environment" </string>
<bool> False </bool>
<string> "pos" </string>
<vector3> 0, 0, 0 </vector3>
</dictionary>
</array>
<string> "viewport_mode" </string>
<int> 1 </int>
<string> "default_light" </string>
<bool> False </bool>
<string> "show_grid" </string>
<bool> True </bool>
<string> "show_origin" </string>
<bool> True </bool>
<string> "znear" </string>
<real> 0.1 </real>
</dictionary>
</dictionary>
<string> "__editor_run_settings__" </string>
<dictionary shared="false">
<string> "custom_args" </string>
<string> "-l $scene" </string>
<string> "run_mode" </string>
<int> 0 </int>
</dictionary>
<string> "__editor_plugin_screen__" </string>
<string> "3D" </string>
</dictionary>
<resource resource_type="PackedScene" path="res://sphere.*"> </resource>
<transform> 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -2.93877 </transform>
<resource resource_type="PackedScene" path="res://box.*"> </resource>
<transform> 1, 0, 0, 0, 1, 0, 0, 0, 1, 13.5356, 0, -3.40082 </transform>
<resource resource_type="PackedScene" path="res://convex.*"> </resource>
<transform> 1, 0, 0, 0, 1, 0, 0, 0, 1, 22.8626, 0, -2.50073 </transform>
<resource resource_type="PackedScene" path="res://capsule.*"> </resource>
<transform> 1, 0, 0, 0, 1, 0, 0, 0, 1, 28.4061, 0, -2.76809 </transform>
<transform> 1, 0, 0, 0, 0.819152, 0.573576, 0, -0.573576, 0.819152, 14.482, 11.1225, 20.5858 </transform>
<int> 0 </int>
<real> 60 </real>
<real> 0.1 </real>
<real> 100 </real>
<bool> False </bool>
<int> -1 </int>
<resource name=""></resource> <transform> 1, 0, 0, 0, 1, 0, 0, 0, 1, 66.4797, 0, 10.4696 </transform>
<int> 1 </int>
<real> 1.5 </real>
<color> 0.355828, 0.346354, 0.329995, 1 </color>
<color> 1, 1, 1, 1 </color>
<real> 0 </real>
<real> 0.05 </real>
<real> 500 </real>
<real> 0.535887 </real>
</array>
<string> "nodes" </string>
<int_array len="105"> -1, -1, 0, 0, -1, 1, 1, 0, 0, 0, 0, 3, 2, 1, 1, 4, 2, 0, 0, 0, 3, 5, 3, 1, 4, 4, 0, 0, 0, 3, 6, 5, 1, 4, 6, 0, 0, 0, 3, 3, 7, 1, 4, 8, 0, 0, 0, 7, 7, -1, 9, 4, 9, 8, 10, 9, 11, 10, 12, 11, 13, 12, 14, 13, 14, 14, 15, 15, 16, 0, 0, 0, 16, 16, -1, 14, 4, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 21, 22, 14, 23, 22, 24, 23, 25, 22, 26, 16, 27, 10, 28, 24, 29, 25, 0 </int_array>
<string> "conns" </string>
<int_array len="0"> </int_array>
</dictionary>
</main_resource>
</resource_file>

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@ -1,40 +1,30 @@
extends Control
# member variables here, example:
# var a=2
# var b="textvar"
func _ready():
# Initalization here
pass
var town=null
# member variables
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")
town.get_node("back").connect("pressed", self, "_back")
get_parent().add_child(town)
hide()
func _on_van_1_pressed():
func _on_van_1_pressed():
_load_scene("res://car_base.scn")
func _on_van_2_pressed():
_load_scene("res://trailer_truck.scn")

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@ -1,69 +1,57 @@
extends Camera
# member variables here, example:
# var a=2
# var b="textvar"
var collision_exception=[]
export var min_distance=0.5
export var max_distance=4.0
export var angle_v_adjust=0.0
export var autoturn_ray_aperture=25
export var autoturn_speed=50
# member variables
var collision_exception = []
export var min_distance = 0.5
export var max_distance = 4.0
export var angle_v_adjust = 0.0
export var autoturn_ray_aperture = 25
export var autoturn_speed = 50
var max_height = 2.0
var min_height = 0
func _fixed_process(dt):
var target = get_parent().get_global_transform().origin
var target = get_parent().get_global_transform().origin
var pos = get_global_transform().origin
var up = Vector3(0,1,0)
var up = Vector3(0, 1, 0)
var delta = pos - target
#regular delta follow
# regular delta follow
#check ranges
# check ranges
if (delta.length() < min_distance):
delta = delta.normalized() * min_distance
delta = delta.normalized()*min_distance
elif (delta.length() > max_distance):
delta = delta.normalized() * max_distance
delta = delta.normalized()*max_distance
#check upper and lower height
# check upper and lower height
if ( delta.y > max_height):
delta.y = max_height
if ( delta.y < min_height):
delta.y = min_height
pos = target + delta
look_at_from_pos(pos,target,up)
look_at_from_pos(pos, target, up)
#turn a little up or down
# turn a little up or down
var t = get_transform()
t.basis = Matrix3(t.basis[0],deg2rad(angle_v_adjust)) * t.basis
t.basis = Matrix3(t.basis[0], deg2rad(angle_v_adjust))*t.basis
set_transform(t)
func _ready():
#find collision exceptions for ray
# find collision exceptions for ray
var node = self
while(node):
if (node extends RigidBody):
collision_exception.append(node.get_rid())
break
else:
node=node.get_parent()
# Initalization here
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)

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@ -1,54 +1,46 @@
extends VehicleBody
# member variables here, example:
# var a=2
# var b="textvar"
# member variables
const STEER_SPEED = 1
const STEER_LIMIT = 0.4
var steer_angle = 0
var steer_target = 0
const STEER_SPEED=1
const STEER_LIMIT=0.4
export var engine_force = 40
var steer_angle=0
var steer_target=0
export var engine_force=40
func _fixed_process(delta):
if (Input.is_action_pressed("ui_left")):
steer_target=-STEER_LIMIT
steer_target = -STEER_LIMIT
elif (Input.is_action_pressed("ui_right")):
steer_target=STEER_LIMIT
steer_target = STEER_LIMIT
else:
steer_target=0
steer_target = 0
if (Input.is_action_pressed("ui_up")):
set_engine_force(engine_force)
else:
set_engine_force(0)
if (Input.is_action_pressed("ui_down")):
set_brake(1)
else:
set_brake(0.0)
if (steer_target < steer_angle):
steer_angle -= STEER_SPEED*delta
if (steer_target > steer_angle):
steer_angle=steer_target
steer_angle = steer_target
elif (steer_target > steer_angle):
steer_angle += STEER_SPEED*delta
if (steer_target < steer_angle):
steer_angle=steer_target
steer_angle = steer_target
set_steering(steer_angle)
func _ready():
# Initalization here
set_fixed_process(true)
pass

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@ -2,23 +2,19 @@
extends ColorPickerButton
#virtual function
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))
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()
#virtual function
func can_drop_data(pos, data):
return typeof(data)==TYPE_COLOR
#virtual function
func can_drop_data(pos, data):
return typeof(data) == TYPE_COLOR
func drop_data(pos, data):
set_color(data)

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@ -11,10 +11,12 @@
extends Control
# 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
func wait_for_input(action_bind):
action = action_bind
# See note at the beginning of the script
@ -22,6 +24,7 @@ func wait_for_input(action_bind):
get_node("contextual_help").set_text("Press a key to assign to the '" + action + "' action.")
set_process_input(true)
func _input(event):
# Handle the first pressed key
if (event.type == InputEvent.KEY):
@ -39,6 +42,7 @@ func _input(event):
# Add the new key binding
InputMap.action_add_event(action, event)
func _ready():
# Initialise each button with the default key binding from InputMap
var input_event

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@ -1,17 +1,6 @@
extends Panel
# member variables here, example:
# var a=2
# var b="textvar"
func _ready():
# Initialization here
pass
func _on_RichTextLabel_meta_clicked( meta ):
func _on_RichTextLabel_meta_clicked(meta):
OS.shell_open(meta)
pass # replace with function body

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@ -1,20 +1,9 @@
extends Panel
# member variables here, example:
# var a=2
# var b="textvar"
func _ready():
# Initialization here
pass
func _on_back_pressed():
var s = load("res://main.scn")
var si = s.instance()
get_parent().add_child(si)
queue_free()
pass # replace with function body

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@ -1,31 +1,21 @@
extends Panel
# member variables here, example:
# var a=2
# var b="textvar"
func _ready():
# Initialization here
pass
func _goto_scene():
var s = load("res://controls.scn")
var si = s.instance()
get_parent().add_child(si)
queue_free()
pass
func _on_system_pressed():
#will autodetect based on system, then fall back
#to english if not found
# will autodetect based on system, then fall back
# to english if not found
_goto_scene()
#NOTE: Changling locale will not change the text in the controls,
# The scene must be reloaded for changes to take effect.
# NOTE: Changing locale will not change the text in the controls,
# The scene must be reloaded for changes to take effect.
func _on_english_pressed():
TranslationServer.set_locale("en")

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@ -1,35 +1,33 @@
extends Node
# member variables
var current_scene = null
func goto_scene(path):
# This function will usually be called from a signal callback,
# or some other function from the running scene.
# Deleting the current scene at this point might be
# a bad idea, because it may be inside of a callback or function of it.
# The worst case will be a crash or unexpected behavior.
# The way around this is deferring the load to a later time, when
# it is ensured that no code from the current scene is running:
call_deferred("_deferred_goto_scene",path)
func _deferred_goto_scene(path):
# Immediately free the current scene,
# there is no risk here.
# there is no risk here.
current_scene.free()
# Load new scene
var s = ResourceLoader.load(path)
# Instance the new scene
current_scene = s.instance()
# Add it to the active scene, as child of root
get_tree().get_root().add_child(current_scene)
@ -38,6 +36,6 @@ func _ready():
# Get the current scene, the first time.
# it is always the last child of root,
# after the autoloaded nodes.
var root = get_tree().get_root()
current_scene = root.get_child( root.get_child_count() -1 )
current_scene = root.get_child(root.get_child_count() - 1)

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@ -5,13 +5,12 @@ extends Panel
# var a=2
# var b="textvar"
func _ready():
# Initalization here
pass
func _on_goto_scene_pressed():
get_node("/root/global").goto_scene("res://scene_b.scn")
pass # replace with function body

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@ -5,13 +5,12 @@ extends Panel
# var a=2
# var b="textvar"
func _ready():
# Initalization here
pass
func _on_goto_scene_pressed():
get_node("/root/global").goto_scene("res://scene_a.scn")
pass # replace with function body

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@ -8,33 +8,36 @@ extends Node2D
#
# Licensed under the MIT license
# member variables
var joy_num
var cur_joy
var axis_value
var btn_state
func _ready():
set_process_input(true)
func _input(ev):
func _input(event):
# 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
if joy_num != cur_joy:
cur_joy = joy_num
get_node("joy_name").set_text( Input.get_joy_name(joy_num) )
get_node("joy_name").set_text(Input.get_joy_name(joy_num))
# 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))
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
for btn in range(0,17):
for btn in range(0, 17):
btn_state = 1
if (Input.is_joy_button_pressed(joy_num, btn)):
get_node("btn"+str(btn)).add_color_override("font_color",Color(1,1,1,1))
get_node("btn" + str(btn)).add_color_override("font_color", Color(1, 1, 1, 1))
else:
get_node("btn"+str(btn)).add_color_override("font_color",Color(0.2,0.1,0.3,1))
get_node("btn" + str(btn)).add_color_override("font_color", Color(0.2, 0.1, 0.3, 1))
func _ready():
set_process_input(true)

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@ -11,5 +11,3 @@ func _on_pause_pressed():
func _on_unpause_pressed():
get_node("pause_popup").hide()
get_tree().set_pause(false)

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@ -1,11 +1,15 @@
extends VBoxContainer
# member variables
var regex = RegEx.new()
func update_expression(text):
regex.compile(text)
update_text()
func update_text():
var text = get_node("Text").get_text()
var list = get_node("List")
@ -18,7 +22,7 @@ func update_text():
label.set_text(res)
list.add_child(label)
func _ready():
get_node("Text").set_text("They asked me \"What's going on \\\"in the manor\\\"?\"")
update_expression(get_node("Expression").get_text())

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@ -5,13 +5,12 @@ extends Panel
# var a=2
# var b="textvar"
func _ready():
# Initalization here
pass
func _on_goto_scene_pressed():
get_tree().change_scene("res://scene_b.scn")
pass # replace with function body

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@ -5,13 +5,12 @@ extends Panel
# var a=2
# var b="textvar"
func _ready():
# Initalization here
pass
func _on_goto_scene_pressed():
get_tree().change_scene("res://scene_a.scn")
pass # replace with function body

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@ -1,31 +1,31 @@
extends Node2D
# member variables here, example:
# var a=2
# var b="textvar"
# 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
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")
thread.start(self, "_bg_load", "res://mona.png")

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@ -1,7 +1,7 @@
[application]
name="Tween Demo"
main_scene="res://main.xml"
main_scene="res://main.scn"
icon="res://icon.png"
target_fps=60

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@ -1,10 +1,7 @@
extends Control
# member variables here, example:
# var a=2
# var b="textvar"
# 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"]
@ -14,6 +11,7 @@ var state = {
eases = Tween.EASE_IN,
}
func _ready():
for index in range(trans.size()):
var name = trans[index]
@ -39,9 +37,7 @@ func _ready():
get_node("modes/repeat").set_pressed(true)
reset_tween()
# Initalization here
pass
func on_trans_changed(name, index):
for index in range(trans.size()):
@ -53,7 +49,8 @@ func on_trans_changed(name, index):
state.trans = index
reset_tween()
func on_eases_changed(name, index):
for index in range(eases.size()):
var pressed = eases[index] == name
@ -64,7 +61,8 @@ func on_eases_changed(name, index):
state.eases = index
reset_tween()
func on_modes_changed(name):
var tween = get_node("tween")
if name == "pause":
@ -76,10 +74,12 @@ func on_modes_changed(name):
get_node("timeline").set_ignore_mouse(true)
else:
reset_tween()
func on_color_changed(color):
reset_tween()
func reset_tween():
var tween = get_node("tween")
var pos = tween.tell()
@ -92,20 +92,20 @@ func reset_tween():
var size = get_node("tween/area").get_size()
if get_node("modes/move").is_pressed():
tween.interpolate_method(sprite, "set_pos", Vector2(0,0), Vector2(size.width, size.height), 2, state.trans, state.eases)
tween.interpolate_property(sprite, "transform/pos", Vector2(size.width,size.height), Vector2(0, 0), 2, state.trans, state.eases, 2)
tween.interpolate_method(sprite, "set_pos", Vector2(0, 0), Vector2(size.width, size.height), 2, state.trans, state.eases)
tween.interpolate_property(sprite, "transform/pos", Vector2(size.width, size.height), Vector2(0, 0), 2, state.trans, state.eases, 2)
if get_node("modes/color").is_pressed():
tween.interpolate_method(sprite, "set_modulate", get_node("color/color_from").get_color(), get_node("color/color_to").get_color(), 2, state.trans, state.eases)
tween.interpolate_property(sprite, "modulate", get_node("color/color_to").get_color(), get_node("color/color_from").get_color(), 2, state.trans, state.eases, 2)
else:
sprite.set_modulate(Color(1, 1, 1, 1))
sprite.set_modulate(Color(1,1,1,1))
if get_node("modes/scale").is_pressed():
tween.interpolate_method(sprite, "set_scale", Vector2(0.5,0.5), Vector2(1.5, 1.5), 2, state.trans, state.eases)
tween.interpolate_property(sprite, "transform/scale", Vector2(1.5,1.5), Vector2(0.5, 0.5), 2, state.trans, state.eases, 2)
tween.interpolate_method(sprite, "set_scale", Vector2(0.5, 0.5), Vector2(1.5, 1.5), 2, state.trans, state.eases)
tween.interpolate_property(sprite, "transform/scale", Vector2(1.5, 1.5), Vector2(0.5, 0.5), 2, state.trans, state.eases, 2)
else:
sprite.set_scale(Vector2(1, 1))
sprite.set_scale(Vector2(1,1))
if get_node("modes/rotate").is_pressed():
tween.interpolate_method(sprite, "_set_rotd", 0, 360, 2, state.trans, state.eases)
@ -139,26 +139,27 @@ func reset_tween():
else:
tween.resume_all()
get_node("timeline").set_ignore_mouse(true)
func _on_tween_step( object, key, elapsed, value ):
func _on_tween_step(object, key, elapsed, value):
var timeline = get_node("timeline")
var tween = get_node("tween")
var runtime = tween.get_runtime()
var ratio = 100 * (elapsed / runtime)
timeline.set_value(ratio)
var ratio = 100*(elapsed/runtime)
timeline.set_value(ratio)
func _on_timeline_value_changed( value ):
func _on_timeline_value_changed(value):
if !get_node("modes/pause").is_pressed():
return
var tween = get_node("tween")
var runtime = tween.get_runtime()
tween.seek(runtime * value / 100)
tween.seek(runtime*value/100)
func on_callback(arg):
var label = get_node("tween/area/label")
label.add_text("on_callback -> " + arg + "\n")

BIN
demos/misc/tween/main.scn Normal file

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@ -1,72 +1,67 @@
extends Panel
# Really simple UDP chat client, not intended as a chat example!!
# Really simple UDP chat client, not intended as a comprehensive chat implementation.
# (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
var udp = PacketPeerUDP.new()
func _process(delta):
func _process(delta):
if (not udp.is_listening()):
return
while(udp.get_available_packet_count()>0):
while(udp.get_available_packet_count() > 0):
var packet = udp.get_var()
if (typeof(packet)==TYPE_STRING):
if (typeof(packet) == TYPE_STRING):
var host = udp.get_packet_ip()
var port = udp.get_packet_port()
get_node("chat/text").add_text("("+host+":"+str(port)+":) "+packet)
get_node("chat/text").add_text("(" + host + ":" + str(port) + ":) " + packet)
get_node("chat/text").newline()
func _ready():
# Initalization here
get_node("chat").add_style_override("panel",get_stylebox("bg","Tree"))
get_node("chat").add_style_override("panel", get_stylebox("bg", "Tree"))
set_process(true)
func send_message(text):
if (udp.is_listening()):
udp.put_var(text)
func _on_connect_toggled( pressed ):
func _on_connect_toggled(pressed):
if (pressed):
var err = udp.listen( get_node("listen_port").get_val() )
if (err!=OK):
get_node("status").set_text("Error:\nCan't Listen.")
var err = udp.listen(get_node("listen_port").get_val())
if (err != OK):
get_node("status").set_text("Error:\nCan't listen.")
get_node("connect").set_pressed(false)
else:
get_node("status").set_text("Connected.")
get_node("connect").set_text("Disconnect")
err = udp.set_send_address(get_node("remote_host").get_text(),get_node("remote_port").get_val())
if (err!=OK):
get_node("status").set_text("Error:\nCan't Resolve.")
if (err != OK):
get_node("status").set_text("Error:\nCan't resolve.")
get_node("connect").set_pressed(false)
else:
send_message("* "+get_node("user_name").get_text()+" entered chat.")
send_message("* " + get_node("user_name").get_text() + " entered chat.")
else:
udp.close()
get_node("status").set_text("Disconnected.")
get_node("connect").set_text("Connect")
func _on_entry_line_text_entered(text):
_on_entry_button_pressed()
func _on_entry_line_text_entered( text ):
_on_entry_button_pressed();
func _on_entry_button_pressed():
var msg = get_node("entry_line").get_text()
if (msg==""):
if (msg == ""):
return
send_message(get_node("user_name").get_text()+"> "+msg)
send_message(get_node("user_name").get_text() + "> " + msg)
get_node("entry_line").set_text("")

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@ -1,17 +1,18 @@
extends Control
# member variables
var mousepos
func _fixed_process(delta):
func _fixed_process(delta):
var modetext = "Mode:\n"
if(OS.is_window_fullscreen()):
modetext += "Fullscreen\n"
else:
modetext += "Windowed\n"
if(!OS.is_window_resizable()):
modetext += "FixedSize\n"
@ -29,119 +30,119 @@ func _fixed_process(delta):
get_node("Label_Mode").set_text(modetext)
get_node("Label_Position").set_text( str("Position:\n", OS.get_window_position() ) )
get_node("Label_Position").set_text(str("Position:\n", OS.get_window_position()))
get_node("Label_Size").set_text(str("Size:\n", OS.get_window_size() ) )
get_node("Label_Size").set_text(str("Size:\n", OS.get_window_size()))
get_node("Label_MousePosition").set_text(str("Mouse Position:\n", mousepos ) )
get_node("Label_MousePosition").set_text(str("Mouse Position:\n", mousepos))
get_node("Label_Screen_Count").set_text( str("Screen_Count:\n", OS.get_screen_count() ) )
get_node("Label_Screen_Count").set_text(str("Screen_Count:\n", OS.get_screen_count()))
get_node("Label_Screen_Current").set_text( str("Screen:\n", OS.get_current_screen() ) )
get_node("Label_Screen_Current").set_text(str("Screen:\n", OS.get_current_screen()))
get_node("Label_Screen0_Resolution").set_text( str("Screen0 Resolution:\n", OS.get_screen_size() ) )
get_node("Label_Screen0_Resolution").set_text(str("Screen0 Resolution:\n", OS.get_screen_size()))
get_node("Label_Screen0_Position").set_text(str("Screen0 Position:\n",OS.get_screen_position() ) )
get_node("Label_Screen0_Position").set_text(str("Screen0 Position:\n", OS.get_screen_position()))
if(OS.get_screen_count() > 1):
get_node("Button_Screen0").show()
get_node("Button_Screen1").show()
get_node("Label_Screen1_Resolution").show()
get_node("Label_Screen1_Position").show()
get_node("Label_Screen1_Resolution").set_text( str("Screen1 Resolution:\n", OS.get_screen_size(1) ) )
get_node("Label_Screen1_Position").set_text( str("Screen1 Position:\n", OS.get_screen_position(1) ) )
get_node("Label_Screen1_Resolution").set_text(str("Screen1 Resolution:\n", OS.get_screen_size(1)))
get_node("Label_Screen1_Position").set_text(str("Screen1 Position:\n", OS.get_screen_position(1)))
else:
get_node("Button_Screen0").hide()
get_node("Button_Screen1").hide()
get_node("Label_Screen1_Resolution").hide()
get_node("Label_Screen1_Position").hide()
get_node("Button_Fullscreen").set_pressed( OS.is_window_fullscreen() )
get_node("Button_FixedSize").set_pressed( !OS.is_window_resizable() )
get_node("Button_Minimized").set_pressed( OS.is_window_minimized() )
get_node("Button_Maximized").set_pressed( OS.is_window_maximized() )
get_node("Button_Mouse_Grab").set_pressed( Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED )
get_node("Button_Fullscreen").set_pressed(OS.is_window_fullscreen())
get_node("Button_FixedSize").set_pressed(!OS.is_window_resizable())
get_node("Button_Minimized").set_pressed(OS.is_window_minimized())
get_node("Button_Maximized").set_pressed(OS.is_window_maximized())
get_node("Button_Mouse_Grab").set_pressed(Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED)
func check_wm_api():
var s = ""
if( !OS.has_method("get_screen_count") ):
if(!OS.has_method("get_screen_count")):
s += " - get_screen_count()\n"
if( !OS.has_method("get_current_screen") ):
if(!OS.has_method("get_current_screen")):
s += " - get_current_screen()\n"
if( !OS.has_method("set_current_screen") ):
if(!OS.has_method("set_current_screen")):
s += " - set_current_screen()\n"
if( !OS.has_method("get_screen_position") ):
if(!OS.has_method("get_screen_position")):
s += " - get_screen_position()\n"
if( !OS.has_method("get_screen_size") ):
if(!OS.has_method("get_screen_size")):
s += " - get_screen_size()\n"
if( !OS.has_method("get_window_position") ):
if(!OS.has_method("get_window_position")):
s += " - get_window_position()\n"
if( !OS.has_method("set_window_position") ):
if(!OS.has_method("set_window_position")):
s += " - set_window_position()\n"
if( !OS.has_method("get_window_size") ):
if(!OS.has_method("get_window_size")):
s += " - get_window_size()\n"
if( !OS.has_method("set_window_size") ):
if(!OS.has_method("set_window_size")):
s += " - set_window_size()\n"
if( !OS.has_method("set_window_fullscreen") ):
if(!OS.has_method("set_window_fullscreen")):
s += " - set_window_fullscreen()\n"
if( !OS.has_method("is_window_fullscreen") ):
if(!OS.has_method("is_window_fullscreen")):
s += " - is_window_fullscreen()\n"
if( !OS.has_method("set_window_resizable") ):
if(!OS.has_method("set_window_resizable")):
s += " - set_window_resizable()\n"
if( !OS.has_method("is_window_resizable") ):
if(!OS.has_method("is_window_resizable")):
s += " - is_window_resizable()\n"
if( !OS.has_method("set_window_minimized") ):
if(!OS.has_method("set_window_minimized")):
s += " - set_window_minimized()\n"
if( !OS.has_method("is_window_minimized") ):
if(!OS.has_method("is_window_minimized")):
s += " - is_window_minimized()\n"
if( !OS.has_method("set_window_maximized") ):
if(!OS.has_method("set_window_maximized")):
s += " - set_window_maximized()\n"
if( !OS.has_method("is_window_maximized") ):
if(!OS.has_method("is_window_maximized")):
s += " - is_window_maximized()\n"
if( s.length() == 0 ):
if(s.length() == 0):
return true
else:
var text = get_node("ImplementationDialog/Text").get_text()
get_node("ImplementationDialog/Text").set_text( text + s )
get_node("ImplementationDialog/Text").set_text(text + s)
get_node("ImplementationDialog").show()
return false
func _ready():
if( check_wm_api() ):
if(check_wm_api()):
set_fixed_process(true)
set_process_input(true)
func _input(ev):
if (ev.type==InputEvent.MOUSE_MOTION):
mousepos = ev.pos
func _input(event):
if (event.type == InputEvent.MOUSE_MOTION):
mousepos = event.pos
func _on_Button_MoveTo_pressed():
OS.set_window_position( Vector2(100,100) )
OS.set_window_position(Vector2(100, 100))
func _on_Button_Resize_pressed():
OS.set_window_size( Vector2(1024,768) )
OS.set_window_size(Vector2(1024, 768))
func _on_Button_Screen0_pressed():

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@ -1,16 +1,17 @@
extends Spatial
# member variables
var r_pos = Vector2()
var state
const STATE_MENU=0
const STATE_GRAB=1
const STATE_MENU = 0
const STATE_GRAB = 1
func direction(vector):
var v = get_node("Camera").get_global_transform().basis * vector
var v = get_node("Camera").get_global_transform().basis*vector
v = v.normalized()
return v
@ -22,7 +23,6 @@ func impulse(event, action):
func _fixed_process(delta):
if(state != STATE_GRAB):
return
@ -34,31 +34,31 @@ func _fixed_process(delta):
var org = get_translation()
if (Input.is_action_pressed("move_forward")):
dir += direction(Vector3(0,0,-1))
dir += direction(Vector3(0, 0, -1))
if (Input.is_action_pressed("move_backwards")):
dir += direction(Vector3(0,0,1))
dir += direction(Vector3(0, 0, 1))
if (Input.is_action_pressed("move_left")):
dir += direction(Vector3(-1,0,0))
dir += direction(Vector3(-1, 0, 0))
if (Input.is_action_pressed("move_right")):
dir += direction(Vector3(1,0,0))
dir += direction(Vector3(1, 0, 0))
dir = dir.normalized()
move(dir * 10 * delta)
var d = delta * 0.1
move(dir*10*delta)
var d = delta*0.1
var yaw = get_transform().rotated(Vector3(0,1,0), d * r_pos.x)
var yaw = get_transform().rotated(Vector3(0, 1, 0), d*r_pos.x)
set_transform(yaw)
var cam = get_node("Camera")
var pitch = cam.get_transform().rotated(Vector3(1,0,0), d * r_pos.y)
var pitch = cam.get_transform().rotated(Vector3(1, 0, 0), d*r_pos.y)
cam.set_transform(pitch)
r_pos.x = 0.0
r_pos.y = 0.0
func _input( event ):
func _input(event):
if(event.type == InputEvent.MOUSE_MOTION):
r_pos = event.relative_pos
@ -76,4 +76,3 @@ func _ready():
set_process_input(true)
state = STATE_MENU

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@ -1,73 +1,67 @@
extends Node2D
# member variables here, example:
# var a=2
# var b="textvar"
# member variables
const INITIAL_BALL_SPEED = 80
var ball_speed = INITIAL_BALL_SPEED
var screen_size = Vector2(640,400)
#default ball direction
# default ball direction
var direction = Vector2(-1,0)
var pad_size = Vector2(8,32)
const PAD_SPEED = 150
func _process(delta):
# get ball positio 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 )
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
ball_pos+=direction*ball_speed*delta
# integrate new ball postion
ball_pos += direction*ball_speed*delta
#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)):
# 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
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
# 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
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)
# 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)
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")):
left_pos.y+=-PAD_SPEED*delta
left_pos.y += -PAD_SPEED*delta
if (left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down")):
left_pos.y+=PAD_SPEED*delta
left_pos.y += PAD_SPEED*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")):
right_pos.y+=-PAD_SPEED*delta
right_pos.y += -PAD_SPEED*delta
if (right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down")):
right_pos.y+=PAD_SPEED*delta
get_node("right").set_pos(right_pos)
right_pos.y += PAD_SPEED*delta
get_node("right").set_pos(right_pos)
func _ready():
# Initalization here
screen_size = get_viewport_rect().size # get actual size
pad_size = get_node("left").get_texture().get_size()
set_process(true)

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@ -1,183 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<resource_file type="PackedScene" subresource_count="6" version="0.99" version_name="Godot Engine v0.99.3735-pre-beta">
<ext_resource path="res://pong.*" type="GDScript"></ext_resource>
<ext_resource path="res://separator.*" type="ImageTexture"></ext_resource>
<ext_resource path="res://left_pallete.*" type="ImageTexture"></ext_resource>
<ext_resource path="res://right_pallete.*" type="ImageTexture"></ext_resource>
<ext_resource path="res://ball.*" type="ImageTexture"></ext_resource>
<main_resource>
<dictionary name="_bundled" shared="false">
<string> "names" </string>
<string_array len="27">
<string> "game" </string>
<string> "Node2D" </string>
<string> "visibility/visible" </string>
<string> "visibility/opacity" </string>
<string> "visibility/self_opacity" </string>
<string> "visibility/on_top" </string>
<string> "transform/pos" </string>
<string> "transform/rot" </string>
<string> "transform/scale" </string>
<string> "script/script" </string>
<string> "__meta__" </string>
<string> "left" </string>
<string> "Sprite" </string>
<string> "texture" </string>
<string> "centered" </string>
<string> "offset" </string>
<string> "flip_h" </string>
<string> "flip_v" </string>
<string> "vframes" </string>
<string> "hframes" </string>
<string> "frame" </string>
<string> "modulate" </string>
<string> "region" </string>
<string> "region_rect" </string>
<string> "right" </string>
<string> "separator" </string>
<string> "ball" </string>
</string_array>
<string> "version" </string>
<int> 1 </int>
<string> "conn_count" </string>
<int> 0 </int>
<string> "node_count" </string>
<int> 5 </int>
<string> "variants" </string>
<array len="20" shared="false">
<bool> True </bool>
<real> 1 </real>
<vector2> 0, 0 </vector2>
<real> 0 </real>
<vector2> 1, 1 </vector2>
<resource resource_type="GDScript" path="res://pong.*"> </resource>
<dictionary shared="false">
<string> "__editor_plugin_states__" </string>
<dictionary shared="false">
<string> "Script" </string>
<dictionary shared="false">
<string> "current" </string>
<int> 0 </int>
<string> "sources" </string>
<array len="1" shared="false">
<string> "res://pong.gd" </string>
</array>
</dictionary>
<string> "2D" </string>
<dictionary shared="false">
<string> "pixel_snap" </string>
<bool> True </bool>
<string> "zoom" </string>
<real> 1.108033 </real>
<string> "ofs" </string>
<vector2> -54.59, -36.0052 </vector2>
</dictionary>
<string> "3D" </string>
<dictionary shared="false">
<string> "zfar" </string>
<real> 500 </real>
<string> "fov" </string>
<real> 45 </real>
<string> "viewports" </string>
<array len="4" shared="false">
<dictionary shared="false">
<string> "distance" </string>
<real> 4 </real>
<string> "x_rot" </string>
<real> 0 </real>
<string> "y_rot" </string>
<real> 0 </real>
<string> "use_orthogonal" </string>
<bool> False </bool>
<string> "use_environment" </string>
<bool> False </bool>
<string> "pos" </string>
<vector3> 0, 0, 0 </vector3>
</dictionary>
<dictionary shared="false">
<string> "distance" </string>
<real> 4 </real>
<string> "x_rot" </string>
<real> 0 </real>
<string> "y_rot" </string>
<real> 0 </real>
<string> "use_orthogonal" </string>
<bool> False </bool>
<string> "use_environment" </string>
<bool> False </bool>
<string> "pos" </string>
<vector3> 0, 0, 0 </vector3>
</dictionary>
<dictionary shared="false">
<string> "distance" </string>
<real> 4 </real>
<string> "x_rot" </string>
<real> 0 </real>
<string> "y_rot" </string>
<real> 0 </real>
<string> "use_orthogonal" </string>
<bool> False </bool>
<string> "use_environment" </string>
<bool> False </bool>
<string> "pos" </string>
<vector3> 0, 0, 0 </vector3>
</dictionary>
<dictionary shared="false">
<string> "distance" </string>
<real> 4 </real>
<string> "x_rot" </string>
<real> 0 </real>
<string> "y_rot" </string>
<real> 0 </real>
<string> "use_orthogonal" </string>
<bool> False </bool>
<string> "use_environment" </string>
<bool> False </bool>
<string> "pos" </string>
<vector3> 0, 0, 0 </vector3>
</dictionary>
</array>
<string> "viewport_mode" </string>
<int> 1 </int>
<string> "default_light" </string>
<bool> True </bool>
<string> "show_grid" </string>
<bool> True </bool>
<string> "show_origin" </string>
<bool> True </bool>
<string> "znear" </string>
<real> 0.1 </real>
</dictionary>
</dictionary>
<string> "__editor_run_settings__" </string>
<dictionary shared="false">
<string> "custom_args" </string>
<string> "-l $scene" </string>
<string> "run_mode" </string>
<int> 0 </int>
</dictionary>
<string> "__editor_plugin_screen__" </string>
<string> "Script" </string>
</dictionary>
<vector2> 67.6875, 183.208 </vector2>
<resource resource_type="ImageTexture" path="res://left_pallete.*"> </resource>
<bool> False </bool>
<int> 1 </int>
<int> 0 </int>
<color> 1, 1, 1, 1 </color>
<rect2> 0, 0, 0, 0 </rect2>
<vector2> 577, 187 </vector2>
<resource resource_type="ImageTexture" path="res://right_pallete.*"> </resource>
<vector2> 320, 200 </vector2>
<resource resource_type="ImageTexture" path="res://separator.*"> </resource>
<vector2> 320.283, 188 </vector2>
<resource resource_type="ImageTexture" path="res://ball.*"> </resource>
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<string> "nodes" </string>
<int_array len="197"> -1, -1, 1, 0, -1, 9, 2, 0, 3, 1, 4, 1, 5, 0, 6, 2, 7, 3, 8, 4, 9, 5, 10, 6, 0, 0, 0, 12, 11, -1, 18, 2, 0, 3, 1, 4, 1, 5, 0, 6, 7, 7, 3, 8, 4, 13, 8, 14, 0, 15, 2, 16, 9, 17, 9, 18, 10, 19, 10, 20, 11, 21, 12, 22, 9, 23, 13, 0, 0, 0, 12, 24, -1, 18, 2, 0, 3, 1, 4, 1, 5, 0, 6, 14, 7, 3, 8, 4, 13, 15, 14, 0, 15, 2, 16, 9, 17, 9, 18, 10, 19, 10, 20, 11, 21, 12, 22, 9, 23, 13, 0, 0, 0, 12, 25, -1, 18, 2, 0, 3, 1, 4, 1, 5, 0, 6, 16, 7, 3, 8, 4, 13, 17, 14, 0, 15, 2, 16, 9, 17, 9, 18, 10, 19, 10, 20, 11, 21, 12, 22, 9, 23, 13, 0, 0, 0, 12, 26, -1, 18, 2, 0, 3, 1, 4, 1, 5, 0, 6, 18, 7, 3, 8, 4, 13, 19, 14, 0, 15, 2, 16, 9, 17, 9, 18, 10, 19, 10, 20, 11, 21, 12, 22, 9, 23, 13, 0 </int_array>
<string> "conns" </string>
<int_array len="0"> </int_array>
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</main_resource>
</resource_file>

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@ -1,14 +1,8 @@
extends Spatial
# member variables here, example:
# var a=2
# var b="textvar"
func _ready():
# Initalization here
var tex = get_node("Viewport").get_render_target_texture()
get_node("Quad").get_material_override().set_texture(FixedMaterial.PARAM_DIFFUSE,tex)
pass
get_node("Quad").get_material_override().set_texture(FixedMaterial.PARAM_DIFFUSE, tex)

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@ -1,45 +1,38 @@
extends Spatial
# member variables here, example:
# var a=2
# var b="textvar"
var prev_pos=null
# member variables
var prev_pos = null
func _input( ev ):
#all other (non-mouse) events
if (not ev.type in [InputEvent.MOUSE_BUTTON,InputEvent.MOUSE_MOTION,InputEvent.SCREEN_DRAG,InputEvent.SCREEN_TOUCH]):
get_node("viewport").input(ev)
#mouse events for area
func _on_area_input_event( camera, ev, click_pos, click_normal, shape_idx ):
#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
pos = Vector2(pos.x,pos.y)
#convert to viewport coordinate system
pos.x=(pos.x+1.5)*100
pos.y=(-pos.y+0.75)*100
#set to event
ev.pos=pos
ev.global_pos=pos
if (prev_pos==null):
prev_pos=pos
if (ev.type==InputEvent.MOUSE_MOTION):
ev.relative_pos=pos-prev_pos
prev_pos=pos
get_node("viewport").input(ev)
func _input(event):
# 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
func _on_area_input_event(camera, event, click_pos, click_normal, shape_idx):
# 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
pos = Vector2(pos.x, pos.y)
# convert to viewport coordinate system
pos.x = (pos.x + 1.5)*100
pos.y = (-pos.y + 0.75)*100
# set to event
event.pos = pos
event.global_pos = pos
if (prev_pos == null):
prev_pos = pos
if (event.type == InputEvent.MOUSE_MOTION):
event.relative_pos = pos - prev_pos
prev_pos = pos
# sned the event to the viewport
get_node("viewport").input(event)
func _ready():
# Initalization here
get_node("area/quad").get_material_override().set_texture(FixedMaterial.PARAM_DIFFUSE, get_node("viewport").get_render_target_texture() )
get_node("area/quad").get_material_override().set_texture(FixedMaterial.PARAM_DIFFUSE, get_node("viewport").get_render_target_texture())
set_process_input(true)
pass

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@ -1,27 +1,16 @@
extends Control
# member variables here, example:
# var a=2
# var b="textvar"
func _ready():
# Initialization here
pass
func _on_button_pressed():
get_viewport().queue_screen_capture()
#let two frames pass to make sure the screen was aptured
# 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
# 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)
pass # replace with function body