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2.5D Demo Project for Mono C#

Co-authored-by: Stephen Agbete (Steph155) <[email protected]>
Aaron Franke 5 years ago
parent
commit
722ea9bc01
75 changed files with 3040 additions and 0 deletions
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  4. 19 0
      mono/2.5d/README.md
  5. 207 0
      mono/2.5d/addons/node25d-cs/Basis25D.cs
  6. 151 0
      mono/2.5d/addons/node25d-cs/Node25D.cs
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      mono/2.5d/addons/node25d-cs/ShadowMath25D.cs
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+ 66 - 0
mono/2.5d/2.5D Demo (Mono C#).csproj

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+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <PropertyGroup>
+    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
+    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
+    <ProjectGuid>{5CA791DB-5050-44D0-989B-41D559AB1D50}</ProjectGuid>
+    <OutputType>Library</OutputType>
+    <OutputPath>.mono/temp/bin/$(Configuration)</OutputPath>
+    <RootNamespace>Empty.DMono</RootNamespace>
+    <AssemblyName>2.5D Demo (Mono C#)</AssemblyName>
+    <TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
+    <BaseIntermediateOutputPath>.mono/temp/obj</BaseIntermediateOutputPath>
+    <IntermediateOutputPath>$(BaseIntermediateOutputPath)/$(Configuration)</IntermediateOutputPath>
+    <ApiConfiguration Condition=" '$(Configuration)' != 'Release' ">Debug</ApiConfiguration>
+    <ApiConfiguration Condition=" '$(Configuration)' == 'Release' ">Release</ApiConfiguration>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
+    <DebugSymbols>true</DebugSymbols>
+    <DebugType>portable</DebugType>
+    <Optimize>false</Optimize>
+    <DefineConstants>$(GodotDefineConstants);GODOT;DEBUG;</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+    <ConsolePause>false</ConsolePause>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
+    <DebugType>portable</DebugType>
+    <Optimize>true</Optimize>
+    <DefineConstants>$(GodotDefineConstants);GODOT;</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+    <ConsolePause>false</ConsolePause>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Tools|AnyCPU' ">
+    <DebugSymbols>true</DebugSymbols>
+    <DebugType>portable</DebugType>
+    <Optimize>false</Optimize>
+    <DefineConstants>$(GodotDefineConstants);GODOT;DEBUG;TOOLS;</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+    <ConsolePause>false</ConsolePause>
+  </PropertyGroup>
+  <ItemGroup>
+    <Reference Include="GodotSharp">
+      <Private>False</Private>
+      <HintPath>$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/GodotSharp.dll</HintPath>
+    </Reference>
+    <Reference Include="GodotSharpEditor" Condition=" '$(Configuration)' == 'Tools' ">
+      <Private>False</Private>
+      <HintPath>$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/GodotSharpEditor.dll</HintPath>
+    </Reference>
+    <Reference Include="System" />
+  </ItemGroup>
+  <ItemGroup>
+    <Compile Include="addons\node25d-cs\Basis25D.cs" />
+    <Compile Include="addons\node25d-cs\Node25D.cs" />
+    <Compile Include="addons\node25d-cs\ShadowMath25D.cs" />
+    <Compile Include="addons\node25d-cs\Transform25D.cs" />
+    <Compile Include="addons\node25d-cs\YSort25D.cs" />
+    <Compile Include="assets\cube\CubeMath.cs" />
+    <Compile Include="assets\player\PlayerMath25D.cs" />
+    <Compile Include="assets\player\PlayerSprite.cs" />
+    <Compile Include="Properties\AssemblyInfo.cs" />
+  </ItemGroup>
+  <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
+</Project>

+ 19 - 0
mono/2.5d/2.5D Demo (Mono C#).sln

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+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio 2012
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "2.5D Demo (Mono C#)", "2.5D Demo (Mono C#).csproj", "{5CA791DB-5050-44D0-989B-41D559AB1D50}"
+EndProject
+Global
+	GlobalSection(SolutionConfigurationPlatforms) = preSolution
+	Debug|Any CPU = Debug|Any CPU
+	Release|Any CPU = Release|Any CPU
+	Tools|Any CPU = Tools|Any CPU
+	EndGlobalSection
+	GlobalSection(ProjectConfigurationPlatforms) = postSolution
+		{5CA791DB-5050-44D0-989B-41D559AB1D50}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+		{5CA791DB-5050-44D0-989B-41D559AB1D50}.Debug|Any CPU.Build.0 = Debug|Any CPU
+		{5CA791DB-5050-44D0-989B-41D559AB1D50}.Release|Any CPU.ActiveCfg = Release|Any CPU
+		{5CA791DB-5050-44D0-989B-41D559AB1D50}.Release|Any CPU.Build.0 = Release|Any CPU
+		{5CA791DB-5050-44D0-989B-41D559AB1D50}.Tools|Any CPU.ActiveCfg = Tools|Any CPU
+		{5CA791DB-5050-44D0-989B-41D559AB1D50}.Tools|Any CPU.Build.0 = Tools|Any CPU
+	EndGlobalSection
+EndGlobal

+ 25 - 0
mono/2.5d/Properties/AssemblyInfo.cs

@@ -0,0 +1,25 @@
+using System.Reflection;
+
+// Information about this assembly is defined by the following attributes.
+// Change them to the values specific to your project.
+
+[assembly: AssemblyTitle("2.5D Demo (Mono C#)")]
+[assembly: AssemblyDescription("2.5D demo project for Godot, Mono C# version.")]
+[assembly: AssemblyConfiguration("Debug")]
+[assembly: AssemblyCompany("Godot")]
+[assembly: AssemblyProduct("Godot Demo Projects")]
+[assembly: AssemblyCopyright("Copyright © 2020 Aaron Franke, Godot Engine contributors")]
+[assembly: AssemblyTrademark("Godot Engine")]
+[assembly: AssemblyCulture("")]
+
+// The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
+// The form "{Major}.{Minor}.*" will automatically update the build and revision,
+// and "{Major}.{Minor}.{Build}.*" will update just the revision.
+
+[assembly: AssemblyVersion("1.0.*")]
+
+// The following attributes are used to specify the signing key for the assembly,
+// if desired. See the Mono documentation for more information about signing.
+
+//[assembly: AssemblyDelaySign(false)]
+//[assembly: AssemblyKeyFile("")]

+ 19 - 0
mono/2.5d/README.md

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+# 2.5D Demo Project (Mono C#)
+
+This demo project is an example of how a 2.5D game could be created in Godot.
+
+Controls: WASD to move, Space to jump, R to reset, and UIOPKL to change view modes.
+
+Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/misc/2.5d).
+
+## How does it work?
+
+Custom node types are added in a Godot plugin to allow 2.5D objects. Node25D serves as the base for all 2.5D objects; its first child must be a Spatial, which is used to calculate its position. It also adds YSort25D to sort Node25D nodes, and ShadowMath25D for calculating a shadow.
+
+It uses structs called Basis25D and Transform25D to calculate 2D positions from 3D ones. For getting a 3D position, this project uses KinematicBody and StaticBody (3D), but these only exist for math - the camera is 2D and all sprites are 2D. You are able to use any Spatial node for math.
+
+To display the objects, add a Sprite or any other Node2D-derived children to your Node25D objects. Some nodes are unsuitable, such as 2D physics nodes. Keep in mind that the first child must be Spatial-derived for math purposes.
+
+Several view modes are implemented, including top down, front side, 45 degree, isometric, and two oblique modes. To implement a different view angle, all you need to do is create a new Basis25D, use it in all your Node25D transforms, and of course create textures to display that object in 2D.
+
+## Screenshots

+ 207 - 0
mono/2.5d/addons/node25d-cs/Basis25D.cs

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+using Godot;
+using System;
+using System.Runtime.InteropServices;
+
+#if GODOT_REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
+/// <summary>
+/// Basis25D structure for performing 2.5D transform math.
+/// Note: All code assumes that Y is UP in 3D, and DOWN in 2D.
+/// A top-down view has a Y axis component of (0, 0), with a Z axis component of (0, 1).
+/// For a front side view, Y is (0, -1) and Z is (0, 0).
+/// Remember that Godot's 2D mode has the Y axis pointing DOWN on the screen.
+/// </summary>
+[Serializable]
+[StructLayout(LayoutKind.Sequential)]
+public struct Basis25D : IEquatable<Basis25D>
+{
+    // Also matrix columns, the directions to move on screen for each unit change in 3D.
+    public Vector2 x;
+    public Vector2 y;
+    public Vector2 z;
+
+    // Also matrix rows, the parts of each vector that contribute to moving in a screen direction.
+    // Setting a row to zero means no movement in that direction.
+    public Vector3 Row0
+    {
+        get { return new Vector3(x.x, y.x, z.x); }
+        set
+        {
+            x.x = value.x;
+            y.x = value.y;
+            z.x = value.z;
+        }
+    }
+
+    public Vector3 Row1
+    {
+        get { return new Vector3(x.y, y.y, z.y); }
+        set
+        {
+            x.y = value.x;
+            y.y = value.y;
+            z.y = value.z;
+        }
+    }
+
+    public Vector2 this[int columnIndex]
+    {
+        get
+        {
+            switch (columnIndex)
+            {
+                case 0: return x;
+                case 1: return y;
+                case 2: return z;
+                default: throw new IndexOutOfRangeException();
+            }
+        }
+        set
+        {
+            switch (columnIndex)
+            {
+                case 0: x = value; return;
+                case 1: y = value; return;
+                case 2: z = value; return;
+                default: throw new IndexOutOfRangeException();
+            }
+        }
+    }
+
+    public real_t this[int columnIndex, int rowIndex]
+    {
+        get
+        {
+            return this[columnIndex][rowIndex];
+        }
+        set
+        {
+            Vector2 v = this[columnIndex];
+            v[rowIndex] = value;
+            this[columnIndex] = v;
+        }
+    }
+
+    private static readonly Basis25D _topDown = new Basis25D(1, 0, 0, 0, 0, 1);
+    private static readonly Basis25D _frontSide = new Basis25D(1, 0, 0, -1, 0, 0);
+    private static readonly Basis25D _fortyFive = new Basis25D(1, 0, 0, -0.70710678118f, 0, 0.70710678118f);
+    private static readonly Basis25D _isometric = new Basis25D(0.86602540378f, 0.5f, 0, -1, -0.86602540378f, 0.5f);
+    private static readonly Basis25D _obliqueY = new Basis25D(1, 0, -0.70710678118f, -0.70710678118f, 0, 1);
+    private static readonly Basis25D _obliqueZ = new Basis25D(1, 0, 0, -1, -0.70710678118f, 0.70710678118f);
+
+    public static Basis25D TopDown { get { return _topDown; } }
+    public static Basis25D FrontSide { get { return _frontSide; } }
+    public static Basis25D FortyFive { get { return _fortyFive; } }
+    public static Basis25D Isometric { get { return _isometric; } }
+    public static Basis25D ObliqueY { get { return _obliqueY; } }
+    public static Basis25D ObliqueZ { get { return _obliqueZ; } }
+
+    /// <summary>
+    /// Creates a Dimetric Basis25D from the angle between the Y axis and the others.
+    /// Dimetric(Tau/3) or Dimetric(2.09439510239) is the same as Isometric.
+    /// Try to keep this number away from a multiple of Tau/4 (or Pi/2) radians.
+    /// </summary>
+    /// <param name="angle">The angle, in radians, between the Y axis and the X/Z axes.</param>
+    public static Basis25D Dimetric(real_t angle)
+    {
+        real_t sin = Mathf.Sin(angle);
+        real_t cos = Mathf.Cos(angle);
+        return new Basis25D(sin, -cos, 0, -1, -sin, -cos);
+    }
+
+    // Constructors
+    public Basis25D(Basis25D b)
+    {
+        x = b.x;
+        y = b.y;
+        z = b.z;
+    }
+    public Basis25D(Vector2 xAxis, Vector2 yAxis, Vector2 zAxis)
+    {
+        x = xAxis;
+        y = yAxis;
+        z = zAxis;
+    }
+    public Basis25D(real_t xx, real_t xy, real_t yx, real_t yy, real_t zx, real_t zy)
+    {
+        x = new Vector2(xx, xy);
+        y = new Vector2(yx, yy);
+        z = new Vector2(zx, zy);
+    }
+
+    public static Basis25D operator *(Basis25D b, real_t s)
+    {
+        b.x *= s;
+        b.y *= s;
+        b.z *= s;
+        return b;
+    }
+
+    public static Basis25D operator /(Basis25D b, real_t s)
+    {
+        b.x /= s;
+        b.y /= s;
+        b.z /= s;
+        return b;
+    }
+
+    public static bool operator ==(Basis25D left, Basis25D right)
+    {
+        return left.Equals(right);
+    }
+
+    public static bool operator !=(Basis25D left, Basis25D right)
+    {
+        return !left.Equals(right);
+    }
+
+    public override bool Equals(object obj)
+    {
+        if (obj is Basis25D)
+        {
+            return Equals((Basis25D)obj);
+        }
+        return false;
+    }
+
+    public bool Equals(Basis25D other)
+    {
+        return x.Equals(other.x) && y.Equals(other.y) && z.Equals(other.z);
+    }
+
+    public bool IsEqualApprox(Basis25D other)
+    {
+        return x.IsEqualApprox(other.x) && y.IsEqualApprox(other.y) && z.IsEqualApprox(other.z);
+    }
+
+    public override int GetHashCode()
+    {
+        return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
+    }
+
+    public override string ToString()
+    {
+        string s = String.Format("({0}, {1}, {2})", new object[]
+        {
+            x.ToString(),
+            y.ToString(),
+            z.ToString()
+        });
+        return s;
+    }
+
+    public string ToString(string format)
+    {
+        string s = String.Format("({0}, {1}, {2})", new object[]
+        {
+            x.ToString(format),
+            y.ToString(format),
+            z.ToString(format)
+        });
+        return s;
+    }
+}

+ 151 - 0
mono/2.5d/addons/node25d-cs/Node25D.cs

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+using Godot;
+using System;
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
+/// <summary>
+/// This node converts a 3D position to 2D using a 2.5D transformation matrix.
+/// The transformation of its 2D form is controlled by its 3D child.
+/// </summary>
+[Tool]
+public class Node25D : Node2D, IComparable<Node25D>
+{
+    /// <summary>
+    /// The number of 2D units in one 3D unit. Ideally, but not necessarily, an integer.
+    /// </summary>
+    public const int SCALE = 32;
+
+    [Export] public Vector3 spatialPosition
+    {
+        get
+        {
+            if (spatialNode == null)
+            {
+                spatialNode = GetChild<Spatial>(0);
+            }
+            return spatialNode.Translation;
+        }
+        set
+        {
+            transform25D.spatialPosition = value;
+            if (spatialNode != null)
+            {
+                spatialNode.Translation = value;
+            }
+            else if (GetChildCount() > 0)
+            {
+                spatialNode = GetChild<Spatial>(0);
+            }
+        }
+    }
+
+    private Spatial spatialNode;
+    private Transform25D transform25D;
+
+    public Basis25D Basis25D
+    {
+        get { return transform25D.basis; }
+    }
+
+    public Transform25D Transform25D
+    {
+        get { return transform25D; }
+    }
+
+    public override void _Ready()
+    {
+        Node25DReady();
+    }
+
+    public override void _Process(real_t delta)
+    {
+        Node25DProcess();
+    }
+
+    /// <summary>
+    /// Call this method in _Ready, or before Node25DProcess is run.
+    /// </summary>
+    protected void Node25DReady()
+    {
+        if (GetChildCount() > 0)
+        {
+            spatialNode = GetChild<Spatial>(0);
+        }
+        // Changing the basis here will change the default for all Node25D instances.
+        transform25D = new Transform25D(Basis25D.FortyFive * SCALE);
+    }
+
+    /// <summary>
+    /// Call this method in _Process, or whenever the position of this object changes.
+    /// </summary>
+    protected void Node25DProcess()
+    {
+        CheckViewMode();
+        if (spatialNode != null)
+        {
+            transform25D.spatialPosition = spatialNode.Translation;
+        }
+        else if (GetChildCount() > 0)
+        {
+            spatialNode = GetChild<Spatial>(0);
+        }
+        GlobalPosition = transform25D.FlatPosition;
+    }
+
+    private void CheckViewMode()
+    {
+        if (Input.IsActionJustPressed("top_down_mode"))
+        {
+            transform25D.basis = Basis25D.TopDown * SCALE;
+        }
+        else if (Input.IsActionJustPressed("front_side_mode"))
+        {
+            transform25D.basis = Basis25D.FrontSide * SCALE;
+        }
+        else if (Input.IsActionJustPressed("forty_five_mode"))
+        {
+            transform25D.basis = Basis25D.FortyFive * SCALE;
+        }
+        else if (Input.IsActionJustPressed("isometric_mode"))
+        {
+            transform25D.basis = Basis25D.Isometric * SCALE;
+        }
+        else if (Input.IsActionJustPressed("oblique_y_mode"))
+        {
+            transform25D.basis = Basis25D.ObliqueY * SCALE;
+        }
+        else if (Input.IsActionJustPressed("oblique_z_mode"))
+        {
+            transform25D.basis = Basis25D.ObliqueZ * SCALE;
+        }
+    }
+
+    public int CompareTo(object obj)
+    {
+        if (obj is Node25D)
+        {
+            return CompareTo((Node25D)obj);
+        }
+        return 1;
+    }
+
+    public int CompareTo(Node25D other)
+    {
+        real_t thisIndex = transform25D.spatialPosition.y + 0.001f * (transform25D.spatialPosition.x + transform25D.spatialPosition.z);
+        real_t otherIndex = other.transform25D.spatialPosition.y + 0.001f * (other.transform25D.spatialPosition.x + other.transform25D.spatialPosition.z);
+        real_t diff = thisIndex - otherIndex;
+        if (diff > 0)
+        {
+            return 1;
+        }
+        if (diff < 0)
+        {
+            return -1;
+        }
+        return 0;
+    }
+
+}

+ 54 - 0
mono/2.5d/addons/node25d-cs/ShadowMath25D.cs

@@ -0,0 +1,54 @@
+using Godot;
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
+/// <summary>
+/// Adds a simple shadow below an object.
+/// Place this ShadowMath25D node as a child of a Shadow25D, which
+/// is below the target object in the scene tree (not as a child).
+/// </summary>
+[Tool]
+public class ShadowMath25D : KinematicBody
+{
+    /// <summary>
+    /// The maximum distance below objects that shadows will appear.
+    /// </summary>
+    public real_t shadowLength = 1000;
+    private Node25D shadowRoot;
+    private Spatial targetMath;
+
+    public override void _Ready()
+    {
+        shadowRoot = GetParent<Node25D>();
+        int index = shadowRoot.GetPositionInParent();
+        targetMath = shadowRoot.GetParent().GetChild<Node25D>(index - 1).GetChild<Spatial>(0);
+    }
+
+    public override void _Process(real_t delta)
+    {
+        if (targetMath == null)
+        {
+            if (shadowRoot != null)
+            {
+                shadowRoot.Visible = false;
+            }
+            return; // Shadow is not in a valid place.
+        }
+
+        Translation = targetMath.Translation;
+        var k = MoveAndCollide(Vector3.Down * shadowLength);
+        if (k == null)
+        {
+            shadowRoot.Visible = false;
+        }
+        else
+        {
+            shadowRoot.Visible = true;
+            GlobalTransform = Transform;
+        }
+    }
+
+}

+ 131 - 0
mono/2.5d/addons/node25d-cs/Transform25D.cs

@@ -0,0 +1,131 @@
+using Godot;
+using System;
+using System.Runtime.InteropServices;
+
+/// <summary>
+/// Calculates the 2D transformation from a 3D position and a Basis25D.
+/// </summary>
+[Serializable]
+[StructLayout(LayoutKind.Sequential)]
+public struct Transform25D : IEquatable<Transform25D>
+{
+    // Public fields store information that is used to calculate the properties.
+
+    /// <summary>
+    /// Controls how the 3D position is transformed into 2D.
+    /// </summary>
+    public Basis25D basis;
+
+    /// <summary>
+    /// The 3D position of the object. Should be updated on every frame before everything else.
+    /// </summary>
+    public Vector3 spatialPosition;
+
+    // Public properties calculate on-the-fly.
+
+    /// <summary>
+    /// The 2D transformation of this object. Slower than FlatPosition.
+    /// </summary>
+    public Transform2D FlatTransform
+    {
+        get
+        {
+            return new Transform2D(0, FlatPosition);
+        }
+    }
+
+    /// <summary>
+    /// The 2D position of this object.
+    /// </summary>
+    public Vector2 FlatPosition
+    {
+        get
+        {
+            Vector2 pos = spatialPosition.x * basis.x;
+            pos += spatialPosition.y * basis.y;
+            pos += spatialPosition.z * basis.z;
+            return pos;
+        }
+    }
+
+    // Constructors
+    public Transform25D(Transform25D transform25D)
+    {
+        basis = transform25D.basis;
+        spatialPosition = transform25D.spatialPosition;
+    }
+    public Transform25D(Basis25D basis25D)
+    {
+        basis = basis25D;
+        spatialPosition = Vector3.Zero;
+    }
+    public Transform25D(Basis25D basis25D, Vector3 position3D)
+    {
+        basis = basis25D;
+        spatialPosition = position3D;
+    }
+    public Transform25D(Vector2 xAxis, Vector2 yAxis, Vector2 zAxis)
+    {
+        basis = new Basis25D(xAxis, yAxis, zAxis);
+        spatialPosition = Vector3.Zero;
+    }
+    public Transform25D(Vector2 xAxis, Vector2 yAxis, Vector2 zAxis, Vector3 position3D)
+    {
+        basis = new Basis25D(xAxis, yAxis, zAxis);
+        spatialPosition = position3D;
+    }
+
+    public static bool operator ==(Transform25D left, Transform25D right)
+    {
+        return left.Equals(right);
+    }
+
+    public static bool operator !=(Transform25D left, Transform25D right)
+    {
+        return !left.Equals(right);
+    }
+
+    public override bool Equals(object obj)
+    {
+        if (obj is Transform25D)
+        {
+            return Equals((Transform25D)obj);
+        }
+        return false;
+    }
+
+    public bool Equals(Transform25D other)
+    {
+        return basis.Equals(other.basis) && spatialPosition.Equals(other.spatialPosition);
+    }
+
+    public bool IsEqualApprox(Transform25D other)
+    {
+        return basis.IsEqualApprox(other.basis) && spatialPosition.IsEqualApprox(other.spatialPosition);
+    }
+
+    public override int GetHashCode()
+    {
+        return basis.GetHashCode() ^ spatialPosition.GetHashCode();
+    }
+
+    public override string ToString()
+    {
+        string s = String.Format("({0}, {1})", new object[]
+        {
+            basis.ToString(),
+            spatialPosition.ToString()
+        });
+        return s;
+    }
+
+    public string ToString(string format)
+    {
+        string s = String.Format("({0}, {1})", new object[]
+        {
+            basis.ToString(format),
+            spatialPosition.ToString(format)
+        });
+        return s;
+    }
+}

+ 60 - 0
mono/2.5d/addons/node25d-cs/YSort25D.cs

@@ -0,0 +1,60 @@
+using Godot;
+using System.Collections.Generic;
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
+/// <summary>
+/// Assigns Z-index values to Node25D children.
+/// </summary>
+[Tool] // Commented out because it sometimes crashes the editor when running the game...
+public class YSort25D : Node // Note: NOT Node2D, Node25D, or YSort
+{
+    /// <summary>
+    /// Whether or not to automatically call Sort() in _Process().
+    /// </summary>
+    [Export]
+    public bool sortEnabled = true;
+
+    public override void _Process(real_t delta)
+    {
+        if (sortEnabled)
+        {
+            Sort();
+        }
+    }
+
+    /// <summary>
+    /// Call this method in _Process, or whenever you want to sort children.
+    /// </summary>
+    public void Sort()
+    {
+        var children = GetParent().GetChildren();
+        if (children.Count > 4000)
+        {
+            GD.PrintErr("Sorting failed: Max number of YSort25D nodes is 4000.");
+        }
+        List<Node25D> node25dChildren = new List<Node25D>();
+
+        foreach (Node n in children)
+        {
+            if (n is Node25D node25d)
+            {
+                node25dChildren.Add(node25d);
+            }
+        }
+
+        node25dChildren.Sort();
+
+        int zIndex = -4000;
+        for (int i = 0; i < node25dChildren.Count; i++)
+        {
+            node25dChildren[i].ZIndex = zIndex;
+            // Increment by 2 each time, to allow for shadows in-between.
+            // This does mean that we have a limit of 4000 total sorted Node25Ds.
+            zIndex += 2;
+        }
+    }
+}

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+ 34 - 0
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+ 34 - 0
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+ 34 - 0
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+ 34 - 0
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+ 34 - 0
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+ 14 - 0
mono/2.5d/addons/node25d-cs/node25d_plugin.gd

@@ -0,0 +1,14 @@
+tool
+extends EditorPlugin
+
+func _enter_tree():
+	# When this plugin node enters tree, add the custom types
+	add_custom_type("Node25D", "Node2D", preload("Node25D.cs"), preload("icons/node_25d_icon.png"))
+	add_custom_type("YSort25D", "Node", preload("YSort25D.cs"), preload("icons/y_sort_25d_icon.png"))
+	add_custom_type("ShadowMath25D", "KinematicBody", preload("ShadowMath25D.cs"), preload("icons/shadow_math_25d_icon.png"))
+
+func _exit_tree():
+	# When the plugin node exits the tree, remove the custom types
+	remove_custom_type("ShadowMath25D")
+	remove_custom_type("YSort25D")
+	remove_custom_type("Node25D")

+ 7 - 0
mono/2.5d/addons/node25d-cs/plugin.cfg

@@ -0,0 +1,7 @@
+[plugin]
+
+name="Node25D (C#)"
+description="Adds Node25D"
+author="Aaron Franke"
+version="1.0"
+script="node25d_plugin.gd"

+ 72 - 0
mono/2.5d/assets/cube/CubeMath.cs

@@ -0,0 +1,72 @@
+using Godot;
+
+public class CubeMath : Spatial
+{
+    private static PackedScene cubePointScene = ResourceLoader.Load<PackedScene>("res://assets/cube/cube_point.tscn");
+
+    private bool _isParentReady = false;
+    private Node2D _parent;
+    private Spatial[] _cubePointsMath = new Spatial[27]; // The math node of each 2.5D cube point
+    private Spatial[] _cubeMathSpatials = new Spatial[27]; // The CubeMath children that find position.
+
+    public override void _Ready()
+    {
+        _parent = GetParent<Node2D>();
+
+        // Initialize the cube
+        for (int i = 0; i < 27; i++)
+        {
+            int a = (i / 9) - 1;
+            int b = (i / 3) % 3 - 1;
+            int c = (i % 3) - 1;
+            Vector3 spatialPosition = 5 * (a * Vector3.Right + b * Vector3.Up + c * Vector3.Back);
+
+            _cubeMathSpatials[i] = new Spatial();
+            _cubeMathSpatials[i].Translation = spatialPosition;
+            _cubeMathSpatials[i].Name = "CubeMath #" + i + ", " + a + " " + b + " " + c;
+            AddChild(_cubeMathSpatials[i]);
+        }
+    }
+
+    public override void _Process(float delta)
+    {
+        if (Input.IsActionPressed("exit"))
+        {
+            GetTree().Quit();
+        }
+
+        if (Input.IsActionJustPressed("view_cube_demo"))
+        {
+            GetTree().ChangeScene("res://assets/demo_scene.tscn");
+            return;
+        }
+
+        if (_isParentReady)
+        {
+            RotateX(delta * (Input.GetActionStrength("move_back") - Input.GetActionStrength("move_forward")));
+            RotateY(delta * (Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left")));
+            RotateZ(delta * (Input.GetActionStrength("move_counterclockwise") - Input.GetActionStrength("move_clockwise")));
+            if (Input.IsActionJustPressed("reset_position"))
+            {
+                Transform = Transform.Identity;
+            }
+            for (int i = 0; i < 27; i++)
+            {
+                _cubePointsMath[i].GlobalTransform = _cubeMathSpatials[i].GlobalTransform;
+            }
+        }
+        else
+        {
+            // This code block will be run only once. It's not in _Ready() because the parent isn't set up there.
+            for (int i = 0; i < 27; i++)
+            {
+                PackedScene myCubePointScene = cubePointScene.Duplicate(true) as PackedScene;
+                Node25D cubePoint = myCubePointScene.Instance() as Node25D;
+                cubePoint.Name = "CubePoint #" + i;
+                _cubePointsMath[i] = cubePoint.GetChild<Spatial>(0);
+                _parent.AddChild(cubePoint);
+            }
+            _isParentReady = true;
+        }
+    }
+}

+ 18 - 0
mono/2.5d/assets/cube/cube.tscn

@@ -0,0 +1,18 @@
+[gd_scene load_steps=4 format=2]
+
+[ext_resource path="res://addons/node25d-cs/YSort25D.cs" type="Script" id=1]
+[ext_resource path="res://assets/ui/overlay_cube.tscn" type="PackedScene" id=3]
+[ext_resource path="res://assets/cube/CubeMath.cs" type="Script" id=4]
+
+[node name="Cube" type="Node2D"]
+
+[node name="Overlay" parent="." instance=ExtResource( 3 )]
+
+[node name="Camera2D" type="Camera2D" parent="."]
+current = true
+
+[node name="CubeMath" type="Spatial" parent="."]
+script = ExtResource( 4 )
+
+[node name="YSort25D" type="Node" parent="."]
+script = ExtResource( 1 )

+ 17 - 0
mono/2.5d/assets/cube/cube_point.tscn

@@ -0,0 +1,17 @@
+[gd_scene load_steps=4 format=2]
+
+[ext_resource path="res://addons/node25d-cs/Node25D.cs" type="Script" id=1]
+[ext_resource path="res://addons/node25d-cs/icons/node_25d_icon.png" type="Texture" id=2]
+[ext_resource path="res://assets/cube/godot.png" type="Texture" id=3]
+
+[node name="CubePoint" type="Node2D"]
+script = ExtResource( 1 )
+__meta__ = {
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+[ext_resource path="res://addons/node25d-cs/icons/node_25d_icon.png" type="Texture" id=2]
+[ext_resource path="res://assets/platform/textures/forty_five.png" type="Texture" id=3]
+[ext_resource path="res://assets/platform/platform_sprite.gd" type="Script" id=4]
+
+[sub_resource type="BoxShape" id=1]
+extents = Vector3( 5, 0.5, 5 )
+
+[node name="Platform" type="Node2D"]
+z_index = -3954
+script = ExtResource( 1 )
+__meta__ = {
+"_editor_icon": ExtResource( 2 )
+}
+spatialPosition = Vector3( 0, 0, 0 )
+
+[node name="PlatformMath" type="StaticBody" parent="."]
+collision_layer = 1048575
+collision_mask = 1048575
+
+[node name="CollisionShape" type="CollisionShape" parent="PlatformMath"]
+shape = SubResource( 1 )
+__meta__ = {
+"_edit_lock_": true
+}
+
+[node name="PlatformSprite" type="Sprite" parent="."]
+scale = Vector2( 0.5, 0.5 )
+texture = ExtResource( 3 )
+script = ExtResource( 4 )

+ 39 - 0
mono/2.5d/assets/platform/platform_sprite.gd

@@ -0,0 +1,39 @@
+tool
+extends Sprite
+
+onready var _forty_five = preload("res://assets/platform/textures/forty_five.png")
+onready var _isometric = preload("res://assets/platform/textures/isometric.png")
+onready var _top_down = preload("res://assets/platform/textures/top_down.png")
+onready var _front_side = preload("res://assets/platform/textures/front_side.png")
+onready var _oblique_y = preload("res://assets/platform/textures/oblique_y.png")
+onready var _oblique_z = preload("res://assets/platform/textures/oblique_z.png")
+
+func _process(_delta):
+	if Input.is_action_pressed("forty_five_mode"):
+		set_view_mode(0)
+	elif Input.is_action_pressed("isometric_mode"):
+		set_view_mode(1)
+	elif Input.is_action_pressed("top_down_mode"):
+		set_view_mode(2)
+	elif Input.is_action_pressed("front_side_mode"):
+		set_view_mode(3)
+	elif Input.is_action_pressed("oblique_y_mode"):
+		set_view_mode(4)
+	elif Input.is_action_pressed("oblique_z_mode"):
+		set_view_mode(5)
+
+
+func set_view_mode(view_mode_index):
+	match view_mode_index:
+		0: # 45 Degrees
+			texture = _forty_five;
+		1: # Isometric
+			texture = _isometric
+		2: # Top Down
+			texture = _top_down
+		3: # Front Side
+			texture = _front_side
+		4: # Oblique Y
+			texture = _oblique_y
+		5: # Oblique Z
+			texture = _oblique_z

BIN
mono/2.5d/assets/platform/textures/forty_five.png


+ 34 - 0
mono/2.5d/assets/platform/textures/forty_five.png.import

@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/forty_five.png-d90cd8ed1241c4a5270d87a83aafe24d.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/platform/textures/forty_five.png"
+dest_files=[ "res://.import/forty_five.png-d90cd8ed1241c4a5270d87a83aafe24d.stex" ]
+
+[params]
+
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+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+stream=false
+size_limit=0
+detect_3d=true
+svg/scale=1.0

BIN
mono/2.5d/assets/platform/textures/front_side.png


+ 34 - 0
mono/2.5d/assets/platform/textures/front_side.png.import

@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/front_side.png-057b43bb7270572907c729580068368b.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/platform/textures/front_side.png"
+dest_files=[ "res://.import/front_side.png-057b43bb7270572907c729580068368b.stex" ]
+
+[params]
+
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+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
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+process/invert_color=false
+stream=false
+size_limit=0
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+svg/scale=1.0

BIN
mono/2.5d/assets/platform/textures/isometric.png


+ 34 - 0
mono/2.5d/assets/platform/textures/isometric.png.import

@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/isometric.png-364f65b60f600b10cfb048c20ea82124.stex"
+metadata={
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+}
+
+[deps]
+
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+dest_files=[ "res://.import/isometric.png-364f65b60f600b10cfb048c20ea82124.stex" ]
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BIN
mono/2.5d/assets/platform/textures/oblique_y.png


+ 34 - 0
mono/2.5d/assets/platform/textures/oblique_y.png.import

@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/oblique_y.png-ed89b3ef35707993300443a84f7ebbd1.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/platform/textures/oblique_y.png"
+dest_files=[ "res://.import/oblique_y.png-ed89b3ef35707993300443a84f7ebbd1.stex" ]
+
+[params]
+
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+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
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+flags/anisotropic=false
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+process/fix_alpha_border=true
+process/premult_alpha=false
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+process/invert_color=false
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+size_limit=0
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+svg/scale=1.0

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mono/2.5d/assets/platform/textures/oblique_z.png


+ 34 - 0
mono/2.5d/assets/platform/textures/oblique_z.png.import

@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/oblique_z.png-270f041a55370c5ba68850a072597e97.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/platform/textures/oblique_z.png"
+dest_files=[ "res://.import/oblique_z.png-270f041a55370c5ba68850a072597e97.stex" ]
+
+[params]
+
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+process/premult_alpha=false
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+process/invert_color=false
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+detect_3d=true
+svg/scale=1.0

BIN
mono/2.5d/assets/platform/textures/top_down.png


+ 34 - 0
mono/2.5d/assets/platform/textures/top_down.png.import

@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/top_down.png-3df3f4c204d6337fdc9aa208196ed940.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/platform/textures/top_down.png"
+dest_files=[ "res://.import/top_down.png-3df3f4c204d6337fdc9aa208196ed940.stex" ]
+
+[params]
+
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+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+stream=false
+size_limit=0
+detect_3d=true
+svg/scale=1.0

+ 96 - 0
mono/2.5d/assets/player/PlayerMath25D.cs

@@ -0,0 +1,96 @@
+using Godot;
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
+/// <summary>
+/// Handles Player-specific behavior like moving. We calculate such things with KinematicBody.
+/// </summary>
+public class PlayerMath25D : KinematicBody
+{
+    private Node25D _parent;
+    public real_t verticalSpeed = 0;
+    public bool isometricControls = true;
+
+    public override void _Ready()
+    {
+        _parent = GetParent<Node25D>();
+    }
+
+    public override void _Process(real_t delta)
+    {
+        if (Input.IsActionPressed("exit"))
+        {
+            GetTree().Quit();
+        }
+
+        if (Input.IsActionJustPressed("view_cube_demo"))
+        {
+            GetTree().ChangeScene("res://assets/cube/cube.tscn");
+            return;
+        }
+
+        if (Input.IsActionJustPressed("toggle_isometric_controls"))
+        {
+            isometricControls = !isometricControls;
+        }
+
+        if (Input.IsActionPressed("reset_position"))
+        {
+            Transform = new Transform(Basis.Identity, Vector3.Up * 10);
+            verticalSpeed = 0;
+        }
+        else
+        {
+            HorizontalMovement(delta);
+            VerticalMovement(delta);
+        }
+    }
+
+    /// <summary>
+    /// Checks WASD and Shift for horizontal movement via MoveAndSlide.
+    /// </summary>
+    private void HorizontalMovement(real_t delta)
+    {
+        Vector3 localX = Vector3.Right;
+        Vector3 localZ = Vector3.Back;
+
+        if (isometricControls && _parent.Basis25D.x.IsEqualApprox(Basis25D.Isometric.x * Node25D.SCALE))
+        {
+            localX = new Vector3(0.70710678118f, 0, -0.70710678118f);
+            localZ = new Vector3(0.70710678118f, 0, 0.70710678118f);
+        }
+
+        // Gather player input and add directional movement to force Vector3 variables
+        Vector3 moveDir = Vector3.Zero;
+        moveDir += localX * (Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left"));
+        moveDir += localZ * (Input.GetActionStrength("move_back") - Input.GetActionStrength("move_forward"));
+
+        moveDir = moveDir.Normalized() * delta * 600;
+        if (Input.IsActionPressed("movement_modifier"))
+        {
+            moveDir /= 2;
+        }
+        MoveAndSlide(moveDir);
+    }
+
+    /// <summary>
+    /// Checks Jump and applies gravity and vertical speed via MoveAndCollide.
+    /// </summary>
+    /// <param name="delta">Time delta since last call</param>
+    private void VerticalMovement(real_t delta)
+    {
+        if (Input.IsActionJustPressed("jump"))
+        {
+            verticalSpeed = 1.25f;
+        }
+        verticalSpeed -= delta * 5; // Gravity
+        var k = MoveAndCollide(Vector3.Up * verticalSpeed);
+        if (k != null)
+        {
+            verticalSpeed = 0;
+        }
+    }
+}

+ 229 - 0
mono/2.5d/assets/player/PlayerSprite.cs

@@ -0,0 +1,229 @@
+using Godot;
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
+public class PlayerSprite : Sprite
+{
+    private static Texture _stand = ResourceLoader.Load<Texture>("res://assets/player/textures/stand.png");
+    private static Texture _jump = ResourceLoader.Load<Texture>("res://assets/player/textures/jump.png");
+    private static Texture _run = ResourceLoader.Load<Texture>("res://assets/player/textures/run.png");
+    private const int FRAMERATE = 15;
+
+    private int _direction;
+    private float _progress;
+    private Node25D _parent;
+    private PlayerMath25D _parentMath;
+
+    public override void _Ready()
+    {
+        _parent = GetParent<Node25D>();
+        _parentMath = _parent.GetChild<PlayerMath25D>(0);
+    }
+
+    public override void _Process(real_t delta)
+    {
+        SpriteBasis();
+        bool movement = CheckMovement(); // Always run to get direction, but don't always use return bool.
+
+        // Test-only move and collide, check if the player is on the ground.
+        var k = _parentMath.MoveAndCollide(Vector3.Down * 10 * delta, true, true, true);
+        if (k != null)
+        {
+            if (movement)
+            {
+                // TODO: https://github.com/godotengine/godot/issues/28748
+                Hframes = 6;
+                Texture = _run;
+                if (Input.IsActionPressed("movement_modifier"))
+                {
+                    delta /= 2;
+                }
+                _progress = (_progress + FRAMERATE * delta) % 6;
+                Frame = _direction * 6 + (int)_progress;
+            }
+            else
+            {
+                Hframes = 1;
+                Texture = _stand;
+                _progress = 0;
+                Frame = _direction;
+            }
+        }
+        else
+        {
+            Hframes = 2;
+            Texture = _jump;
+            _progress = 0;
+            int jumping = _parentMath.verticalSpeed < 0 ? 1 : 0;
+            Frame = _direction * 2 + jumping;
+        }
+    }
+
+    public void SetViewMode(int viewModeIndex)
+    {
+        Transform2D t = Transform;
+        switch (viewModeIndex)
+        {
+            case 0:
+                t.x = new Vector2(1, 0);
+                t.y = new Vector2(0, 0.75f);
+                break;
+            case 1:
+                t.x = new Vector2(1, 0);
+                t.y = new Vector2(0, 1);
+                break;
+            case 2:
+                t.x = new Vector2(1, 0);
+                t.y = new Vector2(0, 0.5f);
+                break;
+            case 3:
+                t.x = new Vector2(1, 0);
+                t.y = new Vector2(0, 1);
+                break;
+            case 4:
+                t.x = new Vector2(1, 0);
+                t.y = new Vector2(0.75f, 0.75f);
+                break;
+            case 5:
+                t.x = new Vector2(1, 0.25f);
+                t.y = new Vector2(0, 1);
+                break;
+        }
+        Transform = t;
+    }
+
+    /// <summary>
+    /// Change the basis of the sprite to try and make it fit multiple view modes.
+    /// </summary>
+    private void SpriteBasis()
+    {
+        if (Input.IsActionPressed("forty_five_mode"))
+        {
+            SetViewMode(0);
+        }
+        else if (Input.IsActionPressed("isometric_mode"))
+        {
+            SetViewMode(1);
+        }
+        else if (Input.IsActionPressed("top_down_mode"))
+        {
+            SetViewMode(2);
+        }
+        else if (Input.IsActionPressed("front_side_mode"))
+        {
+            SetViewMode(3);
+        }
+        else if (Input.IsActionPressed("oblique_y_mode"))
+        {
+            SetViewMode(4);
+        }
+        else if (Input.IsActionPressed("oblique_z_mode"))
+        {
+            SetViewMode(5);
+        }
+    }
+
+    // There might be a more efficient way to do this, but I can't think of it.
+    private bool CheckMovement()
+    {
+        // Gather player input and store movement to these int variables. Note: These indeed have to be integers.
+        int x = 0;
+        int z = 0;
+
+        if (Input.IsActionPressed("move_right"))
+        {
+            x++;
+        }
+        if (Input.IsActionPressed("move_left"))
+        {
+            x--;
+        }
+        if (Input.IsActionPressed("move_forward"))
+        {
+            z--;
+        }
+        if (Input.IsActionPressed("move_back"))
+        {
+            z++;
+        }
+
+        // Check for isometric controls and add more to movement accordingly.
+        // For efficiency, only check the X axis since this X axis value isn't used anywhere else.
+        if (!_parentMath.isometricControls && _parent.Basis25D.x.IsEqualApprox(Basis25D.Isometric.x * Node25D.SCALE))
+        {
+            if (Input.IsActionPressed("move_right"))
+            {
+                z++;
+            }
+            if (Input.IsActionPressed("move_left"))
+            {
+                z--;
+            }
+            if (Input.IsActionPressed("move_forward"))
+            {
+                x++;
+            }
+            if (Input.IsActionPressed("move_back"))
+            {
+                x--;
+            }
+        }
+
+        // Set the direction based on which inputs were pressed.
+        if (x == 0)
+        {
+            if (z == 0)
+            {
+                return false; // No movement
+            }
+            else if (z > 0)
+            {
+                _direction = 0;
+            }
+            else
+            {
+                _direction = 4;
+            }
+        }
+        else if (x > 0)
+        {
+            if (z == 0)
+            {
+                _direction = 2;
+                FlipH = true;
+            }
+            else if (z > 0)
+            {
+                _direction = 1;
+                FlipH = true;
+            }
+            else
+            {
+                _direction = 3;
+                FlipH = true;
+            }
+        }
+        else
+        {
+            if (z == 0)
+            {
+                _direction = 2;
+                FlipH = false;
+            }
+            else if (z > 0)
+            {
+                _direction = 1;
+                FlipH = false;
+            }
+            else
+            {
+                _direction = 3;
+                FlipH = false;
+            }
+        }
+        return true; // There is movement
+    }
+}

+ 39 - 0
mono/2.5d/assets/player/player_25d.tscn

@@ -0,0 +1,39 @@
+[gd_scene load_steps=7 format=2]
+
+[ext_resource path="res://addons/node25d-cs/Node25D.cs" type="Script" id=1]
+[ext_resource path="res://addons/node25d-cs/icons/node_25d_icon.png" type="Texture" id=2]
+[ext_resource path="res://assets/player/PlayerMath25D.cs" type="Script" id=3]
+[ext_resource path="res://assets/player/textures/stand.png" type="Texture" id=4]
+[ext_resource path="res://assets/player/PlayerSprite.cs" type="Script" id=5]
+
+[sub_resource type="BoxShape" id=1]
+extents = Vector3( 0.5, 1, 0.5 )
+
+[node name="Player25D" type="Node2D"]
+position = Vector2( 0, -226.274 )
+z_index = 100
+script = ExtResource( 1 )
+__meta__ = {
+"_editor_icon": ExtResource( 2 )
+}
+spatialPosition = Vector3( 0, 10, 0 )
+
+[node name="PlayerMath25D" type="KinematicBody" parent="."]
+transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 10, 0 )
+script = ExtResource( 3 )
+
+[node name="CollisionShape" type="CollisionShape" parent="PlayerMath25D"]
+shape = SubResource( 1 )
+__meta__ = {
+"_edit_lock_": true
+}
+
+[node name="PlayerSprite" type="Sprite" parent="."]
+scale = Vector2( 1, 0.75 )
+z_index = 1
+texture = ExtResource( 4 )
+vframes = 5
+script = ExtResource( 5 )
+
+[node name="PlayerCamera" type="Camera2D" parent="PlayerSprite"]
+current = true

BIN
mono/2.5d/assets/player/textures/jump.png


+ 34 - 0
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@@ -0,0 +1,34 @@
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+
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+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/player/textures/jump.png"
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+
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mono/2.5d/assets/player/textures/run.png


+ 34 - 0
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+
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+metadata={
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+
+[deps]
+
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+svg/scale=1.0

BIN
mono/2.5d/assets/player/textures/stand.png


+ 34 - 0
mono/2.5d/assets/player/textures/stand.png.import

@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/stand.png-4d65e60dbd5f40d1f70da6aa2507ebe3.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/player/textures/stand.png"
+dest_files=[ "res://.import/stand.png-4d65e60dbd5f40d1f70da6aa2507ebe3.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
+compress/normal_map=0
+flags/repeat=0
+flags/filter=true
+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+stream=false
+size_limit=0
+detect_3d=true
+svg/scale=1.0

+ 39 - 0
mono/2.5d/assets/shadow/shadow_25d.tscn

@@ -0,0 +1,39 @@
+[gd_scene load_steps=8 format=2]
+
+[ext_resource path="res://addons/node25d-cs/Node25D.cs" type="Script" id=1]
+[ext_resource path="res://addons/node25d-cs/icons/node_25d_icon.png" type="Texture" id=2]
+[ext_resource path="res://addons/node25d-cs/ShadowMath25D.cs" type="Script" id=3]
+[ext_resource path="res://addons/node25d-cs/icons/shadow_math_25d_icon.png" type="Texture" id=4]
+[ext_resource path="res://assets/shadow/textures/forty_five.png" type="Texture" id=5]
+[ext_resource path="res://assets/shadow/shadow_sprite.gd" type="Script" id=6]
+
+[sub_resource type="BoxShape" id=1]
+extents = Vector3( 0.5, 0.001, 0.5 )
+
+[node name="Shadow25D" type="Node2D"]
+visible = false
+script = ExtResource( 1 )
+__meta__ = {
+"_editor_icon": ExtResource( 2 )
+}
+spatialPosition = Vector3( 0, 10, 0 )
+
+[node name="ShadowMath25D" type="KinematicBody" parent="."]
+transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 10, 0 )
+collision_layer = 16
+collision_mask = 16
+script = ExtResource( 3 )
+__meta__ = {
+"_editor_icon": ExtResource( 4 )
+}
+
+[node name="CollisionShape" type="CollisionShape" parent="ShadowMath25D"]
+shape = SubResource( 1 )
+__meta__ = {
+"_edit_lock_": true
+}
+
+[node name="ShadowSprite" type="Sprite" parent="."]
+scale = Vector2( 0.5, 0.5 )
+texture = ExtResource( 5 )
+script = ExtResource( 6 )

+ 39 - 0
mono/2.5d/assets/shadow/shadow_sprite.gd

@@ -0,0 +1,39 @@
+tool
+extends Sprite
+
+onready var _forty_five = preload("res://assets/shadow/textures/forty_five.png")
+onready var _isometric = preload("res://assets/shadow/textures/isometric.png")
+onready var _top_down = preload("res://assets/shadow/textures/top_down.png")
+onready var _front_side = preload("res://assets/shadow/textures/front_side.png")
+onready var _oblique_y = preload("res://assets/shadow/textures/oblique_y.png")
+onready var _oblique_z = preload("res://assets/shadow/textures/oblique_z.png")
+
+func _process(_delta):
+	if Input.is_action_pressed("forty_five_mode"):
+		set_view_mode(0)
+	elif Input.is_action_pressed("isometric_mode"):
+		set_view_mode(1)
+	elif Input.is_action_pressed("top_down_mode"):
+		set_view_mode(2)
+	elif Input.is_action_pressed("front_side_mode"):
+		set_view_mode(3)
+	elif Input.is_action_pressed("oblique_y_mode"):
+		set_view_mode(4)
+	elif Input.is_action_pressed("oblique_z_mode"):
+		set_view_mode(5)
+
+
+func set_view_mode(view_mode_index):
+	match view_mode_index:
+		0: # 45 Degrees
+			texture = _forty_five;
+		1: # Isometric
+			texture = _isometric
+		2: # Top Down
+			texture = _top_down
+		3: # Front Side
+			texture = _front_side
+		4: # Oblique Y
+			texture = _oblique_y
+		5: # Oblique Z
+			texture = _oblique_z

BIN
mono/2.5d/assets/shadow/textures/forty_five.png


+ 34 - 0
mono/2.5d/assets/shadow/textures/forty_five.png.import

@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/forty_five.png-22dcfa54db51531b3612f686997a3fbe.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/shadow/textures/forty_five.png"
+dest_files=[ "res://.import/forty_five.png-22dcfa54db51531b3612f686997a3fbe.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
+compress/normal_map=0
+flags/repeat=0
+flags/filter=true
+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+stream=false
+size_limit=0
+detect_3d=true
+svg/scale=1.0

BIN
mono/2.5d/assets/shadow/textures/front_side.png


+ 34 - 0
mono/2.5d/assets/shadow/textures/front_side.png.import

@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/front_side.png-1470842d27848ecf4de63924b0b98f42.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/shadow/textures/front_side.png"
+dest_files=[ "res://.import/front_side.png-1470842d27848ecf4de63924b0b98f42.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
+compress/normal_map=0
+flags/repeat=0
+flags/filter=true
+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+stream=false
+size_limit=0
+detect_3d=true
+svg/scale=1.0

BIN
mono/2.5d/assets/shadow/textures/isometric.png


+ 34 - 0
mono/2.5d/assets/shadow/textures/isometric.png.import

@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/isometric.png-1a91c869806816b66a8fb886d4801f31.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/shadow/textures/isometric.png"
+dest_files=[ "res://.import/isometric.png-1a91c869806816b66a8fb886d4801f31.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
+compress/normal_map=0
+flags/repeat=0
+flags/filter=true
+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+stream=false
+size_limit=0
+detect_3d=true
+svg/scale=1.0

BIN
mono/2.5d/assets/shadow/textures/oblique_y.png


+ 34 - 0
mono/2.5d/assets/shadow/textures/oblique_y.png.import

@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/oblique_y.png-47d60a179a2cdeff15364f0e389e6008.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/shadow/textures/oblique_y.png"
+dest_files=[ "res://.import/oblique_y.png-47d60a179a2cdeff15364f0e389e6008.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
+compress/normal_map=0
+flags/repeat=0
+flags/filter=true
+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+stream=false
+size_limit=0
+detect_3d=true
+svg/scale=1.0

BIN
mono/2.5d/assets/shadow/textures/oblique_z.png


+ 34 - 0
mono/2.5d/assets/shadow/textures/oblique_z.png.import

@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/oblique_z.png-d8378bf8b95f890e76162d62a82022de.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/shadow/textures/oblique_z.png"
+dest_files=[ "res://.import/oblique_z.png-d8378bf8b95f890e76162d62a82022de.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
+compress/normal_map=0
+flags/repeat=0
+flags/filter=true
+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+stream=false
+size_limit=0
+detect_3d=true
+svg/scale=1.0

BIN
mono/2.5d/assets/shadow/textures/top_down.png


+ 34 - 0
mono/2.5d/assets/shadow/textures/top_down.png.import

@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/top_down.png-a3a98721249636eff54d8113d6075229.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/shadow/textures/top_down.png"
+dest_files=[ "res://.import/top_down.png-a3a98721249636eff54d8113d6075229.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
+compress/normal_map=0
+flags/repeat=0
+flags/filter=true
+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+stream=false
+size_limit=0
+detect_3d=true
+svg/scale=1.0

+ 5 - 0
mono/2.5d/assets/ui/control_hints.gd

@@ -0,0 +1,5 @@
+extends Control
+
+func _process(_delta):
+	if Input.is_action_just_pressed("toggle_control_hints"):
+		visible = !visible

+ 28 - 0
mono/2.5d/assets/ui/overlay.tscn

@@ -0,0 +1,28 @@
+[gd_scene load_steps=2 format=2]
+
+[ext_resource path="res://assets/ui/control_hints.gd" type="Script" id=1]
+
+[node name="Overlay" type="CanvasLayer"]
+
+[node name="ControlHints" type="CenterContainer" parent="."]
+anchor_right = 1.0
+margin_bottom = 200.0
+script = ExtResource( 1 )
+
+[node name="Label" type="Label" parent="ControlHints"]
+margin_left = 348.0
+margin_top = 25.0
+margin_right = 1251.0
+margin_bottom = 175.0
+rect_min_size = Vector2( 500, 50 )
+text = "
+Controls: WASD to move,  Space to jump,  R to reset,  Shift to walk,  T to toggle isometric controls,  C to view cube demo,  Tab to toggle hints.
+
+UIOJKL to change view mode.  U = Forty Five deg,   I = Isometric,  
+O = Top Down,   J = Front Side,   K = Oblique Y,   L = Oblique Z
+
+Not every view mode is meant to be good, it's just to showcase what the system can do.
+In actual games, shadows, resizing, parallax, and other hints of depth could be added to make the world seem more 3D.
+"
+align = 1
+valign = 1

+ 28 - 0
mono/2.5d/assets/ui/overlay_cube.tscn

@@ -0,0 +1,28 @@
+[gd_scene load_steps=2 format=2]
+
+[ext_resource path="res://assets/ui/control_hints.gd" type="Script" id=1]
+
+[node name="Overlay" type="CanvasLayer"]
+
+[node name="ControlHints" type="CenterContainer" parent="."]
+anchor_right = 1.0
+margin_bottom = 200.0
+script = ExtResource( 1 )
+
+[node name="Label" type="Label" parent="ControlHints"]
+margin_left = 416.0
+margin_top = 25.0
+margin_right = 1183.0
+margin_bottom = 175.0
+rect_min_size = Vector2( 500, 50 )
+text = "
+Controls: WASDQE to rotate,  R to reset,  C to return to the world,  Tab to toggle hints.
+
+UIOKL to change view mode.  U = Forty Five deg,   I = Isometric,  
+O = Top Down,   K = Oblique Y,   L = Oblique Z
+
+Not every view mode is meant to be good, it's just to showcase what the system can do.
+In actual games, shadows, resizing, parallax, and other hints of depth could be added to make the world seem more 3D.
+"
+align = 1
+valign = 1

+ 7 - 0
mono/2.5d/default_env.tres

@@ -0,0 +1,7 @@
+[gd_resource type="Environment" load_steps=2 format=2]
+
+[sub_resource type="ProceduralSky" id=1]
+
+[resource]
+background_mode = 2
+background_sky = SubResource( 1 )

BIN
mono/2.5d/icon.png


+ 34 - 0
mono/2.5d/icon.png.import

@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://icon.png"
+dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
+compress/normal_map=0
+flags/repeat=0
+flags/filter=true
+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+stream=false
+size_limit=0
+detect_3d=true
+svg/scale=1.0

+ 169 - 0
mono/2.5d/project.godot

@@ -0,0 +1,169 @@
+; Engine configuration file.
+; It's best edited using the editor UI and not directly,
+; since the parameters that go here are not all obvious.
+;
+; Format:
+;   [section] ; section goes between []
+;   param=value ; assign values to parameters
+
+config_version=4
+
+_global_script_classes=[  ]
+_global_script_class_icons={
+
+}
+
+[application]
+
+config/name="2.5D Demo (Mono C#)"
+run/main_scene="res://assets/demo_scene.tscn"
+config/icon="res://icon.png"
+
+[display]
+
+window/size/width=1600
+window/size/height=900
+
+[editor_plugins]
+
+enabled=PoolStringArray( "node25d-cs" )
+
+[input]
+
+move_right={
+"deadzone": 0.5,
+"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"unicode":0,"echo":false,"script":null)
+, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
+ ]
+}
+move_left={
+"deadzone": 0.5,
+"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null)
+, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
+ ]
+}
+move_forward={
+"deadzone": 0.5,
+"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null)
+, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
+ ]
+}
+move_back={
+"deadzone": 0.5,
+"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"unicode":0,"echo":false,"script":null)
+, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
+ ]
+}
+movement_modifier={
+"deadzone": 0.5,
+"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777237,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777348,"unicode":0,"echo":false,"script":null)
+, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":1,"pressure":0.0,"pressed":false,"script":null)
+ ]
+}
+jump={
+"deadzone": 0.5,
+"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777350,"unicode":0,"echo":false,"script":null)
+, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
+ ]
+}
+reset_position={
+"deadzone": 0.5,
+"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":82,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777222,"unicode":0,"echo":false,"script":null)
+, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":3,"pressure":0.0,"pressed":false,"script":null)
+ ]
+}
+forty_five_mode={
+"deadzone": 0.5,
+"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":85,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777354,"unicode":0,"echo":false,"script":null)
+, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
+ ]
+}
+isometric_mode={
+"deadzone": 0.5,
+"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":73,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777355,"unicode":0,"echo":false,"script":null)
+, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null)
+ ]
+}
+top_down_mode={
+"deadzone": 0.5,
+"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":79,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777356,"unicode":0,"echo":false,"script":null)
+, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
+ ]
+}
+front_side_mode={
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