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Some more ProjectSettings fixes

Rémi Verschelde 8 年之前
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9365e97c0f

+ 2 - 2
2d/hdr/project.godot

@@ -9,8 +9,8 @@ run/name=""
 
 [display]
 
-window/height=720
-window/width=1080
+window/size/height=720
+window/size/width=1080
 
 [rasterizer]
 

+ 3 - 6
2d/kinematic_character/project.godot

@@ -1,20 +1,17 @@
 config_version=3
 
-config_version=null
-
 [application]
 
 config/name="Kinematic Character"
-run/main_scene="res://colworld.tscn"
 config/icon="res://icon.png"
-config/main_scene="res://colworld.tscn"
+run/main_scene="res://colworld.tscn"
 
 [display]
 
 stretch/aspect="keep"
 stretch/mode="2d"
-window/height=495
-window/width=530
+window/size/height=495
+window/size/width=530
 
 [input]
 

+ 1 - 2
2d/light2d_as_mask/project.godot

@@ -3,9 +3,8 @@ config_version=3
 [application]
 
 config/name="Using Lights As Mask"
-run/main_scene="res://lightmask.tscn"
 config/icon="res://icon.png"
-config/main_scene="res://lightmask.tscn"
+run/main_scene="res://lightmask.tscn"
 
 [rasterizer]
 

+ 3 - 4
2d/lights_and_shadows/project.godot

@@ -3,16 +3,15 @@ config_version=3
 [application]
 
 config/name="2D Lighting"
-run/main_scene="res://light_shadows.tscn"
 config/icon="res://icon.png"
-config/main_scene="res://light_shadows.tscn"
+run/main_scene="res://light_shadows.tscn"
 
 [display]
 
 stretch/aspect="keep"
 stretch/mode="2d"
-window/height=600
-window/width=800
+window/size/height=600
+window/size/width=800
 
 [rasterizer]
 

+ 2 - 2
2d/navigation/project.godot

@@ -10,5 +10,5 @@ config/icon="res://icon.png"
 
 stretch/aspect="keep"
 stretch/mode="2d"
-window/height=600
-window/width=800
+window/size/height=600
+window/size/width=800

+ 2 - 2
2d/physics_platformer/project.godot

@@ -12,8 +12,8 @@ name_es="Plataformero"
 
 stretch/aspect="keep_height"
 stretch/mode="2d"
-window/height=480
-window/width=800
+window/size/height=480
+window/size/width=800
 
 [image_loader]
 

+ 1 - 1
2d/platformer/bullet.gd

@@ -4,6 +4,6 @@ extends RigidBody2D
 func _on_bullet_body_enter( body ):
 	if (body.has_method("hit_by_bullet")):
 		body.call("hit_by_bullet")
-	
+
 func _on_Timer_timeout():
 	get_node("anim").play("shutdown")

+ 3 - 3
2d/platformer/coin.gd

@@ -1,11 +1,11 @@
 
 extends Area2D
-	
+
 var taken=false
 
 func _on_coin_body_enter( body ):
-	
+
 	if (not taken and body is preload("res://player.gd")):
 		get_node("anim").play("taken")
 		taken=true
-		
+

+ 13 - 13
2d/platformer/enemy.gd

@@ -22,36 +22,36 @@ onready var detect_wall_right = get_node("detect_wall_right")
 onready var sprite = get_node("sprite")
 
 func _fixed_process(delta):
-	
+
 	var new_anim="idle"
-	
+
 	if (state==STATE_WALKING):
-	
+
 		linear_velocity+= GRAVITY_VEC*delta
 		linear_velocity.x = direction * WALK_SPEED
 		linear_velocity = move_and_slide( linear_velocity, FLOOR_NORMAL )
-		
+
 		if (not detect_floor_left.is_colliding() or detect_wall_left.is_colliding()):
 			direction=1.0
-			
+
 		if (not detect_floor_right.is_colliding() or detect_wall_right.is_colliding()):
 			direction=-1.0
-			
+
 		sprite.set_scale( Vector2(direction,1.0) )
-		
+
 		new_anim="walk"
 	else:
 		new_anim="explode"
-		
-	
+
+
 	if (anim!=new_anim):
 		anim=new_anim
 		get_node("anim").play(anim)
-			
-		
-		
+
+
+
 func hit_by_bullet():
-	state=STATE_KILLED	
+	state=STATE_KILLED
 
 func _ready():
 	set_fixed_process(true)

+ 1 - 1
2d/platformer/moving_platform.gd

@@ -12,7 +12,7 @@ func _fixed_process(delta):
 	accum = fmod(accum, PI*2.0)
 	var d = sin(accum)
 	var xf = Transform2D()
-	xf[2]= motion*d 
+	xf[2]= motion*d
 	get_node("platform").transform=xf
 
 

+ 27 - 27
2d/platformer/player.gd

@@ -12,7 +12,7 @@ const BULLET_VELOCITY = 1000
 const SHOOT_TIME_SHOW_WEAPON = 0.2
 
 var linear_vel = Vector2()
-var onair_time = 0 # 
+var onair_time = 0 #
 var on_floor = false
 var shoot_time=99999 #time since last shot
 
@@ -22,68 +22,68 @@ var anim=""
 onready var sprite = get_node("sprite")
 
 func _fixed_process(delta):
-	
+
 	#increment counters
-	
+
 	onair_time+=delta
 	shoot_time+=delta
-	
-	
+
+
 	### MOVEMENT ###
-	
+
 	# Apply Gravity
 	linear_vel += delta * GRAVITY_VEC
 	# Move and Slide
 	linear_vel = move_and_slide( linear_vel, FLOOR_NORMAL, SLOPE_SLIDE_STOP )
 	# Detect Floor
 	if (is_on_floor()):
-		onair_time=0		
-		
+		onair_time=0
+
 	on_floor = onair_time < MIN_ONAIR_TIME
-	
+
 	### CONTROL ###
-	
+
 	# Horizontal Movement
 	var target_speed = 0
 	if (Input.is_action_pressed("move_left")):
 		target_speed += -1
 	if (Input.is_action_pressed("move_right")):
 		target_speed +=  1
-		
+
 	target_speed *= WALK_SPEED
 	linear_vel.x = lerp( linear_vel.x, target_speed, 0.1 )
-	
+
 	# Jumping
 	if (on_floor and Input.is_action_just_pressed("jump")):
 		linear_vel.y=-JUMP_SPEED
 		get_node("sound_jump").play()
-	
-	# Shooting		
-	
+
+	# Shooting
+
 	if (Input.is_action_just_pressed("shoot")):
-		
+
 		var bullet = preload("res://bullet.tscn").instance()
 		bullet.position = get_node("sprite/bullet_shoot").global_position #use node for shoot position
-		bullet.linear_velocity = Vector2( sprite.scale.x * BULLET_VELOCITY,0 ) 		
+		bullet.linear_velocity = Vector2( sprite.scale.x * BULLET_VELOCITY,0 )
 		bullet.add_collision_exception_with(self) # don't want player to collide with bullet
 		get_parent().add_child( bullet ) #don't want bullet to move with me, so add it as child of parent
 		get_node("sound_shoot").play()
 		shoot_time=0
-		
-		
+
+
 	### ANIMATION ###
-	
+
 	var new_anim="idle"
-	
+
 	if (on_floor):
 		if (linear_vel.x < -SIDING_CHANGE_SPEED):
 			sprite.scale.x = -1
 			new_anim="run"
-			
+
 		if (linear_vel.x > SIDING_CHANGE_SPEED):
 			sprite.scale.x = 1
 			new_anim="run"
-			
+
 	else:
 		# We want the character to immediately change facing side when the player
 		# tries to change direction, during air control.
@@ -97,15 +97,15 @@ func _fixed_process(delta):
 			new_anim="jumping"
 		else:
 			new_anim="falling"
-		
+
 	if (shoot_time < SHOOT_TIME_SHOW_WEAPON):
 		new_anim+="_weapon"
-	
+
 	if (new_anim!=anim):
 		anim=new_anim
 		get_node("anim").play(anim)
-	
-	
+
+
 func _ready():
 	set_fixed_process(true)
 

+ 3 - 4
2d/platformer/project.godot

@@ -3,17 +3,16 @@ config_version=3
 [application]
 
 config/name="Platformer"
-run/main_scene="res://stage.tscn"
 config/icon="res://icon.png"
-name_es="Plataformero"
+run/main_scene="res://stage.tscn"
 target_fps="60"
 
 [display]
 
 stretch/aspect="keep_height"
 stretch/mode="2d"
-window/height=480
-window/width=800
+window/size/height=480
+window/size/width=800
 
 [image_loader]
 

+ 2 - 2
2d/pong/project.godot

@@ -9,8 +9,8 @@ config/icon="res://icon.png"
 [display]
 
 stretch_2d=true
-window/height=400
-window/width=640
+window/size/height=400
+window/size/width=640
 
 [input]
 

+ 2 - 2
2d/screen_space_shaders/project.godot

@@ -10,5 +10,5 @@ config/icon="res://icon.png"
 
 stretch/aspect="keep"
 stretch/mode="2d"
-window/height=600
-window/width=800
+window/size/height=600
+window/size/width=800

+ 1 - 3
3d/kinematic_character/project.godot

@@ -1,12 +1,10 @@
 config_version=3
 
-config_version=null
-
 [application]
 
 config/name="Kinematic Character 3D"
-run/main_scene="res://level.scn"
 config/icon="res://kinebody3d.png"
+run/main_scene="res://level.scn"
 
 [input]
 

+ 1 - 2
3d/platformer/project.godot

@@ -1,10 +1,9 @@
 config_version=3
 
-config_version=null
-
 [application]
 
 config/name="Platformer 3D"
+config/icon="res://icon.png"
 run/main_scene="res://stage.scn"
 
 [input]

+ 2 - 2
gui/input_mapping/project.godot

@@ -11,8 +11,8 @@ name="Input Mapping GUI"
 
 [display]
 
-window/height=480
-window/width=640
+window/size/height=480
+window/size/width=640
 
 [input]
 

+ 1 - 3
gui/rich_text_bbcode/project.godot

@@ -1,12 +1,10 @@
 config_version=3
 
-config_version=null
-
 [application]
 
 config/name="Rich Text Label (BBCode)"
-run/main_scene="res://rich_text_bbcode.tscn"
 config/icon="res://icon.png"
+run/main_scene="res://rich_text_bbcode.tscn"
 
 [memory]
 

+ 0 - 2
misc/autoload/project.godot

@@ -1,7 +1,5 @@
 config_version=3
 
-config_version=null
-
 [application]
 
 config/name="Autoload (Singletons)"

+ 2 - 2
misc/joypads/project.godot

@@ -8,5 +8,5 @@ config/icon="res://icon.png"
 
 [display]
 
-window/height=450
-window/width=550
+window/size/height=450
+window/size/width=550

+ 0 - 2
misc/threads/project.godot

@@ -1,7 +1,5 @@
 config_version=3
 
-config_version=null
-
 [application]
 
 config/name="Loading in a Thread"

+ 3 - 5
misc/tween/project.godot

@@ -1,20 +1,18 @@
 config_version=3
 
-config_version=null
-
 [application]
 
 config/name="Tween Demo"
-run/main_scene="res://main.tscn"
 config/icon="res://icon.png"
+run/main_scene="res://main.tscn"
 target_fps=60
 
 [display]
 
 stretch/aspect="keep_width"
 stretch/mode="2d"
-window/width=928
-window/height=672
+window/size/width=928
+window/size/height=672
 
 [memory]
 

+ 2 - 2
misc/window_management/project.godot

@@ -12,9 +12,9 @@ name="Window Management"
 [display]
 
 window/fullscreen=false
-window/height=600
+window/size/height=600
 window/resizable=true
-window/width=800
+window/size/width=800
 
 [input]
 

+ 3 - 3
networking/multiplayer_pong/project.godot

@@ -3,14 +3,14 @@ config_version=3
 [application]
 
 config/name="Pong Multiplayer"
-run/main_scene="res://lobby.tscn"
 config/icon="res://icon.png"
+run/main_scene="res://lobby.tscn"
 
 [display]
 
 stretch_2d=true
-window/height=400
-window/width=640
+window/size/height=400
+window/size/width=640
 
 [input]
 

+ 2 - 2
visual_script/visual_pong/project.godot

@@ -9,8 +9,8 @@ config/icon="res://icon.png"
 [display]
 
 stretch_2d=true
-window/height=400
-window/width=640
+window/size/height=400
+window/size/width=640
 
 [input]