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missing demo files

Juan Linietsky 11 年之前
父節點
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b12d7a7976
共有 53 個文件被更改,包括 200 次插入6 次删除
  1. 33 0
      2d/hexamap/.fscache
  2. 二進制
      2d/hexamap/WWT-01.png
  3. 二進制
      2d/hexamap/WWT-02.png
  4. 二進制
      2d/hexamap/WWT-03.png
  5. 二進制
      2d/hexamap/WWT-04.png
  6. 二進制
      2d/hexamap/WWT-05.png
  7. 二進制
      2d/hexamap/WWT-06.png
  8. 二進制
      2d/hexamap/WWT-07.png
  9. 二進制
      2d/hexamap/WWT-08.png
  10. 二進制
      2d/hexamap/WWT-09.png
  11. 二進制
      2d/hexamap/WWT-10.png
  12. 二進制
      2d/hexamap/WWT-11.png
  13. 二進制
      2d/hexamap/WWT-12.png
  14. 二進制
      2d/hexamap/WWT-13.png
  15. 二進制
      2d/hexamap/WWT-14.png
  16. 二進制
      2d/hexamap/WWT-15.png
  17. 二進制
      2d/hexamap/WWT-16.png
  18. 二進制
      2d/hexamap/WWT-17.png
  19. 二進制
      2d/hexamap/WWT-18.png
  20. 二進制
      2d/hexamap/WWT-19.png
  21. 二進制
      2d/hexamap/WWT-20.png
  22. 二進制
      2d/hexamap/WWT-21.png
  23. 二進制
      2d/hexamap/WWT-22.png
  24. 二進制
      2d/hexamap/WWT-23.png
  25. 二進制
      2d/hexamap/WWT-24.png
  26. 二進制
      2d/hexamap/WWT-25.png
  27. 二進制
      2d/hexamap/WWT-26.png
  28. 12 0
      2d/hexamap/engine.cfg
  29. 二進制
      2d/hexamap/icon.png
  30. 二進制
      2d/hexamap/map.scn
  31. 二進制
      2d/hexamap/tiles.scn
  32. 二進制
      2d/hexamap/tileset.res
  33. 43 0
      2d/hexamap/troll.gd
  34. 二進制
      2d/hexamap/troll.png
  35. 二進制
      2d/hexamap/troll.scn
  36. 二進制
      2d/isometric/bastiles.res
  37. 二進制
      2d/isometric/dungeon.scn
  38. 21 0
      2d/isometric/engine.cfg
  39. 二進制
      2d/isometric/icon.png
  40. 二進制
      2d/isometric/isotiles.png
  41. 二進制
      2d/isometric/tileset.scn
  42. 43 0
      2d/isometric/troll.gd
  43. 二進制
      2d/isometric/troll.png
  44. 二進制
      2d/isometric/troll.scn
  45. 二進制
      3d/platformer/texture.tex
  46. 42 0
      3d/truck_town/car_select.gd
  47. 二進制
      3d/truck_town/car_select.scn
  48. 二進制
      3d/truck_town/choose_tow.png
  49. 二進制
      3d/truck_town/choose_trailer.png
  50. 二進制
      3d/truck_town/choose_van.png
  51. 6 1
      3d/truck_town/engine.cfg
  52. 二進制
      3d/truck_town/truck_scene.scn
  53. 0 5
      misc/autoload/global.gd

+ 33 - 0
2d/hexamap/.fscache

@@ -0,0 +1,33 @@
+::res://::1412302385
+WWT-01.png::ImageTexture::1412126473::
+WWT-02.png::ImageTexture::1412126474::
+WWT-03.png::ImageTexture::1412126474::
+WWT-04.png::ImageTexture::1412126474::
+WWT-05.png::ImageTexture::1412126474::
+WWT-06.png::ImageTexture::1412126474::
+WWT-07.png::ImageTexture::1412126474::
+WWT-08.png::ImageTexture::1412126474::
+WWT-09.png::ImageTexture::1412126474::
+WWT-10.png::ImageTexture::1412126474::
+WWT-11.png::ImageTexture::1412126475::
+WWT-12.png::ImageTexture::1412126475::
+WWT-13.png::ImageTexture::1412126475::
+WWT-14.png::ImageTexture::1412126475::
+WWT-15.png::ImageTexture::1412126475::
+WWT-16.png::ImageTexture::1412126475::
+WWT-17.png::ImageTexture::1412126475::
+WWT-18.png::ImageTexture::1412126475::
+WWT-19.png::ImageTexture::1412126476::
+WWT-20.png::ImageTexture::1412126476::
+WWT-21.png::ImageTexture::1412126476::
+WWT-22.png::ImageTexture::1412126476::
+WWT-23.png::ImageTexture::1412126476::
+WWT-24.png::ImageTexture::1412126476::
+WWT-25.png::ImageTexture::1412126476::
+WWT-26.png::ImageTexture::1412126476::
+map.scn::PackedScene::1412127344::
+tiles.scn::PackedScene::1412126994::
+tileset.res::TileSet::1412127001::
+troll.gd::GDScript::1412302377::
+troll.png::ImageTexture::1412302385::
+troll.scn::PackedScene::1412302380::

二進制
2d/hexamap/WWT-01.png


二進制
2d/hexamap/WWT-02.png


二進制
2d/hexamap/WWT-03.png


二進制
2d/hexamap/WWT-04.png


二進制
2d/hexamap/WWT-05.png


二進制
2d/hexamap/WWT-06.png


二進制
2d/hexamap/WWT-07.png


二進制
2d/hexamap/WWT-08.png


二進制
2d/hexamap/WWT-09.png


二進制
2d/hexamap/WWT-10.png


二進制
2d/hexamap/WWT-11.png


二進制
2d/hexamap/WWT-12.png


二進制
2d/hexamap/WWT-13.png


二進制
2d/hexamap/WWT-14.png


二進制
2d/hexamap/WWT-15.png


二進制
2d/hexamap/WWT-16.png


二進制
2d/hexamap/WWT-17.png


二進制
2d/hexamap/WWT-18.png


二進制
2d/hexamap/WWT-19.png


二進制
2d/hexamap/WWT-20.png


二進制
2d/hexamap/WWT-21.png


二進制
2d/hexamap/WWT-22.png


二進制
2d/hexamap/WWT-23.png


二進制
2d/hexamap/WWT-24.png


二進制
2d/hexamap/WWT-25.png


二進制
2d/hexamap/WWT-26.png


+ 12 - 0
2d/hexamap/engine.cfg

@@ -0,0 +1,12 @@
+[application]
+
+name="Hexagonal Game"
+main_scene="res://map.scn"
+icon="res://icon.png"
+
+[input]
+
+move_up=[key(Up)]
+move_left=[key(Left)]
+move_right=[key(Right)]
+move_bottom=[key(Down)]

二進制
2d/hexamap/icon.png


二進制
2d/hexamap/map.scn


二進制
2d/hexamap/tiles.scn


二進制
2d/hexamap/tileset.res


+ 43 - 0
2d/hexamap/troll.gd

@@ -0,0 +1,43 @@
+
+extends KinematicBody2D
+
+# This is a simple collision demo showing how
+# the kinematic cotroller works.
+# move() will allow to move the node, and will
+# always move it to a non-colliding spot, 
+# as long as it starts from a non-colliding spot too.
+
+
+#pixels / second
+const MOTION_SPEED=160
+
+func _fixed_process(delta):
+
+	var motion = Vector2()
+	
+	if (Input.is_action_pressed("move_up")):
+		motion+=Vector2(0,-1)
+	if (Input.is_action_pressed("move_bottom")):
+		motion+=Vector2(0,1)
+	if (Input.is_action_pressed("move_left")):
+		motion+=Vector2(-1,0)
+	if (Input.is_action_pressed("move_right")):
+		motion+=Vector2(1,0)
+	
+	motion = motion.normalized() * MOTION_SPEED * delta
+	motion = move(motion)
+	
+	#make character slide nicely through the world	
+	var slide_attempts = 4
+	while(is_colliding() and slide_attempts>0):
+		motion = get_collision_normal().slide(motion)
+		motion=move(motion)
+		slide_attempts-=1
+	
+
+func _ready():
+	# Initalization here
+	set_fixed_process(true)
+	pass
+
+

二進制
2d/hexamap/troll.png


二進制
2d/hexamap/troll.scn


二進制
2d/isometric/bastiles.res


二進制
2d/isometric/dungeon.scn


+ 21 - 0
2d/isometric/engine.cfg

@@ -0,0 +1,21 @@
+[application]
+
+name="Isometric Game"
+main_scene="res://dungeon.scn"
+icon="res://icon.png"
+
+[image_loader]
+
+filter=false
+gen_mipmaps=false
+
+[input]
+
+move_up=[key(Up)]
+move_left=[key(Left)]
+move_right=[key(Right)]
+move_bottom=[key(Down)]
+
+[rasterizer]
+
+use_pixel_snap=true

二進制
2d/isometric/icon.png


二進制
2d/isometric/isotiles.png


二進制
2d/isometric/tileset.scn


+ 43 - 0
2d/isometric/troll.gd

@@ -0,0 +1,43 @@
+
+extends KinematicBody2D
+
+# This is a simple collision demo showing how
+# the kinematic cotroller works.
+# move() will allow to move the node, and will
+# always move it to a non-colliding spot, 
+# as long as it starts from a non-colliding spot too.
+
+
+#pixels / second
+const MOTION_SPEED=160
+
+func _fixed_process(delta):
+
+	var motion = Vector2()
+	
+	if (Input.is_action_pressed("move_up")):
+		motion+=Vector2(0,-1)
+	if (Input.is_action_pressed("move_bottom")):
+		motion+=Vector2(0,1)
+	if (Input.is_action_pressed("move_left")):
+		motion+=Vector2(-1,0)
+	if (Input.is_action_pressed("move_right")):
+		motion+=Vector2(1,0)
+	
+	motion = motion.normalized() * MOTION_SPEED * delta
+	motion = move(motion)
+	
+	#make character slide nicely through the world	
+	var slide_attempts = 4
+	while(is_colliding() and slide_attempts>0):
+		motion = get_collision_normal().slide(motion)
+		motion=move(motion)
+		slide_attempts-=1
+	
+
+func _ready():
+	# Initalization here
+	set_fixed_process(true)
+	pass
+
+

二進制
2d/isometric/troll.png


二進制
2d/isometric/troll.scn


二進制
3d/platformer/texture.tex


+ 42 - 0
3d/truck_town/car_select.gd

@@ -0,0 +1,42 @@
+
+extends Control
+
+# member variables here, example:
+# var a=2
+# var b="textvar"
+
+func _ready():
+	# Initalization here
+	pass
+	
+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")
+	get_parent().add_child(town)
+	hide()
+
+func _on_van_1_pressed():
+
+	_load_scene("res://car_base.scn")
+
+
+func _on_van_2_pressed():
+
+	_load_scene("res://trailer_truck.scn")
+
+
+func _on_van_3_pressed():
+	_load_scene("res://crane.scn")

二進制
3d/truck_town/car_select.scn


二進制
3d/truck_town/choose_tow.png


二進制
3d/truck_town/choose_trailer.png


二進制
3d/truck_town/choose_van.png


+ 6 - 1
3d/truck_town/engine.cfg

@@ -1,6 +1,11 @@
 [application]
 
-main_scene="res://truck_scene.scn"
+main_scene="res://car_select.scn"
+
+[display]
+
+width=1280
+height=720
 
 [rasterizer]
 

二進制
3d/truck_town/truck_scene.scn


+ 0 - 5
misc/autoload/global.gd

@@ -9,11 +9,6 @@ func goto_scene(scene):
 	var s = ResourceLoader.load(scene)
 	#queue erasing old (don't use free because that scene is calling this method)
 	current_scene.queue_free()
-	# Remove the scene before loading the previous one.
-	# The node is removed when deleted anyway, but this will fix issues that 
-	# might arise if both have a root node with the same name,
-        # as adding both together will cause the second to be renamed. (not usually a problem, but you might be wanting to look for the node later and not find it)
-	get_scene().get_root().remove(current_scene)
 	#instance the new scene
 	current_scene = s.instance()
 	#add it to the active scene, as child of root