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Update VisualScript demos for Godot 3.2

Aaron Franke 5 years ago
parent
commit
da157f6d0e

+ 3 - 20
visual_script/circle_pop/Circle.tscn

@@ -4,34 +4,17 @@
 [ext_resource path="res://CircleArea.vs" type="Script" id=2]
 
 [sub_resource type="CanvasItemMaterial" id=1]
-
-render_priority = 0
 blend_mode = 1
-light_mode = 0
 
 [sub_resource type="CircleShape2D" id=2]
-
-custom_solver_bias = 0.0
 radius = 128.0
 
-[node name="Sprite" type="Sprite" index="0"]
-
+[node name="Sprite" type="Sprite"]
 material = SubResource( 1 )
 texture = ExtResource( 1 )
 
-[node name="Area2D" type="Area2D" parent="." index="0"]
-
-input_pickable = true
-gravity_vec = Vector2( 0, 1 )
-gravity = 98.0
-linear_damp = 0.1
-angular_damp = 1.0
-audio_bus_override = false
-audio_bus_name = "Master"
+[node name="Area2D" type="Area2D" parent="."]
 script = ExtResource( 2 )
 
-[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D" index="0"]
-
+[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
 shape = SubResource( 2 )
-
-

BIN
visual_script/circle_pop/CircleArea.vs


BIN
visual_script/circle_pop/Main.vs


BIN
visual_script/multitouch_view/Main.vs


+ 10 - 14
visual_script/multitouch_view/TouchHelper.gd

@@ -1,43 +1,39 @@
+extends Node
 # This will track the position of every pointer in its public `state` property, which is a
 # Dictionary, in which each key is a pointer id (integer) and each value its position (Vector2).
 # It works by listening to input events not handled by other means.
 # It also remaps the pointer indices coming from the OS to the lowest available to be friendlier.
 # It can be conveniently setup as a singleton.
 
-extends Node
-
 var state = {}
 var _os2own = {}
 
 func _unhandled_input(event):
 	if event is InputEventScreenTouch:
-		if event.pressed:
-			# Down
-			if !_os2own.has(event.index): # Defensively discard index if already known
+		if event.pressed: # Down.
+			if !_os2own.has(event.index): # Defensively discard index if already known.
 				var ptr_id = _find_free_pointer_id()
 				state[ptr_id] = event.position
 				_os2own[event.index] = ptr_id
-		else:
-			# Up
-			if _os2own.has(event.index): # Defensively discard index if not known
+		else: # Up.
+			if _os2own.has(event.index): # Defensively discard index if not known.
 				var ptr_id = _os2own[event.index]
 				state.erase(ptr_id)
 				_os2own.erase(event.index)
 		return true
-
-	elif event is InputEventScreenDrag:
-		# Move
-		if _os2own.has(event.index): # Defensively discard index if not known
+		
+	elif event is InputEventScreenDrag: # Movement.
+		if _os2own.has(event.index): # Defensively discard index if not known.
 			var ptr_id = _os2own[event.index]
 			state[ptr_id] = event.position
 		return true
-
+	
 	return false
 
+
 func _find_free_pointer_id():
 	var used = state.keys()
 	var i = 0
 	while i in used:
 		i += 1
 	return i
-

BIN
visual_script/pong/scripts/ball.vs


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visual_script/pong/scripts/ceiling_floor.vs


BIN
visual_script/pong/scripts/paddle.vs


BIN
visual_script/pong/scripts/wall.vs