Deleted individual projects

This commit is contained in:
Kristofers Solo 2021-11-08 14:11:12 +02:00
parent 62829b9aea
commit 023a86f226
663 changed files with 22 additions and 6731 deletions

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[preset.0]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="Export/runMe.exe"
script_export_mode=1
script_encryption_key=""
[preset.0.options]
custom_template/debug=""
custom_template/release=""
binary_format/64_bits=true
binary_format/embed_pck=false
texture_format/bptc=false
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
texture_format/no_bptc_fallbacks=true
codesign/enable=false
codesign/identity_type=0
codesign/identity=""
codesign/password=""
codesign/timestamp=true
codesign/timestamp_server_url=""
codesign/digest_algorithm=1
codesign/description=""
codesign/custom_options=PoolStringArray( )
application/icon=""
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_description=""
application/copyright=""
application/trademarks=""

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; 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
[application]
config/name="Game Project"
run/main_scene="res://root/levels/testing_grounds/test_level.tscn"
config/icon="res://icon.png"
[display]
window/size/height=571
window/size/resizable=false
[input]
inpt_up={
"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)
]
}
inpt_down={
"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)
]
}
inpt_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)
]
}
inpt_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)
]
}
[physics]
common/enable_pause_aware_picking=true
[rendering]
environment/default_environment="res://default_env.tres"

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/player_body_sprite.png-ca376f69b8d959b76cb0f20ccc2a4243.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://root/entities/assets/player_model/player_body_sprite.png"
dest_files=[ "res://.import/player_body_sprite.png-ca376f69b8d959b76cb0f20ccc2a4243.stex" ]
[params]
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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

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extends KinematicBody2D
# Node-Debug-Settings {} Debug element
# != Node Exportable settings
export var debugMode = false
export var onGround = false
export var rotationalStep = 1
export var rotationalQuotient = 1.35
export var movementSpeedQuotient = 50
export var exponQuotient = 4
# !!= Node Importables
export var gravityQuotient = 25
export var materialFrictionQuotient = 75
export var environmentAirFrictionQuotient = 100
# != Node settings and trackers
var nodeVectoralOffset = 0
var nodeVectoralmax = 0
var nodeActiveRotation = 0
var nodeDebug = {"vectors":{"casts":{}}}
var velocityVector = Vector2()
var maximumMovementSpeed = 120
var colliderRotation = 0
func _ready():
# Acquire and set definitive settings
nodeVectoralOffset = $player_body_sprite.texture.get_width() / 2 * $player_body_sprite.scale.x
nodeVectoralmax = $player_body_sprite.texture.get_height() * $player_body_sprite.scale.y
set_process(true) # {} Debug element
# warning-ignore:unused_argument
func _process(d):
var client = acquire_client()
var vdir = acquire_vdir(client)
# Update the canvas {} Debug element
update()
if onGround == false:
for type in range(0,vdir.size()):
for vector in range(vdir[str(type)].size()):
if "onGround" in vdir[str(type)][str(vector)]["ray"]:
onGround = false
else:
onGround = true
func acquire_client():
var state = {
"globalPos": global_transform.origin,
"rotation": nodeActiveRotation
}
return state
# Requires an Client element to process
func acquire_vdir(client):
var vdir = {
"0": {
"0": {
"start": Vector2(0,0)+client["globalPos"],
"end": Vector2(0,nodeVectoralmax).rotated(deg2rad(nodeActiveRotation))+client["globalPos"]
},
"1": {
"start": Vector2(nodeVectoralOffset,0).rotated(deg2rad(nodeActiveRotation))+client["globalPos"],
"end": Vector2(nodeVectoralOffset,nodeVectoralmax).rotated(deg2rad(nodeActiveRotation))+client["globalPos"]
},
"2": {
"start": Vector2(-nodeVectoralOffset,0).rotated(deg2rad(nodeActiveRotation))+client["globalPos"],
"end": Vector2(-nodeVectoralOffset,nodeVectoralmax).rotated(deg2rad(nodeActiveRotation))+client["globalPos"]
}
}
}
var sState = get_world_2d().direct_space_state
for type in range(0,vdir.size()):
for vector in range(vdir[str(type)].size()):
vdir[str(type)][str(vector)]["ray"] = sState.intersect_ray(vdir[str(type)][str(vector)]["start"], vdir[str(type)][str(vector)]["end"], [self])
if "position" in vdir[str(type)][str(vector)]["ray"]:
ray_prcs(vdir[str(type)][str(vector)], str(vector), client)
else:
vdir[str(type)][str(vector)]["ray"] = {"position":Vector2(0,nodeVectoralmax).rotated(deg2rad(nodeActiveRotation)) + vdir[str(type)][str(vector)]["start"], "onGround": false}
ray_prcs(vdir[str(type)][str(vector)], str(vector), client)
adj_rot(vdir, client)
return vdir
func get_inpt():
var inpt = {
"up": false,
"down": false,
"left": false,
"left-f": 0,
"right": false,
"right-f": 0
}
if Input.is_action_pressed("inpt_up"):
inpt["up"] = true
if Input.is_action_pressed("inpt_down"):
inpt["down"] = true
if Input.is_action_pressed("inpt_left"):
inpt["left"] = true
inpt["left-f"] = Input.get_action_strength("inpt_left")
if Input.is_action_pressed("inpt_right"):
inpt["right"] = true
inpt["right-f"] = Input.get_action_strength("inpt_right")
return inpt
func _physics_process(delta):
var naturalInput = get_inpt()
var movementDirection = naturalInput["right-f"] - naturalInput["left-f"]
var movementSpeed = movementDirection * movementSpeedQuotient
var movementResistanceQuotient = materialFrictionQuotient + environmentAirFrictionQuotient
if onGround == true:
if abs(movementSpeed) < movementSpeedQuotient * 0.1:
velocityVector.x = move_toward(velocityVector.x, 0, movementResistanceQuotient * delta)
else:
velocityVector.x += movementSpeed * delta * exponQuotient
velocityVector.x = clamp(velocityVector.x, -maximumMovementSpeed, maximumMovementSpeed)
velocityVector.y += gravityQuotient * delta
velocityVector.y = clamp(velocityVector.y, -maximumMovementSpeed, maximumMovementSpeed)
move_and_slide(velocityVector.rotated(deg2rad(nodeActiveRotation)))
sprite_rot()
else:
gravityQuotient = gravityQuotient * exponQuotient
velocityVector.y += gravityQuotient * delta
velocityVector.y = clamp(velocityVector.y, -maximumMovementSpeed, maximumMovementSpeed)
if movementDirection == 0:
nodeActiveRotation = move_toward(nodeActiveRotation, 0, rotationalStep)
else:
nodeActiveRotation += rotationalStep * movementDirection
move_and_slide(velocityVector.rotated(deg2rad(0)))
sprite_rot()
pass
func adj_rot(vdir, client):
var positiveNodeRayl = (vdir["0"]["1"]["start"] - vdir["0"]["1"]["ray"].position).distance_to(vdir["0"]["1"]["start"] - client["globalPos"])
var negativeNodeRayl = (vdir["0"]["2"]["start"] - vdir["0"]["2"]["ray"].position).distance_to(vdir["0"]["1"]["start"] - client["globalPos"])
var nodeRayDiff = positiveNodeRayl - negativeNodeRayl
if nodeRayDiff > rotationalQuotient:
nodeActiveRotation += rotationalStep
if nodeRayDiff < -rotationalQuotient:
nodeActiveRotation -= rotationalStep
pass
func ray_prcs(vdirel, id, client):
nodeDebug["vectors"]["casts"][id] = {"start": vdirel["start"]-client["globalPos"],"end":vdirel["ray"].position-client["globalPos"]}
pass
func sprite_rot():
var spriteOffsetDistance = sqrt(pow($player_body_sprite.position.x,2) + pow($player_body_sprite.position.y,2))
var spriteOffsetVector = Vector2(0,spriteOffsetDistance).rotated(deg2rad(nodeActiveRotation))
$player_body_sprite.position = spriteOffsetVector
$player_body_sprite.rotation_degrees = nodeActiveRotation
pass
func _draw(): # {} Debug element
if debugMode == true:
for vector in range(0,nodeDebug["vectors"]["casts"].size()):
draw_line(nodeDebug["vectors"]["casts"][str(vector)]["start"], nodeDebug["vectors"]["casts"][str(vector)]["end"], Color(255,255,255), 1)
pass

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://root/entities/characters/player/behaviours/handlers/character_handler.gd" type="Script" id=1]
[ext_resource path="res://root/entities/assets/player_model/player_body_sprite.png" type="Texture" id=2]
[sub_resource type="CircleShape2D" id=1]
radius = 21.1957
[node name="player_node" type="Node2D"]
[node name="player_body" type="KinematicBody2D" parent="."]
script = ExtResource( 1 )
debugMode = true
[node name="player_body_sprite" type="Sprite" parent="player_body"]
position = Vector2( -0.134926, -0.204243 )
scale = Vector2( 0.10262, 0.10262 )
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="player_body"]
position = Vector2( 0.0618744, -0.136429 )
shape = SubResource( 1 )

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extends Node2D
func _ready():
var windowExpectedWidth = $StaticBody2D/terrain_sprite.texture.get_width() * $StaticBody2D/terrain_sprite.scale.x
var windowExpectedHeight = $StaticBody2D/terrain_sprite.texture.get_height() * $StaticBody2D/terrain_sprite.scale.y
OS.set_window_size(Vector2(windowExpectedWidth, windowExpectedHeight))
pass

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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
[resource]
background_mode = 2
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; 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
[application]
config/name="movementSystem0.0.3"
run/main_scene="res://source/levels/trinity_site/trinitySite-level.tscn"
config/icon="res://icon.png"
[input]
input_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)
]
}
input_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)
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]
}
input_up={
"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)
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]
}
input_down={
"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)
]
}
input_debug_toggle={
"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":96,"unicode":0,"echo":false,"script":null)
]
}
[physics]
common/enable_pause_aware_picking=true
[rendering]
environment/default_environment="res://default_env.tres"

View File

@ -1,7 +0,0 @@
extends Node
const LEVEL_SCALE = 0.25
func _ready():
$player_node.set_scale(LEVEL_SCALE)
pass

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@ -1,4 +0,0 @@
extends Node
func _ready():
pass

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@ -1,5 +0,0 @@
extends Node
func update(userStateInstance):
#userStateInstance.rotateBy(-1)
pass

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@ -1,11 +0,0 @@
extends CollisionShape2D
onready var playerSpriteNAHeight = get_parent().get_child(2).texture.get_height()
onready var playerSpriteNAWidth = get_parent().get_child(2).texture.get_width()
func _ready():
var expectedColliderShape = CircleShape2D.new()
set_shape(expectedColliderShape)
var colliderRadius = playerSpriteNAHeight / 2
expectedColliderShape.set_radius(colliderRadius)
pass

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@ -1,4 +0,0 @@
extends AnimatedSprite
func _ready():
pass

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@ -1,64 +0,0 @@
extends KinematicBody2D
# Instance of data handlers
var userInputInstance = preload("res://source/assets/scripts/handlers/system/input/user_input_handler.gd").new()
var vectoralDirectionPresetInstance = preload("res://source/assets/scripts/handlers/system/vectoralPresets/vectoral_direction_preset_handler.gd").new()
var userStateInstance = preload("res://source/assets/scripts/handlers/system/state/user_state_handler.gd").new()
# Instance of data processors
var VDIRprocessorInstance = preload("res://source/assets/scripts/processors/VDIR/vectoral_direction_processor.gd").new()
var CRprocessorInstance = preload("res://source/assets/scripts/processors/CR/client_rotation_processor.gd").new()
# Instance of game controllers
var canvasManagerInstance = preload("res://source/assets/scripts/controllers/managers/canvas_manager.gd").new()
var physicsManagerInstance = preload("res://source/assets/scripts/controllers/managers/physics_manager.gd").new()
# Local class variables
var rotationalOffsets = {"0":0,"1":0,"2":0,"3":0,"4":0}
var vectoralDirectionPreset
var userInput
var userState
var VDIR
func _ready():
set_process(true)
vectoralDirectionPreset = vectoralDirectionPresetInstance.getState(userStateInstance.update(global_transform.origin),{"sprite-width": $player_sprite_na.texture.get_width(),"sprite-height":$player_sprite_na.texture.get_height(),"collider-radius":$player_collider.get_shape().get_radius()})
func _process(delta):
# Update data-handler returned states
userInput = userInputInstance.update()
userState = userStateInstance.update(global_transform.origin)
# Send the returned states through processors
VDIR = VDIRprocessorInstance.process(userState, vectoralDirectionPreset, $player_sprite_na.scale, get_world_2d().direct_space_state,[self])
# Give the resulting data to game controllers
physicsManagerInstance.update(userStateInstance)
physics_process(delta, VDIR)
if userInput["down"] == true:
move_and_slide(Vector2(0,75))
elif userInput["left"] == true:
move_and_slide(Vector2(-50,0))
elif userInput["right"] == true:
move_and_slide(Vector2(50,0))
elif userInput["debug"] == true:
userStateInstance.rotateBy(1)
else:
$player_sprite.play("idle")
update()
print(userState["rotation"])
pass
func physics_process(delta, VDIR):
for vectorType in VDIR:
var vT = str(vectorType)
for vector in VDIR[vT]:
var v = str(vector)
if vT == "0": rotationalOffsets[v] = {"offset":VDIR[vT][v]["ray"]["offset"],"collided":VDIR[vT][v]["ray"]["collided"]}
CRprocessorInstance.update(rotationalOffsets, userStateInstance, delta)
rotation_degrees = userState["rotation"]
func _draw():
for vectorType in vectoralDirectionPreset:
var vT = str(vectorType)
for vector in vectoralDirectionPreset[vT]:
var v = str(vector)
if vT == "0": draw_line(vectoralDirectionPreset[vT][v]["start"],vectoralDirectionPreset[vT][v]["ray"]["position"],Color(255,255,255),1)

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@ -1,10 +0,0 @@
extends Node2D
func statePassback():
return {"node_global_position": null, "rotation": null}
func set_scale(scale) -> void:
$player_body/player_sprite_na.scale = Vector2(scale, scale)
$player_body/player_sprite.scale = Vector2(scale, scale)
$player_body/player_collider.scale = Vector2(scale, scale)
pass

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@ -1,23 +0,0 @@
extends Node
var inputState = {}
func _init() -> void:
inputState = {
"right": false,
"left": false,
"up": false,
"down": false,
"debug": false
}
pass
func update():
inputState = {
"right": Input.is_action_pressed("input_right"),
"left": Input.is_action_pressed("input_left"),
"up": Input.is_action_pressed("input_up"),
"down": Input.is_action_pressed("input_down"),
"debug": Input.is_action_pressed("input_debug_toggle")
}
return inputState

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@ -1,17 +0,0 @@
extends Node
var userState = {}
var rotationalTracker = 0
func rotateBy(amount):
rotationalTracker += amount
if rotationalTracker == 361: rotationalTracker = 1
elif rotationalTracker == -361: rotationalTracker = -1
func update(positionUpdate):
userState = preload("res://source/assets/scripts/handlers/character/player/player_node_handler.gd").new().statePassback()
# IF necessary process and update and correct userState
userState["node_global_position"] = positionUpdate
userState["rotation"] = rotationalTracker
return userState

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@ -1,69 +0,0 @@
extends Node
var vectoralState = {}
func getState(userState,objectDimensions):
print(objectDimensions)
var bSP = 0
var bHO = objectDimensions["sprite-width"] / 2
var bVVO = objectDimensions["sprite-height"]
var spHO = objectDimensions["collider-radius"]
vectoralState = {
"0": { # Source (Client) positional rotation vectors
"0": { # Primary source positional vector
"start": Vector2(bSP,bSP),
"end": Vector2(bSP,bVVO),
"ray": {"position": Vector2(bSP,bVVO),"length": bVVO,"offset":bVVO-spHO, "collided": false},
"vT": true
},
"1": { # Secondary source positional vector (Negative)
"start": Vector2(bHO,bSP),
"end": Vector2(bHO,bVVO),
"ray": {"position": Vector2(bHO,bVVO),"length": bVVO,"offset":bVVO-spHO, "collided": false},
"vT": true
},
"2": { # Secondary source positional vector (Positive)
"start": Vector2(-bHO,bSP),
"end": Vector2(-bHO,bVVO),
"ray": {"position": Vector2(-bHO,bVVO),"length": bVVO,"offset":bVVO-spHO, "collided": false},
"vT": true
},
"3": { # Secondary source positional vector (Negative) [R]
"start": Vector2(spHO,bSP),
"end": Vector2(spHO,bVVO),
"ray": {"position": Vector2(spHO,bVVO),"length": bVVO,"offset":bVVO-spHO, "collided": false},
"vT": true
},
"4": { # Secondary source positional vector (Positive) [R]
"start": Vector2(-spHO,bSP),
"end": Vector2(-spHO,bVVO),
"ray": {"position": Vector2(-spHO,bVVO),"length": bVVO,"offset":bVVO-spHO, "collided": false},
"vT": true
}
},
"1": { # Source (Client) force vectors
"0": {
"start": Vector2(0,0),
"end": Vector2(0,0)
},
"1": {
"start": Vector2(0,0),
"end": Vector2(0,0)
},
"2": {
"start": Vector2(0,0),
"end": Vector2(0,0)
},
"3": {
"start": Vector2(0,0),
"end": Vector2(0,0)
}
},
"2": { # Source (Client) positional vectors
"0": {
"start": Vector2(0,0),
"end": Vector2(0,0)
}
}
}
return vectoralState

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@ -1,26 +0,0 @@
extends Node
func update(rotationalOffsets, userStateInstance, delta):
var totalOffset = 0
var rotationalExpectation = {"0":0,"1":0,"2":0,"3":0,"4":0}
for offset in rotationalOffsets:
var offsetValue = rotationalOffsets[str(offset)]["offset"]
totalOffset += offsetValue
for offset in rotationalOffsets:
rotationalOffsets[str(offset)]["offset"] -= totalOffset / rotationalOffsets.size()
if rotationalOffsets[str(offset)]["offset"] > 5 or rotationalOffsets[str(offset)]["offset"] < -5: rotationalExpectation[str(offset)] = rotationalOffsets[str(offset)]["offset"] / 100 * abs(rotationalOffsets[str(offset)]["offset"]) - 5
var totalExpectation = 0
var activeSize = 0
for expectation in rotationalExpectation:
if rotationalOffsets[str(expectation)]["collided"] == true:
totalExpectation += rotationalExpectation[str(expectation)]
activeSize += 1
var actualExpectation = 0
if activeSize > 3: actualExpectation = totalExpectation / activeSize
print("AE:",actualExpectation)
if abs(actualExpectation) > 1:
if rotationalOffsets["0"]["offset"] > rotationalOffsets[str(rotationalOffsets.size()-1)]["offset"]:
print("left")
elif rotationalOffsets["0"]["offset"] < rotationalOffsets[str(rotationalOffsets.size()-1)]["offset"]:
print("right")
pass

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@ -1,17 +0,0 @@
extends Node
func _ready():
pass
func process(userState, vectoralDirectionPreset,scale,spaceState,ignorable):
var clientOffset = userState["node_global_position"]
for vectorType in vectoralDirectionPreset:
var vT = str(vectorType)
for vector in vectoralDirectionPreset[vT]:
var v = str(vector)
var Ray = spaceState.intersect_ray(vectoralDirectionPreset[vT][v]["start"].rotated(deg2rad(userState["rotation"])) + clientOffset,(vectoralDirectionPreset[vT][v]["end"].rotated(deg2rad(userState["rotation"])) + clientOffset),ignorable)
if "position" in Ray and vT == "0":
vectoralDirectionPreset[vT][v]["ray"] = {"position":Ray.position - clientOffset, "length":(Ray.position - clientOffset).y,"offset":(Ray.position - clientOffset).y - vectoralDirectionPreset[vT]["3"]["start"].x, "collided": true}
if "vT" in vectoralDirectionPreset[vT][v]: vectoralDirectionPreset[vT][v] = {"start": vectoralDirectionPreset[vT][v]["start"]*scale,"end": vectoralDirectionPreset[vT][v]["end"]*scale,"ray": {"position": vectoralDirectionPreset[vT][v]["ray"]["position"]*scale,"length": vectoralDirectionPreset[vT][v]["ray"]["length"],"offset": vectoralDirectionPreset[vT][v]["ray"]["offset"], "collided": true}}
elif vT == "0": vectoralDirectionPreset[vT][v]["ray"] = {"position":vectoralDirectionPreset[vT][v]["ray"]["position"], "length":vectoralDirectionPreset[vT][v]["ray"]["length"],"offset":vectoralDirectionPreset[vT][v]["ray"]["offset"], "collided": false}
return vectoralDirectionPreset

View File

@ -1,34 +0,0 @@
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importer="texture"
type="StreamTexture"
path="res://.import/player_main_body_default_sprite_idle_animation 1.png-b558478550e6d1936c72122630064deb.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://source/assets/sprites/character/player/animation/idle/player_main_body_default_sprite_idle_animation 1.png"
dest_files=[ "res://.import/player_main_body_default_sprite_idle_animation 1.png-b558478550e6d1936c72122630064deb.stex" ]
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compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
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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

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@ -1,34 +0,0 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/player_main_body_default_sprite_idle_animation 10.png-ec522b709593936611c719cfe2a608d4.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://source/assets/sprites/character/player/animation/idle/player_main_body_default_sprite_idle_animation 10.png"
dest_files=[ "res://.import/player_main_body_default_sprite_idle_animation 10.png-ec522b709593936611c719cfe2a608d4.stex" ]
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compress/mode=0
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compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
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flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
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process/HDR_as_SRGB=false
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@ -1,34 +0,0 @@
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importer="texture"
type="StreamTexture"
path="res://.import/player_main_body_default_sprite_idle_animation 11.png-c9bbf2ef2f59da399e890ce817f55c11.stex"
metadata={
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source_file="res://source/assets/sprites/character/player/animation/idle/player_main_body_default_sprite_idle_animation 11.png"
dest_files=[ "res://.import/player_main_body_default_sprite_idle_animation 11.png-c9bbf2ef2f59da399e890ce817f55c11.stex" ]
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process/fix_alpha_border=true
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View File

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