gitignore update

This commit is contained in:
Kristofers Solo 2021-10-21 17:16:25 +03:00
parent 4552e41df4
commit a1c43efe94
134 changed files with 1 additions and 14471 deletions

2
.gitignore vendored
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*.x86_64
*.log
/.import
/test
test/

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[gd_scene load_steps=3 format=2]
[ext_resource path="res://Sprites/lava.png" type="Texture" id=1]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 251.631, 251.123 )
[node name="Floor" type="StaticBody2D"]
scale = Vector2( 0.3, 0.3 )
[node name="lava" type="Sprite" parent="."]
position = Vector2( -3.75497, -1.16341 )
scale = Vector2( 0.3, 0.3 )
texture = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( -3.75497, -1.16341 )
scale = Vector2( 0.3, 0.3 )
shape = SubResource( 1 )

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@ -1,60 +0,0 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://Player.tscn" type="PackedScene" id=1]
[ext_resource path="res://Floor.tscn" type="PackedScene" id=2]
[ext_resource path="res://floor.tscn" type="PackedScene" id=3]
[node name="Main" type="Node2D"]
[node name="Player" parent="." instance=ExtResource( 1 )]
position = Vector2( 559.976, 757.874 )
[node name="Floor" parent="." instance=ExtResource( 2 )]
position = Vector2( 539.901, 843.359 )
[node name="Floor2" parent="." instance=ExtResource( 2 )]
position = Vector2( 587.901, 843.359 )
[node name="Floor3" parent="." instance=ExtResource( 2 )]
position = Vector2( 635.901, 843.359 )
[node name="Floor4" parent="." instance=ExtResource( 2 )]
position = Vector2( 755.901, 787.359 )
[node name="Floor5" parent="." instance=ExtResource( 2 )]
position = Vector2( 803.901, 771.359 )
[node name="Floor8" parent="." instance=ExtResource( 2 )]
position = Vector2( 1027.9, 667.359 )
[node name="Floor11" parent="." instance=ExtResource( 2 )]
position = Vector2( 635.901, 547.359 )
[node name="Floor12" parent="." instance=ExtResource( 2 )]
position = Vector2( 683.901, 547.359 )
[node name="Floor14" parent="." instance=ExtResource( 2 )]
position = Vector2( 779.901, 547.359 )
[node name="Floor15" parent="." instance=ExtResource( 2 )]
position = Vector2( 827.901, 547.359 )
[node name="Floor13" parent="." instance=ExtResource( 2 )]
position = Vector2( 731.901, 547.359 )
[node name="Floor9" parent="." instance=ExtResource( 2 )]
position = Vector2( 1147.9, 595.359 )
[node name="Floor10" parent="." instance=ExtResource( 2 )]
position = Vector2( 1267.9, 539.359 )
[node name="Floor6" parent="." instance=ExtResource( 2 )]
position = Vector2( 851.901, 787.359 )
[node name="floor" parent="." instance=ExtResource( 3 )]
position = Vector2( 962.745, 26.6196 )
scale = Vector2( 2, 1 )
[node name="floor2" parent="." instance=ExtResource( 3 )]
position = Vector2( 1003.11, 1052.51 )
scale = Vector2( 2, 1 )

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extends KinematicBody2D
var speed = 10
var jump_force = 300
var gravity = 700
var vel = Vector2()
onready var image_player = get_node("Player")
func _physics_process(delta):
if Input.is_action_pressed("player_left"):
vel.x -= speed
elif Input.is_action_pressed("player_right"):
vel.x += speed
vel.y += gravity * delta
if Input.is_action_pressed("player_jump") and is_on_floor():
vel.y -= jump_force
vel = move_and_slide(vel, Vector2.UP)
# if vel.x < 0:
# image_player.flip_h = true
# elif vel.x > 0:
# image_player.flip_h = false

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@ -1,29 +0,0 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://Sprites/jedi.png" type="Texture" id=1]
[ext_resource path="res://Player.gd" type="Script" id=2]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 84.8674, 259.173 )
[sub_resource type="RectangleShape2D" id=2]
extents = Vector2( 18.8674, 110.053 )
[node name="Player" type="KinematicBody2D"]
scale = Vector2( 0.5, 0.5 )
script = ExtResource( 2 )
[node name="jedi" type="Sprite" parent="."]
scale = Vector2( 0.5, 0.5 )
texture = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( -14.2705, -4.75684 )
scale = Vector2( 0.5, 0.5 )
shape = SubResource( 1 )
[node name="CollisionShape2D2" type="CollisionShape2D" parent="."]
position = Vector2( 53.5143, -48.1629 )
rotation = 0.253073
scale = Vector2( 0.5, 0.5 )
shape = SubResource( 2 )

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/floor.png-bad02a3061f4734a68e01c2ddec9b22e.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Sprites/floor.png"
dest_files=[ "res://.import/floor.png-bad02a3061f4734a68e01c2ddec9b22e.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=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
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size_limit=0
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metadata={
"vram_texture": false
}
[deps]
source_file="res://Sprites/jedi.png"
dest_files=[ "res://.import/jedi.png-f9be092cc27114ea04f99ed2335d3100.stex" ]
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flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/lava.png-68ab43619d46c5f3cf0fd86b7248d922.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Sprites/lava.png"
dest_files=[ "res://.import/lava.png-68ab43619d46c5f3cf0fd86b7248d922.stex" ]
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flags/anisotropic=false
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process/fix_alpha_border=true
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process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
[resource]
background_mode = 2
background_sky = SubResource( 1 )

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@ -1,24 +0,0 @@
[preset.0]
name="Test Game Linux"
platform="Linux/X11"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="./Game #1.x86_64"
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

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type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}
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source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
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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_1"
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"
[display]
window/size/width=1920
window/size/height=1080
window/size/test_width=1024
window/size/test_height=600
window/stretch/mode="2d"
window/stretch/aspect="keep"
[input]
player_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":16777231,"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":65,"unicode":0,"echo":false,"script":null)
]
}
player_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":16777233,"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":68,"unicode":0,"echo":false,"script":null)
]
}
player_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":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)
]
}
[physics]
common/enable_pause_aware_picking=true
[rendering]
environment/default_environment="res://default_env.tres"

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/*************************************************************************/
/* audio.worklet.js */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
class RingBuffer {
constructor(p_buffer, p_state) {
this.buffer = p_buffer;
this.avail = p_state;
this.rpos = 0;
this.wpos = 0;
}
data_left() {
return Atomics.load(this.avail, 0);
}
space_left() {
return this.buffer.length - this.data_left();
}
read(output) {
const size = this.buffer.length;
let from = 0;
let to_write = output.length;
if (this.rpos + to_write > size) {
const high = size - this.rpos;
output.set(this.buffer.subarray(this.rpos, size));
from = high;
to_write -= high;
this.rpos = 0;
}
output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from);
this.rpos += to_write;
Atomics.add(this.avail, 0, -output.length);
Atomics.notify(this.avail, 0);
}
write(p_buffer) {
const to_write = p_buffer.length;
const mw = this.buffer.length - this.wpos;
if (mw >= to_write) {
this.buffer.set(p_buffer, this.wpos);
} else {
const high = p_buffer.subarray(0, to_write - mw);
const low = p_buffer.subarray(to_write - mw);
this.buffer.set(high, this.wpos);
this.buffer.set(low);
}
let diff = to_write;
if (this.wpos + diff >= this.buffer.length) {
diff -= this.buffer.length;
}
this.wpos += diff;
Atomics.add(this.avail, 0, to_write);
Atomics.notify(this.avail, 0);
}
}
class GodotProcessor extends AudioWorkletProcessor {
constructor() {
super();
this.running = true;
this.lock = null;
this.notifier = null;
this.output = null;
this.output_buffer = new Float32Array();
this.input = null;
this.input_buffer = new Float32Array();
this.port.onmessage = (event) => {
const cmd = event.data['cmd'];
const data = event.data['data'];
this.parse_message(cmd, data);
};
}
process_notify() {
Atomics.add(this.notifier, 0, 1);
Atomics.notify(this.notifier, 0);
}
parse_message(p_cmd, p_data) {
if (p_cmd === 'start' && p_data) {
const state = p_data[0];
let idx = 0;
this.lock = state.subarray(idx, ++idx);
this.notifier = state.subarray(idx, ++idx);
const avail_in = state.subarray(idx, ++idx);
const avail_out = state.subarray(idx, ++idx);
this.input = new RingBuffer(p_data[1], avail_in);
this.output = new RingBuffer(p_data[2], avail_out);
} else if (p_cmd === 'stop') {
this.runing = false;
this.output = null;
this.input = null;
}
}
static array_has_data(arr) {
return arr.length && arr[0].length && arr[0][0].length;
}
process(inputs, outputs, parameters) {
if (!this.running) {
return false; // Stop processing.
}
if (this.output === null) {
return true; // Not ready yet, keep processing.
}
const process_input = GodotProcessor.array_has_data(inputs);
if (process_input) {
const input = inputs[0];
const chunk = input[0].length * input.length;
if (this.input_buffer.length !== chunk) {
this.input_buffer = new Float32Array(chunk);
}
if (this.input.space_left() >= chunk) {
GodotProcessor.write_input(this.input_buffer, input);
this.input.write(this.input_buffer);
} else {
this.port.postMessage('Input buffer is full! Skipping input frame.');
}
}
const process_output = GodotProcessor.array_has_data(outputs);
if (process_output) {
const output = outputs[0];
const chunk = output[0].length * output.length;
if (this.output_buffer.length !== chunk) {
this.output_buffer = new Float32Array(chunk);
}
if (this.output.data_left() >= chunk) {
this.output.read(this.output_buffer);
GodotProcessor.write_output(output, this.output_buffer);
} else {
this.port.postMessage('Output buffer has not enough frames! Skipping output frame.');
}
}
this.process_notify();
return true;
}
static write_output(dest, source) {
const channels = dest.length;
for (let ch = 0; ch < channels; ch++) {
for (let sample = 0; sample < dest[ch].length; sample++) {
dest[ch][sample] = source[sample * channels + ch];
}
}
}
static write_input(dest, source) {
const channels = source.length;
for (let ch = 0; ch < channels; ch++) {
for (let sample = 0; sample < source[ch].length; sample++) {
dest[sample * channels + ch] = source[ch][sample];
}
}
}
}
registerProcessor('godot-processor', GodotProcessor);

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@ -1,246 +0,0 @@
<!DOCTYPE html>
<html xmlns='http://www.w3.org/1999/xhtml' lang='' xml:lang=''>
<head>
<meta charset='utf-8' />
<meta name='viewport' content='width=device-width, user-scalable=no' />
<link id='-gd-engine-icon' rel='icon' type='image/png' href='favicon.png' />
<title>Game Project</title>
<style type='text/css'>
body {
touch-action: none;
margin: 0;
border: 0 none;
padding: 0;
text-align: center;
background-color: black;
}
#canvas {
display: block;
margin: 0;
color: white;
}
#canvas:focus {
outline: none;
}
.godot {
font-family: 'Noto Sans', 'Droid Sans', Arial, sans-serif;
color: #e0e0e0;
background-color: #3b3943;
background-image: linear-gradient(to bottom, #403e48, #35333c);
border: 1px solid #45434e;
box-shadow: 0 0 1px 1px #2f2d35;
}
/* Status display
* ============== */
#status {
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
display: flex;
justify-content: center;
align-items: center;
/* don't consume click events - make children visible explicitly */
visibility: hidden;
}
#status-progress {
width: 366px;
height: 7px;
background-color: #38363A;
border: 1px solid #444246;
padding: 1px;
box-shadow: 0 0 2px 1px #1B1C22;
border-radius: 2px;
visibility: visible;
}
@media only screen and (orientation:portrait) {
#status-progress {
width: 61.8%;
}
}
#status-progress-inner {
height: 100%;
width: 0;
box-sizing: border-box;
transition: width 0.5s linear;
background-color: #202020;
border: 1px solid #222223;
box-shadow: 0 0 1px 1px #27282E;
border-radius: 3px;
}
#status-indeterminate {
visibility: visible;
position: relative;
}
#status-indeterminate > div {
width: 4.5px;
height: 0;
border-style: solid;
border-width: 9px 3px 0 3px;
border-color: #2b2b2b transparent transparent transparent;
transform-origin: center 21px;
position: absolute;
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#status-notice {
margin: 0 100px;
line-height: 1.3;
visibility: visible;
padding: 4px 6px;
visibility: visible;
}
</style>
</head>
<body>
<canvas id='canvas'>
HTML5 canvas appears to be unsupported in the current browser.<br />
Please try updating or use a different browser.
</canvas>
<div id='status'>
<div id='status-progress' style='display: none;' oncontextmenu='event.preventDefault();'><div id ='status-progress-inner'></div></div>
<div id='status-indeterminate' style='display: none;' oncontextmenu='event.preventDefault();'>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
</div>
<div id='status-notice' class='godot' style='display: none;'></div>
</div>
<script type='text/javascript' src='Game #2 3D.js'></script>
<script type='text/javascript'>//<![CDATA[
const GODOT_CONFIG = {"args":[],"canvasResizePolicy":2,"executable":"Game #2 3D","experimentalVK":false,"fileSizes":{"Game #2 3D.pck":106707920,"Game #2 3D.wasm":12665632},"gdnativeLibs":[]};
var engine = new Engine(GODOT_CONFIG);
(function() {
const INDETERMINATE_STATUS_STEP_MS = 100;
var statusProgress = document.getElementById('status-progress');
var statusProgressInner = document.getElementById('status-progress-inner');
var statusIndeterminate = document.getElementById('status-indeterminate');
var statusNotice = document.getElementById('status-notice');
var initializing = true;
var statusMode = 'hidden';
var animationCallbacks = [];
function animate(time) {
animationCallbacks.forEach(callback => callback(time));
requestAnimationFrame(animate);
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requestAnimationFrame(animate);
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if (statusMode === mode || !initializing)
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[statusProgress, statusIndeterminate, statusNotice].forEach(elem => {
elem.style.display = 'none';
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animationCallbacks = animationCallbacks.filter(function(value) {
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switch (mode) {
case 'progress':
statusProgress.style.display = 'block';
break;
case 'indeterminate':
statusIndeterminate.style.display = 'block';
animationCallbacks.push(animateStatusIndeterminate);
break;
case 'notice':
statusNotice.style.display = 'block';
break;
case 'hidden':
break;
default:
throw new Error('Invalid status mode');
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statusMode = mode;
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function animateStatusIndeterminate(ms) {
var i = Math.floor(ms / INDETERMINATE_STATUS_STEP_MS % 8);
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Array.prototype.slice.call(statusIndeterminate.children).forEach(child => {
child.style.borderTopColor = '';
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statusIndeterminate.children[i].style.borderTopColor = '#dfdfdf';
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function setStatusNotice(text) {
while (statusNotice.lastChild) {
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lines.forEach((line) => {
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statusNotice.appendChild(document.createElement('br'));
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function displayFailureNotice(err) {
var msg = err.message || err;
console.error(msg);
setStatusNotice(msg);
setStatusMode('notice');
initializing = false;
};
if (!Engine.isWebGLAvailable()) {
displayFailureNotice('WebGL not available');
} else {
setStatusMode('indeterminate');
engine.startGame({
'onProgress': function (current, total) {
if (total > 0) {
statusProgressInner.style.width = current/total * 100 + '%';
setStatusMode('progress');
if (current === total) {
// wait for progress bar animation
setTimeout(() => {
setStatusMode('indeterminate');
}, 500);
}
} else {
setStatusMode('indeterminate');
}
},
}).then(() => {
setStatusMode('hidden');
initializing = false;
}, displayFailureNotice);
}
})();
//]]></script>
</body>
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[gd_scene load_steps=10 format=2]
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extends KinematicBody
const SPEED = 3
const JUMP = 10
const GRAVITY = 0.98
const ROTATE = 0.15
onready var anim = $CollisionShape/scene/AnimationPlayer
var y_pos = 0
func _ready():
anim.get_animation("RootRootAction").set_loop(true)
anim.play("RootRootAction")
func _physics_process(delta):
var moving_vec = Vector3()
if Input.is_action_pressed("move_forwards"):
moving_vec.z += 1
if Input.is_action_pressed("move_backwards"):
moving_vec.z -= 1
if Input.is_action_pressed("move_right"):
rotate_y(-ROTATE)
if Input.is_action_pressed("move_left"):
rotate_y(ROTATE)
moving_vec = moving_vec.normalized()
moving_vec *= SPEED
move_and_slide(transform.basis.xform(Vector3(0, y_pos, moving_vec.z)))
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extends Spatial
# Declare member variables here. Examples:
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func _ready():
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extends Spatial
onready var anim = $AnimationPlayer
func _ready():
anim.get_animation("Take 001").set_loop(true)
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