Fix brick throwing, add enemy death
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addons/godot-rapier2d/LICENSE
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MIT License
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Copyright (c) 2023 Fabrice Cipolla, Sp3ctralCat and Dragos Daian
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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SOFTWARE.
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288
addons/godot-rapier2d/THIRDPARTY.txt
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addons/godot-rapier2d/THIRDPARTY.txt
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Godot Rapier incorporates third-party material from the projects listed below.
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Godot Engine (https://github.com/godotengine/godot)
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Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md).
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Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to
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deal in the Software without restriction, including without limitation the
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rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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IN THE SOFTWARE.
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godot-cpp (https://github.com/godotengine/godot-cpp)
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Copyright (c) 2017-present Godot Engine contributors.
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Copyright (c) 2022-present Mikael Hermansson.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to
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deal in the Software without restriction, including without limitation the
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rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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IN THE SOFTWARE.
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rapier (https://github.com/dimforge/rapier)
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Copyright 2020 Sébastien Crozet
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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Copyright (c) Mikael Hermansson and Godot Jolt contributors.
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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salva (https://github.com/dimforge/salva)
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Apache License
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||||||
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|
||||||
|
You may add Your own copyright statement to Your modifications and
|
||||||
|
may provide additional or different license terms and conditions
|
||||||
|
for use, reproduction, or distribution of Your modifications, or
|
||||||
|
for any such Derivative Works as a whole, provided Your use,
|
||||||
|
reproduction, and distribution of the Work otherwise complies with
|
||||||
|
the conditions stated in this License.
|
||||||
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|
||||||
|
5. Submission of Contributions. Unless You explicitly state otherwise,
|
||||||
|
any Contribution intentionally submitted for inclusion in the Work
|
||||||
|
by You to the Licensor shall be under the terms and conditions of
|
||||||
|
this License, without any additional terms or conditions.
|
||||||
|
Notwithstanding the above, nothing herein shall supersede or modify
|
||||||
|
the terms of any separate license agreement you may have executed
|
||||||
|
with Licensor regarding such Contributions.
|
||||||
|
|
||||||
|
6. Trademarks. This License does not grant permission to use the trade
|
||||||
|
names, trademarks, service marks, or product names of the Licensor,
|
||||||
|
except as required for reasonable and customary use in describing the
|
||||||
|
origin of the Work and reproducing the content of the NOTICE file.
|
||||||
|
|
||||||
|
7. Disclaimer of Warranty. Unless required by applicable law or
|
||||||
|
agreed to in writing, Licensor provides the Work (and each
|
||||||
|
Contributor provides its Contributions) on an "AS IS" BASIS,
|
||||||
|
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
|
||||||
|
implied, including, without limitation, any warranties or conditions
|
||||||
|
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
||||||
|
PARTICULAR PURPOSE. You are solely responsible for determining the
|
||||||
|
appropriateness of using or redistributing the Work and assume any
|
||||||
|
risks associated with Your exercise of permissions under this License.
|
||||||
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|
||||||
|
8. Limitation of Liability. In no event and under no legal theory,
|
||||||
|
whether in tort (including negligence), contract, or otherwise,
|
||||||
|
unless required by applicable law (such as deliberate and grossly
|
||||||
|
negligent acts) or agreed to in writing, shall any Contributor be
|
||||||
|
liable to You for damages, including any direct, indirect, special,
|
||||||
|
incidental, or consequential damages of any character arising as a
|
||||||
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result of this License or out of the use or inability to use the
|
||||||
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Work (including but not limited to damages for loss of goodwill,
|
||||||
|
work stoppage, computer failure or malfunction, or any and all
|
||||||
|
other commercial damages or losses), even if such Contributor
|
||||||
|
has been advised of the possibility of such damages.
|
||||||
|
|
||||||
|
9. Accepting Warranty or Additional Liability. While redistributing
|
||||||
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the Work or Derivative Works thereof, You may choose to offer,
|
||||||
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and charge a fee for, acceptance of support, warranty, indemnity,
|
||||||
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or other liability obligations and/or rights consistent with this
|
||||||
|
License. However, in accepting such obligations, You may act only
|
||||||
|
on Your own behalf and on Your sole responsibility, not on behalf
|
||||||
|
of any other Contributor, and only if You agree to indemnify,
|
||||||
|
defend, and hold each Contributor harmless for any liability
|
||||||
|
incurred by, or claims asserted against, such Contributor by reason
|
||||||
|
of your accepting any such warranty or additional liability.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
APPENDIX: How to apply the Apache License to your work.
|
||||||
|
|
||||||
|
To apply the Apache License to your work, attach the following
|
||||||
|
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|
||||||
|
replaced with your own identifying information. (Don't include
|
||||||
|
the brackets!) The text should be enclosed in the appropriate
|
||||||
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comment syntax for the file format. We also recommend that a
|
||||||
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|
||||||
|
same "printed page" as the copyright notice for easier
|
||||||
|
identification within third-party archives.
|
||||||
|
|
||||||
|
Copyright 2020 Sébastien Crozet
|
||||||
|
|
||||||
|
Licensed under the Apache License, Version 2.0 (the "License");
|
||||||
|
you may not use this file except in compliance with the License.
|
||||||
|
You may obtain a copy of the License at
|
||||||
|
|
||||||
|
http://www.apache.org/licenses/LICENSE-2.0
|
||||||
|
|
||||||
|
Unless required by applicable law or agreed to in writing, software
|
||||||
|
distributed under the License is distributed on an "AS IS" BASIS,
|
||||||
|
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||||
|
See the License for the specific language governing permissions and
|
||||||
|
limitations under the License.
|
BIN
addons/godot-rapier2d/bin/godot_rapier.wasm
Normal file
BIN
addons/godot-rapier2d/bin/godot_rapier.wasm
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Binary file not shown.
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|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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||||||
|
<plist version="1.0">
|
||||||
|
<dict>
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||||||
|
<key>CFBundleInfoDictionaryVersion</key>
|
||||||
|
<string>6.0</string>
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||||||
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<key>CFBundleDevelopmentRegion</key>
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||||||
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<string>en</string>
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||||||
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||||||
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<string>libgodot_rapier.ios</string>
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||||||
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|
||||||
|
<string>Godot Rapier2D</string>
|
||||||
|
<key>CFBundleDisplayName</key>
|
||||||
|
<string>Godot Rapier2D</string>
|
||||||
|
<key>CFBundleIdentifier</key>
|
||||||
|
<string>org.godot-rapier2d.godot-rapier2d</string>
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||||||
|
<key>NSHumanReadableCopyright</key>
|
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<string>Copyright (c) 2023-present Fabrice Cipolla, Sp3ctralCat and Dragos Daian.</string>
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|
<key>CFBundleVersion</key>
|
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<string>0.12.0</string>
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<key>CFBundleShortVersionString</key>
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||||||
|
<string>0.12.0</string>
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||||||
|
<key>CFBundlePackageType</key>
|
||||||
|
<string>FMWK</string>
|
||||||
|
<key>CSResourcesFileMapped</key>
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||||||
|
<true/>
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||||||
|
<key>DTPlatformName</key>
|
||||||
|
<string>iphoneos</string>
|
||||||
|
<key>MinimumOSVersion</key>
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||||||
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<string>12.0</string>
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||||||
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</dict>
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||||||
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</plist>
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|||||||
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<?xml version="1.0" encoding="UTF-8"?>
|
||||||
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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||||||
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<dict>
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<key>CFBundleExecutable</key>
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<string>libgodot_rapier.macos.dylib</string>
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||||||
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<key>CFBundleIdentifier</key>
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<string>org.godot-rapier2d.godot-rapier2d</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundleName</key>
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<string>Godot Rapier2D</string>
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||||||
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<string>FMWK</string>
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||||||
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<key>CFBundleShortVersionString</key>
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||||||
|
<string>1.0.0</string>
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||||||
|
<key>CFBundleSupportedPlatforms</key>
|
||||||
|
<array>
|
||||||
|
<string>MacOSX</string>
|
||||||
|
</array>
|
||||||
|
<key>NSHumanReadableCopyright</key>
|
||||||
|
<string>Copyright (c) 2023-present Fabrice Cipolla, Sp3ctralCat and Dragos Daian.</string>
|
||||||
|
<key>CFBundleVersion</key>
|
||||||
|
<string>1.0.0</string>
|
||||||
|
<key>LSMinimumSystemVersion</key>
|
||||||
|
<string>10.12</string>
|
||||||
|
</dict>
|
||||||
|
</plist>
|
@@ -0,0 +1,128 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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||||||
|
<plist version="1.0">
|
||||||
|
<dict>
|
||||||
|
<key>files</key>
|
||||||
|
<dict>
|
||||||
|
<key>Resources/Info.plist</key>
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||||||
|
<data>
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||||||
|
FZy7+eYDJuYSbntBY+mwtyopSvE=
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||||||
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</data>
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||||||
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</dict>
|
||||||
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<key>files2</key>
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||||||
|
<dict>
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||||||
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<key>Resources/Info.plist</key>
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||||||
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<dict>
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||||||
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<key>hash2</key>
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||||||
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<data>
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||||||
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MMDYIVdI76poLGbcF02jJpJ+oHcs7q1NjyfgsaN1jus=
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</data>
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</dict>
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||||||
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</dict>
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||||||
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<key>rules</key>
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||||||
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<dict>
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||||||
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<key>^Resources/</key>
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||||||
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<true/>
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||||||
|
<key>^Resources/.*\.lproj/</key>
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<dict>
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<key>optional</key>
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<true/>
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<key>weight</key>
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<real>1000</real>
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</dict>
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<key>^Resources/.*\.lproj/locversion.plist$</key>
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<dict>
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<key>weight</key>
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<real>1010</real>
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</dict>
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<key>^version.plist$</key>
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<true/>
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</dict>
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<key>rules2</key>
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<dict>
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<key>.*\.dSYM($|/)</key>
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<dict>
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<real>11</real>
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<key>^(.*/)?\.DS_Store$</key>
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<key>omit</key>
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<real>2000</real>
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</dict>
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<key>^(Frameworks|SharedFrameworks|PlugIns|Plug-ins|XPCServices|Helpers|MacOS|Library/(Automator|Spotlight|LoginItems))/</key>
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<dict>
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<key>nested</key>
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<true/>
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<key>weight</key>
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||||||
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<real>10</real>
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||||||
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</dict>
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||||||
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<key>^.*</key>
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||||||
|
<true/>
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||||||
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<key>^Info\.plist$</key>
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||||||
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<dict>
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||||||
|
<key>omit</key>
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||||||
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<true/>
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<key>weight</key>
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||||||
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<real>20</real>
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||||||
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</dict>
|
||||||
|
<key>^PkgInfo$</key>
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||||||
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<dict>
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||||||
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<key>omit</key>
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<true/>
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<key>weight</key>
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<real>20</real>
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||||||
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</dict>
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<key>^Resources/</key>
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<dict>
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||||||
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<key>weight</key>
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||||||
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<real>20</real>
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</dict>
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<key>^Resources/.*\.lproj/</key>
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||||||
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<key>optional</key>
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<real>1000</real>
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|
||||||
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<key>^Resources/.*\.lproj/locversion.plist$</key>
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||||||
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||||||
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<key>omit</key>
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<true/>
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||||||
|
<key>weight</key>
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||||||
|
<real>1100</real>
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||||||
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</dict>
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||||||
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<key>^Resources/Base\.lproj/</key>
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||||||
|
<dict>
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||||||
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<key>weight</key>
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||||||
|
<real>1010</real>
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||||||
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</dict>
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||||||
|
<key>^[^/]+$</key>
|
||||||
|
<dict>
|
||||||
|
<key>nested</key>
|
||||||
|
<true/>
|
||||||
|
<key>weight</key>
|
||||||
|
<real>10</real>
|
||||||
|
</dict>
|
||||||
|
<key>^embedded\.provisionprofile$</key>
|
||||||
|
<dict>
|
||||||
|
<key>weight</key>
|
||||||
|
<real>20</real>
|
||||||
|
</dict>
|
||||||
|
<key>^version\.plist$</key>
|
||||||
|
<dict>
|
||||||
|
<key>weight</key>
|
||||||
|
<real>20</real>
|
||||||
|
</dict>
|
||||||
|
</dict>
|
||||||
|
</dict>
|
||||||
|
</plist>
|
Binary file not shown.
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BIN
addons/godot-rapier2d/bin/wasm-nothreads/godot_rapier.wasm
Normal file
BIN
addons/godot-rapier2d/bin/wasm-nothreads/godot_rapier.wasm
Normal file
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15
addons/godot-rapier2d/circle_mesh.tres
Normal file
15
addons/godot-rapier2d/circle_mesh.tres
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
[gd_resource type="ArrayMesh" format=3 uid="uid://dahp28qij58i1"]
|
||||||
|
|
||||||
|
[resource]
|
||||||
|
_surfaces = [{
|
||||||
|
"2d": true,
|
||||||
|
"aabb": AABB(-16, -16, 0, 32, 32, 0),
|
||||||
|
"attribute_data": PackedByteArray(0, 0, 0, 0, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, 128, 63, 0, 0, 128, 63),
|
||||||
|
"format": 34393296913,
|
||||||
|
"index_count": 6,
|
||||||
|
"index_data": PackedByteArray(3, 0, 0, 0, 1, 0, 1, 0, 2, 0, 3, 0),
|
||||||
|
"primitive": 3,
|
||||||
|
"uv_scale": Vector4(0, 0, 0, 0),
|
||||||
|
"vertex_count": 4,
|
||||||
|
"vertex_data": PackedByteArray(0, 0, 128, 193, 0, 0, 128, 65, 0, 0, 128, 193, 0, 0, 128, 193, 0, 0, 128, 65, 0, 0, 128, 193, 0, 0, 128, 65, 0, 0, 128, 65)
|
||||||
|
}]
|
27
addons/godot-rapier2d/faucet_2d.gd
Normal file
27
addons/godot-rapier2d/faucet_2d.gd
Normal file
@@ -0,0 +1,27 @@
|
|||||||
|
class_name Faucet2D
|
||||||
|
extends Fluid2D
|
||||||
|
|
||||||
|
@export var interval := 0.06
|
||||||
|
@export var max_particles: int = 1000
|
||||||
|
@export var width: int = 4
|
||||||
|
@export var height: int = 2
|
||||||
|
|
||||||
|
var points_new: PackedVector2Array
|
||||||
|
var velocities_new: PackedVector2Array
|
||||||
|
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
points_new = create_rectangle_points(width, height)
|
||||||
|
velocities_new.resize(points_new.size())
|
||||||
|
var gravity_value = ProjectSettings.get("physics/2d/default_gravity")
|
||||||
|
var gravity_dir = ProjectSettings.get("physics/2d/default_gravity_vector")
|
||||||
|
var dir = global_transform.basis_xform(gravity_dir * gravity_value)
|
||||||
|
velocities_new.fill(dir)
|
||||||
|
get_tree().create_timer(interval).timeout.connect(_on_timer_timeout)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_timer_timeout():
|
||||||
|
get_tree().create_timer(interval).timeout.connect(_on_timer_timeout)
|
||||||
|
if len(points) > max_particles:
|
||||||
|
return
|
||||||
|
add_points_and_velocities(points_new, velocities_new)
|
10
addons/godot-rapier2d/fluid_2d_circle.gd
Normal file
10
addons/godot-rapier2d/fluid_2d_circle.gd
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
@tool
|
||||||
|
extends Fluid2D
|
||||||
|
|
||||||
|
@export var circle_radius := 10:
|
||||||
|
set(value):
|
||||||
|
if circle_radius != value:
|
||||||
|
circle_radius = value
|
||||||
|
points = create_circle_points(circle_radius)
|
||||||
|
get:
|
||||||
|
return circle_radius
|
17
addons/godot-rapier2d/fluid_2d_rectangle.gd
Normal file
17
addons/godot-rapier2d/fluid_2d_rectangle.gd
Normal file
@@ -0,0 +1,17 @@
|
|||||||
|
@tool
|
||||||
|
extends Fluid2D
|
||||||
|
|
||||||
|
@export var height := 10:
|
||||||
|
set(value):
|
||||||
|
if height != value:
|
||||||
|
height = value
|
||||||
|
points = create_rectangle_points(width, height)
|
||||||
|
get:
|
||||||
|
return height
|
||||||
|
@export var width := 10:
|
||||||
|
set(value):
|
||||||
|
if width != value:
|
||||||
|
width = value
|
||||||
|
points = create_rectangle_points(width, height)
|
||||||
|
get:
|
||||||
|
return width
|
31
addons/godot-rapier2d/fluid_2d_renderer.gd
Normal file
31
addons/godot-rapier2d/fluid_2d_renderer.gd
Normal file
@@ -0,0 +1,31 @@
|
|||||||
|
@tool
|
||||||
|
class_name Fluid2DRenderer
|
||||||
|
extends MultiMeshInstance2D
|
||||||
|
|
||||||
|
@export var fluid: Fluid2D
|
||||||
|
@export var color: Color = Color(0.8, 0.8, 0.8, 0.3)
|
||||||
|
@export var mesh_scale: Vector2 = Vector2(5, 5)
|
||||||
|
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
if multimesh == null:
|
||||||
|
multimesh = MultiMesh.new()
|
||||||
|
multimesh.mesh = load("res://addons/godot-rapier2d/circle_mesh.tres").duplicate()
|
||||||
|
multimesh.use_colors = true
|
||||||
|
if texture == null:
|
||||||
|
texture = load("res://addons/godot-rapier2d/Radial2D.svg")
|
||||||
|
|
||||||
|
|
||||||
|
func _process(_delta):
|
||||||
|
if fluid == null:
|
||||||
|
return
|
||||||
|
global_transform = fluid.global_transform
|
||||||
|
var index = 0
|
||||||
|
multimesh.instance_count = fluid.points.size()
|
||||||
|
var points = fluid.points
|
||||||
|
for i in points.size():
|
||||||
|
var point = points[i]
|
||||||
|
var new_transform: Transform2D = Transform2D(0, mesh_scale, 0, point)
|
||||||
|
multimesh.set_instance_transform_2d(index, new_transform)
|
||||||
|
multimesh.set_instance_color(index, color)
|
||||||
|
index += 1
|
87
addons/godot-rapier2d/fluid_2d_shader_renderer.gd
Normal file
87
addons/godot-rapier2d/fluid_2d_shader_renderer.gd
Normal file
@@ -0,0 +1,87 @@
|
|||||||
|
@tool
|
||||||
|
class_name Fluid2DShaderRenderer
|
||||||
|
extends CanvasLayer
|
||||||
|
|
||||||
|
@export var fluid: Fluid2D:
|
||||||
|
set(value):
|
||||||
|
fluid = value
|
||||||
|
update_configuration_warnings()
|
||||||
|
@export var camera: Camera2D
|
||||||
|
@export var water_material: Material = load("res://addons/godot-rapier2d/water_shader.tres")
|
||||||
|
@export var mesh_scale: Vector2 = Vector2(5, 5)
|
||||||
|
var fluid_renderer: Fluid2DRenderer
|
||||||
|
var inside_camera: Camera2D:
|
||||||
|
set(value):
|
||||||
|
inside_camera = value
|
||||||
|
update_configuration_warnings()
|
||||||
|
var sub_viewport_container: SubViewportContainer
|
||||||
|
var sub_viewport: SubViewport
|
||||||
|
|
||||||
|
|
||||||
|
func _get_configuration_warnings():
|
||||||
|
var warnings = []
|
||||||
|
if camera == null:
|
||||||
|
warnings += ["Camera property is empty."]
|
||||||
|
if fluid == null:
|
||||||
|
warnings += ["Fluid property is empty."]
|
||||||
|
return warnings
|
||||||
|
|
||||||
|
|
||||||
|
func _create_subviewport_container():
|
||||||
|
sub_viewport_container = SubViewportContainer.new()
|
||||||
|
sub_viewport_container.name = "SubViewportContainer"
|
||||||
|
add_child(sub_viewport_container)
|
||||||
|
sub_viewport_container.material = water_material
|
||||||
|
sub_viewport_container.size = Vector2(
|
||||||
|
ProjectSettings.get("display/window/size/viewport_width"),
|
||||||
|
ProjectSettings.get("display/window/size/viewport_height")
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
func _create_subviewport():
|
||||||
|
sub_viewport = SubViewport.new()
|
||||||
|
sub_viewport.name = "SubViewport"
|
||||||
|
sub_viewport_container.add_child(sub_viewport)
|
||||||
|
sub_viewport.transparent_bg = true
|
||||||
|
sub_viewport.size = sub_viewport_container.size
|
||||||
|
|
||||||
|
|
||||||
|
func _create_fluid_renderer():
|
||||||
|
fluid_renderer = Fluid2DRenderer.new()
|
||||||
|
fluid_renderer.name = "Fluid2DRenderer"
|
||||||
|
fluid_renderer.color = Color(255, 0, 255)
|
||||||
|
fluid_renderer.mesh_scale = mesh_scale
|
||||||
|
fluid_renderer.fluid = fluid
|
||||||
|
sub_viewport.add_child(fluid_renderer)
|
||||||
|
|
||||||
|
|
||||||
|
func _create_inside_camera():
|
||||||
|
inside_camera = Camera2D.new()
|
||||||
|
inside_camera.name = "Camera2D"
|
||||||
|
inside_camera.material = water_material
|
||||||
|
sub_viewport.add_child(inside_camera)
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
_create_subviewport_container()
|
||||||
|
_create_subviewport()
|
||||||
|
_create_fluid_renderer()
|
||||||
|
_create_inside_camera()
|
||||||
|
if fluid:
|
||||||
|
fluid.debug_draw = false
|
||||||
|
|
||||||
|
|
||||||
|
func _process(_delta: float) -> void:
|
||||||
|
if camera != null:
|
||||||
|
inside_camera.offset = camera.offset
|
||||||
|
inside_camera.zoom = camera.zoom
|
||||||
|
inside_camera.transform = camera.transform
|
||||||
|
sub_viewport_container.scale = Vector2(1.0 / camera.zoom.x, 1.0 / camera.zoom.y)
|
||||||
|
sub_viewport_container.position = camera.global_position
|
||||||
|
sub_viewport.size = sub_viewport_container.size
|
||||||
|
if camera.anchor_mode == Camera2D.AnchorMode.ANCHOR_MODE_FIXED_TOP_LEFT:
|
||||||
|
sub_viewport_container.position -= sub_viewport_container.size / 2
|
||||||
|
if !camera.ignore_rotation:
|
||||||
|
sub_viewport_container.rotation = camera.global_rotation
|
||||||
|
else:
|
||||||
|
sub_viewport_container.rotation = 0
|
34
addons/godot-rapier2d/godot-rapier2d.gdextension
Normal file
34
addons/godot-rapier2d/godot-rapier2d.gdextension
Normal file
@@ -0,0 +1,34 @@
|
|||||||
|
[configuration]
|
||||||
|
|
||||||
|
entry_symbol = "gdext_rust_init"
|
||||||
|
compatibility_minimum = 4.3
|
||||||
|
|
||||||
|
|
||||||
|
[libraries]
|
||||||
|
|
||||||
|
macos.debug = "bin/libgodot_rapier.macos.framework"
|
||||||
|
macos.release = "bin/libgodot_rapier.macos.framework"
|
||||||
|
windows.debug.x86_64 = "bin/libgodot_rapier.windows.x86_64-pc-windows-msvc.dll"
|
||||||
|
windows.release.x86_64 = "bin/libgodot_rapier.windows.x86_64-pc-windows-msvc.dll"
|
||||||
|
windows.debug.x86_32 = "bin/libgodot_rapier.windows.i686-pc-windows-msvc.dll"
|
||||||
|
windows.release.x86_32 = "bin/libgodot_rapier.windows.i686-pc-windows-msvc.dll"
|
||||||
|
windows.debug.arm64 = "bin/libgodot_rapier.windows.aarch64-pc-windows-msvc.dll"
|
||||||
|
windows.release.arm64 = "bin/libgodot_rapier.windows.aarch64-pc-windows-msvc.dll"
|
||||||
|
linux.debug.x86_64 = "bin/libgodot_rapier.linux.x86_64-unknown-linux-gnu.so"
|
||||||
|
linux.release.x86_64 = "bin/libgodot_rapier.linux.x86_64-unknown-linux-gnu.so"
|
||||||
|
android.debug.x86_64 = "bin/libgodot_rapier.android.x86_64-linux-android.so"
|
||||||
|
android.release.x86_64 = "bin/libgodot_rapier.android.x86_64-linux-android.so"
|
||||||
|
android.debug.x86_32 = "bin/libgodot_rapier.android.i686-linux-android.so"
|
||||||
|
android.release.x86_32 = "bin/libgodot_rapier.android.i686-linux-android.so"
|
||||||
|
android.debug.arm64 = "bin/libgodot_rapier.android.aarch64-linux-android.so"
|
||||||
|
android.release.arm64 = "bin/libgodot_rapier.android.aarch64-linux-android.so"
|
||||||
|
ios.debug = "bin/libgodot_rapier.ios.framework"
|
||||||
|
ios.release = "bin/libgodot_rapier.ios.framework"
|
||||||
|
web.debug.threads.wasm32 = "bin/godot_rapier.wasm"
|
||||||
|
web.release.threads.wasm32 = "bin/godot_rapier.wasm"
|
||||||
|
web.debug.wasm32 = "bin/wasm-nothreads/godot_rapier.wasm"
|
||||||
|
web.release.wasm32 = "bin/wasm-nothreads/godot_rapier.wasm"
|
||||||
|
|
||||||
|
[icons]
|
||||||
|
|
||||||
|
Fluid2D = "Fluid2D.svg"
|
BIN
addons/godot-rapier2d/logo_square_2d.png
Normal file
BIN
addons/godot-rapier2d/logo_square_2d.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 30 KiB |
34
addons/godot-rapier2d/logo_square_2d.png.import
Normal file
34
addons/godot-rapier2d/logo_square_2d.png.import
Normal file
@@ -0,0 +1,34 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://d1iwpd5epp8u6"
|
||||||
|
path="res://.godot/imported/logo_square_2d.png-ee7cb55fd9c4d1815ce7e83cd5401198.ctex"
|
||||||
|
metadata={
|
||||||
|
"vram_texture": false
|
||||||
|
}
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://addons/godot-rapier2d/logo_square_2d.png"
|
||||||
|
dest_files=["res://.godot/imported/logo_square_2d.png-ee7cb55fd9c4d1815ce7e83cd5401198.ctex"]
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
compress/mode=0
|
||||||
|
compress/high_quality=false
|
||||||
|
compress/lossy_quality=0.7
|
||||||
|
compress/hdr_compression=1
|
||||||
|
compress/normal_map=0
|
||||||
|
compress/channel_pack=0
|
||||||
|
mipmaps/generate=false
|
||||||
|
mipmaps/limit=-1
|
||||||
|
roughness/mode=0
|
||||||
|
roughness/src_normal=""
|
||||||
|
process/fix_alpha_border=true
|
||||||
|
process/premult_alpha=false
|
||||||
|
process/normal_map_invert_y=false
|
||||||
|
process/hdr_as_srgb=false
|
||||||
|
process/hdr_clamp_exposure=false
|
||||||
|
process/size_limit=0
|
||||||
|
detect_3d/compress_to=1
|
8
addons/godot-rapier2d/plugin.info.cfg
Normal file
8
addons/godot-rapier2d/plugin.info.cfg
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
[plugin]
|
||||||
|
|
||||||
|
name="Godot Rapier 2D"
|
||||||
|
description="A 2D and 3D drop-in replacement for the Godot engine that adds stability and fluids."
|
||||||
|
author="appsinacup"
|
||||||
|
version="0.8.8"
|
||||||
|
flavour="godot-rapier-2d-single-simd-parallel"
|
||||||
|
script=""
|
105
addons/godot-rapier2d/rapier_state_2d.gd
Normal file
105
addons/godot-rapier2d/rapier_state_2d.gd
Normal file
@@ -0,0 +1,105 @@
|
|||||||
|
### Supports [CollisionObject2D], [Joint2D] and [CollisionShape2D].
|
||||||
|
@icon("res://addons/godot-rapier2d/logo_square_2d.png")
|
||||||
|
class_name Rapier2DState
|
||||||
|
extends Node
|
||||||
|
|
||||||
|
var state: Dictionary = {}
|
||||||
|
|
||||||
|
|
||||||
|
func _is_physics_object(node: Node) -> bool:
|
||||||
|
return node is CollisionObject2D or node is Joint2D
|
||||||
|
|
||||||
|
|
||||||
|
func _get_all_physics_nodes(p_node: Node, path: String = "/root/") -> Array[String]:
|
||||||
|
var results: Array[String] = []
|
||||||
|
if path == "/root/" && _is_physics_object(p_node):
|
||||||
|
results.append(path + p_node.name)
|
||||||
|
path += p_node.name + "/"
|
||||||
|
for node in p_node.get_children():
|
||||||
|
if _is_physics_object(node):
|
||||||
|
results.append(path + node.name)
|
||||||
|
if node.get_child_count() > 0:
|
||||||
|
results.append_array(_get_all_physics_nodes(node, path))
|
||||||
|
return results
|
||||||
|
|
||||||
|
|
||||||
|
## Save a node's physics state
|
||||||
|
func save_node(rid: RID, save_json: bool):
|
||||||
|
if save_json:
|
||||||
|
return JSON.parse_string(RapierPhysicsServer2D.export_json(rid))
|
||||||
|
return RapierPhysicsServer2D.export_binary(rid)
|
||||||
|
|
||||||
|
|
||||||
|
## Load a node's physics state
|
||||||
|
func load_node(rid: RID, data: PackedByteArray):
|
||||||
|
RapierPhysicsServer2D.import_binary(rid, data)
|
||||||
|
|
||||||
|
|
||||||
|
## Save the state of whole world (single space)
|
||||||
|
func save_state(save_json: bool = false) -> int:
|
||||||
|
var physics_nodes := _get_all_physics_nodes(get_tree().current_scene)
|
||||||
|
for node_path in physics_nodes:
|
||||||
|
var node := get_node(node_path)
|
||||||
|
var rid: RID
|
||||||
|
if node is CollisionObject2D:
|
||||||
|
rid = node.get_rid()
|
||||||
|
for owner_id in node.get_shape_owners():
|
||||||
|
for owner_shape_id in node.shape_owner_get_shape_count(owner_id):
|
||||||
|
var shape_rid = node.shape_owner_get_shape(owner_id, owner_shape_id).get_rid()
|
||||||
|
state[node_path + "/" + str(owner_id) + "/" + str(owner_shape_id)] = save_node(
|
||||||
|
shape_rid, save_json
|
||||||
|
)
|
||||||
|
if node is Joint2D:
|
||||||
|
rid = node.get_rid()
|
||||||
|
state[node_path] = save_node(rid, save_json)
|
||||||
|
var space_rid = get_viewport().world_2d.space
|
||||||
|
state["space"] = save_node(space_rid, save_json)
|
||||||
|
state["id"] = RapierPhysicsServer2D.get_global_id()
|
||||||
|
return hash(JSON.stringify(state))
|
||||||
|
|
||||||
|
|
||||||
|
## Load the state of whole world (single space)
|
||||||
|
func load_state() -> int:
|
||||||
|
var physics_nodes := _get_all_physics_nodes(get_tree().current_scene)
|
||||||
|
for node_path in physics_nodes:
|
||||||
|
var node := get_node(node_path)
|
||||||
|
var rid: RID
|
||||||
|
if node is CollisionObject2D:
|
||||||
|
rid = node.get_rid()
|
||||||
|
for owner_id in node.get_shape_owners():
|
||||||
|
for owner_shape_id in node.shape_owner_get_shape_count(owner_id):
|
||||||
|
var shape_rid = node.shape_owner_get_shape(owner_id, owner_shape_id).get_rid()
|
||||||
|
var shape_state = state[
|
||||||
|
node_path + "/" + str(owner_id) + "/" + str(owner_shape_id)
|
||||||
|
]
|
||||||
|
load_node(shape_rid, JSON.parse_string(shape_state))
|
||||||
|
if node is Joint2D:
|
||||||
|
rid = node.get_rid()
|
||||||
|
var node_state = state[node_path]
|
||||||
|
load_node(rid, JSON.parse_string(node_state))
|
||||||
|
var space_rid = get_viewport().world_2d.space
|
||||||
|
load_node(space_rid, JSON.parse_string(state["space"]))
|
||||||
|
RapierPhysicsServer2D.set_global_id(int(state["id"]))
|
||||||
|
return hash(JSON.stringify(state))
|
||||||
|
|
||||||
|
|
||||||
|
## Export the state to file
|
||||||
|
func export_state(file_name: String = "user://state.json"):
|
||||||
|
save_state(false)
|
||||||
|
FileAccess.open(file_name, FileAccess.WRITE).store_string(JSON.stringify(state, " "))
|
||||||
|
|
||||||
|
|
||||||
|
## Import the state from file
|
||||||
|
func import_state(file_name: String = "user://state.json"):
|
||||||
|
state = JSON.parse_string(FileAccess.open(file_name, FileAccess.READ).get_as_text())
|
||||||
|
load_state()
|
||||||
|
|
||||||
|
|
||||||
|
func _notification(what: int) -> void:
|
||||||
|
if what == NOTIFICATION_ENTER_TREE:
|
||||||
|
print("enter tree")
|
||||||
|
if what == NOTIFICATION_EXIT_TREE:
|
||||||
|
save_state(false)
|
||||||
|
FileAccess.open("user://save.json", FileAccess.WRITE).store_string(
|
||||||
|
JSON.stringify(state, " ")
|
||||||
|
)
|
22
addons/godot-rapier2d/water_shader.gdshader
Normal file
22
addons/godot-rapier2d/water_shader.gdshader
Normal file
@@ -0,0 +1,22 @@
|
|||||||
|
shader_type canvas_item;
|
||||||
|
|
||||||
|
uniform float threshold = 0.8;
|
||||||
|
uniform vec4 water_color: source_color = vec4(0.12,0.24,0.45,0.65);
|
||||||
|
uniform vec4 test_color: source_color = vec4(1,0,1,1);
|
||||||
|
|
||||||
|
uniform float speed = 0.1; // Speed of movement
|
||||||
|
uniform float amplitude = 0.1; // Amplitude of movement
|
||||||
|
|
||||||
|
uniform sampler2D water_texture;
|
||||||
|
|
||||||
|
void fragment(){
|
||||||
|
float displacement = sin(TIME * speed) * amplitude;
|
||||||
|
vec4 screen_tex = texture(TEXTURE, SCREEN_UV).rgba;
|
||||||
|
|
||||||
|
float color_distance = screen_tex.r;
|
||||||
|
if (color_distance > threshold) {
|
||||||
|
COLOR = texture(water_texture, SCREEN_UV + displacement).rgba * water_color;
|
||||||
|
} else {
|
||||||
|
COLOR = vec4(0.0);
|
||||||
|
}
|
||||||
|
}
|
11
addons/godot-rapier2d/water_shader.tres
Normal file
11
addons/godot-rapier2d/water_shader.tres
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://cysnk7s2ll173"]
|
||||||
|
|
||||||
|
[ext_resource type="Shader" path="res://addons/godot-rapier2d/water_shader.gdshader" id="1_wgm3x"]
|
||||||
|
|
||||||
|
[resource]
|
||||||
|
shader = ExtResource("1_wgm3x")
|
||||||
|
shader_parameter/threshold = 0.8
|
||||||
|
shader_parameter/water_color = Color(0.12, 0.24, 0.45, 0.65)
|
||||||
|
shader_parameter/test_color = Color(1, 0, 1, 1)
|
||||||
|
shader_parameter/speed = 0.1
|
||||||
|
shader_parameter/amplitude = 0.1
|
@@ -9,7 +9,7 @@ size = Vector2(16, 10)
|
|||||||
|
|
||||||
[node name="Brick" type="Area2D"]
|
[node name="Brick" type="Area2D"]
|
||||||
collision_layer = 16
|
collision_layer = 16
|
||||||
collision_mask = 11
|
collision_mask = 9
|
||||||
|
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||||
shape = SubResource("RectangleShape2D_ar0xf")
|
shape = SubResource("RectangleShape2D_ar0xf")
|
||||||
|
@@ -32,7 +32,7 @@ area2d = NodePath("..")
|
|||||||
[node name="BulletComponent" type="Node2D" parent="." node_paths=PackedStringArray("root", "area2d", "visibility_notifier", "timer")]
|
[node name="BulletComponent" type="Node2D" parent="." node_paths=PackedStringArray("root", "area2d", "visibility_notifier", "timer")]
|
||||||
script = ExtResource("3_keogl")
|
script = ExtResource("3_keogl")
|
||||||
root = NodePath("..")
|
root = NodePath("..")
|
||||||
speed = 100.0
|
speed = 80.0
|
||||||
area2d = NodePath("..")
|
area2d = NodePath("..")
|
||||||
visibility_notifier = NodePath("../VisibleOnScreenNotifier2D")
|
visibility_notifier = NodePath("../VisibleOnScreenNotifier2D")
|
||||||
timer = NodePath("../Timer")
|
timer = NodePath("../Timer")
|
||||||
|
@@ -1,10 +1,11 @@
|
|||||||
[gd_scene load_steps=8 format=3 uid="uid://bwdlmualj6xbw"]
|
[gd_scene load_steps=9 format=3 uid="uid://bwdlmualj6xbw"]
|
||||||
|
|
||||||
[ext_resource type="Texture2D" uid="uid://xes6mt2dd5gu" path="res://sprites/robot_cutout.png" id="1_uh38l"]
|
[ext_resource type="Texture2D" uid="uid://xes6mt2dd5gu" path="res://sprites/robot_cutout.png" id="1_uh38l"]
|
||||||
[ext_resource type="Script" path="res://scripts/components/health.gd" id="2_o170m"]
|
[ext_resource type="Script" path="res://scripts/components/health.gd" id="2_o170m"]
|
||||||
[ext_resource type="Script" path="res://scripts/components/damage.gd" id="3_8jl3u"]
|
[ext_resource type="Script" path="res://scripts/components/damage.gd" id="3_8jl3u"]
|
||||||
[ext_resource type="Script" path="res://scripts/components/side_to_side_movement.gd" id="4_gbsq8"]
|
[ext_resource type="Script" path="res://scripts/components/side_to_side_movement.gd" id="4_gbsq8"]
|
||||||
[ext_resource type="Script" path="res://scripts/components/periodic_shooting.gd" id="5_m03v0"]
|
[ext_resource type="Script" path="res://scripts/components/periodic_shooting.gd" id="5_m03v0"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/components/enemy_death.gd" id="6_6p3gr"]
|
||||||
|
|
||||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_pwwji"]
|
[sub_resource type="RectangleShape2D" id="RectangleShape2D_pwwji"]
|
||||||
size = Vector2(18, 27)
|
size = Vector2(18, 27)
|
||||||
@@ -43,6 +44,13 @@ script = ExtResource("5_m03v0")
|
|||||||
side_to_side_movement = NodePath("../SideToSideMovement")
|
side_to_side_movement = NodePath("../SideToSideMovement")
|
||||||
root = NodePath("..")
|
root = NodePath("..")
|
||||||
|
|
||||||
|
[node name="EnemyDeathComponent" type="Node" parent="." node_paths=PackedStringArray("root", "collision_shape_2d", "health_component")]
|
||||||
|
script = ExtResource("6_6p3gr")
|
||||||
|
root = NodePath("..")
|
||||||
|
tween_duration = 0.1
|
||||||
|
collision_shape_2d = NodePath("../Hitbox/CollisionShape2D")
|
||||||
|
health_component = NodePath("../HealthComponent")
|
||||||
|
|
||||||
[node name="Hitbox" type="Area2D" parent="."]
|
[node name="Hitbox" type="Area2D" parent="."]
|
||||||
collision_layer = 8
|
collision_layer = 8
|
||||||
collision_mask = 20
|
collision_mask = 20
|
||||||
|
@@ -84,6 +84,10 @@ attack={
|
|||||||
2d_physics/layer_4="Enemy"
|
2d_physics/layer_4="Enemy"
|
||||||
2d_physics/layer_5="player projectiles"
|
2d_physics/layer_5="player projectiles"
|
||||||
|
|
||||||
|
[physics]
|
||||||
|
|
||||||
|
2d/physics_engine="GodotPhysics2D"
|
||||||
|
|
||||||
[rendering]
|
[rendering]
|
||||||
|
|
||||||
textures/canvas_textures/default_texture_filter=0
|
textures/canvas_textures/default_texture_filter=0
|
||||||
|
@@ -1,4 +1,4 @@
|
|||||||
[gd_scene load_steps=19 format=4 uid="uid://h60obxmju6mo"]
|
[gd_scene load_steps=20 format=4 uid="uid://h60obxmju6mo"]
|
||||||
|
|
||||||
[ext_resource type="Texture2D" uid="uid://djifxc5x0dyrw" path="res://sprites/ppc_tileset.png" id="1_5lb42"]
|
[ext_resource type="Texture2D" uid="uid://djifxc5x0dyrw" path="res://sprites/ppc_tileset.png" id="1_5lb42"]
|
||||||
[ext_resource type="TileSet" uid="uid://cl4bn8lofqvky" path="res://tileset/village/tileset_village.tres" id="1_d680t"]
|
[ext_resource type="TileSet" uid="uid://cl4bn8lofqvky" path="res://tileset/village/tileset_village.tres" id="1_d680t"]
|
||||||
@@ -7,6 +7,7 @@
|
|||||||
[ext_resource type="PackedScene" uid="uid://bqi5s710xb1ju" path="res://objects/brick_player.tscn" id="4_hetw8"]
|
[ext_resource type="PackedScene" uid="uid://bqi5s710xb1ju" path="res://objects/brick_player.tscn" id="4_hetw8"]
|
||||||
[ext_resource type="PackedScene" uid="uid://ct8fim6mduyl3" path="res://objects/collapsing_bridge.tscn" id="6_84ckv"]
|
[ext_resource type="PackedScene" uid="uid://ct8fim6mduyl3" path="res://objects/collapsing_bridge.tscn" id="6_84ckv"]
|
||||||
[ext_resource type="PackedScene" uid="uid://bwdlmualj6xbw" path="res://objects/enemy.tscn" id="7_qgddg"]
|
[ext_resource type="PackedScene" uid="uid://bwdlmualj6xbw" path="res://objects/enemy.tscn" id="7_qgddg"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://bhc7y4xugu4q7" path="res://objects/bullet.tscn" id="8_c68mx"]
|
||||||
|
|
||||||
[sub_resource type="Gradient" id="Gradient_anvhr"]
|
[sub_resource type="Gradient" id="Gradient_anvhr"]
|
||||||
offsets = PackedFloat32Array(1)
|
offsets = PackedFloat32Array(1)
|
||||||
@@ -422,3 +423,12 @@ position = Vector2(484, -112)
|
|||||||
|
|
||||||
[node name="Enemy2" parent="." instance=ExtResource("7_qgddg")]
|
[node name="Enemy2" parent="." instance=ExtResource("7_qgddg")]
|
||||||
position = Vector2(-14, -34)
|
position = Vector2(-14, -34)
|
||||||
|
|
||||||
|
[node name="Bullet" parent="." instance=ExtResource("8_c68mx")]
|
||||||
|
position = Vector2(68, -89)
|
||||||
|
|
||||||
|
[node name="Bullet2" parent="." instance=ExtResource("8_c68mx")]
|
||||||
|
position = Vector2(85, -89)
|
||||||
|
|
||||||
|
[node name="Bullet3" parent="." instance=ExtResource("8_c68mx")]
|
||||||
|
position = Vector2(307, 0)
|
||||||
|
@@ -32,7 +32,7 @@ func throw_brick() -> void:
|
|||||||
var brick_instance: Node2D = brick_scene.instantiate()
|
var brick_instance: Node2D = brick_scene.instantiate()
|
||||||
var brick: BulletComponent = brick_instance.get_node("BulletComponent")
|
var brick: BulletComponent = brick_instance.get_node("BulletComponent")
|
||||||
brick_instance.position = player_controller.position
|
brick_instance.position = player_controller.position
|
||||||
brick.direction = Vector2.RIGHT if player_controller.velocity.x >= 0.0 else Vector2.LEFT
|
brick.direction = player_controller.last_direction
|
||||||
get_tree().current_scene.add_child(brick_instance)
|
get_tree().current_scene.add_child(brick_instance)
|
||||||
|
|
||||||
can_throw = false
|
can_throw = false
|
||||||
|
@@ -14,6 +14,7 @@ func _ready() -> void:
|
|||||||
root = get_parent()
|
root = get_parent()
|
||||||
visibility_notifier.screen_exited.connect(_on_screen_exited)
|
visibility_notifier.screen_exited.connect(_on_screen_exited)
|
||||||
area2d.body_entered.connect(on_area2d_body_entered)
|
area2d.body_entered.connect(on_area2d_body_entered)
|
||||||
|
area2d.area_entered.connect(on_area2d_area_entered)
|
||||||
|
|
||||||
timer.wait_time = life_time
|
timer.wait_time = life_time
|
||||||
timer.timeout.connect(on_timer_timeout)
|
timer.timeout.connect(on_timer_timeout)
|
||||||
@@ -31,5 +32,9 @@ func on_area2d_body_entered(_body: Node2D) -> void:
|
|||||||
root.queue_free()
|
root.queue_free()
|
||||||
|
|
||||||
|
|
||||||
|
func on_area2d_area_entered(_area: Area2D) -> void:
|
||||||
|
root.queue_free()
|
||||||
|
|
||||||
|
|
||||||
func on_timer_timeout() -> void:
|
func on_timer_timeout() -> void:
|
||||||
root.queue_free()
|
root.queue_free()
|
28
scripts/components/enemy_death.gd
Normal file
28
scripts/components/enemy_death.gd
Normal file
@@ -0,0 +1,28 @@
|
|||||||
|
class_name EnemyDeathComponent
|
||||||
|
extends Node
|
||||||
|
|
||||||
|
@export var root: Node2D
|
||||||
|
@export var tween_duration: float = 0.5
|
||||||
|
@export var collision_shape_2d: CollisionShape2D
|
||||||
|
@export var health_component: HealthComponent
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
if not collision_shape_2d:
|
||||||
|
printerr("No CollisionShape2D assigned!")
|
||||||
|
return
|
||||||
|
if not health_component:
|
||||||
|
printerr("No HealthComponent assigned!")
|
||||||
|
return
|
||||||
|
|
||||||
|
health_component.on_death.connect(_on_health_component_on_death)
|
||||||
|
|
||||||
|
func _on_health_component_on_death() -> void:
|
||||||
|
call_deferred("die")
|
||||||
|
|
||||||
|
|
||||||
|
func die() -> void:
|
||||||
|
collision_shape_2d.disabled = true
|
||||||
|
var tween := create_tween()
|
||||||
|
tween.tween_property(root, "scale", Vector2(0, 0), tween_duration)
|
||||||
|
await (tween.finished)
|
||||||
|
root.queue_free()
|
@@ -6,7 +6,7 @@ extends Node2D
|
|||||||
@export var player_controller: PlayerController
|
@export var player_controller: PlayerController
|
||||||
|
|
||||||
func _process(_delta: float) -> void:
|
func _process(_delta: float) -> void:
|
||||||
var velocity = player_controller.velocity
|
var velocity := player_controller.last_direction
|
||||||
if velocity.x < 0:
|
if velocity.x < 0:
|
||||||
eye_left.frame = 1
|
eye_left.frame = 1
|
||||||
eye_right.frame = 1
|
eye_right.frame = 1
|
||||||
|
@@ -4,6 +4,7 @@ extends CharacterBody2D
|
|||||||
@export var speed: float = 300.0
|
@export var speed: float = 300.0
|
||||||
|
|
||||||
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
|
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
|
||||||
|
var last_direction: Vector2 = Vector2.RIGHT
|
||||||
|
|
||||||
@onready var root = $Root
|
@onready var root = $Root
|
||||||
@onready var coyote_timer: Timer = $CoyoteTimer
|
@onready var coyote_timer: Timer = $CoyoteTimer
|
||||||
@@ -52,7 +53,10 @@ func _physics_process(delta):
|
|||||||
if Input.is_action_just_pressed("down"):
|
if Input.is_action_just_pressed("down"):
|
||||||
position.y += 1
|
position.y += 1
|
||||||
|
|
||||||
var direction = Input.get_axis("left", "right")
|
var direction := Input.get_axis("left", "right")
|
||||||
|
if direction != 0:
|
||||||
|
last_direction = handle_direction(direction)
|
||||||
|
|
||||||
if direction:
|
if direction:
|
||||||
velocity.x = direction * speed
|
velocity.x = direction * speed
|
||||||
else:
|
else:
|
||||||
@@ -69,3 +73,11 @@ func calculate_gravity() -> float:
|
|||||||
|
|
||||||
func on_coyote_timer_timeout():
|
func on_coyote_timer_timeout():
|
||||||
coyote_mode = false
|
coyote_mode = false
|
||||||
|
|
||||||
|
|
||||||
|
func handle_direction(input_dir: float) -> Vector2:
|
||||||
|
if input_dir > 0:
|
||||||
|
return Vector2.RIGHT
|
||||||
|
elif input_dir < 0:
|
||||||
|
return Vector2.LEFT
|
||||||
|
return last_direction
|
Reference in New Issue
Block a user