feature/rebase #7
50
.gitignore
vendored
50
.gitignore
vendored
@ -1,26 +1,38 @@
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||||
# godot related files
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||||
.godot/
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||||
.import/
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*.translation
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||||
# SConstruct db
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||||
*.dblite
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||||
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||||
# this config file contains sensitive content and should not be commited
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||||
export_presets.cfg
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||||
# Godot Serialisations
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api.json
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||||
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||||
# mono files
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.mono/
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# Visual Studio Cache
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.vs/
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# the output binaries
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# VSCode Cache
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.vscode/
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||||
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# Mac stuff
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.DS_Store
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# Binaries
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build/
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#android build files
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android/
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||||
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# object files
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*.o
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*.os
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*.dll
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*.so
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*.a
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# other random files
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.sconsign.dblite
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# Godot
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godot/.import/
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godot/*.translation
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godot/export_presets.cfg
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godot/.mono/
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godot/android/
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# tiled session
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*.tiled-session
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# Gdnative libs
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godot/gdnative/linux.*
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godot/gdnative/windows.*
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# compile commands
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compile_commands.json
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||||
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||||
# docs
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docs/
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||||
|
4
.gitmodules
vendored
Normal file
4
.gitmodules
vendored
Normal file
@ -0,0 +1,4 @@
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[submodule "godot-cpp"]
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path = godot-cpp
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url = https://github.com/godotengine/godot-cpp
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branch = 3.4
|
62
Makefile
Normal file
62
Makefile
Normal file
@ -0,0 +1,62 @@
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# This makefile is used to compile the project
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SHELL := /bin/bash
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PROCS := $(shell nproc)
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USE_LLVM := "yes"
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RELEASE_TYPE := "debug"
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all: godot-cpp game docs
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linux: game-linux
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# Only needs to be run once after cloning
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init:
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pushd godot-cpp; git submodule update --init --recursive
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# This needs to be run to create all the libraries for godot-cpp
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godot-cpp: godot-cpp-linux godot-cpp-windows
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godot-cpp-linux:
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pushd godot-cpp; scons use_llvm=$(USE_LLVM) target=$(RELEASE_TYPE) platform=linux generate_bindings=yes bits=64 -j $(PROCS)
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godot-cpp-windows:
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pushd godot-cpp; scons target=$(RELEASE_TYPE) platform=windows generate_bindings=yes bits=64 -j $(PROCS)
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game: game-linux game-windows
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game-linux:
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scons use_llvm=$(USE_LLVM) target=$(RELEASE_TYPE) target_path=godot/gdnative/ target_name=libjuego platform=linux bits=64 -j $(PROCS)
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game-windows:
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scons target=$(RELEASE_TYPE) target_name=libjuego target_path=godot/gdnative/ platform=windows bits=64 -j $(PROCS)
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docs:
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# if doxygen and bear are installed create the code documentation
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ifneq (, $(shell which bear))
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ifeq (, $(wildcard ./compile_commands.json))
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$(MAKE) clean-docs
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$(MAKE) bear
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endif
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ifneq (, $(shell which doxygen))
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doxygen doxygen.conf
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make -C docs/latex
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endif
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endif
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bear:
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bear make linux
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clean: clean-godot-cpp clean-game clean-docs
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clean-godot-cpp:
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pushd godot-cpp; scons -c
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rm -f godot-cpp/bin/*
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clean-game:
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find ./src -name "*.os" -type f -delete
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rm -rf gdnative/{linux,windows}.*
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clean-docs:
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rm -rf docs
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rm -rf compile_commands.json
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.PHONY: all linux init godot-cpp godot-cpp-linux godot-cpp-windows game game-linux game-windows clean clean-godot-cpp clean-game clean-docs clean-docs docs bear
|
126
SConstruct
Normal file
126
SConstruct
Normal file
@ -0,0 +1,126 @@
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#!python
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import os
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import sys
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import glob
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opts = Variables([], ARGUMENTS)
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# Gets the standard flags CC, CCX, etc.
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env = DefaultEnvironment()
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if sys.platform.startswith('linux'):
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host_platform = 'linux'
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elif sys.platform == 'win32' or sys.platform == 'msys':
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host_platform = 'windows'
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else:
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raise ValueError(
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'Could not detect platform automatically, please specify with '
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'platform=<platform>'
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)
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# Define our options
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opts.Add(EnumVariable('target', "Compilation target", 'debug', ['debug', 'release']))
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opts.Add(EnumVariable('platform', "Compilation platform", host_platform, ['windows', 'linux']))
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opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
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opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'gdnative/'))
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opts.Add(PathVariable('target_name', 'The library name.', 'libgdnative', PathVariable.PathAccept))
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opts.Add(EnumVariable(
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'bits',
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'Target platform bits',
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'64',
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['64']
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))
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# Local dependency paths, adapt them to your setup
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godot_headers_path = "godot-cpp/godot-headers/"
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cpp_bindings_path = "godot-cpp/"
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cpp_library = "libgodot-cpp"
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# Updates the environment with the option variables.
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opts.Update(env)
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# Process some arguments
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if env['use_llvm']:
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env['CC'] = 'clang'
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env['CXX'] = 'clang++'
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# For the reference:
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# - CCFLAGS are compilation flags shared between C and C++
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# - CFLAGS are for C-specific compilation flags
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# - CXXFLAGS are for C++-specific compilation flags
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# - CPPFLAGS are for pre-processor flags
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# - CPPDEFINES are for pre-processor defines
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# - LINKFLAGS are for linking flags
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# Check our platform specifics
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if env['platform'] == 'linux':
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env['target_path'] += 'linux.' + env['bits'] + '/'
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cpp_library += '.linux'
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env.Append(CCFLAGS=['-fPIC'])
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env.Append(CXXFLAGS=['-std=c++17'])
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if env['target'] == 'debug':
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env.Append(CCFLAGS=['-g3', '-Og'])
|
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else:
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env.Append(CCFLAGS=['-g', '-O3'])
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env.Append(CCFLAGS=['-m64'])
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env.Append(LINKFLAGS=['-m64'])
|
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|
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env['target_name'] += '.so'
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|
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elif env['platform'] == "windows":
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env['CC'] = 'x86_64-w64-mingw32-gcc'
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env['CXX'] = 'x86_64-w64-mingw32-g++'
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env['AR'] = "x86_64-w64-mingw32-ar"
|
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env['RANLIB'] = "x86_64-w64-mingw32-ranlib"
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env['LINK'] = "x86_64-w64-mingw32-g++"
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env['target_path'] += 'windows.' + env['bits'] + '/'
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cpp_library += '.windows'
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# This makes sure to keep the session environment variables on windows,
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# that way you can run scons in a vs 2017 prompt and it will find all the required tools
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env.Append(ENV=os.environ)
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|
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env.Append(LINKFLAGS=[
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'--static',
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'-Wl,--no-undefined',
|
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'-static-libgcc',
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'-static-libstdc++',
|
||||
])
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|
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env.Append(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS'])
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#env.Append(CCFLAGS=['-W3', '-GR'])
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if env['target'] == 'debug':
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env.Append(CPPDEFINES=['_DEBUG'])
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#env.Append(CCFLAGS=['-EHsc', '-MDd', '-ZI'])
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env.Append(LINKFLAGS=['-DEBUG'])
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else:
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env.Append(CPPDEFINES=['NDEBUG'])
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#env.Append(CCFLAGS=['-O2', '-EHsc', '-MD'])
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env.Append(CCFLAGS=['-O2'])
|
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|
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env['target_name'] += '.dll'
|
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if env['target'] == 'debug':
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cpp_library += '.debug'
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else:
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cpp_library += '.release'
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cpp_library += '.' + str(env['bits'])
|
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|
||||
# make sure our binding library is properly includes
|
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env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/', 'src/include/', 'lib/include'])
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env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
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env.Append(LIBS=[cpp_library])
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|
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# tweak this if you want to use different folders, or more folders, to store your source code in.
|
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env.Append(CPPPATH=['src/'])
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sources = glob.glob('src/**/*.cpp', recursive=True)
|
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sources += glob.glob('src/**/*.c', recursive=True)
|
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|
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library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
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|
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Default(library)
|
||||
|
||||
# Generates help for the -h scons option.
|
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Help(opts.GenerateHelpText(env))
|
2579
doxygen.conf
Normal file
2579
doxygen.conf
Normal file
File diff suppressed because it is too large
Load Diff
1
godot-cpp
Submodule
1
godot-cpp
Submodule
@ -0,0 +1 @@
|
||||
Subproject commit ced274fbe62c07dd9bb6791a77392f4bdc625152
|
42
godot/Level 1.tscn
Normal file
42
godot/Level 1.tscn
Normal file
@ -0,0 +1,42 @@
|
||||
[gd_scene load_steps=4 format=2]
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||||
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||||
[ext_resource path="res://assets/backgrounds/mountains.png" type="Texture" id=1]
|
||||
[ext_resource path="res://levels/level01.tmx" type="PackedScene" id=3]
|
||||
[ext_resource path="res://characters/player/Player.tscn" type="PackedScene" id=4]
|
||||
|
||||
[node name="Level 1" type="Node2D"]
|
||||
|
||||
[node name="Player" parent="." instance=ExtResource( 4 )]
|
||||
position = Vector2( 8, 5 )
|
||||
|
||||
[node name="Camera2D" type="Camera2D" parent="Player"]
|
||||
current = true
|
||||
limit_left = 0
|
||||
limit_top = 0
|
||||
limit_right = 2304
|
||||
limit_bottom = 576
|
||||
drag_margin_h_enabled = true
|
||||
drag_margin_v_enabled = true
|
||||
editor_draw_limits = true
|
||||
editor_draw_drag_margin = true
|
||||
__meta__ = {
|
||||
"_edit_bone_": true
|
||||
}
|
||||
|
||||
[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="Player/Camera2D"]
|
||||
rect = Rect2( 0, 0, 24, 24 )
|
||||
|
||||
[node name="ParallaxBackground" type="ParallaxBackground" parent="."]
|
||||
|
||||
[node name="ParallaxLayer" type="ParallaxLayer" parent="ParallaxBackground"]
|
||||
motion_scale = Vector2( 0.2, 1 )
|
||||
motion_mirroring = Vector2( 528, 0 )
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="ParallaxBackground/ParallaxLayer"]
|
||||
texture = ExtResource( 1 )
|
||||
centered = false
|
||||
|
||||
[node name="Map" type="Node2D" parent="."]
|
||||
position = Vector2( 0, 18 )
|
||||
|
||||
[node name="level01" parent="Map" instance=ExtResource( 3 )]
|
8
godot/Main.gdns
Normal file
8
godot/Main.gdns
Normal file
@ -0,0 +1,8 @@
|
||||
[gd_resource type="NativeScript" load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://gdnative/libjuego.tres" type="GDNativeLibrary" id=1]
|
||||
|
||||
[resource]
|
||||
resource_name = "Main"
|
||||
class_name = "Main"
|
||||
library = ExtResource( 1 )
|
10
godot/Main.tscn
Normal file
10
godot/Main.tscn
Normal file
@ -0,0 +1,10 @@
|
||||
[gd_scene load_steps=3 format=2]
|
||||
|
||||
[ext_resource path="res://Main.gdns" type="Script" id=1]
|
||||
[ext_resource path="res://Level 1.tscn" type="PackedScene" id=2]
|
||||
|
||||
[node name="Main" type="Node"]
|
||||
script = ExtResource( 1 )
|
||||
launch_screen = 0
|
||||
|
||||
[node name="Level 1" parent="." instance=ExtResource( 2 )]
|
8
godot/addons/vnen.tiled_importer/plugin.cfg
Normal file
8
godot/addons/vnen.tiled_importer/plugin.cfg
Normal file
@ -0,0 +1,8 @@
|
||||
config_version=3
|
||||
[plugin]
|
||||
|
||||
name="Tiled Map Importer"
|
||||
description="Importer for TileMaps and TileSets made on Tiled Map Editor"
|
||||
version="2.3"
|
||||
author="George Marques"
|
||||
script="vnen.tiled_importer.gd"
|
67
godot/addons/vnen.tiled_importer/polygon_sorter.gd
Normal file
67
godot/addons/vnen.tiled_importer/polygon_sorter.gd
Normal file
@ -0,0 +1,67 @@
|
||||
# The MIT License (MIT)
|
||||
#
|
||||
# Copyright (c) 2018 George Marques
|
||||
#
|
||||
# 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.
|
||||
|
||||
# Sorter for polygon vertices
|
||||
tool
|
||||
extends Reference
|
||||
|
||||
var center
|
||||
|
||||
# Sort the vertices of a convex polygon to clockwise order
|
||||
# Receives a PoolVector2Array and returns a new one
|
||||
func sort_polygon(vertices):
|
||||
vertices = Array(vertices)
|
||||
|
||||
var centroid = Vector2()
|
||||
var size = vertices.size()
|
||||
|
||||
for i in range(0, size):
|
||||
centroid += vertices[i]
|
||||
|
||||
centroid /= size
|
||||
|
||||
center = centroid
|
||||
vertices.sort_custom(self, "is_less")
|
||||
|
||||
return PoolVector2Array(vertices)
|
||||
|
||||
# Sorter function, determines which of the poins should come first
|
||||
func is_less(a, b):
|
||||
if a.x - center.x >= 0 and b.x - center.x < 0:
|
||||
return false
|
||||
elif a.x - center.x < 0 and b.x - center.x >= 0:
|
||||
return true
|
||||
elif a.x - center.x == 0 and b.x - center.x == 0:
|
||||
if a.y - center.y >= 0 or b.y - center.y >= 0:
|
||||
return a.y < b.y
|
||||
return a.y > b.y
|
||||
|
||||
var det = (a.x - center.x) * (b.y - center.y) - (b.x - center.x) * (a.y - center.y)
|
||||
if det > 0:
|
||||
return true
|
||||
elif det < 0:
|
||||
return false
|
||||
|
||||
var d1 = (a - center).length_squared()
|
||||
var d2 = (b - center).length_squared()
|
||||
|
||||
return d1 < d2
|
BIN
godot/addons/vnen.tiled_importer/tiled.png
(Stored with Git LFS)
Normal file
BIN
godot/addons/vnen.tiled_importer/tiled.png
(Stored with Git LFS)
Normal file
Binary file not shown.
35
godot/addons/vnen.tiled_importer/tiled.png.import
Normal file
35
godot/addons/vnen.tiled_importer/tiled.png.import
Normal file
@ -0,0 +1,35 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/tiled.png-dbbabe58e4f927769540a522a2073689.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/vnen.tiled_importer/tiled.png"
|
||||
dest_files=[ "res://.import/tiled.png-dbbabe58e4f927769540a522a2073689.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
flags/repeat=0
|
||||
flags/filter=false
|
||||
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
|
||||
process/normal_map_invert_y=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=false
|
||||
svg/scale=1.0
|
141
godot/addons/vnen.tiled_importer/tiled_import_plugin.gd
Normal file
141
godot/addons/vnen.tiled_importer/tiled_import_plugin.gd
Normal file
@ -0,0 +1,141 @@
|
||||
# The MIT License (MIT)
|
||||
#
|
||||
# Copyright (c) 2018 George Marques
|
||||
#
|
||||
# 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.
|
||||
|
||||
tool
|
||||
extends EditorImportPlugin
|
||||
|
||||
enum { PRESET_DEFAULT, PRESET_PIXEL_ART }
|
||||
|
||||
const TiledMapReader = preload("tiled_map_reader.gd")
|
||||
|
||||
func get_importer_name():
|
||||
return "vnen.tiled_importer"
|
||||
|
||||
func get_visible_name():
|
||||
return "Scene from Tiled"
|
||||
|
||||
func get_recognized_extensions():
|
||||
if ProjectSettings.get_setting("tiled_importer/enable_json_format"):
|
||||
return ["json", "tmx"]
|
||||
else:
|
||||
return ["tmx"]
|
||||
|
||||
func get_save_extension():
|
||||
return "scn"
|
||||
|
||||
func get_priority():
|
||||
return 1
|
||||
|
||||
func get_import_order():
|
||||
return 100
|
||||
|
||||
func get_resource_type():
|
||||
return "PackedScene"
|
||||
|
||||
func get_preset_count():
|
||||
return 2
|
||||
|
||||
func get_preset_name(preset):
|
||||
match preset:
|
||||
PRESET_DEFAULT: return "Default"
|
||||
PRESET_PIXEL_ART: return "Pixel Art"
|
||||
|
||||
func get_import_options(preset):
|
||||
return [
|
||||
{
|
||||
"name": "custom_properties",
|
||||
"default_value": true
|
||||
},
|
||||
{
|
||||
"name": "tile_metadata",
|
||||
"default_value": false
|
||||
},
|
||||
{
|
||||
"name": "uv_clip",
|
||||
"default_value": true
|
||||
},
|
||||
{
|
||||
"name": "image_flags",
|
||||
"default_value": 0 if preset == PRESET_PIXEL_ART else Texture.FLAGS_DEFAULT,
|
||||
"property_hint": PROPERTY_HINT_FLAGS,
|
||||
"hint_string": "Mipmaps,Repeat,Filter,Anisotropic,sRGB,Mirrored Repeat"
|
||||
},
|
||||
{
|
||||
"name": "collision_layer",
|
||||
"default_value": 1,
|
||||
"property_hint": PROPERTY_HINT_LAYERS_2D_PHYSICS
|
||||
},
|
||||
{
|
||||
"name": "embed_internal_images",
|
||||
"default_value": true if preset == PRESET_PIXEL_ART else false
|
||||
},
|
||||
{
|
||||
"name": "save_tiled_properties",
|
||||
"default_value": false
|
||||
},
|
||||
{
|
||||
"name": "add_background",
|
||||
"default_value": true
|
||||
},
|
||||
{
|
||||
"name": "post_import_script",
|
||||
"default_value": "",
|
||||
"property_hint": PROPERTY_HINT_FILE,
|
||||
"hint_string": "*.gd;GDScript"
|
||||
}
|
||||
]
|
||||
|
||||
func get_option_visibility(option, options):
|
||||
return true
|
||||
|
||||
func import(source_file, save_path, options, r_platform_variants, r_gen_files):
|
||||
var map_reader = TiledMapReader.new()
|
||||
|
||||
# Offset is only optional for importing TileSets
|
||||
options.apply_offset = true
|
||||
var scene = map_reader.build(source_file, options)
|
||||
|
||||
if typeof(scene) != TYPE_OBJECT:
|
||||
# Error happened
|
||||
return scene
|
||||
|
||||
# Post imports script
|
||||
if not options.post_import_script.empty():
|
||||
var script = load(options.post_import_script)
|
||||
if not script or not script is GDScript:
|
||||
printerr("Post import script is not a GDScript.")
|
||||
return ERR_INVALID_PARAMETER
|
||||
|
||||
script = script.new()
|
||||
if not script.has_method("post_import"):
|
||||
printerr("Post import script does not have a 'post_import' method.")
|
||||
return ERR_INVALID_PARAMETER
|
||||
|
||||
scene = script.post_import(scene)
|
||||
|
||||
if not scene or not scene is Node2D:
|
||||
printerr("Invalid scene returned from post import script.")
|
||||
return ERR_INVALID_DATA
|
||||
|
||||
var packed_scene = PackedScene.new()
|
||||
packed_scene.pack(scene)
|
||||
return ResourceSaver.save("%s.%s" % [save_path, get_save_extension()], packed_scene)
|
1389
godot/addons/vnen.tiled_importer/tiled_map_reader.gd
Normal file
1389
godot/addons/vnen.tiled_importer/tiled_map_reader.gd
Normal file
File diff suppressed because it is too large
Load Diff
122
godot/addons/vnen.tiled_importer/tiled_tileset_import_plugin.gd
Normal file
122
godot/addons/vnen.tiled_importer/tiled_tileset_import_plugin.gd
Normal file
@ -0,0 +1,122 @@
|
||||
# The MIT License (MIT)
|
||||
#
|
||||
# Copyright (c) 2018 George Marques
|
||||
#
|
||||
# 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.
|
||||
|
||||
tool
|
||||
extends EditorImportPlugin
|
||||
|
||||
enum { PRESET_DEFAULT, PRESET_PIXEL_ART }
|
||||
|
||||
const TiledMapReader = preload("tiled_map_reader.gd")
|
||||
|
||||
func get_importer_name():
|
||||
return "vnen.tiled_tileset_importer"
|
||||
|
||||
func get_visible_name():
|
||||
return "TileSet from Tiled"
|
||||
|
||||
func get_recognized_extensions():
|
||||
if ProjectSettings.get_setting("tiled_importer/enable_json_format"):
|
||||
return ["json", "tsx"]
|
||||
else:
|
||||
return ["tsx"]
|
||||
|
||||
func get_save_extension():
|
||||
return "res"
|
||||
|
||||
func get_resource_type():
|
||||
return "TileSet"
|
||||
|
||||
func get_preset_count():
|
||||
return 2
|
||||
|
||||
func get_preset_name(preset):
|
||||
match preset:
|
||||
PRESET_DEFAULT: return "Default"
|
||||
PRESET_PIXEL_ART: return "Pixel Art"
|
||||
|
||||
func get_import_options(preset):
|
||||
return [
|
||||
{
|
||||
"name": "custom_properties",
|
||||
"default_value": true
|
||||
},
|
||||
{
|
||||
"name": "tile_metadata",
|
||||
"default_value": false
|
||||
},
|
||||
{
|
||||
"name": "image_flags",
|
||||
"default_value": 0 if preset == PRESET_PIXEL_ART else Texture.FLAGS_DEFAULT,
|
||||
"property_hint": PROPERTY_HINT_FLAGS,
|
||||
"hint_string": "Mipmaps,Repeat,Filter,Anisotropic,sRGB,Mirrored Repeat"
|
||||
},
|
||||
{
|
||||
"name": "embed_internal_images",
|
||||
"default_value": true if preset == PRESET_PIXEL_ART else false
|
||||
},
|
||||
{
|
||||
"name": "save_tiled_properties",
|
||||
"default_value": false
|
||||
},
|
||||
{
|
||||
"name": "apply_offset",
|
||||
"default_value": false
|
||||
},
|
||||
{
|
||||
"name": "post_import_script",
|
||||
"default_value": "",
|
||||
"property_hint": PROPERTY_HINT_FILE,
|
||||
"hint_string": "*.gd;GDScript"
|
||||
}
|
||||
]
|
||||
|
||||
func get_option_visibility(option, options):
|
||||
return true
|
||||
|
||||
func import(source_file, save_path, options, r_platform_variants, r_gen_files):
|
||||
var map_reader = TiledMapReader.new()
|
||||
|
||||
var tileset = map_reader.build_tileset(source_file, options)
|
||||
|
||||
if typeof(tileset) != TYPE_OBJECT:
|
||||
# Error happened
|
||||
return tileset
|
||||
|
||||
# Post imports script
|
||||
if not options.post_import_script.empty():
|
||||
var script = load(options.post_import_script)
|
||||
if not script or not script is GDScript:
|
||||
printerr("Post import script is not a GDScript.")
|
||||
return ERR_INVALID_PARAMETER
|
||||
|
||||
script = script.new()
|
||||
if not script.has_method("post_import"):
|
||||
printerr("Post import script does not have a 'post_import' method.")
|
||||
return ERR_INVALID_PARAMETER
|
||||
|
||||
tileset = script.post_import(tileset)
|
||||
|
||||
if not tileset or not tileset is TileSet:
|
||||
printerr("Invalid TileSet returned from post import script.")
|
||||
return ERR_INVALID_DATA
|
||||
|
||||
return ResourceSaver.save("%s.%s" % [save_path, get_save_extension()], tileset)
|
571
godot/addons/vnen.tiled_importer/tiled_xml_to_dict.gd
Normal file
571
godot/addons/vnen.tiled_importer/tiled_xml_to_dict.gd
Normal file
@ -0,0 +1,571 @@
|
||||
# The MIT License (MIT)
|
||||
#
|
||||
# Copyright (c) 2018 George Marques
|
||||
#
|
||||
# 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.
|
||||
|
||||
tool
|
||||
extends Reference
|
||||
|
||||
# Reads a TMX file from a path and return a Dictionary with the same structure
|
||||
# as the JSON map format
|
||||
# Returns an error code if failed
|
||||
func read_tmx(path):
|
||||
var parser = XMLParser.new()
|
||||
var err = parser.open(path)
|
||||
if err != OK:
|
||||
printerr("Error opening TMX file '%s'." % [path])
|
||||
return err
|
||||
|
||||
while parser.get_node_type() != XMLParser.NODE_ELEMENT:
|
||||
err = parser.read()
|
||||
if err != OK:
|
||||
printerr("Error parsing TMX file '%s' (around line %d)." % [path, parser.get_current_line()])
|
||||
return err
|
||||
|
||||
if parser.get_node_name().to_lower() != "map":
|
||||
printerr("Error parsing TMX file '%s'. Expected 'map' element.")
|
||||
return ERR_INVALID_DATA
|
||||
|
||||
var data = attributes_to_dict(parser)
|
||||
if not "infinite" in data:
|
||||
data.infinite = false
|
||||
data.type = "map"
|
||||
data.tilesets = []
|
||||
data.layers = []
|
||||
|
||||
err = parser.read()
|
||||
if err != OK:
|
||||
printerr("Error parsing TMX file '%s' (around line %d)." % [path, parser.get_current_line()])
|
||||
return err
|
||||
|
||||
while err == OK:
|
||||
if parser.get_node_type() == XMLParser.NODE_ELEMENT_END:
|
||||
if parser.get_node_name() == "map":
|
||||
break
|
||||
elif parser.get_node_type() == XMLParser.NODE_ELEMENT:
|
||||
if parser.get_node_name() == "tileset":
|
||||
# Empty element means external tileset
|
||||
if not parser.is_empty():
|
||||
var tileset = parse_tileset(parser)
|
||||
if typeof(tileset) != TYPE_DICTIONARY:
|
||||
# Error happened
|
||||
return err
|
||||
data.tilesets.push_back(tileset)
|
||||
else:
|
||||
var tileset_data = attributes_to_dict(parser)
|
||||
if not "source" in tileset_data:
|
||||
printerr("Error parsing TMX file '%s'. Missing tileset source (around line %d)." % [path, parser.get_current_line()])
|
||||
return ERR_INVALID_DATA
|
||||
data.tilesets.push_back(tileset_data)
|
||||
|
||||
elif parser.get_node_name() == "layer":
|
||||
var layer = parse_tile_layer(parser, data.infinite)
|
||||
if typeof(layer) != TYPE_DICTIONARY:
|
||||
printerr("Error parsing TMX file '%s'. Invalid tile layer data (around line %d)." % [path, parser.get_current_line()])
|
||||
return ERR_INVALID_DATA
|
||||
data.layers.push_back(layer)
|
||||
|
||||
elif parser.get_node_name() == "imagelayer":
|
||||
var layer = parse_image_layer(parser)
|
||||
if typeof(layer) != TYPE_DICTIONARY:
|
||||
printerr("Error parsing TMX file '%s'. Invalid image layer data (around line %d)." % [path, parser.get_current_line()])
|
||||
return ERR_INVALID_DATA
|
||||
data.layers.push_back(layer)
|
||||
|
||||
elif parser.get_node_name() == "objectgroup":
|
||||
var layer = parse_object_layer(parser)
|
||||
if typeof(layer) != TYPE_DICTIONARY:
|
||||
printerr("Error parsing TMX file '%s'. Invalid object layer data (around line %d)." % [path, parser.get_current_line()])
|
||||
return ERR_INVALID_DATA
|
||||
data.layers.push_back(layer)
|
||||
|
||||
elif parser.get_node_name() == "group":
|
||||
var layer = parse_group_layer(parser, data.infinite)
|
||||
if typeof(layer) != TYPE_DICTIONARY:
|
||||
printerr("Error parsing TMX file '%s'. Invalid group layer data (around line %d)." % [path, parser.get_current_line()])
|
||||
return ERR_INVALID_DATA
|
||||
data.layers.push_back(layer)
|
||||
|
||||
elif parser.get_node_name() == "properties":
|
||||
var prop_data = parse_properties(parser)
|
||||
if typeof(prop_data) == TYPE_STRING:
|
||||
return prop_data
|
||||
|
||||
data.properties = prop_data.properties
|
||||
data.propertytypes = prop_data.propertytypes
|
||||
|
||||
err = parser.read()
|
||||
|
||||
return data
|
||||
|
||||
# Reads a TSX and return a tileset dictionary
|
||||
# Returns an error code if fails
|
||||
func read_tsx(path):
|
||||
var parser = XMLParser.new()
|
||||
var err = parser.open(path)
|
||||
if err != OK:
|
||||
printerr("Error opening TSX file '%s'." % [path])
|
||||
return err
|
||||
|
||||
while parser.get_node_type() != XMLParser.NODE_ELEMENT:
|
||||
err = parser.read()
|
||||
if err != OK:
|
||||
printerr("Error parsing TSX file '%s' (around line %d)." % [path, parser.get_current_line()])
|
||||
return err
|
||||
|
||||
if parser.get_node_name().to_lower() != "tileset":
|
||||
printerr("Error parsing TMX file '%s'. Expected 'map' element.")
|
||||
return ERR_INVALID_DATA
|
||||
|
||||
var tileset = parse_tileset(parser)
|
||||
|
||||
return tileset
|
||||
|
||||
# Parses a tileset element from the XML and return a dictionary
|
||||
# Return an error code if fails
|
||||
func parse_tileset(parser):
|
||||
var err = OK
|
||||
var data = attributes_to_dict(parser)
|
||||
data.tiles = {}
|
||||
|
||||
err = parser.read()
|
||||
while err == OK:
|
||||
if parser.get_node_type() == XMLParser.NODE_ELEMENT_END:
|
||||
if parser.get_node_name() == "tileset":
|
||||
break
|
||||
|
||||
elif parser.get_node_type() == XMLParser.NODE_ELEMENT:
|
||||
if parser.get_node_name() == "tile":
|
||||
var attr = attributes_to_dict(parser)
|
||||
var tile_data = parse_tile_data(parser)
|
||||
if typeof(tile_data) != TYPE_DICTIONARY:
|
||||
# Error happened
|
||||
return tile_data
|
||||
if "properties" in tile_data and "propertytypes" in tile_data:
|
||||
if not "tileproperties" in data:
|
||||
data.tileproperties = {}
|
||||
data.tilepropertytypes = {}
|
||||
data.tileproperties[str(attr.id)] = tile_data.properties
|
||||
data.tilepropertytypes[str(attr.id)] = tile_data.propertytypes
|
||||
tile_data.erase("tileproperties")
|
||||
tile_data.erase("tilepropertytypes")
|
||||
data.tiles[str(attr.id)] = tile_data
|
||||
|
||||
elif parser.get_node_name() == "image":
|
||||
var attr = attributes_to_dict(parser)
|
||||
if not "source" in attr:
|
||||
printerr("Error loading image tag. No source attribute found (around line %d)." % [parser.get_current_line()])
|
||||
return ERR_INVALID_DATA
|
||||
data.image = attr.source
|
||||
if "width" in attr:
|
||||
data.imagewidth = attr.width
|
||||
if "height" in attr:
|
||||
data.imageheight = attr.height
|
||||
|
||||
elif parser.get_node_name() == "properties":
|
||||
var prop_data = parse_properties(parser)
|
||||
if typeof(prop_data) != TYPE_DICTIONARY:
|
||||
# Error happened
|
||||
return prop_data
|
||||
|
||||
data.properties = prop_data.properties
|
||||
data.propertytypes = prop_data.propertytypes
|
||||
|
||||
err = parser.read()
|
||||
|
||||
return data
|
||||
|
||||
|
||||
# Parses the data of a single tile from the XML and return a dictionary
|
||||
# Returns an error code if fails
|
||||
func parse_tile_data(parser):
|
||||
var err = OK
|
||||
var data = {}
|
||||
var obj_group = {}
|
||||
if parser.is_empty():
|
||||
return data
|
||||
|
||||
err = parser.read()
|
||||
while err == OK:
|
||||
|
||||
if parser.get_node_type() == XMLParser.NODE_ELEMENT_END:
|
||||
if parser.get_node_name() == "tile":
|
||||
return data
|
||||
elif parser.get_node_name() == "objectgroup":
|
||||
data.objectgroup = obj_group
|
||||
|
||||
elif parser.get_node_type() == XMLParser.NODE_ELEMENT:
|
||||
if parser.get_node_name() == "image":
|
||||
# If there are multiple images in one tile we only use the last one.
|
||||
var attr = attributes_to_dict(parser)
|
||||
if not "source" in attr:
|
||||
printerr("Error loading image tag. No source attribute found (around line %d)." % [parser.get_current_line()])
|
||||
return ERR_INVALID_DATA
|
||||
data.image = attr.source
|
||||
data.imagewidth = attr.width
|
||||
data.imageheight = attr.height
|
||||
|
||||
elif parser.get_node_name() == "objectgroup":
|
||||
obj_group = attributes_to_dict(parser)
|
||||
for attr in ["width", "height", "offsetx", "offsety"]:
|
||||
if not attr in obj_group:
|
||||
data[attr] = 0
|
||||
if not "opacity" in data:
|
||||
data.opacity = 1
|
||||
if not "visible" in data:
|
||||
data.visible = true
|
||||
if parser.is_empty():
|
||||
data.objectgroup = obj_group
|
||||
|
||||
elif parser.get_node_name() == "object":
|
||||
if not "objects" in obj_group:
|
||||
obj_group.objects = []
|
||||
var obj = parse_object(parser)
|
||||
if typeof(obj) != TYPE_DICTIONARY:
|
||||
# Error happened
|
||||
return obj
|
||||
obj_group.objects.push_back(obj)
|
||||
|
||||
elif parser.get_node_name() == "properties":
|
||||
var prop_data = parse_properties(parser)
|
||||
data["properties"] = prop_data.properties
|
||||
data["propertytypes"] = prop_data.propertytypes
|
||||
|
||||
elif parser.get_node_name() == "animation":
|
||||
var frame_list = []
|
||||
var err2 = parser.read()
|
||||
while err2 == OK:
|
||||
if parser.get_node_type() == XMLParser.NODE_ELEMENT:
|
||||
if parser.get_node_name() == "frame":
|
||||
var frame = {"tileid": 0, "duration": 0}
|
||||
for i in parser.get_attribute_count():
|
||||
if parser.get_attribute_name(i) == "tileid":
|
||||
frame["tileid"] = parser.get_attribute_value(i)
|
||||
if parser.get_attribute_name(i) == "duration":
|
||||
frame["duration"] = parser.get_attribute_value(i)
|
||||
frame_list.push_back(frame)
|
||||
elif parser.get_node_type() == XMLParser.NODE_ELEMENT_END:
|
||||
if parser.get_node_name() == "animation":
|
||||
break
|
||||
err2 = parser.read()
|
||||
|
||||
data["animation"] = frame_list
|
||||
|
||||
err = parser.read()
|
||||
|
||||
return data
|
||||
|
||||
# Parses the data of a single object from the XML and return a dictionary
|
||||
# Returns an error code if fails
|
||||
static func parse_object(parser):
|
||||
var err = OK
|
||||
var data = attributes_to_dict(parser)
|
||||
|
||||
if not parser.is_empty():
|
||||
err = parser.read()
|
||||
while err == OK:
|
||||
if parser.get_node_type() == XMLParser.NODE_ELEMENT_END:
|
||||
if parser.get_node_name() == "object":
|
||||
break
|
||||
|
||||
elif parser.get_node_type() == XMLParser.NODE_ELEMENT:
|
||||
if parser.get_node_name() == "properties":
|
||||
var prop_data = parse_properties(parser)
|
||||
data["properties"] = prop_data.properties
|
||||
data["propertytypes"] = prop_data.propertytypes
|
||||
|
||||
elif parser.get_node_name() == "point":
|
||||
data.point = true
|
||||
|
||||
elif parser.get_node_name() == "ellipse":
|
||||
data.ellipse = true
|
||||
|
||||
elif parser.get_node_name() == "polygon" or parser.get_node_name() == "polyline":
|
||||
var points = []
|
||||
var points_raw = parser.get_named_attribute_value("points").split(" ", false, 0)
|
||||
|
||||
for pr in points_raw:
|
||||
points.push_back({
|
||||
"x": float(pr.split(",")[0]),
|
||||
"y": float(pr.split(",")[1]),
|
||||
})
|
||||
|
||||
data[parser.get_node_name()] = points
|
||||
|
||||
err = parser.read()
|
||||
|
||||
return data
|
||||
|
||||
|
||||
# Parses a tile layer from the XML and return a dictionary
|
||||
# Returns an error code if fails
|
||||
func parse_tile_layer(parser, infinite):
|
||||
var err = OK
|
||||
var data = attributes_to_dict(parser)
|
||||
data.type = "tilelayer"
|
||||
if not "x" in data:
|
||||
data.x = 0
|
||||
if not "y" in data:
|
||||
data.y = 0
|
||||
if infinite:
|
||||
data.chunks = []
|
||||
else:
|
||||
data.data = []
|
||||
|
||||
var current_chunk = null
|
||||
var encoding = ""
|
||||
|
||||
if not parser.is_empty():
|
||||
err = parser.read()
|
||||
|
||||
while err == OK:
|
||||
if parser.get_node_type() == XMLParser.NODE_ELEMENT_END:
|
||||
if parser.get_node_name() == "layer":
|
||||
break
|
||||
elif parser.get_node_name() == "chunk":
|
||||
data.chunks.push_back(current_chunk)
|
||||
current_chunk = null
|
||||
|
||||
elif parser.get_node_type() == XMLParser.NODE_ELEMENT:
|
||||
if parser.get_node_name() == "data":
|
||||
var attr = attributes_to_dict(parser)
|
||||
|
||||
if "compression" in attr:
|
||||
data.compression = attr.compression
|
||||
|
||||
if "encoding" in attr:
|
||||
encoding = attr.encoding
|
||||
if attr.encoding != "csv":
|
||||
data.encoding = attr.encoding
|
||||
|
||||
if not infinite:
|
||||
err = parser.read()
|
||||
if err != OK:
|
||||
return err
|
||||
|
||||
if attr.encoding != "csv":
|
||||
data.data = parser.get_node_data().strip_edges()
|
||||
else:
|
||||
var csv = parser.get_node_data().split(",", false)
|
||||
|
||||
for v in csv:
|
||||
data.data.push_back(int(v.strip_edges()))
|
||||
|
||||
elif parser.get_node_name() == "tile":
|
||||
var gid = int(parser.get_named_attribute_value_safe("gid"))
|
||||
if infinite:
|
||||
current_chunk.data.push_back(gid)
|
||||
else:
|
||||
data.data.push_back(gid)
|
||||
|
||||
elif parser.get_node_name() == "chunk":
|
||||
current_chunk = attributes_to_dict(parser)
|
||||
current_chunk.data = []
|
||||
if encoding != "":
|
||||
err = parser.read()
|
||||
if err != OK:
|
||||
return err
|
||||
if encoding != "csv":
|
||||
current_chunk.data = parser.get_node_data().strip_edges()
|
||||
else:
|
||||
var csv = parser.get_node_data().split(",", false)
|
||||
for v in csv:
|
||||
current_chunk.data.push_back(int(v.strip_edges()))
|
||||
|
||||
elif parser.get_node_name() == "properties":
|
||||
var prop_data = parse_properties(parser)
|
||||
if typeof(prop_data) == TYPE_STRING:
|
||||
return prop_data
|
||||
|
||||
data.properties = prop_data.properties
|
||||
data.propertytypes = prop_data.propertytypes
|
||||
|
||||
err = parser.read()
|
||||
|
||||
return data
|
||||
|
||||
# Parses an object layer from the XML and return a dictionary
|
||||
# Returns an error code if fails
|
||||
func parse_object_layer(parser):
|
||||
var err = OK
|
||||
var data = attributes_to_dict(parser)
|
||||
data.type = "objectgroup"
|
||||
data.objects = []
|
||||
|
||||
if not parser.is_empty():
|
||||
err = parser.read()
|
||||
while err == OK:
|
||||
if parser.get_node_type() == XMLParser.NODE_ELEMENT_END:
|
||||
if parser.get_node_name() == "objectgroup":
|
||||
break
|
||||
if parser.get_node_type() == XMLParser.NODE_ELEMENT:
|
||||
if parser.get_node_name() == "object":
|
||||
data.objects.push_back(parse_object(parser))
|
||||
elif parser.get_node_name() == "properties":
|
||||
var prop_data = parse_properties(parser)
|
||||
if typeof(prop_data) != TYPE_DICTIONARY:
|
||||
# Error happened
|
||||
return prop_data
|
||||
data.properties = prop_data.properties
|
||||
data.propertytypes = prop_data.propertytypes
|
||||
|
||||
err = parser.read()
|
||||
|
||||
return data
|
||||
|
||||
# Parses an image layer from the XML and return a dictionary
|
||||
# Returns an error code if fails
|
||||
func parse_image_layer(parser):
|
||||
var err = OK
|
||||
var data = attributes_to_dict(parser)
|
||||
data.type = "imagelayer"
|
||||
data.image = ""
|
||||
|
||||
if not parser.is_empty():
|
||||
err = parser.read()
|
||||
|
||||
while err == OK:
|
||||
if parser.get_node_type() == XMLParser.NODE_ELEMENT_END:
|
||||
if parser.get_node_name().to_lower() == "imagelayer":
|
||||
break
|
||||
elif parser.get_node_type() == XMLParser.NODE_ELEMENT:
|
||||
if parser.get_node_name().to_lower() == "image":
|
||||
var image = attributes_to_dict(parser)
|
||||
if not image.has("source"):
|
||||
printerr("Missing source attribute in imagelayer (around line %d)." % [parser.get_current_line()])
|
||||
return ERR_INVALID_DATA
|
||||
data.image = image.source
|
||||
|
||||
elif parser.get_node_name() == "properties":
|
||||
var prop_data = parse_properties(parser)
|
||||
if typeof(prop_data) != TYPE_DICTIONARY:
|
||||
# Error happened
|
||||
return prop_data
|
||||
data.properties = prop_data.properties
|
||||
data.propertytypes = prop_data.propertytypes
|
||||
|
||||
err = parser.read()
|
||||
|
||||
return data
|
||||
|
||||
# Parses a group layer from the XML and return a dictionary
|
||||
# Returns an error code if fails
|
||||
func parse_group_layer(parser, infinite):
|
||||
var err = OK
|
||||
var result = attributes_to_dict(parser)
|
||||
result.type = "group"
|
||||
result.layers = []
|
||||
|
||||
if not parser.is_empty():
|
||||
err = parser.read()
|
||||
|
||||
while err == OK:
|
||||
if parser.get_node_type() == XMLParser.NODE_ELEMENT_END:
|
||||
if parser.get_node_name().to_lower() == "group":
|
||||
break
|
||||
elif parser.get_node_type() == XMLParser.NODE_ELEMENT:
|
||||
if parser.get_node_name() == "layer":
|
||||
var layer = parse_tile_layer(parser, infinite)
|
||||
if typeof(layer) != TYPE_DICTIONARY:
|
||||
printerr("Error parsing TMX file. Invalid tile layer data (around line %d)." % [parser.get_current_line()])
|
||||
return ERR_INVALID_DATA
|
||||
result.layers.push_back(layer)
|
||||
|
||||
elif parser.get_node_name() == "imagelayer":
|
||||
var layer = parse_image_layer(parser)
|
||||
if typeof(layer) != TYPE_DICTIONARY:
|
||||
printerr("Error parsing TMX file. Invalid image layer data (around line %d)." % [parser.get_current_line()])
|
||||
return ERR_INVALID_DATA
|
||||
result.layers.push_back(layer)
|
||||
|
||||
elif parser.get_node_name() == "objectgroup":
|
||||
var layer = parse_object_layer(parser)
|
||||
if typeof(layer) != TYPE_DICTIONARY:
|
||||
printerr("Error parsing TMX file. Invalid object layer data (around line %d)." % [parser.get_current_line()])
|
||||
return ERR_INVALID_DATA
|
||||
result.layers.push_back(layer)
|
||||
|
||||
elif parser.get_node_name() == "group":
|
||||
var layer = parse_group_layer(parser, infinite)
|
||||
if typeof(layer) != TYPE_DICTIONARY:
|
||||
printerr("Error parsing TMX file. Invalid group layer data (around line %d)." % [parser.get_current_line()])
|
||||
return ERR_INVALID_DATA
|
||||
result.layers.push_back(layer)
|
||||
|
||||
elif parser.get_node_name() == "properties":
|
||||
var prop_data = parse_properties(parser)
|
||||
if typeof(prop_data) == TYPE_STRING:
|
||||
return prop_data
|
||||
|
||||
result.properties = prop_data.properties
|
||||
result.propertytypes = prop_data.propertytypes
|
||||
|
||||
err = parser.read()
|
||||
return result
|
||||
|
||||
# Parses properties data from the XML and return a dictionary
|
||||
# Returns an error code if fails
|
||||
static func parse_properties(parser):
|
||||
var err = OK
|
||||
var data = {
|
||||
"properties": {},
|
||||
"propertytypes": {},
|
||||
}
|
||||
|
||||
if not parser.is_empty():
|
||||
err = parser.read()
|
||||
|
||||
while err == OK:
|
||||
if parser.get_node_type() == XMLParser.NODE_ELEMENT_END:
|
||||
if parser.get_node_name() == "properties":
|
||||
break
|
||||
elif parser.get_node_type() == XMLParser.NODE_ELEMENT:
|
||||
if parser.get_node_name() == "property":
|
||||
var prop_data = attributes_to_dict(parser)
|
||||
if not (prop_data.has("name") and prop_data.has("value")):
|
||||
printerr("Missing information in custom properties (around line %d)." % [parser.get_current_line()])
|
||||
return ERR_INVALID_DATA
|
||||
|
||||
data.properties[prop_data.name] = prop_data.value
|
||||
if prop_data.has("type"):
|
||||
data.propertytypes[prop_data.name] = prop_data.type
|
||||
else:
|
||||
data.propertytypes[prop_data.name] = "string"
|
||||
|
||||
err = parser.read()
|
||||
|
||||
return data
|
||||
|
||||
# Reads the attributes of the current element and return them as a dictionary
|
||||
static func attributes_to_dict(parser):
|
||||
var data = {}
|
||||
for i in range(parser.get_attribute_count()):
|
||||
var attr = parser.get_attribute_name(i)
|
||||
var val = parser.get_attribute_value(i)
|
||||
if val.is_valid_integer():
|
||||
val = int(val)
|
||||
elif val.is_valid_float():
|
||||
val = float(val)
|
||||
elif val == "true":
|
||||
val = true
|
||||
elif val == "false":
|
||||
val = false
|
||||
data[attr] = val
|
||||
return data
|
45
godot/addons/vnen.tiled_importer/vnen.tiled_importer.gd
Normal file
45
godot/addons/vnen.tiled_importer/vnen.tiled_importer.gd
Normal file
@ -0,0 +1,45 @@
|
||||
# The MIT License (MIT)
|
||||
#
|
||||
# Copyright (c) 2018 George Marques
|
||||
#
|
||||
# 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.
|
||||
|
||||
tool
|
||||
extends EditorPlugin
|
||||
|
||||
var import_plugin = null
|
||||
var tileset_import_plugin = null
|
||||
|
||||
func get_name():
|
||||
return "Tiled Map Importer"
|
||||
|
||||
func _enter_tree():
|
||||
if not ProjectSettings.has_setting("tiled_importer/enable_json_format"):
|
||||
ProjectSettings.set_setting("tiled_importer/enable_json_format", true)
|
||||
|
||||
import_plugin = preload("tiled_import_plugin.gd").new()
|
||||
tileset_import_plugin = preload("tiled_tileset_import_plugin.gd").new()
|
||||
add_import_plugin(import_plugin)
|
||||
add_import_plugin(tileset_import_plugin)
|
||||
|
||||
func _exit_tree():
|
||||
remove_import_plugin(import_plugin)
|
||||
remove_import_plugin(tileset_import_plugin)
|
||||
import_plugin = null
|
||||
tileset_import_plugin = null
|
BIN
godot/assets/backgrounds/backgrounds.png
(Stored with Git LFS)
Normal file
BIN
godot/assets/backgrounds/backgrounds.png
(Stored with Git LFS)
Normal file
Binary file not shown.
35
godot/assets/backgrounds/backgrounds.png.import
Normal file
35
godot/assets/backgrounds/backgrounds.png.import
Normal file
@ -0,0 +1,35 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/backgrounds.png-cc89c89c97d5c98a98850451c0fa7edd.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/backgrounds/backgrounds.png"
|
||||
dest_files=[ "res://.import/backgrounds.png-cc89c89c97d5c98a98850451c0fa7edd.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
flags/repeat=0
|
||||
flags/filter=false
|
||||
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
|
||||
process/normal_map_invert_y=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=false
|
||||
svg/scale=1.0
|
BIN
godot/assets/backgrounds/clouds.png
(Stored with Git LFS)
Normal file
BIN
godot/assets/backgrounds/clouds.png
(Stored with Git LFS)
Normal file
Binary file not shown.
35
godot/assets/backgrounds/clouds.png.import
Normal file
35
godot/assets/backgrounds/clouds.png.import
Normal file
@ -0,0 +1,35 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/clouds.png-fe4f96696b832900798d087a161278ef.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/backgrounds/clouds.png"
|
||||
dest_files=[ "res://.import/clouds.png-fe4f96696b832900798d087a161278ef.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
flags/repeat=0
|
||||
flags/filter=false
|
||||
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
|
||||
process/normal_map_invert_y=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=false
|
||||
svg/scale=1.0
|
BIN
godot/assets/backgrounds/hills.png
(Stored with Git LFS)
Normal file
BIN
godot/assets/backgrounds/hills.png
(Stored with Git LFS)
Normal file
Binary file not shown.
35
godot/assets/backgrounds/hills.png.import
Normal file
35
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(Stored with Git LFS)
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(Stored with Git LFS)
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(Stored with Git LFS)
Normal file
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godot/assets/characters/characters.png
(Stored with Git LFS)
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godot/assets/characters/characters.png
(Stored with Git LFS)
Normal file
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Normal file
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Normal file
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godot/assets/tiles/tiles.png
(Stored with Git LFS)
Normal file
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(Stored with Git LFS)
Normal file
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Normal file
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godot/characters/player/Player.gdns
Normal file
8
godot/characters/player/Player.gdns
Normal file
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godot/characters/player/Player.tscn
Normal file
22
godot/characters/player/Player.tscn
Normal file
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37
godot/characters/player/sprites/beige.tres
Normal file
37
godot/characters/player/sprites/beige.tres
Normal file
@ -0,0 +1,37 @@
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|
37
godot/characters/player/sprites/blue.tres
Normal file
37
godot/characters/player/sprites/blue.tres
Normal file
@ -0,0 +1,37 @@
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37
godot/characters/player/sprites/green.tres
Normal file
37
godot/characters/player/sprites/green.tres
Normal file
@ -0,0 +1,37 @@
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|
37
godot/characters/player/sprites/pink.tres
Normal file
37
godot/characters/player/sprites/pink.tres
Normal file
@ -0,0 +1,37 @@
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|
37
godot/characters/player/sprites/yellow.tres
Normal file
37
godot/characters/player/sprites/yellow.tres
Normal file
@ -0,0 +1,37 @@
|
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|
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|
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|
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|
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|
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|
7
godot/gdnative/libjuego.tres
Normal file
7
godot/gdnative/libjuego.tres
Normal file
@ -0,0 +1,7 @@
|
||||
[gd_resource type="GDNativeLibrary" format=2]
|
||||
|
||||
[resource]
|
||||
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|
||||
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|
||||
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|
||||
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BIN
godot/icon.png
(Stored with Git LFS)
Normal file
BIN
godot/icon.png
(Stored with Git LFS)
Normal file
Binary file not shown.
12
godot/juego.tiled-project
Normal file
12
godot/juego.tiled-project
Normal file
@ -0,0 +1,12 @@
|
||||
{
|
||||
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|
||||
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|
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|
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|
||||
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||||
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|
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|
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|
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|
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|
285
godot/juego.tiled-session
Normal file
285
godot/juego.tiled-session
Normal file
@ -0,0 +1,285 @@
|
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{
|
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|
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|
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Normal file
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Normal file
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Normal file
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||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
|
||||
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,
|
||||
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,
|
||||
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,
|
||||
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,
|
||||
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,
|
||||
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,
|
||||
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
32
godot/parallax/hills.tmx
Normal file
32
godot/parallax/hills.tmx
Normal file
@ -0,0 +1,32 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.8" tiledversion="1.8.4" orientation="orthogonal" renderorder="right-down" width="22" height="24" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
|
||||
<tileset firstgid="1" source="../tilesets/backgrounds.tsx"/>
|
||||
<layer id="1" name="Tile Layer 1" width="22" height="24">
|
||||
<data encoding="csv">
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
|
||||
11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,
|
||||
12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,
|
||||
12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,
|
||||
12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,
|
||||
12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,
|
||||
12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,
|
||||
12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,
|
||||
12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
32
godot/parallax/mountains.tmx
Normal file
32
godot/parallax/mountains.tmx
Normal file
@ -0,0 +1,32 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.8" tiledversion="1.8.4" orientation="orthogonal" renderorder="right-down" width="22" height="24" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
|
||||
<tileset firstgid="1" source="../tilesets/backgrounds.tsx"/>
|
||||
<layer id="1" name="Tile Layer 1" width="22" height="24">
|
||||
<data encoding="csv">
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,
|
||||
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,
|
||||
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,
|
||||
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,
|
||||
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,
|
||||
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,
|
||||
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,
|
||||
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
32
godot/parallax/snow.tmx
Normal file
32
godot/parallax/snow.tmx
Normal file
@ -0,0 +1,32 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.8" tiledversion="1.8.4" orientation="orthogonal" renderorder="right-down" width="22" height="24" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
|
||||
<tileset firstgid="1" source="../tilesets/backgrounds.tsx"/>
|
||||
<layer id="1" name="Tile Layer 1" width="22" height="24">
|
||||
<data encoding="csv">
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
|
||||
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
|
||||
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
|
||||
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
|
||||
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
|
||||
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
|
||||
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
|
||||
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
87
godot/project.godot
Normal file
87
godot/project.godot
Normal file
@ -0,0 +1,87 @@
|
||||
; 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="Juego"
|
||||
run/main_scene="res://Main.tscn"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
[display]
|
||||
|
||||
window/size/width=512
|
||||
window/size/height=288
|
||||
window/stretch/mode="viewport"
|
||||
window/stretch/aspect="keep"
|
||||
|
||||
[editor_plugins]
|
||||
|
||||
enabled=PoolStringArray( "res://addons/vnen.tiled_importer/plugin.cfg" )
|
||||
|
||||
[importer_defaults]
|
||||
|
||||
texture={
|
||||
"compress/bptc_ldr": 0,
|
||||
"compress/hdr_mode": 0,
|
||||
"compress/lossy_quality": 0.7,
|
||||
"compress/mode": 0,
|
||||
"compress/normal_map": 0,
|
||||
"detect_3d": false,
|
||||
"flags/anisotropic": false,
|
||||
"flags/filter": false,
|
||||
"flags/mipmaps": false,
|
||||
"flags/repeat": 0,
|
||||
"flags/srgb": 2,
|
||||
"process/HDR_as_SRGB": false,
|
||||
"process/fix_alpha_border": true,
|
||||
"process/invert_color": false,
|
||||
"process/normal_map_invert_y": false,
|
||||
"process/premult_alpha": false,
|
||||
"size_limit": 0,
|
||||
"stream": false,
|
||||
"svg/scale": 1.0
|
||||
}
|
||||
|
||||
[input]
|
||||
|
||||
run={
|
||||
"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":16777237,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
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,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
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,"physical_scancode":0,"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,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
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,"physical_scancode":0,"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,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[physics]
|
||||
|
||||
common/enable_pause_aware_picking=true
|
||||
|
||||
[rendering]
|
||||
|
||||
environment/default_environment="res://default_env.tres"
|
||||
|
||||
[tiled_importer]
|
||||
|
||||
enable_json_format=false
|
0
godot/tilesets/.gdignore
Normal file
0
godot/tilesets/.gdignore
Normal file
4
godot/tilesets/backgrounds.tsx
Normal file
4
godot/tilesets/backgrounds.tsx
Normal file
@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.8" tiledversion="1.8.4" name="backgrounds" tilewidth="24" tileheight="24" tilecount="12" columns="6">
|
||||
<image source="../assets/backgrounds/backgrounds.png" width="144" height="48"/>
|
||||
</tileset>
|
199
godot/tilesets/tiles.tsx
Normal file
199
godot/tilesets/tiles.tsx
Normal file
@ -0,0 +1,199 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.8" tiledversion="1.8.4" name="tiles" tilewidth="18" tileheight="18" tilecount="180" columns="20">
|
||||
<image source="../assets/tiles/tiles.png" width="360" height="162"/>
|
||||
<tile id="0">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="1">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="2">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="3">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="6">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="20">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="21">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="22">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="23">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="26">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="40">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="41">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="42">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="43">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="47">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="48">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="49">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="50">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="60">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="61">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="62">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="63">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="80">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="81">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="82">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="83">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="100">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="101">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="102">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="103">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="104">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="120">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="121">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="122">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="123">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="140">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="141">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="142">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="143">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
</tileset>
|
@ -1,22 +0,0 @@
|
||||
; 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="juego"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
[physics]
|
||||
|
||||
common/enable_pause_aware_picking=true
|
||||
|
||||
[rendering]
|
||||
|
||||
environment/default_environment="res://default_env.tres"
|
43
source.code-workspace
Normal file
43
source.code-workspace
Normal file
@ -0,0 +1,43 @@
|
||||
{
|
||||
"folders": [
|
||||
{
|
||||
"path": "."
|
||||
}
|
||||
],
|
||||
"settings": {
|
||||
"files.exclude": {
|
||||
"**/*.cpp": false,
|
||||
"**/*.h": false,
|
||||
"**/*.o": true,
|
||||
"**/*.svg": true,
|
||||
"**/*.png": true,
|
||||
"**/*.a": true,
|
||||
"**/*.os": true,
|
||||
"**/*.so": true,
|
||||
"**/*.dll": true,
|
||||
"**/*.tmx": true,
|
||||
"**/*.tsx": true,
|
||||
"**/SConstruct": false,
|
||||
"**/__pycache__": true,
|
||||
"**/.git": true,
|
||||
"**/*.yml": true,
|
||||
"**/SCsub": true,
|
||||
"**/Makefile": false,
|
||||
"**/bin": true,
|
||||
"**/build": true,
|
||||
"godot/android": true,
|
||||
"godot": true,
|
||||
"docs": true,
|
||||
"**/.import": true,
|
||||
"**/*.import": true,
|
||||
"compile_commands.json": true,
|
||||
"**/.sconsign.dblite": true
|
||||
},
|
||||
"cSpell.words": [
|
||||
"gdnative",
|
||||
"godot",
|
||||
"lerp",
|
||||
"tscn"
|
||||
]
|
||||
}
|
||||
}
|
99
src/Main.cpp
Normal file
99
src/Main.cpp
Normal file
@ -0,0 +1,99 @@
|
||||
#include "Main.h"
|
||||
|
||||
#include <SceneTree.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void Main::_register_methods()
|
||||
{
|
||||
register_method("_ready", &Main::_ready);
|
||||
register_method("_physics_process", &Main::_physics_process);
|
||||
register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, JUEGO_MAIN_FULL_SCREEN);
|
||||
register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, JUEGO_MAIN_WINDOW_SIZE);
|
||||
register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, JUEGO_MAIN_LAUNCH_SCREEN);
|
||||
}
|
||||
|
||||
Main::Main()
|
||||
{
|
||||
}
|
||||
|
||||
Main::~Main()
|
||||
{
|
||||
}
|
||||
|
||||
void Main::_init()
|
||||
{
|
||||
_os = OS::get_singleton();
|
||||
_input = Input::get_singleton();
|
||||
|
||||
full_screen = JUEGO_MAIN_FULL_SCREEN;
|
||||
window_size = JUEGO_MAIN_WINDOW_SIZE;
|
||||
launch_screen = JUEGO_MAIN_LAUNCH_SCREEN;
|
||||
}
|
||||
|
||||
void Main::_ready()
|
||||
{
|
||||
if (get_full_screen())
|
||||
{
|
||||
_os->set_window_fullscreen(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
String resolution = String("Resolution before: " + String().num(_os->get_window_size().x) + "x" + String().num(_os->get_window_size().y));
|
||||
Godot::print(resolution);
|
||||
|
||||
_os->set_window_size(window_size);
|
||||
_os->set_window_position(
|
||||
_os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5
|
||||
);
|
||||
|
||||
resolution = String("Resolution after: " + String().num(_os->get_window_size().x) + "x" + String().num(_os->get_window_size().y));
|
||||
|
||||
Godot::print(resolution);
|
||||
}
|
||||
}
|
||||
|
||||
void Main::_physics_process(float delta)
|
||||
{
|
||||
if (_input->is_action_just_pressed("ui_cancel"))
|
||||
{
|
||||
get_tree()->quit();
|
||||
}
|
||||
}
|
||||
|
||||
void Main::set_full_screen(bool new_full_screen)
|
||||
{
|
||||
full_screen = new_full_screen;
|
||||
}
|
||||
|
||||
bool Main::get_full_screen()
|
||||
{
|
||||
return full_screen;
|
||||
}
|
||||
|
||||
void Main::set_window_size(Vector2 new_window_size)
|
||||
{
|
||||
window_size = new_window_size;
|
||||
}
|
||||
|
||||
Vector2 Main::get_window_size()
|
||||
{
|
||||
return window_size;
|
||||
}
|
||||
|
||||
void Main::set_launch_screen(int8_t new_launch_screen)
|
||||
{
|
||||
launch_screen = new_launch_screen;
|
||||
}
|
||||
|
||||
int8_t Main::get_launch_screen()
|
||||
{
|
||||
if (launch_screen == -1)
|
||||
{
|
||||
return _os->get_current_screen();
|
||||
}
|
||||
else
|
||||
{
|
||||
return launch_screen;
|
||||
}
|
||||
}
|
237
src/Player.cpp
Normal file
237
src/Player.cpp
Normal file
@ -0,0 +1,237 @@
|
||||
#include "Player.h"
|
||||
|
||||
#include <Camera2D.hpp>
|
||||
#include <TileMap.hpp>
|
||||
#include <VisibilityNotifier2D.hpp>
|
||||
#include <SceneTree.hpp>
|
||||
#include <Texture.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void Player::_register_methods()
|
||||
{
|
||||
register_method("_ready", &Player::_ready);
|
||||
register_method("_physics_process", &Player::_physics_process);
|
||||
register_method("_on_Player_player_moved", &Player::_on_Player_player_moved);
|
||||
//register_property<Player, Ref<SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, Ref<SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("SpriteFrames"));
|
||||
register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, JUEGO_PLAYER_SPEED);
|
||||
register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, JUEGO_PLAYER_JUMP_FORCE);
|
||||
register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, JUEGO_PLAYER_GRAVITY);
|
||||
register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, JUEGO_PLAYER_RUN_SPEED);
|
||||
register_signal<Player>("player_moved", "position", GODOT_VARIANT_TYPE_VECTOR2);
|
||||
}
|
||||
|
||||
Player::Player()
|
||||
{
|
||||
}
|
||||
|
||||
Player::~Player()
|
||||
{
|
||||
}
|
||||
|
||||
void Player::_init()
|
||||
{
|
||||
_os = OS::get_singleton();
|
||||
_input = Input::get_singleton();
|
||||
_resource_loader = ResourceLoader::get_singleton();
|
||||
|
||||
//sprite_frames = _resource_loader->load(JUEGO_PLAYER_SPRITE_FRAMES);
|
||||
set_speed(JUEGO_PLAYER_SPEED);
|
||||
set_jump_force(JUEGO_PLAYER_JUMP_FORCE);
|
||||
set_gravity(JUEGO_PLAYER_GRAVITY);
|
||||
set_run_speed(JUEGO_PLAYER_RUN_SPEED);
|
||||
|
||||
coins = 0;
|
||||
|
||||
velocity = Vector2();
|
||||
|
||||
jumping = 0;
|
||||
}
|
||||
|
||||
void Player::_ready()
|
||||
{
|
||||
animated_sprite = get_node<AnimatedSprite>("AnimatedSprite");
|
||||
if (!animated_sprite)
|
||||
{
|
||||
WARN_PRINT("AnimateSprite not found!");
|
||||
animated_sprite = AnimatedSprite()._new();
|
||||
}
|
||||
//animated_sprite->set_sprite_frames(sprite_frames);
|
||||
|
||||
auto node = get_parent()->find_node("Middleground");
|
||||
|
||||
if (node != nullptr)
|
||||
{
|
||||
auto tile_map = Object::cast_to<TileMap>(node);
|
||||
get_parent()->call_deferred("remove_child", this);
|
||||
tile_map->call_deferred("add_child", this);
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_PRINT("Middleground not found!");
|
||||
}
|
||||
}
|
||||
|
||||
void Player::_physics_process(float delta)
|
||||
{
|
||||
auto current_speed = get_speed();
|
||||
velocity.x = 0;
|
||||
if (_input->is_action_pressed("run"))
|
||||
{
|
||||
current_speed *= get_run_speed();
|
||||
}
|
||||
|
||||
if (_input->is_action_pressed("right"))
|
||||
{
|
||||
velocity.x += current_speed;
|
||||
}
|
||||
|
||||
if (_input->is_action_pressed("left"))
|
||||
{
|
||||
velocity.x += -current_speed;
|
||||
}
|
||||
|
||||
if (velocity.x > 0)
|
||||
{
|
||||
animated_sprite->play("move");
|
||||
animated_sprite->set_flip_h(true);
|
||||
}
|
||||
else if (velocity.x < 0)
|
||||
{
|
||||
animated_sprite->play("move");
|
||||
animated_sprite->set_flip_h(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
animated_sprite->stop();
|
||||
animated_sprite->set_animation("idle");
|
||||
}
|
||||
|
||||
if (jumping > 0 && is_on_floor())
|
||||
{
|
||||
animated_sprite->set_frame(1);
|
||||
jumping = 0;
|
||||
}
|
||||
|
||||
if (!is_on_floor())
|
||||
{
|
||||
animated_sprite->stop();
|
||||
animated_sprite->set_animation("air");
|
||||
if (jumping == 0)
|
||||
{
|
||||
jumping = 2;
|
||||
}
|
||||
}
|
||||
|
||||
velocity.y += get_gravity();
|
||||
if (_input->is_action_just_pressed("jump") && jumping < 2)
|
||||
{
|
||||
velocity.y = -get_jump_force();
|
||||
jumping++;
|
||||
}
|
||||
|
||||
if (_input->is_action_just_released("jump"))
|
||||
{
|
||||
if (velocity.y < -100)
|
||||
{
|
||||
velocity.y = -100;
|
||||
}
|
||||
}
|
||||
|
||||
if (velocity.x < 0 || velocity.x > 0)
|
||||
{
|
||||
//emit_signal("player_moved", get_position());
|
||||
}
|
||||
|
||||
velocity = move_and_slide(velocity, Vector2::UP, true);
|
||||
velocity.x = Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
|
||||
|
||||
// Clamp the player's position inside the camera's limits
|
||||
auto camera = get_node<Camera2D>("Camera2D");
|
||||
auto position = get_global_position();
|
||||
auto sprite_node = get_node<AnimatedSprite>("AnimatedSprite");
|
||||
if (sprite_node != nullptr)
|
||||
{
|
||||
position.x = Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2) - sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().x);
|
||||
position.y = Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3) + sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().y);
|
||||
}
|
||||
else {
|
||||
WARN_PRINT("Could not clamp player based on sprite frame size!");
|
||||
position.x = Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2));
|
||||
position.y = Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
|
||||
}
|
||||
set_global_position(position);
|
||||
|
||||
// If the player is off screen reload the scene
|
||||
auto notifier = get_node<VisibilityNotifier2D>("Camera2D/VisibilityNotifier2D");
|
||||
if (notifier != nullptr)
|
||||
{
|
||||
if (!notifier->is_on_screen())
|
||||
{
|
||||
if (get_parent()->get_class() == "TileMap")
|
||||
{
|
||||
Godot::print("Off screen");
|
||||
auto error = get_tree()->change_scene("res://Main.tscn");
|
||||
if (error != Error::OK)
|
||||
{
|
||||
ERR_PRINT(String().num((int) error) + " Could not load scene!");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Player::set_sprite_frames(Ref<SpriteFrames> new_sprite_frames)
|
||||
{
|
||||
sprite_frames = new_sprite_frames;
|
||||
}
|
||||
|
||||
Ref<SpriteFrames> Player::get_sprite_frames()
|
||||
{
|
||||
return sprite_frames;
|
||||
}
|
||||
|
||||
void Player::set_speed(float new_speed)
|
||||
{
|
||||
speed = new_speed;
|
||||
}
|
||||
|
||||
float Player::get_speed()
|
||||
{
|
||||
return speed;
|
||||
}
|
||||
|
||||
void Player::set_jump_force(float new_jump_force)
|
||||
{
|
||||
jump_force = new_jump_force;
|
||||
}
|
||||
|
||||
float Player::get_jump_force()
|
||||
{
|
||||
return jump_force;
|
||||
}
|
||||
|
||||
void Player::set_gravity(float new_gravity)
|
||||
{
|
||||
gravity = new_gravity;
|
||||
}
|
||||
|
||||
float Player::get_gravity()
|
||||
{
|
||||
return gravity;
|
||||
}
|
||||
|
||||
void Player::set_run_speed(float new_run_speed)
|
||||
{
|
||||
run_speed = new_run_speed;
|
||||
}
|
||||
|
||||
float Player::get_run_speed()
|
||||
{
|
||||
return run_speed;
|
||||
}
|
||||
|
||||
void Player::_on_Player_player_moved(Vector2 position)
|
||||
{
|
||||
Godot::print(position);
|
||||
}
|
26
src/godot.cpp
Normal file
26
src/godot.cpp
Normal file
@ -0,0 +1,26 @@
|
||||
#include <Godot.hpp>
|
||||
|
||||
#include "Main.h"
|
||||
#include "Player.h"
|
||||
|
||||
using namespace godot;
|
||||
|
||||
extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o)
|
||||
{
|
||||
Godot::gdnative_init(o);
|
||||
}
|
||||
|
||||
extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o)
|
||||
{
|
||||
// This next line is a workaround to fix bug:
|
||||
// https://github.com/godotengine/godot/issues/48295
|
||||
Godot::nativescript_terminate(_RegisterState::nativescript_handle);
|
||||
Godot::gdnative_terminate(o);
|
||||
}
|
||||
|
||||
extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
|
||||
{
|
||||
Godot::nativescript_init(handle);
|
||||
register_class<Main>();
|
||||
register_class<Player>();
|
||||
}
|
143
src/include/Main.h
Normal file
143
src/include/Main.h
Normal file
@ -0,0 +1,143 @@
|
||||
#ifndef JUEGO_MAIN_H
|
||||
#define JUEGO_MAIN_H
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Node.hpp>
|
||||
#include <OS.hpp>
|
||||
#include <Input.hpp>
|
||||
|
||||
/**
|
||||
* @brief If the game should be full screen or not by default.
|
||||
*/
|
||||
#define JUEGO_MAIN_FULL_SCREEN false
|
||||
/**
|
||||
* @brief The default size of the window.
|
||||
* @details This is ignored if full screen is true.
|
||||
*/
|
||||
#define JUEGO_MAIN_WINDOW_SIZE Vector2(1280, 720)
|
||||
/**
|
||||
* @brief Which screen to launch the game on.
|
||||
* @details If -1 it will launch the game on the "active" screen. Anything between 0 and N represents the screen number to show the game on when opened.
|
||||
*/
|
||||
#define JUEGO_MAIN_LAUNCH_SCREEN -1
|
||||
|
||||
/**
|
||||
* @brief This is the godot namespace for all the code included in the library.
|
||||
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
|
||||
*/
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This class controls the Main node.
|
||||
* @details The main node is responsible for controling the window and the game iteself is a child of it.
|
||||
*/
|
||||
class Main : public Node
|
||||
{
|
||||
GODOT_CLASS(Main, Node)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief OS singleton.
|
||||
*/
|
||||
OS *_os;
|
||||
/**
|
||||
* @brief Input singleton.
|
||||
*/
|
||||
Input *_input;
|
||||
|
||||
/**
|
||||
* @brief If the window is full screen or not.
|
||||
*/
|
||||
bool full_screen;
|
||||
/**
|
||||
* @brief The size of the window.
|
||||
*/
|
||||
Vector2 window_size;
|
||||
/**
|
||||
* @brief The screen to launch the game on.
|
||||
*/
|
||||
int8_t launch_screen;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new Main object.
|
||||
*/
|
||||
Main();
|
||||
|
||||
/**
|
||||
* @brief Destroy the Main object.
|
||||
*/
|
||||
~Main();
|
||||
|
||||
/**
|
||||
* @brief Initialize the class from Godot.
|
||||
* @details This method is called just once when the Godot engine connects to the instance of the class.
|
||||
*/
|
||||
void _init();
|
||||
|
||||
/**
|
||||
* @brief Code to be run when ready.
|
||||
* @details This method is run when all the children of this node are ready.
|
||||
*/
|
||||
void _ready();
|
||||
|
||||
/**
|
||||
* @brief This class handles the physics processing.
|
||||
* @details Every delta time, this function is called to check for input and update positioning.
|
||||
*
|
||||
* @param[in] delta The difference in time that passed since the last call to this method.
|
||||
*/
|
||||
void _physics_process(float delta);
|
||||
|
||||
/**
|
||||
* @brief Set the full screen object.
|
||||
*
|
||||
* @param[in] new_full_screen The new full screen state.
|
||||
*/
|
||||
void set_full_screen(bool new_full_screen);
|
||||
|
||||
/**
|
||||
* @brief Get the full screen object.
|
||||
*
|
||||
* @return true If full screen.
|
||||
* @return false If not full screen.
|
||||
*/
|
||||
bool get_full_screen();
|
||||
|
||||
/**
|
||||
* @brief Set the window size object.
|
||||
*
|
||||
* @param[in] new_window_size The new window size.
|
||||
*/
|
||||
void set_window_size(Vector2 new_window_size);
|
||||
|
||||
/**
|
||||
* @brief Get the window size object.
|
||||
*
|
||||
* @return Vector2 The window size.
|
||||
*/
|
||||
Vector2 get_window_size();
|
||||
|
||||
/**
|
||||
* @brief Set the launch screen object.
|
||||
*
|
||||
* @param[in] new_launch_screen The launch screen to use.
|
||||
*/
|
||||
void set_launch_screen(int8_t new_launch_screen);
|
||||
|
||||
/**
|
||||
* @brief Get the launch screen object.
|
||||
*
|
||||
* @return int8_t The launch screen.
|
||||
*/
|
||||
int8_t get_launch_screen();
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
219
src/include/Player.h
Normal file
219
src/include/Player.h
Normal file
@ -0,0 +1,219 @@
|
||||
#ifndef JUEGO_PLAYER_H
|
||||
#define JUEGO_PLAYER_H
|
||||
|
||||
/**
|
||||
* @brief This resource is loaded by default for the AnimatedSprite node.
|
||||
*/
|
||||
#define JUEGO_PLAYER_SPRITE_FRAMES "res://characters/player/sprites/green.tres"
|
||||
/**
|
||||
* @brief The speed the player should move it.
|
||||
*/
|
||||
#define JUEGO_PLAYER_SPEED 100.0
|
||||
/**
|
||||
* @brief The force applied to the player when jumping.
|
||||
*/
|
||||
#define JUEGO_PLAYER_JUMP_FORCE 300.0
|
||||
/**
|
||||
* @brief The gravity applied to the player.
|
||||
*/
|
||||
#define JUEGO_PLAYER_GRAVITY 9.81
|
||||
/**
|
||||
* @brief The multiplier used to change the speed of the player when running.
|
||||
*/
|
||||
#define JUEGO_PLAYER_RUN_SPEED 2.0
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <KinematicBody2D.hpp>
|
||||
#include <OS.hpp>
|
||||
#include <Sprite.hpp>
|
||||
#include <Vector2.hpp>
|
||||
#include <Input.hpp>
|
||||
#include <AnimatedSprite.hpp>
|
||||
#include <SpriteFrames.hpp>
|
||||
#include <ResourceLoader.hpp>
|
||||
#include <PackedScene.hpp>
|
||||
|
||||
/**
|
||||
* @brief This is the godot namespace for all the code included in the library.
|
||||
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
|
||||
*/
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This class is used to control the player.
|
||||
* @details This class allows the player to move, run, and jump as well as controls the sprite displayed for those actions.
|
||||
*/
|
||||
class Player : public KinematicBody2D
|
||||
{
|
||||
GODOT_CLASS(Player, KinematicBody2D)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief OS singleton.
|
||||
*/
|
||||
OS *_os;
|
||||
/**
|
||||
* @brief Input singleton.
|
||||
*/
|
||||
Input *_input;
|
||||
/**
|
||||
* @brief ResourceLoader singleton.
|
||||
*/
|
||||
ResourceLoader *_resource_loader;
|
||||
|
||||
/**
|
||||
* @brief The animated sprite connected to the KinematicBody2D.
|
||||
*/
|
||||
AnimatedSprite *animated_sprite;
|
||||
/**
|
||||
* @brief The sprite frames used in the animated sprite.
|
||||
*/
|
||||
Ref<SpriteFrames> sprite_frames;
|
||||
/**
|
||||
* @brief The coins the player has collected.
|
||||
*/
|
||||
uint8_t coins;
|
||||
/**
|
||||
* @brief The velocity at which moves the player moves.
|
||||
*/
|
||||
Vector2 velocity;
|
||||
/**
|
||||
* @brief The speed that the player moves in.
|
||||
*/
|
||||
float speed;
|
||||
/**
|
||||
* @brief The force applied to the player when jumping.
|
||||
*/
|
||||
float jump_force;
|
||||
/**
|
||||
* @brief The gravity applied to the player.
|
||||
*/
|
||||
float gravity;
|
||||
/**
|
||||
* @brief The speed multiplier used to make the player move faster.
|
||||
*/
|
||||
float run_speed;
|
||||
|
||||
/**
|
||||
* @brief State of jumping of the player. To be replaced with a state machine in the future.
|
||||
*/
|
||||
uint8_t jumping;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new Player object.
|
||||
*/
|
||||
Player();
|
||||
|
||||
/**
|
||||
* @brief Destroy the Player object.
|
||||
*/
|
||||
~Player();
|
||||
|
||||
/**
|
||||
* @brief Initialize the class from Godot.
|
||||
* @details This method is called just once when the Godot engine connects to the instance of the class.
|
||||
*/
|
||||
void _init();
|
||||
|
||||
/**
|
||||
* @brief Code to be run when ready.
|
||||
* @details This method is run when all the children of this node are ready.
|
||||
*/
|
||||
void _ready();
|
||||
|
||||
/**
|
||||
* @brief This class handles the physics processing.
|
||||
* @details Every delta time, this function is called to check for input and update positioning.
|
||||
*
|
||||
* @param[in] delta The difference in time that passed since the last call to this method.
|
||||
*/
|
||||
void _physics_process(float delta);
|
||||
|
||||
/**
|
||||
* @brief Set the sprite frames object.
|
||||
*
|
||||
* @param[in] new_sprite_frames The new sprite frame.
|
||||
*/
|
||||
void set_sprite_frames(Ref<SpriteFrames> new_sprite_frames);
|
||||
|
||||
/**
|
||||
* @brief Get the sprite frames object.
|
||||
*
|
||||
* @return Ref<SpriteFrames> A reference to the sprite frames object.
|
||||
*/
|
||||
Ref<SpriteFrames> get_sprite_frames();
|
||||
|
||||
/**
|
||||
* @brief Set the speed object.
|
||||
*
|
||||
* @param[in] new_speed The new speed.
|
||||
*/
|
||||
void set_speed(float new_speed);
|
||||
|
||||
/**
|
||||
* @brief Get the speed object.
|
||||
*
|
||||
* @return float The current speed of the player.
|
||||
*/
|
||||
float get_speed();
|
||||
|
||||
/**
|
||||
* @brief Set the jump force object.
|
||||
*
|
||||
* @param[in] new_jump_force The new force applied to the player to make him jump.
|
||||
*/
|
||||
void set_jump_force(float new_jump_force);
|
||||
|
||||
/**
|
||||
* @brief Get the jump force object.
|
||||
*
|
||||
* @return float The current force being applied to the player.
|
||||
*/
|
||||
float get_jump_force();
|
||||
|
||||
/**
|
||||
* @brief Set the gravity object.
|
||||
*
|
||||
* @param[in] new_gravity The new gravity to apply to the player.
|
||||
*/
|
||||
void set_gravity(float new_gravity);
|
||||
|
||||
/**
|
||||
* @brief Get the gravity object.
|
||||
*
|
||||
* @return float The current gravity applied to the player.
|
||||
*/
|
||||
float get_gravity();
|
||||
|
||||
/**
|
||||
* @brief Set the run speed object.
|
||||
*
|
||||
* @param[in] new_run_speed The new speed for running.
|
||||
*/
|
||||
void set_run_speed(float new_run_speed);
|
||||
|
||||
/**
|
||||
* @brief Get the run speed object.
|
||||
*
|
||||
* @return float The current run speed of the player.
|
||||
*/
|
||||
float get_run_speed();
|
||||
|
||||
/**
|
||||
* @brief This signal is called when the player moves.
|
||||
* @details The jump action is not included in this signal, just moving left or right.
|
||||
*
|
||||
* @param[in] position The new position of the player.
|
||||
*/
|
||||
void _on_Player_player_moved(Vector2 position);
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user