New sprites, remove Rapier2D because it's causing weird physics bugs
|
|
@ -1 +1,3 @@
|
||||||
# Super Space Game
|
# Super Space Game
|
||||||
|
|
||||||
|
A full remake of my previous Space Game with far more features, content and functionality. The only borrowed assets from the original game are specific sound effects.
|
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|
|
|
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|
|
@ -1,3 +0,0 @@
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@ -1,21 +0,0 @@
|
||||||
MIT License
|
|
||||||
|
|
||||||
Copyright (c) 2023 Fabrice Cipolla, Sp3ctralCat and Dragos Daian
|
|
||||||
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a copy
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|
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of this software and associated documentation files (the "Software"), to deal
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||||||
in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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copies of the Software, and to permit persons to whom the Software is
|
|
||||||
furnished to do so, subject to the following conditions:
|
|
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|
|
||||||
The above copyright notice and this permission notice shall be included in all
|
|
||||||
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,
|
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||||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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||||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
|
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editor/convert_colors_with_editor_theme=false
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|
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|
|
@ -1,288 +0,0 @@
|
||||||
Godot Rapier incorporates third-party material from the projects listed below.
|
|
||||||
|
|
||||||
Godot Engine (https://github.com/godotengine/godot)
|
|
||||||
|
|
||||||
Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md).
|
|
||||||
Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
|
|
||||||
|
|
||||||
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.
|
|
||||||
|
|
||||||
godot-cpp (https://github.com/godotengine/godot-cpp)
|
|
||||||
|
|
||||||
Copyright (c) 2017-present Godot Engine contributors.
|
|
||||||
Copyright (c) 2022-present Mikael Hermansson.
|
|
||||||
|
|
||||||
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.
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|
||||||
|
|
||||||
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.
|
|
||||||
|
|
||||||
rapier (https://github.com/dimforge/rapier)
|
|
||||||
|
|
||||||
Copyright 2020 Sébastien Crozet
|
|
||||||
|
|
||||||
Licensed under the Apache License, Version 2.0 (the "License");
|
|
||||||
you may not use this file except in compliance with the License.
|
|
||||||
You may obtain a copy of the License at
|
|
||||||
|
|
||||||
http://www.apache.org/licenses/LICENSE-2.0
|
|
||||||
|
|
||||||
Unless required by applicable law or agreed to in writing, software
|
|
||||||
distributed under the License is distributed on an "AS IS" BASIS,
|
|
||||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
||||||
See the License for the specific language governing permissions and
|
|
||||||
limitations under the License.
|
|
||||||
|
|
||||||
|
|
||||||
Godot Jolt (https://github.com/godot-jolt/godot-jolt)
|
|
||||||
|
|
||||||
Copyright (c) Mikael Hermansson and Godot Jolt contributors.
|
|
||||||
|
|
||||||
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
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|
||||||
the Software without restriction, including without limitation the rights to
|
|
||||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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|
||||||
the Software, and to permit persons to whom the Software is furnished to do so,
|
|
||||||
subject to the following conditions:
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|
||||||
|
|
||||||
The above copyright notice and this permission notice shall be included in all
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|
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copies or substantial portions of the Software.
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|
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|
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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|
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
|
||||||
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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|
||||||
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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|
||||||
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.
|
|
||||||
|
|
||||||
salva (https://github.com/dimforge/salva)
|
|
||||||
Apache License
|
|
||||||
Version 2.0, January 2004
|
|
||||||
http://www.apache.org/licenses/
|
|
||||||
|
|
||||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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To apply the Apache License to your work, attach the following
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||||||
Copyright 2020 Sébastien Crozet
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|
||||||
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you may not use this file except in compliance with the License.
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||||||
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See the License for the specific language governing permissions and
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||||||
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|
@ -1,42 +0,0 @@
|
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<?xml version="1.0" encoding="UTF-8"?>
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|
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<key>CFBundlePackageType</key>
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<string>FMWK</string>
|
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<key>CSResourcesFileMapped</key>
|
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<true/>
|
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||||||
<key>DTPlatformName</key>
|
|
||||||
<string>iphoneos</string>
|
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||||||
<key>MinimumOSVersion</key>
|
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<string>12.0</string>
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<key>^embedded\.provisionprofile$</key>
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</dict>
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</plist>
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@ -1,15 +0,0 @@
|
||||||
[gd_resource type="ArrayMesh" format=3 uid="uid://dahp28qij58i1"]
|
|
||||||
|
|
||||||
[resource]
|
|
||||||
_surfaces = [{
|
|
||||||
"2d": true,
|
|
||||||
"aabb": AABB(-16, -16, 0, 32, 32, 0),
|
|
||||||
"attribute_data": PackedByteArray(0, 0, 0, 0, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, 128, 63, 0, 0, 128, 63),
|
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||||||
"format": 34393296913,
|
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||||||
"index_count": 6,
|
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||||||
"index_data": PackedByteArray(3, 0, 0, 0, 1, 0, 1, 0, 2, 0, 3, 0),
|
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"primitive": 3,
|
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||||||
"uv_scale": Vector4(0, 0, 0, 0),
|
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"vertex_count": 4,
|
|
||||||
"vertex_data": PackedByteArray(0, 0, 128, 193, 0, 0, 128, 65, 0, 0, 128, 193, 0, 0, 128, 193, 0, 0, 128, 65, 0, 0, 128, 193, 0, 0, 128, 65, 0, 0, 128, 65)
|
|
||||||
}]
|
|
||||||
|
|
@ -1,16 +0,0 @@
|
||||||
class_name RapierAnimatableBody2D
|
|
||||||
extends AnimatableBody2D
|
|
||||||
|
|
||||||
@export var body_skin: float = 0.0:
|
|
||||||
get:
|
|
||||||
return body_skin
|
|
||||||
set(value):
|
|
||||||
if value != body_skin:
|
|
||||||
body_skin = value
|
|
||||||
set_body_skin(value)
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
set_body_skin(body_skin)
|
|
||||||
|
|
||||||
func set_body_skin(value: float) -> void:
|
|
||||||
RapierPhysicsServer2D.body_set_extra_param(get_rid(), RapierPhysicsServer2D.BODY_PARAM_CONTACT_SKIN, value)
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://b1u335fltss66
|
|
||||||
|
|
@ -1,16 +0,0 @@
|
||||||
class_name RapierArea2D
|
|
||||||
extends Area2D
|
|
||||||
|
|
||||||
@export var body_skin: float = 0.0:
|
|
||||||
get:
|
|
||||||
return body_skin
|
|
||||||
set(value):
|
|
||||||
if value != body_skin:
|
|
||||||
body_skin = value
|
|
||||||
set_body_skin(value)
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
set_body_skin(body_skin)
|
|
||||||
|
|
||||||
func set_body_skin(value: float) -> void:
|
|
||||||
RapierPhysicsServer2D.body_set_extra_param(get_rid(), RapierPhysicsServer2D.BODY_PARAM_CONTACT_SKIN, value)
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://cburu6b4ckehs
|
|
||||||
|
|
@ -1,16 +0,0 @@
|
||||||
class_name RapierCharacterBody2D
|
|
||||||
extends CharacterBody2D
|
|
||||||
|
|
||||||
@export var body_skin: float = 0.0:
|
|
||||||
get:
|
|
||||||
return body_skin
|
|
||||||
set(value):
|
|
||||||
if value != body_skin:
|
|
||||||
body_skin = value
|
|
||||||
set_body_skin(value)
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
set_body_skin(body_skin)
|
|
||||||
|
|
||||||
func set_body_skin(value: float) -> void:
|
|
||||||
RapierPhysicsServer2D.body_set_extra_param(get_rid(), RapierPhysicsServer2D.BODY_PARAM_CONTACT_SKIN, value)
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://c5qpdmvd63ugb
|
|
||||||
|
|
@ -1,107 +0,0 @@
|
||||||
class_name RapierDampedSpringJoint2D
|
|
||||||
extends DampedSpringJoint2D
|
|
||||||
|
|
||||||
@export_enum("Impulse", "Multibody") var joint_type: int = 0:
|
|
||||||
get:
|
|
||||||
return joint_type
|
|
||||||
set(value):
|
|
||||||
if value != joint_type:
|
|
||||||
joint_type = value
|
|
||||||
set_joint_type(value)
|
|
||||||
|
|
||||||
@export var ik_target: Node2D = null:
|
|
||||||
set(value):
|
|
||||||
ik_target = value
|
|
||||||
|
|
||||||
@export_group("IK Constraints")
|
|
||||||
|
|
||||||
@export var ik_constrain_x: bool = true:
|
|
||||||
set(value):
|
|
||||||
ik_constrain_x = value
|
|
||||||
|
|
||||||
@export var ik_constrain_y: bool = true:
|
|
||||||
set(value):
|
|
||||||
ik_constrain_y = value
|
|
||||||
|
|
||||||
@export var ik_constrain_rotation: bool = false:
|
|
||||||
set(value):
|
|
||||||
ik_constrain_rotation = value
|
|
||||||
|
|
||||||
@export_group("IK Solver Settings")
|
|
||||||
|
|
||||||
@export_range(0.0, 100.0, 0.01) var ik_damping: float = 1.0:
|
|
||||||
set(value):
|
|
||||||
ik_damping = value
|
|
||||||
if is_inside_tree():
|
|
||||||
_update_ik_options()
|
|
||||||
|
|
||||||
@export_range(1, 100, 1) var ik_max_iterations: int = 10:
|
|
||||||
set(value):
|
|
||||||
ik_max_iterations = value
|
|
||||||
if is_inside_tree():
|
|
||||||
_update_ik_options()
|
|
||||||
|
|
||||||
var _ik_constrained_axes: int = 3
|
|
||||||
|
|
||||||
|
|
||||||
func _init() -> void:
|
|
||||||
set_joint_type(joint_type)
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
_update_constrained_axes()
|
|
||||||
_update_ik_options()
|
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
|
||||||
_solve_ik_for_target()
|
|
||||||
|
|
||||||
func _solve_ik_for_target() -> void:
|
|
||||||
if not is_inside_tree() or ik_target == null:
|
|
||||||
return
|
|
||||||
|
|
||||||
if joint_type != 1 and joint_type != 2:
|
|
||||||
return
|
|
||||||
|
|
||||||
solve_ik(ik_target.global_transform)
|
|
||||||
|
|
||||||
func _update_ik_options() -> void:
|
|
||||||
if not is_inside_tree():
|
|
||||||
return
|
|
||||||
|
|
||||||
var joint_rid := get_rid()
|
|
||||||
if not joint_rid.is_valid():
|
|
||||||
return
|
|
||||||
|
|
||||||
RapierPhysicsServer2D.joint_set_ik_options(
|
|
||||||
joint_rid,
|
|
||||||
ik_damping,
|
|
||||||
ik_max_iterations,
|
|
||||||
_ik_constrained_axes,
|
|
||||||
0.001,
|
|
||||||
0.001,
|
|
||||||
)
|
|
||||||
|
|
||||||
func _update_constrained_axes() -> void:
|
|
||||||
_ik_constrained_axes = 0
|
|
||||||
if ik_constrain_x:
|
|
||||||
_ik_constrained_axes |= 1
|
|
||||||
if ik_constrain_y:
|
|
||||||
_ik_constrained_axes |= 2
|
|
||||||
if ik_constrain_rotation:
|
|
||||||
_ik_constrained_axes |= 4
|
|
||||||
|
|
||||||
if is_inside_tree():
|
|
||||||
_update_ik_options()
|
|
||||||
|
|
||||||
|
|
||||||
func set_joint_type(type: int) -> void:
|
|
||||||
RapierPhysicsServer2D.joint_set_extra_param(get_rid(), RapierPhysicsServer2D.JOINT_TYPE, type)
|
|
||||||
|
|
||||||
func solve_ik(target_transform: Transform2D) -> void:
|
|
||||||
if not is_inside_tree():
|
|
||||||
return
|
|
||||||
|
|
||||||
var joint_rid := get_rid()
|
|
||||||
if not joint_rid.is_valid():
|
|
||||||
return
|
|
||||||
|
|
||||||
RapierPhysicsServer2D.joint_solve_inverse_kinematics(joint_rid, target_transform)
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://cpnkbppqchh48
|
|
||||||
|
|
@ -1,107 +0,0 @@
|
||||||
class_name RapierGrooveJoint2D
|
|
||||||
extends GrooveJoint2D
|
|
||||||
|
|
||||||
@export_enum("Impulse", "Multibody") var joint_type: int = 0:
|
|
||||||
get:
|
|
||||||
return joint_type
|
|
||||||
set(value):
|
|
||||||
if value != joint_type:
|
|
||||||
joint_type = value
|
|
||||||
set_joint_type(value)
|
|
||||||
|
|
||||||
@export var ik_target: Node2D = null:
|
|
||||||
set(value):
|
|
||||||
ik_target = value
|
|
||||||
|
|
||||||
@export_group("IK Constraints")
|
|
||||||
|
|
||||||
@export var ik_constrain_x: bool = true:
|
|
||||||
set(value):
|
|
||||||
ik_constrain_x = value
|
|
||||||
|
|
||||||
@export var ik_constrain_y: bool = true:
|
|
||||||
set(value):
|
|
||||||
ik_constrain_y = value
|
|
||||||
|
|
||||||
@export var ik_constrain_rotation: bool = false:
|
|
||||||
set(value):
|
|
||||||
ik_constrain_rotation = value
|
|
||||||
|
|
||||||
@export_group("IK Solver Settings")
|
|
||||||
|
|
||||||
@export_range(0.0, 100.0, 0.01) var ik_damping: float = 1.0:
|
|
||||||
set(value):
|
|
||||||
ik_damping = value
|
|
||||||
if is_inside_tree():
|
|
||||||
_update_ik_options()
|
|
||||||
|
|
||||||
@export_range(1, 100, 1) var ik_max_iterations: int = 10:
|
|
||||||
set(value):
|
|
||||||
ik_max_iterations = value
|
|
||||||
if is_inside_tree():
|
|
||||||
_update_ik_options()
|
|
||||||
|
|
||||||
var _ik_constrained_axes: int = 3
|
|
||||||
|
|
||||||
|
|
||||||
func _init() -> void:
|
|
||||||
set_joint_type(joint_type)
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
_update_constrained_axes()
|
|
||||||
_update_ik_options()
|
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
|
||||||
_solve_ik_for_target()
|
|
||||||
|
|
||||||
func _solve_ik_for_target() -> void:
|
|
||||||
if not is_inside_tree() or ik_target == null:
|
|
||||||
return
|
|
||||||
|
|
||||||
if joint_type != 1 and joint_type != 2:
|
|
||||||
return
|
|
||||||
|
|
||||||
solve_ik(ik_target.global_transform)
|
|
||||||
|
|
||||||
func _update_ik_options() -> void:
|
|
||||||
if not is_inside_tree():
|
|
||||||
return
|
|
||||||
|
|
||||||
var joint_rid := get_rid()
|
|
||||||
if not joint_rid.is_valid():
|
|
||||||
return
|
|
||||||
|
|
||||||
RapierPhysicsServer2D.joint_set_ik_options(
|
|
||||||
joint_rid,
|
|
||||||
ik_damping,
|
|
||||||
ik_max_iterations,
|
|
||||||
_ik_constrained_axes,
|
|
||||||
0.001,
|
|
||||||
0.001,
|
|
||||||
)
|
|
||||||
|
|
||||||
func _update_constrained_axes() -> void:
|
|
||||||
_ik_constrained_axes = 0
|
|
||||||
if ik_constrain_x:
|
|
||||||
_ik_constrained_axes |= 1
|
|
||||||
if ik_constrain_y:
|
|
||||||
_ik_constrained_axes |= 2
|
|
||||||
if ik_constrain_rotation:
|
|
||||||
_ik_constrained_axes |= 4
|
|
||||||
|
|
||||||
if is_inside_tree():
|
|
||||||
_update_ik_options()
|
|
||||||
|
|
||||||
|
|
||||||
func set_joint_type(type: int) -> void:
|
|
||||||
RapierPhysicsServer2D.joint_set_extra_param(get_rid(), RapierPhysicsServer2D.JOINT_TYPE, type)
|
|
||||||
|
|
||||||
func solve_ik(target_transform: Transform2D) -> void:
|
|
||||||
if not is_inside_tree():
|
|
||||||
return
|
|
||||||
|
|
||||||
var joint_rid := get_rid()
|
|
||||||
if not joint_rid.is_valid():
|
|
||||||
return
|
|
||||||
|
|
||||||
RapierPhysicsServer2D.joint_solve_inverse_kinematics(joint_rid, target_transform)
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://bcr2ccv5ahren
|
|
||||||
|
|
@ -1,52 +0,0 @@
|
||||||
class_name RapierPhysicalBone2D
|
|
||||||
extends PhysicalBone2D
|
|
||||||
|
|
||||||
@export var massless: bool = false:
|
|
||||||
get:
|
|
||||||
return massless
|
|
||||||
set(value):
|
|
||||||
if value != massless:
|
|
||||||
massless = value
|
|
||||||
set_massless(value)
|
|
||||||
|
|
||||||
@export var body_skin: float = 0.0:
|
|
||||||
get:
|
|
||||||
return body_skin
|
|
||||||
set(value):
|
|
||||||
if value != body_skin:
|
|
||||||
body_skin = value
|
|
||||||
set_body_skin(value)
|
|
||||||
|
|
||||||
@export var dominance: int = 0:
|
|
||||||
get:
|
|
||||||
return dominance
|
|
||||||
set(value):
|
|
||||||
if value != dominance:
|
|
||||||
dominance = value
|
|
||||||
set_dominance(value)
|
|
||||||
|
|
||||||
@export var soft_ccd: float = 0.0:
|
|
||||||
get:
|
|
||||||
return soft_ccd
|
|
||||||
set(value):
|
|
||||||
if value != soft_ccd:
|
|
||||||
soft_ccd = value
|
|
||||||
set_soft_ccd(value)
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
set_massless(massless)
|
|
||||||
set_body_skin(body_skin)
|
|
||||||
set_dominance(dominance)
|
|
||||||
set_soft_ccd(soft_ccd)
|
|
||||||
|
|
||||||
func set_body_skin(value: float) -> void:
|
|
||||||
RapierPhysicsServer2D.body_set_extra_param(get_rid(), RapierPhysicsServer2D.BODY_PARAM_CONTACT_SKIN, value)
|
|
||||||
|
|
||||||
func set_dominance(value: int) -> void:
|
|
||||||
RapierPhysicsServer2D.body_set_extra_param(get_rid(), RapierPhysicsServer2D.BODY_PARAM_DOMINANCE, value)
|
|
||||||
|
|
||||||
func set_soft_ccd(value: float) -> void:
|
|
||||||
RapierPhysicsServer2D.body_set_extra_param(get_rid(), RapierPhysicsServer2D.BODY_PARAM_SOFT_CCD, value)
|
|
||||||
|
|
||||||
func set_massless(value: bool) -> void:
|
|
||||||
RapierPhysicsServer2D.body_set_extra_param(get_rid(), RapierPhysicsServer2D.BODY_PARAM_MASSLESS, value)
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://cwl8hvchm21pr
|
|
||||||
|
|
@ -1,106 +0,0 @@
|
||||||
class_name RapierPinJoint2D
|
|
||||||
extends PinJoint2D
|
|
||||||
|
|
||||||
@export_enum("Impulse", "Multibody") var joint_type: int = 0:
|
|
||||||
get:
|
|
||||||
return joint_type
|
|
||||||
set(value):
|
|
||||||
if value != joint_type:
|
|
||||||
joint_type = value
|
|
||||||
set_joint_type(value)
|
|
||||||
|
|
||||||
@export var ik_target: Node2D = null:
|
|
||||||
set(value):
|
|
||||||
ik_target = value
|
|
||||||
|
|
||||||
@export_group("IK Constraints")
|
|
||||||
|
|
||||||
@export var ik_constrain_x: bool = true:
|
|
||||||
set(value):
|
|
||||||
ik_constrain_x = value
|
|
||||||
|
|
||||||
@export var ik_constrain_y: bool = true:
|
|
||||||
set(value):
|
|
||||||
ik_constrain_y = value
|
|
||||||
|
|
||||||
@export var ik_constrain_rotation: bool = false:
|
|
||||||
set(value):
|
|
||||||
ik_constrain_rotation = value
|
|
||||||
|
|
||||||
@export_group("IK Solver Settings")
|
|
||||||
|
|
||||||
@export_range(0.0, 100.0, 0.01) var ik_damping: float = 1.0:
|
|
||||||
set(value):
|
|
||||||
ik_damping = value
|
|
||||||
if is_inside_tree():
|
|
||||||
_update_ik_options()
|
|
||||||
|
|
||||||
@export_range(1, 100, 1) var ik_max_iterations: int = 10:
|
|
||||||
set(value):
|
|
||||||
ik_max_iterations = value
|
|
||||||
if is_inside_tree():
|
|
||||||
_update_ik_options()
|
|
||||||
|
|
||||||
var _ik_constrained_axes: int = 3
|
|
||||||
|
|
||||||
|
|
||||||
func _init() -> void:
|
|
||||||
set_joint_type(joint_type)
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
_update_constrained_axes()
|
|
||||||
_update_ik_options()
|
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
|
||||||
_solve_ik_for_target()
|
|
||||||
|
|
||||||
func _solve_ik_for_target() -> void:
|
|
||||||
if not is_inside_tree() or ik_target == null:
|
|
||||||
return
|
|
||||||
|
|
||||||
if joint_type != 1 and joint_type != 2:
|
|
||||||
return
|
|
||||||
|
|
||||||
solve_ik(ik_target.global_transform)
|
|
||||||
|
|
||||||
func _update_ik_options() -> void:
|
|
||||||
if not is_inside_tree():
|
|
||||||
return
|
|
||||||
|
|
||||||
var joint_rid := get_rid()
|
|
||||||
if not joint_rid.is_valid():
|
|
||||||
return
|
|
||||||
|
|
||||||
RapierPhysicsServer2D.joint_set_ik_options(
|
|
||||||
joint_rid,
|
|
||||||
ik_damping,
|
|
||||||
ik_max_iterations,
|
|
||||||
_ik_constrained_axes,
|
|
||||||
0.001,
|
|
||||||
0.001,
|
|
||||||
)
|
|
||||||
|
|
||||||
func _update_constrained_axes() -> void:
|
|
||||||
_ik_constrained_axes = 0
|
|
||||||
if ik_constrain_x:
|
|
||||||
_ik_constrained_axes |= 1
|
|
||||||
if ik_constrain_y:
|
|
||||||
_ik_constrained_axes |= 2
|
|
||||||
if ik_constrain_rotation:
|
|
||||||
_ik_constrained_axes |= 4
|
|
||||||
|
|
||||||
if is_inside_tree():
|
|
||||||
_update_ik_options()
|
|
||||||
|
|
||||||
|
|
||||||
func set_joint_type(type: int) -> void:
|
|
||||||
RapierPhysicsServer2D.joint_set_extra_param(get_rid(), RapierPhysicsServer2D.JOINT_TYPE, type)
|
|
||||||
|
|
||||||
func solve_ik(target_transform: Transform2D) -> void:
|
|
||||||
if not is_inside_tree():
|
|
||||||
return
|
|
||||||
|
|
||||||
var joint_rid := get_rid()
|
|
||||||
if not joint_rid.is_valid():
|
|
||||||
return
|
|
||||||
RapierPhysicsServer2D.joint_solve_inverse_kinematics(joint_rid, target_transform)
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://bv2bc4lt5v7hu
|
|
||||||
|
|
@ -1,52 +0,0 @@
|
||||||
class_name RapierRigidBody2D
|
|
||||||
extends RigidBody2D
|
|
||||||
|
|
||||||
@export var massless: bool = false:
|
|
||||||
get:
|
|
||||||
return massless
|
|
||||||
set(value):
|
|
||||||
if value != massless:
|
|
||||||
massless = value
|
|
||||||
set_massless(value)
|
|
||||||
|
|
||||||
@export var body_skin: float = 0.0:
|
|
||||||
get:
|
|
||||||
return body_skin
|
|
||||||
set(value):
|
|
||||||
if value != body_skin:
|
|
||||||
body_skin = value
|
|
||||||
set_body_skin(value)
|
|
||||||
|
|
||||||
@export var dominance: int = 0:
|
|
||||||
get:
|
|
||||||
return dominance
|
|
||||||
set(value):
|
|
||||||
if value != dominance:
|
|
||||||
dominance = value
|
|
||||||
set_dominance(value)
|
|
||||||
|
|
||||||
@export var soft_ccd: float = 0.0:
|
|
||||||
get:
|
|
||||||
return soft_ccd
|
|
||||||
set(value):
|
|
||||||
if value != soft_ccd:
|
|
||||||
soft_ccd = value
|
|
||||||
set_soft_ccd(value)
|
|
||||||
|
|
||||||
func _init() -> void:
|
|
||||||
set_massless(massless)
|
|
||||||
set_body_skin(body_skin)
|
|
||||||
set_dominance(dominance)
|
|
||||||
set_soft_ccd(soft_ccd)
|
|
||||||
|
|
||||||
func set_body_skin(value: float) -> void:
|
|
||||||
RapierPhysicsServer2D.body_set_extra_param(get_rid(), RapierPhysicsServer2D.BODY_PARAM_CONTACT_SKIN, value)
|
|
||||||
|
|
||||||
func set_dominance(value: int) -> void:
|
|
||||||
RapierPhysicsServer2D.body_set_extra_param(get_rid(), RapierPhysicsServer2D.BODY_PARAM_DOMINANCE, value)
|
|
||||||
|
|
||||||
func set_soft_ccd(value: float) -> void:
|
|
||||||
RapierPhysicsServer2D.body_set_extra_param(get_rid(), RapierPhysicsServer2D.BODY_PARAM_SOFT_CCD, value)
|
|
||||||
|
|
||||||
func set_massless(value: bool) -> void:
|
|
||||||
RapierPhysicsServer2D.body_set_extra_param(get_rid(), RapierPhysicsServer2D.BODY_PARAM_MASSLESS, value)
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://unwhnooi7g2c
|
|
||||||
|
|
@ -1,16 +0,0 @@
|
||||||
class_name RapierStaticBody2D
|
|
||||||
extends StaticBody2D
|
|
||||||
|
|
||||||
@export var body_skin: float = 0.0:
|
|
||||||
get:
|
|
||||||
return body_skin
|
|
||||||
set(value):
|
|
||||||
if value != body_skin:
|
|
||||||
body_skin = value
|
|
||||||
set_body_skin(value)
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
set_body_skin(body_skin)
|
|
||||||
|
|
||||||
func set_body_skin(value: float) -> void:
|
|
||||||
RapierPhysicsServer2D.body_set_extra_param(get_rid(), RapierPhysicsServer2D.BODY_PARAM_CONTACT_SKIN, value)
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://busd3yfk5p1mx
|
|
||||||
|
|
@ -1,27 +0,0 @@
|
||||||
class_name Faucet2D
|
|
||||||
extends Fluid2D
|
|
||||||
|
|
||||||
@export var interval := 0.06
|
|
||||||
@export var max_particles: int = 1000
|
|
||||||
@export var width: int = 4
|
|
||||||
@export var height: int = 2
|
|
||||||
|
|
||||||
var points_new: PackedVector2Array
|
|
||||||
var velocities_new: PackedVector2Array
|
|
||||||
|
|
||||||
|
|
||||||
func _ready():
|
|
||||||
points_new = create_rectangle_points(width, height)
|
|
||||||
velocities_new.resize(points_new.size())
|
|
||||||
var gravity_value = ProjectSettings.get("physics/2d/default_gravity")
|
|
||||||
var gravity_dir = ProjectSettings.get("physics/2d/default_gravity_vector")
|
|
||||||
var dir = global_transform.basis_xform(gravity_dir * gravity_value)
|
|
||||||
velocities_new.fill(dir)
|
|
||||||
get_tree().create_timer(interval).timeout.connect(_on_timer_timeout)
|
|
||||||
|
|
||||||
|
|
||||||
func _on_timer_timeout():
|
|
||||||
get_tree().create_timer(interval).timeout.connect(_on_timer_timeout)
|
|
||||||
if len(points) > max_particles:
|
|
||||||
return
|
|
||||||
add_points_and_velocities(points_new, velocities_new)
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://d4kq5akkly15i
|
|
||||||
|
|
@ -1,10 +0,0 @@
|
||||||
@tool
|
|
||||||
extends Fluid2D
|
|
||||||
|
|
||||||
@export var circle_radius := 10:
|
|
||||||
set(value):
|
|
||||||
if circle_radius != value:
|
|
||||||
circle_radius = value
|
|
||||||
points = create_circle_points(circle_radius)
|
|
||||||
get:
|
|
||||||
return circle_radius
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://dhvg3d8muf58l
|
|
||||||
|
|
@ -1,17 +0,0 @@
|
||||||
@tool
|
|
||||||
extends Fluid2D
|
|
||||||
|
|
||||||
@export var height := 10:
|
|
||||||
set(value):
|
|
||||||
if height != value:
|
|
||||||
height = value
|
|
||||||
points = create_rectangle_points(width, height)
|
|
||||||
get:
|
|
||||||
return height
|
|
||||||
@export var width := 10:
|
|
||||||
set(value):
|
|
||||||
if width != value:
|
|
||||||
width = value
|
|
||||||
points = create_rectangle_points(width, height)
|
|
||||||
get:
|
|
||||||
return width
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://dw26ibcyam23p
|
|
||||||
|
|
@ -1,31 +0,0 @@
|
||||||
@tool
|
|
||||||
class_name Fluid2DRenderer
|
|
||||||
extends MultiMeshInstance2D
|
|
||||||
|
|
||||||
@export var fluid: Fluid2D
|
|
||||||
@export var color: Color = Color(0.8, 0.8, 0.8, 0.3)
|
|
||||||
@export var mesh_scale: Vector2 = Vector2(5, 5)
|
|
||||||
|
|
||||||
|
|
||||||
func _ready():
|
|
||||||
if multimesh == null:
|
|
||||||
multimesh = MultiMesh.new()
|
|
||||||
multimesh.mesh = load("res://addons/godot-rapier2d/circle_mesh.tres").duplicate()
|
|
||||||
multimesh.use_colors = true
|
|
||||||
if texture == null:
|
|
||||||
texture = load("res://addons/godot-rapier2d/Radial2D.svg")
|
|
||||||
|
|
||||||
|
|
||||||
func _process(_delta):
|
|
||||||
if fluid == null:
|
|
||||||
return
|
|
||||||
global_transform = fluid.global_transform
|
|
||||||
var index = 0
|
|
||||||
multimesh.instance_count = fluid.points.size()
|
|
||||||
var points = fluid.points
|
|
||||||
for i in points.size():
|
|
||||||
var point = points[i]
|
|
||||||
var new_transform: Transform2D = Transform2D(0, mesh_scale, 0, point)
|
|
||||||
multimesh.set_instance_transform_2d(index, new_transform)
|
|
||||||
multimesh.set_instance_color(index, color)
|
|
||||||
index += 1
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://c70amrnbdymwf
|
|
||||||
|
|
@ -1,87 +0,0 @@
|
||||||
@tool
|
|
||||||
class_name Fluid2DShaderRenderer
|
|
||||||
extends CanvasLayer
|
|
||||||
|
|
||||||
@export var fluid: Fluid2D:
|
|
||||||
set(value):
|
|
||||||
fluid = value
|
|
||||||
update_configuration_warnings()
|
|
||||||
@export var camera: Camera2D
|
|
||||||
@export var water_material: Material = load("res://addons/godot-rapier2d/water_shader.tres")
|
|
||||||
@export var mesh_scale: Vector2 = Vector2(5, 5)
|
|
||||||
var fluid_renderer: Fluid2DRenderer
|
|
||||||
var inside_camera: Camera2D:
|
|
||||||
set(value):
|
|
||||||
inside_camera = value
|
|
||||||
update_configuration_warnings()
|
|
||||||
var sub_viewport_container: SubViewportContainer
|
|
||||||
var sub_viewport: SubViewport
|
|
||||||
|
|
||||||
|
|
||||||
func _get_configuration_warnings():
|
|
||||||
var warnings = []
|
|
||||||
if camera == null:
|
|
||||||
warnings += ["Camera property is empty."]
|
|
||||||
if fluid == null:
|
|
||||||
warnings += ["Fluid property is empty."]
|
|
||||||
return warnings
|
|
||||||
|
|
||||||
|
|
||||||
func _create_subviewport_container():
|
|
||||||
sub_viewport_container = SubViewportContainer.new()
|
|
||||||
sub_viewport_container.name = "SubViewportContainer"
|
|
||||||
add_child(sub_viewport_container)
|
|
||||||
sub_viewport_container.material = water_material
|
|
||||||
sub_viewport_container.size = Vector2(
|
|
||||||
ProjectSettings.get("display/window/size/viewport_width"),
|
|
||||||
ProjectSettings.get("display/window/size/viewport_height")
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
func _create_subviewport():
|
|
||||||
sub_viewport = SubViewport.new()
|
|
||||||
sub_viewport.name = "SubViewport"
|
|
||||||
sub_viewport_container.add_child(sub_viewport)
|
|
||||||
sub_viewport.transparent_bg = true
|
|
||||||
sub_viewport.size = sub_viewport_container.size
|
|
||||||
|
|
||||||
|
|
||||||
func _create_fluid_renderer():
|
|
||||||
fluid_renderer = Fluid2DRenderer.new()
|
|
||||||
fluid_renderer.name = "Fluid2DRenderer"
|
|
||||||
fluid_renderer.color = Color(255, 0, 255)
|
|
||||||
fluid_renderer.mesh_scale = mesh_scale
|
|
||||||
fluid_renderer.fluid = fluid
|
|
||||||
sub_viewport.add_child(fluid_renderer)
|
|
||||||
|
|
||||||
|
|
||||||
func _create_inside_camera():
|
|
||||||
inside_camera = Camera2D.new()
|
|
||||||
inside_camera.name = "Camera2D"
|
|
||||||
inside_camera.material = water_material
|
|
||||||
sub_viewport.add_child(inside_camera)
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
_create_subviewport_container()
|
|
||||||
_create_subviewport()
|
|
||||||
_create_fluid_renderer()
|
|
||||||
_create_inside_camera()
|
|
||||||
if fluid:
|
|
||||||
fluid.debug_draw = false
|
|
||||||
|
|
||||||
|
|
||||||
func _process(_delta: float) -> void:
|
|
||||||
if camera != null:
|
|
||||||
inside_camera.offset = camera.offset
|
|
||||||
inside_camera.zoom = camera.zoom
|
|
||||||
inside_camera.transform = camera.transform
|
|
||||||
sub_viewport_container.scale = Vector2(1.0 / camera.zoom.x, 1.0 / camera.zoom.y)
|
|
||||||
sub_viewport_container.position = camera.global_position
|
|
||||||
sub_viewport.size = sub_viewport_container.size
|
|
||||||
if camera.anchor_mode == Camera2D.AnchorMode.ANCHOR_MODE_FIXED_TOP_LEFT:
|
|
||||||
sub_viewport_container.position -= sub_viewport_container.size / 2
|
|
||||||
if !camera.ignore_rotation:
|
|
||||||
sub_viewport_container.rotation = camera.global_rotation
|
|
||||||
else:
|
|
||||||
sub_viewport_container.rotation = 0
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://qo8bibm1ntwf
|
|
||||||
|
|
@ -1,44 +0,0 @@
|
||||||
[configuration]
|
|
||||||
|
|
||||||
entry_symbol = "rapier_2d_init"
|
|
||||||
compatibility_minimum = 4.3
|
|
||||||
|
|
||||||
|
|
||||||
[libraries]
|
|
||||||
|
|
||||||
macos.debug = "bin/libgodot_rapier.macos.framework"
|
|
||||||
macos.release = "bin/libgodot_rapier.macos.framework"
|
|
||||||
windows.debug.x86_64 = "bin/libgodot_rapier.windows.x86_64-pc-windows-msvc.dll"
|
|
||||||
windows.release.x86_64 = "bin/libgodot_rapier.windows.x86_64-pc-windows-msvc.dll"
|
|
||||||
windows.debug.x86_32 = "bin/libgodot_rapier.windows.i686-pc-windows-msvc.dll"
|
|
||||||
windows.release.x86_32 = "bin/libgodot_rapier.windows.i686-pc-windows-msvc.dll"
|
|
||||||
windows.debug.arm64 = "bin/libgodot_rapier.windows.aarch64-pc-windows-msvc.dll"
|
|
||||||
windows.release.arm64 = "bin/libgodot_rapier.windows.aarch64-pc-windows-msvc.dll"
|
|
||||||
linux.debug.x86_64 = "bin/libgodot_rapier.linux.x86_64-unknown-linux-gnu.so"
|
|
||||||
linux.release.x86_64 = "bin/libgodot_rapier.linux.x86_64-unknown-linux-gnu.so"
|
|
||||||
linux.debug.x86_32 = "bin/libgodot_rapier.linux.i686-unknown-linux-gnu.so"
|
|
||||||
linux.release.x86_32 = "bin/libgodot_rapier.linux.i686-unknown-linux-gnu.so"
|
|
||||||
linux.debug.arm64 = "bin/libgodot_rapier.linux.aarch64-unknown-linux-gnu.so"
|
|
||||||
linux.release.arm64 = "bin/libgodot_rapier.linux.aarch64-unknown-linux-gnu.so"
|
|
||||||
linux.debug.arm32 = "bin/libgodot_rapier.linux.armv7-unknown-linux-gnueabihf.so"
|
|
||||||
linux.release.arm32 = "bin/libgodot_rapier.linux.armv7-unknown-linux-gnueabihf.so"
|
|
||||||
android.debug.x86_64 = "bin/libgodot_rapier.android.x86_64-linux-android.so"
|
|
||||||
android.release.x86_64 = "bin/libgodot_rapier.android.x86_64-linux-android.so"
|
|
||||||
android.debug.x86_32 = "bin/libgodot_rapier.android.i686-linux-android.so"
|
|
||||||
android.release.x86_32 = "bin/libgodot_rapier.android.i686-linux-android.so"
|
|
||||||
android.debug.arm64 = "bin/libgodot_rapier.android.aarch64-linux-android.so"
|
|
||||||
android.release.arm64 = "bin/libgodot_rapier.android.aarch64-linux-android.so"
|
|
||||||
android.debug.arm32 = "bin/libgodot_rapier.android.armv7-linux-androideabi.so"
|
|
||||||
android.release.arm32 = "bin/libgodot_rapier.android.armv7-linux-androideabi.so"
|
|
||||||
ios.debug.arm64 = "bin/libgodot_rapier.ios.arm64.framework"
|
|
||||||
ios.release.arm64 = "bin/libgodot_rapier.ios.arm64.framework"
|
|
||||||
ios.debug.x86_64 = "bin/libgodot_rapier.ios.x86_64.framework"
|
|
||||||
ios.release.x86_64 = "bin/libgodot_rapier.ios.x86_64.framework"
|
|
||||||
web.debug.threads.wasm32 = "bin/godot_rapier.wasm"
|
|
||||||
web.release.threads.wasm32 = "bin/godot_rapier.wasm"
|
|
||||||
web.debug.wasm32 = "bin/wasm-nothreads/godot_rapier.wasm"
|
|
||||||
web.release.wasm32 = "bin/wasm-nothreads/godot_rapier.wasm"
|
|
||||||
|
|
||||||
[icons]
|
|
||||||
|
|
||||||
Fluid2D = "Fluid2D.svg"
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://cydvir118dli4
|
|
||||||
|
Before Width: | Height: | Size: 30 KiB |
|
|
@ -1,8 +0,0 @@
|
||||||
[plugin]
|
|
||||||
|
|
||||||
name="Godot Rapier 2D"
|
|
||||||
description="A 2D and 3D drop-in replacement for the Godot engine that adds stability and fluids."
|
|
||||||
author="appsinacup"
|
|
||||||
version="0.8.24"
|
|
||||||
flavour="godot-rapier-2d-single-simd-parallel"
|
|
||||||
script=""
|
|
||||||
|
|
@ -1,108 +0,0 @@
|
||||||
### Supports [CollisionObject2D], [Joint2D] and [CollisionShape2D].
|
|
||||||
@icon("res://addons/godot-rapier2d/logo_square_2d.png")
|
|
||||||
class_name Rapier2DState
|
|
||||||
extends Node
|
|
||||||
|
|
||||||
var state: Dictionary = {}
|
|
||||||
|
|
||||||
|
|
||||||
func _is_physics_object(node: Node) -> bool:
|
|
||||||
return node is CollisionObject2D or node is Joint2D
|
|
||||||
|
|
||||||
|
|
||||||
func _get_all_physics_nodes(p_node: Node, path: String = "/root/") -> Array[String]:
|
|
||||||
var results: Array[String] = []
|
|
||||||
if path == "/root/" && _is_physics_object(p_node):
|
|
||||||
results.append(path + p_node.name)
|
|
||||||
path += p_node.name + "/"
|
|
||||||
for node in p_node.get_children():
|
|
||||||
if _is_physics_object(node):
|
|
||||||
results.append(path + node.name)
|
|
||||||
if node.get_child_count() > 0:
|
|
||||||
results.append_array(_get_all_physics_nodes(node, path))
|
|
||||||
return results
|
|
||||||
|
|
||||||
|
|
||||||
## Save a node's physics state
|
|
||||||
func save_node(rid: RID, save_json: bool):
|
|
||||||
if save_json:
|
|
||||||
return JSON.parse_string(RapierPhysicsServer2D.export_json(rid))
|
|
||||||
return RapierPhysicsServer2D.export_binary(rid)
|
|
||||||
|
|
||||||
|
|
||||||
## Load a node's physics state
|
|
||||||
func load_node(rid: RID, data: PackedByteArray):
|
|
||||||
RapierPhysicsServer2D.import_binary(rid, data)
|
|
||||||
|
|
||||||
|
|
||||||
## Save the state of whole world (single space)
|
|
||||||
func save_state(save_json: bool = false) -> int:
|
|
||||||
var physics_nodes := _get_all_physics_nodes(get_tree().current_scene)
|
|
||||||
for node_path in physics_nodes:
|
|
||||||
var node := get_node(node_path)
|
|
||||||
var rid: RID
|
|
||||||
if node is CollisionObject2D:
|
|
||||||
rid = node.get_rid()
|
|
||||||
for owner_id in node.get_shape_owners():
|
|
||||||
for owner_shape_id in node.shape_owner_get_shape_count(owner_id):
|
|
||||||
var shape_rid = node.shape_owner_get_shape(owner_id, owner_shape_id).get_rid()
|
|
||||||
state[node_path + "/" + str(owner_id) + "/" + str(owner_shape_id)] = save_node(
|
|
||||||
shape_rid, save_json
|
|
||||||
)
|
|
||||||
if node is Joint2D:
|
|
||||||
rid = node.get_rid()
|
|
||||||
state[node_path] = save_node(rid, save_json)
|
|
||||||
var space_rid = get_viewport().world_2d.space
|
|
||||||
state["space"] = save_node(space_rid, save_json)
|
|
||||||
state["id"] = RapierPhysicsServer2D.get_global_id()
|
|
||||||
return hash(JSON.stringify(state, " "))
|
|
||||||
|
|
||||||
|
|
||||||
## Load the state of whole world (single space)
|
|
||||||
func load_state() -> int:
|
|
||||||
var physics_nodes := _get_all_physics_nodes(get_tree().current_scene)
|
|
||||||
for node_path in physics_nodes:
|
|
||||||
var node := get_node(node_path)
|
|
||||||
var rid: RID
|
|
||||||
if node is CollisionObject2D:
|
|
||||||
rid = node.get_rid()
|
|
||||||
for owner_id in node.get_shape_owners():
|
|
||||||
for owner_shape_id in node.shape_owner_get_shape_count(owner_id):
|
|
||||||
var shape_rid = node.shape_owner_get_shape(owner_id, owner_shape_id).get_rid()
|
|
||||||
var shape_state = state[
|
|
||||||
node_path + "/" + str(owner_id) + "/" + str(owner_shape_id)
|
|
||||||
]
|
|
||||||
load_node(shape_rid, JSON.parse_string(shape_state))
|
|
||||||
if node is Joint2D:
|
|
||||||
rid = node.get_rid()
|
|
||||||
var node_state = state[node_path]
|
|
||||||
load_node(rid, JSON.parse_string(node_state))
|
|
||||||
var space_rid = get_viewport().world_2d.space
|
|
||||||
load_node(space_rid, JSON.parse_string(state["space"]))
|
|
||||||
RapierPhysicsServer2D.set_global_id(int(state["id"]))
|
|
||||||
RapierPhysicsServer2D.space_flush_queries(space_rid)
|
|
||||||
return hash(JSON.stringify(state, " "))
|
|
||||||
|
|
||||||
|
|
||||||
## Export the state to file
|
|
||||||
func export_state(file_name: String = "user://state.json"):
|
|
||||||
var hash = save_state(false)
|
|
||||||
FileAccess.open(file_name, FileAccess.WRITE).store_string(JSON.stringify(state, " "))
|
|
||||||
return hash
|
|
||||||
|
|
||||||
|
|
||||||
## Import the state from file
|
|
||||||
func import_state(file_name: String = "user://state.json"):
|
|
||||||
state = JSON.parse_string(FileAccess.open(file_name, FileAccess.READ).get_as_text())
|
|
||||||
return load_state()
|
|
||||||
|
|
||||||
|
|
||||||
#func _notification(what: int) -> void:
|
|
||||||
#if what == NOTIFICATION_ENTER_TREE:
|
|
||||||
#print("enter tree")
|
|
||||||
# TODO reload state here?
|
|
||||||
#if what == NOTIFICATION_EXIT_TREE:
|
|
||||||
# save_state(false)
|
|
||||||
# FileAccess.open("user://save.json", FileAccess.WRITE).store_string(
|
|
||||||
# JSON.stringify(state, " ")
|
|
||||||
# )
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://b4u71ckduv8gr
|
|
||||||
|
|
@ -1,22 +0,0 @@
|
||||||
shader_type canvas_item;
|
|
||||||
|
|
||||||
uniform float threshold = 0.8;
|
|
||||||
uniform vec4 water_color: source_color = vec4(0.12,0.24,0.45,0.65);
|
|
||||||
uniform vec4 test_color: source_color = vec4(1,0,1,1);
|
|
||||||
|
|
||||||
uniform float speed = 0.1; // Speed of movement
|
|
||||||
uniform float amplitude = 0.1; // Amplitude of movement
|
|
||||||
|
|
||||||
uniform sampler2D water_texture;
|
|
||||||
|
|
||||||
void fragment(){
|
|
||||||
float displacement = sin(TIME * speed) * amplitude;
|
|
||||||
vec4 screen_tex = texture(TEXTURE, SCREEN_UV).rgba;
|
|
||||||
|
|
||||||
float color_distance = screen_tex.r;
|
|
||||||
if (color_distance > threshold) {
|
|
||||||
COLOR = texture(water_texture, SCREEN_UV + displacement).rgba * water_color;
|
|
||||||
} else {
|
|
||||||
COLOR = vec4(0.0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://cgysptptloown
|
|
||||||
|
|
@ -1,11 +0,0 @@
|
||||||
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://cysnk7s2ll173"]
|
|
||||||
|
|
||||||
[ext_resource type="Shader" path="res://addons/godot-rapier2d/water_shader.gdshader" id="1_wgm3x"]
|
|
||||||
|
|
||||||
[resource]
|
|
||||||
shader = ExtResource("1_wgm3x")
|
|
||||||
shader_parameter/threshold = 0.8
|
|
||||||
shader_parameter/water_color = Color(0.12, 0.24, 0.45, 0.65)
|
|
||||||
shader_parameter/test_color = Color(1, 0, 1, 1)
|
|
||||||
shader_parameter/speed = 0.1
|
|
||||||
shader_parameter/amplitude = 0.1
|
|
||||||
|
|
@ -132,7 +132,7 @@ interact={
|
||||||
|
|
||||||
[physics]
|
[physics]
|
||||||
|
|
||||||
2d/physics_engine="Rapier2D"
|
2d/physics_engine="GodotPhysics2D"
|
||||||
2d/default_gravity=0.0
|
2d/default_gravity=0.0
|
||||||
2d/default_gravity_vector=Vector2(0, 0)
|
2d/default_gravity_vector=Vector2(0, 0)
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,16 +1,78 @@
|
||||||
[gd_scene load_steps=19 format=4 uid="uid://crc7t4acei3hj"]
|
[gd_scene load_steps=24 format=4 uid="uid://crc7t4acei3hj"]
|
||||||
|
|
||||||
[ext_resource type="Texture2D" uid="uid://c6s5n6xqoy353" path="res://textures/player.png" id="1_s58gg"]
|
|
||||||
[ext_resource type="Script" uid="uid://dowu512otgyyf" path="res://scripts/player_ground.gd" id="1_vgnaj"]
|
[ext_resource type="Script" uid="uid://dowu512otgyyf" path="res://scripts/player_ground.gd" id="1_vgnaj"]
|
||||||
[ext_resource type="Script" uid="uid://b2sw6ymaf4t0s" path="res://scripts/game_ground.gd" id="1_wky5g"]
|
[ext_resource type="Script" uid="uid://b2sw6ymaf4t0s" path="res://scripts/game_ground.gd" id="1_wky5g"]
|
||||||
[ext_resource type="Texture2D" uid="uid://dtwo7g0ipc4k" path="res://textures/ship_1.png" id="3_gysiw"]
|
[ext_resource type="Texture2D" uid="uid://dtwo7g0ipc4k" path="res://textures/ship_1.png" id="3_gysiw"]
|
||||||
[ext_resource type="Texture2D" uid="uid://btcap3oh2dqt8" path="res://textures/wall_tile.png" id="3_jsun3"]
|
[ext_resource type="Texture2D" uid="uid://btcap3oh2dqt8" path="res://textures/wall_tile.png" id="3_jsun3"]
|
||||||
|
[ext_resource type="Texture2D" uid="uid://c0cyhybh30ogt" path="res://textures/player-ground-sheet.png" id="3_ypt7u"]
|
||||||
[ext_resource type="Shader" uid="uid://bk7q00br1ms30" path="res://scripts/retro.gdshader" id="4_ppdof"]
|
[ext_resource type="Shader" uid="uid://bk7q00br1ms30" path="res://scripts/retro.gdshader" id="4_ppdof"]
|
||||||
[ext_resource type="Script" uid="uid://dnagg4t7wspan" path="res://addons/awesome_input_icons/classes/InputIconTextureRect.gd" id="6_c2suo"]
|
[ext_resource type="Script" uid="uid://dnagg4t7wspan" path="res://addons/awesome_input_icons/classes/InputIconTextureRect.gd" id="6_c2suo"]
|
||||||
[ext_resource type="Shader" uid="uid://d3hoh7ec2w8q7" path="res://scripts/outline.gdshader" id="6_ypt7u"]
|
[ext_resource type="Shader" uid="uid://d3hoh7ec2w8q7" path="res://scripts/outline.gdshader" id="6_ypt7u"]
|
||||||
|
|
||||||
[sub_resource type="CircleShape2D" id="CircleShape2D_ppdof"]
|
[sub_resource type="AtlasTexture" id="AtlasTexture_jo68p"]
|
||||||
radius = 32.0
|
atlas = ExtResource("3_ypt7u")
|
||||||
|
region = Rect2(0, 0, 64, 64)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_6gpfv"]
|
||||||
|
atlas = ExtResource("3_ypt7u")
|
||||||
|
region = Rect2(64, 0, 64, 64)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_fd1o3"]
|
||||||
|
atlas = ExtResource("3_ypt7u")
|
||||||
|
region = Rect2(192, 0, 64, 64)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_yqhs4"]
|
||||||
|
atlas = ExtResource("3_ypt7u")
|
||||||
|
region = Rect2(128, 0, 64, 64)
|
||||||
|
|
||||||
|
[sub_resource type="SpriteFrames" id="SpriteFrames_aergo"]
|
||||||
|
animations = [{
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_jo68p")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_6gpfv")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_fd1o3")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_yqhs4")
|
||||||
|
}],
|
||||||
|
"loop": true,
|
||||||
|
"name": &"default",
|
||||||
|
"speed": 5.0
|
||||||
|
}, {
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_jo68p")
|
||||||
|
}],
|
||||||
|
"loop": true,
|
||||||
|
"name": &"idle",
|
||||||
|
"speed": 5.0
|
||||||
|
}, {
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_jo68p")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_6gpfv")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_yqhs4")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_fd1o3")
|
||||||
|
}],
|
||||||
|
"loop": true,
|
||||||
|
"name": &"walk",
|
||||||
|
"speed": 6.0
|
||||||
|
}]
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_4ldj0"]
|
||||||
|
radius = 16.0
|
||||||
|
height = 126.0
|
||||||
|
|
||||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_gysiw"]
|
[sub_resource type="RectangleShape2D" id="RectangleShape2D_gysiw"]
|
||||||
size = Vector2(40, 40)
|
size = Vector2(40, 40)
|
||||||
|
|
@ -78,14 +140,17 @@ color = Color(0.06666667, 0.06666667, 0.06666667, 1)
|
||||||
position = Vector2(349, -58)
|
position = Vector2(349, -58)
|
||||||
script = ExtResource("1_vgnaj")
|
script = ExtResource("1_vgnaj")
|
||||||
|
|
||||||
[node name="Sprite" type="Sprite2D" parent="PlayerGround"]
|
[node name="Sprite" type="AnimatedSprite2D" parent="PlayerGround"]
|
||||||
texture = ExtResource("1_s58gg")
|
scale = Vector2(2, 2)
|
||||||
|
sprite_frames = SubResource("SpriteFrames_aergo")
|
||||||
|
animation = &"walk"
|
||||||
|
frame_progress = 0.122260205
|
||||||
|
|
||||||
[node name="Camera" type="Camera2D" parent="PlayerGround"]
|
[node name="Camera" type="Camera2D" parent="PlayerGround"]
|
||||||
position_smoothing_enabled = true
|
position_smoothing_enabled = true
|
||||||
|
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="PlayerGround"]
|
[node name="CollisionShape" type="CollisionShape2D" parent="PlayerGround"]
|
||||||
shape = SubResource("CircleShape2D_ppdof")
|
shape = SubResource("CapsuleShape2D_4ldj0")
|
||||||
|
|
||||||
[node name="ExitShip" type="Sprite2D" parent="."]
|
[node name="ExitShip" type="Sprite2D" parent="."]
|
||||||
position = Vector2(87, 63)
|
position = Vector2(87, 63)
|
||||||
|
|
|
||||||
|
|
@ -1,9 +1,24 @@
|
||||||
extends CharacterBody2D
|
extends CharacterBody2D
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
$Sprite.play()
|
||||||
|
|
||||||
func _process(delta: float) -> void:
|
func _process(delta: float) -> void:
|
||||||
var horizontial_movement = Input.get_axis("ground_left", "ground_right")
|
var horizontial_movement = Input.get_axis("ground_left", "ground_right")
|
||||||
var vertical_movement = Input.get_axis("ground_up", "ground_down")
|
var vertical_movement = Input.get_axis("ground_up", "ground_down")
|
||||||
|
|
||||||
velocity = Vector2(256 * horizontial_movement, 256 * vertical_movement)
|
velocity = Vector2(256 * horizontial_movement, 256 * vertical_movement)
|
||||||
|
if horizontial_movement > 0.1:
|
||||||
|
$Sprite.scale.x = -2
|
||||||
|
if horizontial_movement < -0.1:
|
||||||
|
$Sprite.scale.x = 2
|
||||||
|
|
||||||
|
if velocity.length() > 8:
|
||||||
|
$Sprite.animation = "walk"
|
||||||
|
if abs(horizontial_movement) > abs(vertical_movement): $Sprite.speed_scale = abs(horizontial_movement)
|
||||||
|
else: $Sprite.speed_scale = abs(vertical_movement)
|
||||||
|
else:
|
||||||
|
$Sprite.animation = "idle"
|
||||||
|
|
||||||
|
|
||||||
move_and_slide()
|
move_and_slide()
|
||||||
|
|
|
||||||
BIN
textures/player-ground-sheet.png
Normal file
|
After Width: | Height: | Size: 782 B |
|
|
@ -2,16 +2,16 @@
|
||||||
|
|
||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
|
||||||
uid="uid://d1iwpd5epp8u6"
|
uid="uid://c0cyhybh30ogt"
|
||||||
path="res://.godot/imported/logo_square_2d.png-ee7cb55fd9c4d1815ce7e83cd5401198.ctex"
|
path="res://.godot/imported/player-ground-sheet.png-227ddb96ed2997b2b0c3536b13dffc03.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"vram_texture": false
|
"vram_texture": false
|
||||||
}
|
}
|
||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://addons/godot-rapier2d/logo_square_2d.png"
|
source_file="res://textures/player-ground-sheet.png"
|
||||||
dest_files=["res://.godot/imported/logo_square_2d.png-ee7cb55fd9c4d1815ce7e83cd5401198.ctex"]
|
dest_files=["res://.godot/imported/player-ground-sheet.png-227ddb96ed2997b2b0c3536b13dffc03.ctex"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
|
Before Width: | Height: | Size: 419 B After Width: | Height: | Size: 357 B |
|
Before Width: | Height: | Size: 2.5 KiB After Width: | Height: | Size: 3.5 KiB |