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#godot printout of slidermargin.gd. extends container. | |
{class_name:, hint:0, hint_string:, name:Node, type:0, usage:256}, | |
{class_name:, hint:18, hint_string:, name:editor_description, type:4, usage:1048578}, | |
{class_name:, hint:0, hint_string:, name:_import_path, type:15, usage:1048581}, | |
{class_name:, hint:0, hint_string:pause_, name:Pause, type:0, usage:128}, | |
{class_name:, hint:3, hint_string:Inherit,Stop,Process, name:pause_mode, type:2, usage:7}, | |
{class_name:, hint:0, hint_string:, name:name, type:4, usage:0}, | |
{class_name:, hint:0, hint_string:, name:filename, type:4, usage:0}, | |
{class_name:Node, hint:17, hint_string:Node, name:owner, type:17, usage:0}, |
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# https://docs.godotengine.org/en/stable/classes/class_@globalscope.html#enum-globalscope-propertyusageflags | |
PROPERTY_USAGE_GROUP = 128 | |
#Used to group properties together in the editor. | |
PROPERTY_USAGE_CATEGORY = 256 | |
# Used to categorize properties together in the editor. | |
PROPERTY_HINT_EXP_EASING = 4 | |
# Hints that a float property should be edited via an exponential easing function. The hint string can include "attenuation" to flip the curve horizontally and/or "inout" to also include in/out easing. |
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var direction | |
func phys_process(delta): | |
if player_hit_wall: | |
if not just_bounced: | |
var wall_normal = $WallCast.get_collision_normal() | |
if wall_normal.length() != 0: | |
just_bounced = true | |
# bug: this code only shows intensity, not sign of the bounce | |
var bounce_phi = (direction.dot(wall_normal)) | |
if bounce_phi > 0.75: |
this guide is not done
I have been working on a better, updated guide here: https://coda.io/d/Trenchbroom-Guide_d77T7fADkTg/Beginners-Guide-to-Qodot_suWQh#_luwA5
Here's what options you have:
- Material Override
- Auto PBR
- Base Textures (Albedo-Only)
Whatever
Version | Author | Node Type | Link |
---|---|---|---|
Godot 3 | fossegutten | KinematicBody | https://github.com/fossegutten/Simple-Q3-Controller |
Godot 3 | GarbajYT | KinematicBody | https://github.com/GarbajYT/godot_updated_fps_controller |
Godot 3 | Miziziziz | KinematicBody | "Natural Sale" link to Miziziziz's course |
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extends Area | |
# Has a bunch of collisionshape children to check different squares against. | |
# Not the most optimized system since it's multiple objects vs contained in one plane. | |
# Z clipping in picking is also an issue | |
class_name PuzzlePanel | |
const HALF_PI := 1.570796 |
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[gd_scene load_steps=14 format=2] | |
[ext_resource path="res://icon.png" type="Texture" id=1] | |
[ext_resource path="res://systems/panels/PuzzlePanel.gd" type="Script" id=3] | |
[sub_resource type="CubeMesh" id=1] | |
size = Vector3( 50, 0.2, 50 ) | |
[sub_resource type="ConcavePolygonShape" id=2] | |
data = PoolVector3Array( -25, 0.1, 25, 25, 0.1, 25, -25, -0.1, 25, 25, 0.1, 25, 25, -0.1, 25, -25, -0.1, 25, 25, 0.1, -25, -25, 0.1, -25, 25, -0.1, -25, -25, 0.1, -25, -25, -0.1, -25, 25, -0.1, -25, 25, 0.1, 25, 25, 0.1, -25, 25, -0.1, 25, 25, 0.1, -25, 25, -0.1, -25, 25, -0.1, 25, -25, 0.1, -25, -25, 0.1, 25, -25, -0.1, -25, -25, 0.1, 25, -25, -0.1, 25, -25, -0.1, -25, 25, 0.1, 25, -25, 0.1, 25, 25, 0.1, -25, -25, 0.1, 25, -25, 0.1, -25, 25, 0.1, -25, -25, -0.1, 25, 25, -0.1, 25, -25, -0.1, -25, 25, -0.1, 25, 25, -0.1, -25, -25, -0.1, -25 ) |
Next step | Link |
---|---|
Apply materials and shaders to brushes. | Textures |
Place Godot scenes using Trenchbroom. | Entities |
Prepare your project for scaling up. | Best Practices |
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shader_type canvas_item; | |
uniform vec4 top: hint_color = vec4(0.0, 0.05, 0.15, 1.0); | |
uniform vec4 bottom: hint_color = vec4(0.0, 0.49, 0.88, 1.0); | |
uniform vec4 circle_top: hint_color = vec4(0.27, 0.24, 0.9, 1.0); | |
uniform vec4 circle_bottom: hint_color = vec4(1.0, 0.56, 0.35, 1.0); | |
uniform float horizon_top = 0.4; | |
uniform float horizon_bottom = 0.6; |