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DeerTears / puzzle_panel.gd
Created September 28, 2021 02:47
something witness-y but not really
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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DeerTears / dont_crash.md
Created September 15, 2021 02:36
this killed my site once lol

test wow test wow test wow test test wow test_test wow

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DeerTears / bouncing_vector3.gd
Created April 15, 2021 22:19
attempting to figure out a better way to bounce or debug my code since bouncing is too strong in godot's 3d for some reason?
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:
# 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.
#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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DeerTears / maybe update editor properties.gd
Created January 11, 2021 04:52
figuring out how to actually update the editor properties in real time when changed by another property. animated sliders in tool scripts, if you will.
# https://docs.godotengine.org/en/stable/classes/class_object.html#method-descriptions
property_list_changed_notify()
# Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.
# might not do what i want
You can include images by adding them to the folder static/img/ and then you can include them by adding a HTML tag to your content.
https://github.com/chrismaltby/gb-studio-site/tree/develop/static/img/screenshots
https://github.com/chrismaltby/gb-studio-site/tree/develop/static/img/events
e.g.
If you added an image as static/img/screenshots/actor-limits.png you would be able to include it in a page like this
<img title="New Project" src="/img/screenshots/actor-limits.png" width="812">
The width is optional as the image will scale to full width if you don't provide it, I just set it manually on a few images when I know the exact size I want to images to appear.
  • Actor: Store Direction In Variable
    Store the current direction of an actor into a variable.

    Direction Number
    Down 1
    Right 2
    Up 3
    Left 4