All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog.
extends Node | |
""" | |
An autoload singleton for pixel perfect rendering of the game. | |
Set this script as an autoload. | |
`base_size` - Is the target size of the viewport. The viewport will scale up to fit the largest | |
possible integer multiple of this size within the window. | |
`expand` - If true the viewport will expand to the edges of the window after scaling up. |
# simple combo handling code | |
import collections | |
# priority is just a number used to decide | |
# what move was made when more than 1 | |
# move is validated by the same input. | |
PriorityLow = 99 | |
PriorityHigh = 1 | |
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog.
Our game, ERO-ONE needed a minimap system, it being an open world game made this a necessity, otherwise the player wouldn't really know where he's going.
Of course making a proper minimap is hard, we told ourselves that our game didn't really need it because it's not as big as the open world powerhouse that is Grand Theft Auto, but the real reasons are...
extends Sprite | |
var grid_size = 32 | |
var speed = 64 # speed in pixels per second | |
var direction = Vector2(1, 0) # move in positive x direction, adapt this in your code for other directions | |
var is_moving = false | |
var moved_dist # keep track of how much we already moved | |
func _fixed_process(delta): | |
if Input.is_action_pressed("myInputAction") and !is_moving: |