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static func compute_uv(atlas_texture): | |
var uv_array_region = atlas_texture.get_region() | |
var uv_array_size = atlas_texture.get_atlas().get_size() | |
# 0.5 is used to get a margin (remove blank pixel due to round) | |
var uv_array_00 = (uv_array_region.pos + Vector2(0.5, 0.5)) / uv_array_size | |
var uv_array_01 = (uv_array_region.pos + Vector2(0.5, uv_array_region.size.y - 0.5)) / uv_array_size | |
var uv_array_11 = (uv_array_region.pos + uv_array_region.size + Vector2(-0.5, -0.5)) / uv_array_size | |
var uv_array_10 = (uv_array_region.pos + Vector2(uv_array_region.size.x -0.5, 0.5)) / uv_array_size |
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extends Node | |
const S_FOREGROUND = 100 / 255.0 | |
const L_FOREGROUND = 217 / 255.0 | |
const PRELOADED_COLORS = { | |
red = Color('f44336'), | |
pink = Color('e91e63'), | |
purple = Color('9c27b0'), | |
deep_purple = Color('673ab7'), |
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#!/bin/bash | |
# This script is intended to run on Linux. | |
set -eo pipefail | |
export BUILD_REVISION=official | |
# if this flag is set, build is tagged as release in the version | |
# Build templates |
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#!/bin/bash | |
# This script is intended to run on Linux. | |
set -eo pipefail | |
export BUILD_REVISION=official | |
# if this flag is set, build is tagged as release in the version | |
# Build templates |
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Pour avoir un projet moins ambigü, aucun fichier n'est au pluriel, tout au singulier, en vrai l'orthographe importe peu dans ces cas la. | |
Cette règle permet de gagner du temps lorsqu'on veut nommer des fichiers/répertoires. | |
nom-du-projet/ | |
.gitignore | |
- config/ | |
- default.json <= Options par défaut | |
- local.json <= Fichier ajouté une fois, mais ensuite mis dans le fichier .gitignore, comme ça tous les devs pourront rouler l'app localement | |
- custom-environment-variable.json <= Utilisé pour la prod, les variables secrètes sont des variables d'environnement, donc plus dur a récupérer en cas de hack | |
- lib/ |
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Pour avoir un projet moins ambigü, aucun fichier n'est au pluriel, tout au singulier, en vrai l'orthographe importe peu dans ces cas la. | |
Cette règle permet de gagner du temps lorsqu'on veut nommer des fichiers/répertoires. | |
nom-du-projet/ | |
.gitignore | |
assets/ <= utilisé pour les assets non inclus dans le jeu. Par exemple pour les succès steams. | |
design/ <= Le Game Design Document se trouve dans ce répertoire (c'est pas forcément un seul fichier ça peut être une collection de fichier) | |
game/ <= C'est là que se trouve tous les fichiers utilisé par godot. On doit utiliser ce répertoire pour pour ouvrir le projet via Godot engine | |
asset/ | |
fx/ <= Contient les effets sonores du jeu |
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extends Node | |
# ' emit_signal\(([^\n]+)*\)' | |
# ' debug_manager.emit_signal_debug(self, [\1])' | |
# ' ([^\s]+)\.emit_signal\(([^\n]+)*\)' | |
# ' debug_manager.emit_signal_debug(\1, [\2])' | |
var new_frame = true | |
var signals = {} |
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#!/bin/bash -e | |
while [ true ] | |
do | |
CURRENT_LINE_COUNT=$(git diff --shortstat | sed -e 's/,/\n\r/gi' -e 's/files changed/Fichiers modifiés/gi' -e 's/insertions/Lignes ajoutées/gi' -e 's/deletions/Lignes supprimées/gi') | |
echo -e "Statistiques:\n${CURRENT_LINE_COUNT}" > ~/Stream/line-count.txt | |
sleep 60 | |
done |
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extends Node | |
export(bool) var click_to_run setget run | |
var outfile : File | |
var startusec : int = 0 | |
var elapsed : int = 0 | |
var testvar : int = 0 | |
var bigarray : Array = [] | |
func fileinit(): |
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