├── .gitattributes ├── .gitignore ├── .gitmodules ├── Assets ├── Audio │ ├── Enemy kill.wav │ ├── Enemy kill.wav.import │ ├── Punch impact.wav │ ├── Punch impact.wav.import │ ├── fm squib.wav │ └── fm squib.wav.import ├── Fonts │ ├── BasementGrotesque │ │ ├── BasementGrotesque-Black_v1.202.otf │ │ └── BasementGrotesque-Black_v1.202.otf.import │ ├── Coding │ │ ├── CascadiaMono │ │ │ ├── CascadiaMono.ttf │ │ │ ├── CascadiaMono.ttf.import │ │ │ ├── CascadiaMonoItalic.ttf │ │ │ ├── CascadiaMonoItalic.ttf.import │ │ │ ├── CascadiaMonoPL.ttf │ │ │ ├── CascadiaMonoPL.ttf.import │ │ │ ├── CascadiaMonoPLItalic.ttf │ │ │ └── CascadiaMonoPLItalic.ttf.import │ │ └── JetbrainsMono │ │ │ ├── JetBrainsMono-Italic[wght].ttf │ │ │ ├── JetBrainsMono-Italic[wght].ttf.import │ │ │ ├── JetBrainsMono[wght].ttf │ │ │ └── JetBrainsMono[wght].ttf.import │ ├── IntelOneMono │ │ ├── intelone-mono-font-family-bold.otf │ │ ├── intelone-mono-font-family-bold.otf.import │ │ ├── intelone-mono-font-family-bolditalic.otf │ │ ├── intelone-mono-font-family-bolditalic.otf.import │ │ ├── intelone-mono-font-family-italic.otf │ │ ├── intelone-mono-font-family-italic.otf.import │ │ ├── intelone-mono-font-family-light.otf │ │ ├── intelone-mono-font-family-light.otf.import │ │ ├── intelone-mono-font-family-lightitalic.otf │ │ ├── intelone-mono-font-family-lightitalic.otf.import │ │ ├── intelone-mono-font-family-medium.otf │ │ ├── intelone-mono-font-family-medium.otf.import │ │ ├── intelone-mono-font-family-mediumitalic.otf │ │ ├── intelone-mono-font-family-mediumitalic.otf.import │ │ ├── intelone-mono-font-family-regular.otf │ │ ├── intelone-mono-font-family-regular.otf.import │ │ └── license │ ├── Mona Sans │ │ ├── Mona-Sans-Black.ttf │ │ ├── Mona-Sans-Black.ttf.import │ │ ├── Mona-Sans-BlackItalic.ttf │ │ ├── Mona-Sans-BlackItalic.ttf.import │ │ ├── Mona-Sans-BlackNarrow.ttf │ │ ├── Mona-Sans-BlackNarrow.ttf.import │ │ ├── Mona-Sans-BlackNarrowItalic.ttf │ │ ├── Mona-Sans-BlackNarrowItalic.ttf.import │ │ ├── Mona-Sans-BlackWide.ttf │ │ ├── Mona-Sans-BlackWide.ttf.import │ │ ├── Mona-Sans-BlackWideItalic.ttf │ │ ├── Mona-Sans-BlackWideItalic.ttf.import │ │ ├── Mona-Sans-Bold.ttf │ │ ├── Mona-Sans-Bold.ttf.import │ │ ├── Mona-Sans-BoldItalic.ttf │ │ ├── Mona-Sans-BoldItalic.ttf.import │ │ ├── Mona-Sans-BoldNarrow.ttf │ │ ├── Mona-Sans-BoldNarrow.ttf.import │ │ ├── Mona-Sans-BoldNarrowItalic.ttf │ │ ├── Mona-Sans-BoldNarrowItalic.ttf.import │ │ ├── Mona-Sans-BoldWide.ttf │ │ ├── Mona-Sans-BoldWide.ttf.import │ │ ├── Mona-Sans-BoldWideItalic.ttf │ │ ├── Mona-Sans-BoldWideItalic.ttf.import │ │ ├── Mona-Sans-ExtraBold.ttf │ │ ├── Mona-Sans-ExtraBold.ttf.import │ │ ├── Mona-Sans-ExtraBoldItalic.ttf │ │ ├── Mona-Sans-ExtraBoldItalic.ttf.import │ │ ├── Mona-Sans-ExtraBoldNarrow.ttf │ │ ├── Mona-Sans-ExtraBoldNarrow.ttf.import │ │ ├── Mona-Sans-ExtraBoldNarrowItalic.ttf │ │ ├── Mona-Sans-ExtraBoldNarrowItalic.ttf.import │ │ ├── Mona-Sans-ExtraBoldWide.ttf │ │ ├── Mona-Sans-ExtraBoldWide.ttf.import │ │ ├── Mona-Sans-ExtraBoldWideItalic.ttf │ │ ├── Mona-Sans-ExtraBoldWideItalic.ttf.import │ │ ├── Mona-Sans-Light.ttf │ │ ├── Mona-Sans-Light.ttf.import │ │ ├── Mona-Sans-LightItalic.ttf │ │ ├── Mona-Sans-LightItalic.ttf.import │ │ ├── Mona-Sans-LightNarrow.ttf │ │ ├── Mona-Sans-LightNarrow.ttf.import │ │ ├── Mona-Sans-LightNarrowItalic.ttf │ │ ├── Mona-Sans-LightNarrowItalic.ttf.import │ │ ├── Mona-Sans-LightWide.ttf │ │ ├── Mona-Sans-LightWide.ttf.import │ │ ├── Mona-Sans-LightWideItalic.ttf │ │ ├── Mona-Sans-LightWideItalic.ttf.import │ │ ├── Mona-Sans-Medium.ttf │ │ ├── Mona-Sans-Medium.ttf.import │ │ ├── Mona-Sans-MediumItalic.ttf │ │ ├── Mona-Sans-MediumItalic.ttf.import │ │ ├── Mona-Sans-MediumNarrow.ttf │ │ ├── Mona-Sans-MediumNarrow.ttf.import │ │ ├── Mona-Sans-MediumNarrowItalic.ttf │ │ ├── Mona-Sans-MediumNarrowItalic.ttf.import │ │ ├── Mona-Sans-MediumWide.ttf │ │ ├── Mona-Sans-MediumWide.ttf.import │ │ ├── Mona-Sans-MediumWideItalic.ttf │ │ ├── Mona-Sans-MediumWideItalic.ttf.import │ │ ├── Mona-Sans-Regular.ttf │ │ ├── Mona-Sans-Regular.ttf.import │ │ ├── Mona-Sans-RegularItalic.ttf │ │ ├── Mona-Sans-RegularItalic.ttf.import │ │ ├── Mona-Sans-RegularNarrow.ttf │ │ ├── Mona-Sans-RegularNarrow.ttf.import │ │ ├── Mona-Sans-RegularNarrowItalic.ttf │ │ ├── Mona-Sans-RegularNarrowItalic.ttf.import │ │ ├── Mona-Sans-RegularWide.ttf │ │ ├── Mona-Sans-RegularWide.ttf.import │ │ ├── Mona-Sans-RegularWideItalic.ttf │ │ ├── Mona-Sans-RegularWideItalic.ttf.import │ │ ├── Mona-Sans-SemiBold.ttf │ │ ├── Mona-Sans-SemiBold.ttf.import │ │ ├── Mona-Sans-SemiBoldItalic.ttf │ │ ├── Mona-Sans-SemiBoldItalic.ttf.import │ │ ├── Mona-Sans-SemiBoldNarrow.ttf │ │ ├── Mona-Sans-SemiBoldNarrow.ttf.import │ │ ├── Mona-Sans-SemiBoldNarrowItalic.ttf │ │ ├── Mona-Sans-SemiBoldNarrowItalic.ttf.import │ │ ├── Mona-Sans-SemiBoldWide.ttf │ │ ├── Mona-Sans-SemiBoldWide.ttf.import │ │ ├── Mona-Sans-SemiBoldWideItalic.ttf │ │ ├── Mona-Sans-SemiBoldWideItalic.ttf.import │ │ ├── Mona-Sans-UltraLight.ttf │ │ ├── Mona-Sans-UltraLight.ttf.import │ │ ├── Mona-Sans-UltraLightItalic.ttf │ │ ├── Mona-Sans-UltraLightItalic.ttf.import │ │ ├── Mona-Sans-UltraLightNarrow.ttf │ │ ├── Mona-Sans-UltraLightNarrow.ttf.import │ │ ├── Mona-Sans-UltraLightNarrowItalic.ttf │ │ ├── Mona-Sans-UltraLightNarrowItalic.ttf.import │ │ ├── Mona-Sans-UltraLightWide.ttf │ │ ├── Mona-Sans-UltraLightWide.ttf.import │ │ ├── Mona-Sans-UltraLightWideItalic.ttf │ │ └── Mona-Sans-UltraLightWideItalic.ttf.import │ ├── Oswald │ │ ├── Oswald-VariableFont_wght.ttf │ │ └── Oswald-VariableFont_wght.ttf.import │ └── Poppins │ │ ├── OFL.txt │ │ ├── OFL.txt.meta │ │ ├── Poppins-Black SDF.asset │ │ ├── Poppins-Black SDF.asset.meta │ │ ├── Poppins-Black.ttf │ │ ├── Poppins-Black.ttf.import │ │ ├── Poppins-Black.ttf.meta │ │ ├── Poppins-BlackItalic.ttf │ │ ├── Poppins-BlackItalic.ttf.import │ │ ├── Poppins-BlackItalic.ttf.meta │ │ ├── Poppins-Bold.ttf │ │ ├── Poppins-Bold.ttf.import │ │ ├── Poppins-Bold.ttf.meta │ │ ├── Poppins-BoldItalic SDF.asset │ │ ├── Poppins-BoldItalic SDF.asset.meta │ │ ├── Poppins-BoldItalic.ttf │ │ ├── Poppins-BoldItalic.ttf.import │ │ ├── Poppins-BoldItalic.ttf.meta │ │ ├── Poppins-ExtraBold.ttf │ │ ├── Poppins-ExtraBold.ttf.import │ │ ├── Poppins-ExtraBold.ttf.meta │ │ ├── Poppins-ExtraBoldItalic.ttf │ │ ├── Poppins-ExtraBoldItalic.ttf.import │ │ ├── Poppins-ExtraBoldItalic.ttf.meta │ │ ├── Poppins-ExtraLight.ttf │ │ ├── Poppins-ExtraLight.ttf.import │ │ ├── Poppins-ExtraLight.ttf.meta │ │ ├── Poppins-ExtraLightItalic.ttf │ │ ├── Poppins-ExtraLightItalic.ttf.import │ │ ├── Poppins-ExtraLightItalic.ttf.meta │ │ ├── Poppins-Italic.ttf │ │ ├── Poppins-Italic.ttf.import │ │ ├── Poppins-Italic.ttf.meta │ │ ├── Poppins-Light.ttf │ │ ├── Poppins-Light.ttf.import │ │ ├── Poppins-Light.ttf.meta │ │ ├── Poppins-LightItalic.ttf │ │ ├── Poppins-LightItalic.ttf.import │ │ ├── Poppins-LightItalic.ttf.meta │ │ ├── Poppins-Medium.ttf │ │ ├── Poppins-Medium.ttf.import │ │ ├── Poppins-Medium.ttf.meta │ │ ├── Poppins-MediumItalic.ttf │ │ ├── Poppins-MediumItalic.ttf.import │ │ ├── Poppins-MediumItalic.ttf.meta │ │ ├── Poppins-Regular.ttf │ │ ├── Poppins-Regular.ttf.import │ │ ├── Poppins-Regular.ttf.meta │ │ ├── Poppins-SemiBold.ttf │ │ ├── Poppins-SemiBold.ttf.import │ │ ├── Poppins-SemiBold.ttf.meta │ │ ├── Poppins-SemiBoldItalic.ttf │ │ ├── Poppins-SemiBoldItalic.ttf.import │ │ ├── Poppins-SemiBoldItalic.ttf.meta │ │ ├── Poppins-Thin.ttf │ │ ├── Poppins-Thin.ttf.import │ │ ├── Poppins-Thin.ttf.meta │ │ ├── Poppins-ThinItalic.ttf │ │ ├── Poppins-ThinItalic.ttf.import │ │ └── Poppins-ThinItalic.ttf.meta ├── Palettes │ ├── endesga-64-1x.png │ ├── endesga-64-1x.png.import │ ├── journey-1x.png │ ├── journey-1x.png.import │ ├── pear36-1x.png │ ├── pear36-1x.png.import │ ├── pico-8-1x.png │ └── pico-8-1x.png.import ├── Sounds │ └── Shoot.tres ├── Sprites │ └── Shapes │ │ ├── Circle_16x16.png │ │ └── Circle_16x16.png.import └── Tileset │ ├── Tile_set_template_16x16.ase │ ├── Tile_set_template_3x3.png │ ├── Tile_set_template_3x3.png.import │ ├── Tile_set_template_4x4.png │ ├── Tile_set_template_4x4.png.import │ ├── example_tileset_3x3.tres │ └── example_tileset_4x4.tres ├── LICENSE.txt ├── Nodes ├── AfterImageSprite │ └── AfterImage.gd ├── AnimationController │ └── AnimationController.gd ├── CameraController │ ├── CameraController.gd │ └── Resource │ │ ├── CameraBoundsModResource.gd │ │ ├── CameraLerpModResource.gd │ │ ├── CameraModResource.gd │ │ └── CameraMouseModResource.gd ├── CharacterController │ ├── 2D │ │ ├── Character2DMovementResource.gd │ │ ├── Character2DStateResource.gd │ │ ├── CharacterTopDown2D │ │ │ ├── CharacterTopDown2D.gd │ │ │ └── TopDown2DInputResource.gd │ │ └── Nodes │ │ │ └── Player2DInput.gd │ └── Resource │ │ └── CharacterInputResource.gd ├── ColorFlash │ └── ColorFlash.gd ├── CustomLabel │ ├── CustomLabel.gd │ └── CustomLabel.gd.zip ├── DrawCollisionShape2D │ └── DrawCollisionShape2D.gd ├── MenuPopupMenu │ └── MenuPopupMenu.gd ├── MenuTraverseManager │ └── MenuTraverseManager.gd ├── OptionMenu │ └── OptionMenu.gd ├── ParalaxBackground2D │ ├── ParalaxBackground2D.gd │ └── ParalaxLayer2D.gd ├── Projectile │ └── ProjectileBody2D.gd ├── RopeLine │ ├── Rope2D.gd │ ├── RopeFollower2D.gd │ ├── RopeMover.gd │ ├── RopePosition2D.gd │ └── example │ │ └── rope_example.tscn ├── SceneLoader │ └── SceneLoader.gd ├── SpriteRandomFrame │ └── SpriteRandomFrame.gd ├── TaskRunner │ └── TaskRunner2D.gd ├── TileCursor │ └── TileCursor.gd ├── TrailLine2D │ ├── Trail.gd │ └── Trail.tscn ├── TweenControl │ ├── TweenControl.gd │ └── TweenModResource │ │ ├── RotationTweenModResource.gd │ │ └── TweenModResource.gd └── Weapon │ └── Weapon.gd ├── README.md ├── Resources ├── ActionEventResource │ └── ActionEventResource.gd ├── AssetResource │ ├── AssetResource.gd │ └── Readme.md ├── AudioSettingsResource │ └── AudioSettingsResource.gd ├── DictionaryDirectoryResource │ └── DictionaryDirectoryResource.gd ├── EffectResource │ ├── EffectNode2D.gd │ ├── EffectResource.gd │ ├── Examples │ │ ├── DamageEffectResource.gd │ │ └── HealthEffectResource.gd │ └── README.MD ├── InputMapResource │ └── InputMapResource.gd ├── ReferenceNodeResource │ ├── Readme.md │ ├── ReferenceNodeResource.gd │ └── ReferenceNodeSetter.gd ├── SaveableResource │ ├── SaveableCollectionResource.gd │ └── SaveableResource.gd ├── ScreenEffectResource │ └── ScreenEffectResource.gd ├── ScreenShakeResource │ └── ScreenShakeResource.gd ├── SharedResource │ └── SharedResource.gd ├── SoundResource │ ├── ListSoundResource.gd │ ├── NestedSoundResource.gd │ ├── RoundRobinSoundResource.gd │ ├── SoundResource.gd │ └── Tool │ │ ├── sound_volume_adjuster.gd │ │ └── sound_volume_adjuster.tscn ├── SpawnResource │ └── SpawnResource.gd ├── StateMachineResource │ ├── StateMachineResource.gd │ ├── StateResource.gd │ ├── StateResourceNode.gd │ └── StateTransitionResource.gd ├── TaskRunner │ ├── TaskAwaitResource.gd │ ├── TaskCallbackResource.gd │ └── TaskSignalResource.gd ├── UndoRedoResource │ ├── Readme.md │ └── UndoRedoResource.gd └── ValueResource │ ├── ArrayResource.gd │ ├── DictionaryResource.gd │ ├── FloatResource.gd │ ├── HealthValueResource.gd │ ├── IntResource.gd │ ├── ResistanceValueResource.gd │ ├── StringResource.gd │ ├── TweenValueResource.gd │ └── ValueResource.gd ├── Shaders ├── ColorFlash │ └── color_flash.gdshader ├── Control │ ├── ControlShader.gdshader │ └── h_separator_line.gdshader └── Tranitions │ └── Cutout_transition.gdshader ├── Singletons ├── GameStateManager │ ├── game_state_manager.gd │ └── scene │ │ └── game_state_manager.tscn ├── SaveManager │ ├── SaveManager.gd │ └── Scenes │ │ └── SaveManager.tscn ├── SceneManager │ ├── SceneManager.gd │ └── Scenes │ │ └── SceneManager.tscn ├── ScreenEffect │ ├── README.MD │ ├── Scenes │ │ └── ScreenEffect.tscn │ └── ScreenEffect.gd ├── SoundManager │ ├── Nodes │ │ ├── SoundEmitterNode.gd │ │ └── SoundPlayer.gd │ ├── Resources │ │ └── AudioBussLayout.tres │ ├── Scenes │ │ └── SoundManager.tscn │ └── SoundManager.gd └── WindowFocus │ └── WindowFocus.gd ├── Static ├── Bitwise │ └── Bitwise.gd ├── Drawer │ └── Drawer.gd ├── EnumClasses │ └── GameEnums.gd ├── GameMath │ └── GameMath.gd ├── InverseKinematics │ └── InverseKinematics.gd ├── ObjectManager │ └── ObjectExtension.gd ├── ScenePacker │ └── ScenePacker.gd └── VerletIntegration │ └── VerletIntegration.gd ├── StyleBox └── flat_animated_properties.gd ├── plugin.cfg └── plugin.gd /.gitattributes: -------------------------------------------------------------------------------- 1 | # Normalize EOL for all files that Git considers text files. 2 | * text=auto eol=lf 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Godot 4+ specific ignores 2 | .godot/ 3 | 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-------------------------------------------------------------------------------- /Assets/Tileset/Tile_set_template_4x4.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/nezvers/Godot_library/7fdf066c625361a7362f23327dc7e0520719a314/Assets/Tileset/Tile_set_template_4x4.png -------------------------------------------------------------------------------- /Assets/Tileset/Tile_set_template_4x4.png.import: -------------------------------------------------------------------------------- 1 | [remap] 2 | 3 | importer="texture" 4 | type="CompressedTexture2D" 5 | uid="uid://b8e4e2m6gwc84" 6 | path="res://.godot/imported/Tile_set_template_4x4.png-0ef2890b90e6928b2efcedccad2c075d.ctex" 7 | metadata={ 8 | "vram_texture": false 9 | } 10 | 11 | [deps] 12 | 13 | source_file="res://addons/Godot_library/Assets/Tileset/Tile_set_template_4x4.png" 14 | dest_files=["res://.godot/imported/Tile_set_template_4x4.png-0ef2890b90e6928b2efcedccad2c075d.ctex"] 15 | 16 | [params] 17 | 18 | compress/mode=0 19 | compress/high_quality=false 20 | compress/lossy_quality=0.7 21 | compress/hdr_compression=1 22 | compress/normal_map=0 23 | compress/channel_pack=0 24 | mipmaps/generate=false 25 | mipmaps/limit=-1 26 | roughness/mode=0 27 | roughness/src_normal="" 28 | process/fix_alpha_border=true 29 | process/premult_alpha=false 30 | process/normal_map_invert_y=false 31 | process/hdr_as_srgb=false 32 | process/hdr_clamp_exposure=false 33 | process/size_limit=0 34 | detect_3d/compress_to=1 35 | -------------------------------------------------------------------------------- /LICENSE.txt: -------------------------------------------------------------------------------- 1 | The MIT License (MIT) 2 | 3 | Copyright (c) Adam Veldhousen 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in 13 | all copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 21 | THE SOFTWARE. -------------------------------------------------------------------------------- /Nodes/AfterImageSprite/AfterImage.gd: -------------------------------------------------------------------------------- 1 | extends Node2D 2 | 3 | ## Sprite scene that will be instantiated 4 | @export var sprite_scene:PackedScene 5 | ## Sprite that will be copied 6 | @export var target_sprite_node:Sprite2D 7 | ## Node used for sprite flipping 8 | @export var flip_node:Node2D 9 | 10 | var tick:int = 0 11 | var tick_inteval:int = 1 12 | 13 | func _ready()->void: 14 | global_position = Vector2.ZERO 15 | set_physics_process(false) 16 | 17 | func spawn()->void: 18 | tick = (tick + 1) % tick_inteval 19 | if tick != 0: 20 | return 21 | 22 | var inst:Sprite2D = sprite_scene.instantiate() 23 | inst.texture = target_sprite_node.texture 24 | inst.top_level = true 25 | inst.global_position = target_sprite_node.global_position 26 | inst.hframes = target_sprite_node.hframes 27 | inst.vframes = target_sprite_node.vframes 28 | inst.frame = target_sprite_node.frame 29 | inst.scale = flip_node.scale 30 | owner.get_parent().add_child(inst) 31 | 32 | func _physics_process(_delta:float)->void: 33 | spawn() 34 | 35 | func start()->void: 36 | tick = -1 37 | spawn() 38 | set_physics_process(true) 39 | 40 | func stop()->void: 41 | set_physics_process(false) 42 | 43 | func _timeout(): 44 | spawn() 45 | -------------------------------------------------------------------------------- /Nodes/AnimationController/AnimationController.gd: -------------------------------------------------------------------------------- 1 | extends AnimationPlayer 2 | #class_name AnimationController 3 | 4 | @export var start_animation:StringName 5 | @export var start_random_position:bool = false 6 | @export var nextAnimation:String : set = set_next_animation 7 | 8 | func _ready()->void: 9 | set_process(callback_mode_process == ANIMATION_CALLBACK_MODE_PROCESS_MANUAL) 10 | if !start_animation.is_empty(): 11 | play(start_animation) 12 | if start_random_position: 13 | var anim:Animation = get_animation(current_animation) 14 | seek(anim.length * randf()) 15 | 16 | func _process(delta:float)->void: 17 | advance(delta) 18 | 19 | func set_next_animation(value:String)->void: 20 | if value.is_empty(): 21 | return 22 | nextAnimation = value 23 | play(nextAnimation) 24 | 25 | -------------------------------------------------------------------------------- /Nodes/CameraController/CameraController.gd: -------------------------------------------------------------------------------- 1 | ## Node for camera controlling 2 | class_name CameraController 3 | extends Node2D 4 | 5 | @export var camera_reference:ReferenceNodeResource 6 | @export var mod_list:Array[CameraModResource] 7 | @export var debug:bool = false 8 | 9 | var projected_position:Vector2 10 | 11 | func _ready()->void: 12 | set_process(false) 13 | camera_reference.listen(self, camera_changed) 14 | 15 | func camera_changed()->void: 16 | if camera_reference.node != null: 17 | projected_position = camera_reference.node.global_position 18 | set_process(camera_reference.node != null) 19 | set_physics_process(camera_reference.node != null) 20 | 21 | func _physics_process(delta:float)->void: 22 | var new_projection: = projected_position 23 | for camera_mod in mod_list: 24 | new_projection = camera_mod.update(self, global_position, new_projection, delta) 25 | projected_position = new_projection 26 | 27 | func _process(delta:float)->void: 28 | camera_reference.node.global_position = projected_position.round() 29 | 30 | if debug: 31 | queue_redraw() 32 | 33 | func _draw()->void: 34 | if !debug: 35 | return 36 | 37 | for camera_mod in mod_list: 38 | camera_mod.draw(self, camera_reference.node.global_position, projected_position) 39 | -------------------------------------------------------------------------------- /Nodes/CameraController/Resource/CameraBoundsModResource.gd: -------------------------------------------------------------------------------- 1 | class_name CameraBoundsModResource 2 | extends CameraModResource 3 | 4 | @export var rect:Rect2 5 | 6 | func update(camera_controller:CameraController, target_position:Vector2, projected_position:Vector2, _delta:float)->Vector2: 7 | if projected_position.x < target_position.x + rect.position.x: 8 | projected_position.x = target_position.x + rect.position.x 9 | elif projected_position.x > target_position.x + rect.position.x + rect.size.x: 10 | projected_position.x = target_position.x + rect.position.x + rect.size.x 11 | 12 | if projected_position.y < target_position.y + rect.position.y: 13 | projected_position.y = target_position.y + rect.position.y 14 | elif projected_position.y > target_position.y + rect.position.y + rect.size.y: 15 | projected_position.y = target_position.y + rect.position.y + rect.size.y 16 | 17 | return projected_position 18 | 19 | 20 | func draw(camera_controller:CameraController, cam_pos:Vector2, projected_pos:Vector2)->void: 21 | var local_pos:Vector2 = cam_pos - camera_controller.global_position 22 | var _rect: = rect 23 | _rect.position += local_pos 24 | camera_controller.draw_rect(_rect, debug_color, false) 25 | -------------------------------------------------------------------------------- /Nodes/CameraController/Resource/CameraLerpModResource.gd: -------------------------------------------------------------------------------- 1 | class_name CameraLerpModResource 2 | extends CameraModResource 3 | 4 | @export var lerp_strength:float = 1.0 5 | #var projected_position:Vector2 6 | 7 | func update(camera_controller:CameraController, target_position:Vector2, _projected_position:Vector2, delta:float)->Vector2: 8 | # projected_position = _projected_position.lerp(target_position, lerp_strength * delta) 9 | return _projected_position.lerp(target_position, lerp_strength * delta) 10 | 11 | #func draw(camera_controller:CameraController, cam_pos:Vector2, projected_pos:Vector2)->void: 12 | # var local_pos:Vector2 = cam_pos - camera_controller.global_position 13 | # var target_pos:Vector2 = camera_controller.global_position - projected_position 14 | # camera_controller.draw_circle(local_pos + (target_pos * lerp_strength), 1.0, debug_color) 15 | -------------------------------------------------------------------------------- /Nodes/CameraController/Resource/CameraModResource.gd: -------------------------------------------------------------------------------- 1 | class_name CameraModResource 2 | extends Resource 3 | 4 | @export var debug_color:Color = Color.WHITE 5 | 6 | func update(camera_controller:CameraController, target_position:Vector2, projected_position:Vector2, _delta:float)->Vector2: 7 | return Vector2.ZERO 8 | 9 | func draw(camera_controller:CameraController, cam_pos:Vector2, projected_pos:Vector2)->void: 10 | pass 11 | -------------------------------------------------------------------------------- /Nodes/CameraController/Resource/CameraMouseModResource.gd: -------------------------------------------------------------------------------- 1 | class_name CameraMouseModResource 2 | extends CameraModResource 3 | 4 | @export_range(0.0, 1.0) var lerp_strength:float = 1.0 5 | 6 | func update(camera_controller:CameraController, target_position:Vector2, _projected_position:Vector2, delta:float)->Vector2: 7 | var mouse_pos:Vector2 = camera_controller.get_local_mouse_position() 8 | return lerp_strength * mouse_pos + target_position 9 | -------------------------------------------------------------------------------- /Nodes/CharacterController/2D/Character2DMovementResource.gd: -------------------------------------------------------------------------------- 1 | class_name Character2DMovementResource 2 | extends Resource 3 | 4 | @export var move_speed:float 5 | @export var acceleration_ground:float = 1.0 6 | @export var acceleration_air:float = 1.0 7 | @export var stopping_ground:float = 1.0 8 | @export var stopping_air:float = 1.0 9 | @export var dash_speed:float 10 | @export var dash_cooldown:float 11 | @export var dash_max_count:int 12 | @export var jump_impulse:float 13 | @export var gravity:float 14 | @export var fall_limit:float 15 | 16 | 17 | 18 | 19 | -------------------------------------------------------------------------------- /Nodes/CharacterController/2D/Character2DStateResource.gd: -------------------------------------------------------------------------------- 1 | ## Stores Character movement state 2 | class_name Character2DStateResource 3 | extends Resource 4 | 5 | ## Velocity gets manipulated in Character movement logic, but also can be influenced externally. 6 | @export var velocity:Vector2 7 | ## Reflects characters grounded state 8 | @export var is_grounded:bool 9 | ## Reflects character jumping state 10 | @export var is_jumping:bool 11 | ## stores last time when dash has been triggered. 12 | var dash_time:float 13 | 14 | -------------------------------------------------------------------------------- /Nodes/CharacterController/2D/CharacterTopDown2D/CharacterTopDown2D.gd: -------------------------------------------------------------------------------- 1 | ## 2D Top-Down character controller 2 | class_name CharacterTopDown2D 3 | extends CharacterBody2D 4 | 5 | @export var input_resource:TopDown2DInputResource 6 | @export var character_state:Character2DStateResource 7 | @export var move_stats:Character2DMovementResource 8 | 9 | 10 | func _physics_process(delta)->void: 11 | var move_direction:Vector2 = input_resource.move_direction 12 | if move_direction.length() > 1.0: 13 | move_direction = move_direction.normalized() 14 | var target_velocity:Vector2 = move_direction * move_stats.move_speed 15 | var acceleration:float 16 | if move_direction.length() > 0.1: 17 | acceleration = move_stats.acceleration_ground 18 | else: 19 | acceleration = move_stats.stopping_ground 20 | character_state.velocity = character_state.velocity.lerp(target_velocity, acceleration * delta) 21 | 22 | if input_resource.dash: 23 | dash_input() 24 | 25 | velocity = character_state.velocity 26 | move_and_slide() 27 | character_state.velocity = velocity 28 | # print(move_direction) 29 | 30 | ## useful for dashing or kickback 31 | func velocity_impulse(value:Vector2)->void: 32 | character_state.velocity += value 33 | 34 | ## Triggers dashing if cooldown allows it. 35 | func dash_input()->void: 36 | if input_resource.move_direction.length() == 0.0: 37 | return 38 | var time: = Time.get_ticks_msec() * 0.001 39 | if character_state.dash_time + move_stats.dash_cooldown > time: 40 | return 41 | character_state.dash_time = time 42 | character_state.velocity = move_stats.dash_speed * input_resource.move_direction.normalized() 43 | # velocity_impulse(move_stats.dash_speed * input_resource.move_direction.normalized()) 44 | 45 | 46 | -------------------------------------------------------------------------------- /Nodes/CharacterController/2D/CharacterTopDown2D/TopDown2DInputResource.gd: -------------------------------------------------------------------------------- 1 | ## Inherited input class for 2D character 2 | class_name TopDown2DInputResource 3 | extends CharacterInputResource 4 | 5 | ## Dependin on character implementation it can be used for character looking direction or weapon aiming 6 | @export var aim_direction:Vector2 7 | 8 | -------------------------------------------------------------------------------- /Nodes/CharacterController/2D/Nodes/Player2DInput.gd: -------------------------------------------------------------------------------- 1 | extends Node2D 2 | 3 | @export_group("Resources") 4 | @export var input_resource:TopDown2DInputResource 5 | @export var input_map_resource:InputMapResource 6 | @export_group("Action Names") 7 | @export var right:StringName 8 | @export var left:StringName 9 | @export var down:StringName 10 | @export var up:StringName 11 | @export var dash:StringName 12 | 13 | func _ready()->void: 14 | input_map_resource.init_actions() 15 | tree_exiting.connect(input_map_resource.remove_actions, CONNECT_ONE_SHOT) 16 | 17 | 18 | func _process(_delta:float)->void: 19 | # Move 20 | input_resource.move_direction.x = Input.get_action_strength(right) - Input.get_action_strength(left) 21 | input_resource.move_direction.y = Input.get_action_strength(down) - Input.get_action_strength(up) 22 | input_resource.dash = Input.is_action_pressed(dash) 23 | # Aim 24 | # TODO: support for joystick 25 | input_resource.aim_direction = get_local_mouse_position().normalized() 26 | 27 | -------------------------------------------------------------------------------- /Nodes/CharacterController/Resource/CharacterInputResource.gd: -------------------------------------------------------------------------------- 1 | ## Resource for Character movement. Character will move depending on set values in it. 2 | class_name CharacterInputResource 3 | extends Resource 4 | 5 | ## Bypass variable manipulation 6 | @export var enabled:bool = true 7 | ## Set direction to move 8 | @export var move_direction:Vector2 9 | ## Characters responds with jumping functionality 10 | @export var jump:bool 11 | ## Characters responds with dashing functionality 12 | @export var dash:bool 13 | ## Characters responds with attack functionality 14 | @export var attack:bool 15 | 16 | -------------------------------------------------------------------------------- /Nodes/ColorFlash/ColorFlash.gd: -------------------------------------------------------------------------------- 1 | @tool 2 | extends CanvasGroup 3 | @export var color:Color = Color(1.0, 1.0, 1.0, 0.05) : set = set_color 4 | @export var time: = 0.5 5 | @export var flash_material:Material 6 | var tween:Tween 7 | 8 | func set_color(value:Color)->void: 9 | if Engine.is_editor_hint() && material != flash_material: 10 | material = flash_material 11 | return 12 | if material == null: 13 | return 14 | color = value 15 | material.set_shader_parameter("overlay", color) 16 | 17 | func _ready()->void: 18 | if Engine.is_editor_hint() || !can_process(): 19 | return 20 | material = flash_material.duplicate() 21 | set_color(color) 22 | 23 | func play()->void: 24 | if tween!= null && tween.is_running(): 25 | tween.kill() 26 | 27 | tween = get_tree().create_tween().set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_CUBIC).bind_node(self) 28 | # warning-ignore:return_value_discarded 29 | tween.tween_method(Interpolate ,1.0,0.0,time) 30 | 31 | func Interpolate(t:float)->void: 32 | if material == null: 33 | return 34 | material.set_shader_parameter("blend", t) 35 | 36 | 37 | -------------------------------------------------------------------------------- /Nodes/CustomLabel/CustomLabel.gd.zip: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/nezvers/Godot_library/7fdf066c625361a7362f23327dc7e0520719a314/Nodes/CustomLabel/CustomLabel.gd.zip -------------------------------------------------------------------------------- /Nodes/DrawCollisionShape2D/DrawCollisionShape2D.gd: -------------------------------------------------------------------------------- 1 | @tool 2 | extends CollisionShape2D 3 | class_name DrawCollisionShape2D 4 | 5 | @export var color:Color : set = set_color 6 | @export var width:float = 1.0 7 | 8 | func set_color(value:Color)->void: 9 | color = value 10 | queue_redraw() 11 | 12 | func _draw()->void: 13 | if shape is CircleShape2D: 14 | var radius: = (shape as CircleShape2D).radius 15 | draw_circle(Vector2.ZERO, radius, color) 16 | elif shape is RectangleShape2D: 17 | var size:Vector2 = shape.size 18 | var rect: = Rect2(-size.x * 0.5, -size.y * 0.5, size.x, size.y) 19 | draw_rect(rect, color) 20 | elif shape is SeparationRayShape2D: 21 | #draw_line(Vector2.ZERO, Vector2.DOWN * shape.length, color, width) 22 | var rect: = Rect2(-width * 0.5, 0, width, shape.length) 23 | draw_rect(rect, color) 24 | -------------------------------------------------------------------------------- /Nodes/MenuPopupMenu/MenuPopupMenu.gd: -------------------------------------------------------------------------------- 1 | extends PopupMenu 2 | class_name MenuPopupMenu 3 | 4 | var callbacks:Dictionary = {} 5 | 6 | ## Call super._ready() if inheriting 7 | func _ready()->void: 8 | initialize() 9 | 10 | func initialize()->void: 11 | if !index_pressed.is_connected(on_index_pressed): 12 | index_pressed.connect(on_index_pressed) 13 | if !index_pressed.is_connected(on_about_to_pop): 14 | about_to_popup.connect(on_about_to_pop) 15 | 16 | func on_index_pressed(i:int)->void: 17 | callbacks[i].call() 18 | 19 | func submenu_popup(submenu:PopupMenu)->void: 20 | add_submenu_item(submenu.name, submenu.name) 21 | 22 | func callback_button(item_name:String, callback:Callable, tooltip:String = "")->void: 23 | var i: = item_count 24 | add_item(item_name) 25 | callbacks[i] = callback 26 | if !tooltip.is_empty(): 27 | set_item_tooltip(i, tooltip) 28 | 29 | func on_about_to_pop()->void: 30 | var parent: = get_parent() 31 | if !(parent is PopupMenu): 32 | return 33 | position.x = parent.position.x + parent.size.x 34 | -------------------------------------------------------------------------------- /Nodes/ParalaxBackground2D/ParalaxBackground2D.gd: -------------------------------------------------------------------------------- 1 | extends Node2D 2 | class_name ParalaxBackground2D 3 | 4 | @export var cameraReference:ReferenceNodeResource 5 | 6 | var layers:Array 7 | var camera:Camera2D 8 | 9 | func _ready()->void: 10 | global_position = Vector2.ZERO 11 | process_mode = Node.PROCESS_MODE_ALWAYS 12 | cameraReference.listen(self, validate) 13 | for layer in get_children(): 14 | if layer is ParallaxLayer2D: 15 | layers.append(layer) 16 | 17 | func validate()->void: 18 | if cameraReference.node == null: 19 | set_physics_process(false) 20 | else: 21 | set_physics_process(true) 22 | camera = cameraReference.node 23 | 24 | func _physics_process(_delta:float)->void: 25 | for layer in layers: 26 | layer.layer_position(camera.global_position) 27 | -------------------------------------------------------------------------------- /Nodes/ParalaxBackground2D/ParalaxLayer2D.gd: -------------------------------------------------------------------------------- 1 | extends Sprite2D 2 | class_name ParallaxLayer2D 3 | 4 | @export var speed:Vector2 5 | @export var repeat:Vector2i 6 | @export var sprite_offset:Vector2i : set = set_sprite_offset 7 | @export var texture_size:Vector2 8 | @export var debug:bool = false 9 | 10 | var children_sprites: Array[Sprite2D] 11 | var children2D:Array[Node2D] 12 | 13 | func _ready()->void: 14 | if texture != null: 15 | texture_size = texture.get_size() 16 | var pp_can_process = get_parent().get_parent().can_process() 17 | if !pp_can_process: 18 | return 19 | if texture != null: 20 | return create_repeats() 21 | register_children() 22 | 23 | func layer_position(pos:Vector2)->void: 24 | var lerp_pos:Vector2 = (pos * speed) 25 | 26 | lerp_pos.x = fmod(lerp_pos.x + texture_size.x, texture_size.x) 27 | lerp_pos.y = fmod(lerp_pos.y + texture_size.y, texture_size.y) 28 | global_position = (pos - lerp_pos).round() 29 | 30 | func create_repeats()->void: 31 | if texture == null: 32 | return 33 | for x in range(-repeat.x, repeat.x +1): 34 | for y in range(-repeat.y, repeat.y +1): 35 | var inst:Sprite2D = Sprite2D.new() 36 | add_child(inst) 37 | inst.position = texture_size * Vector2(x, y) 38 | inst.texture = texture 39 | inst.offset = offset 40 | texture = null 41 | 42 | func register_children()->void: 43 | for child in get_children(): 44 | if child is Sprite2D: 45 | children_sprites.append(child) 46 | elif child is Node2D: 47 | children2D.append(child) 48 | 49 | func set_sprite_offset(value:Vector2i)->void: 50 | sprite_offset = value 51 | offset = value 52 | for child in children_sprites: 53 | if child is Sprite2D: 54 | child.offset = offset 55 | -------------------------------------------------------------------------------- /Nodes/RopeLine/RopeMover.gd: -------------------------------------------------------------------------------- 1 | class_name RopeMover 2 | extends Node 3 | 4 | @export var speed:float 5 | @export var rope_split:bool 6 | @export var rope_follower:Node 7 | @export var rope:Node 8 | @export var enabled:bool = true : set = set_enabled 9 | 10 | var speed_scale:float = 0.0 11 | var direction:int = 1 12 | 13 | func set_enabled(value:bool)->void: 14 | enabled = value 15 | set_process(enabled) 16 | 17 | func set_speed(value:float)->void: 18 | speed = value 19 | if rope_follower == null: 20 | return 21 | var segment_count = rope_follower.bottom_bound - rope_follower.top_bound 22 | var length:float = segment_count * rope.segment_length 23 | speed_scale = speed/length 24 | 25 | func _ready()->void: 26 | set_process(false) 27 | 28 | await get_tree().process_frame 29 | var segment_count = rope_follower.bottom_bound - rope_follower.top_bound 30 | var length:float = segment_count * rope.segment_length 31 | speed_scale = speed/length 32 | set_enabled(enabled) 33 | 34 | func _process(delta:float)->void: 35 | var value:float = rope_follower.position_blend + delta * speed_scale * direction 36 | rope_follower.position_blend = clamp(value, 0.0, 1.0) 37 | 38 | set_rope_split() 39 | if value >= 1.0: 40 | direction = -1 41 | elif value <= 0.0: 42 | direction = 1 43 | 44 | func set_rope_split()->void: 45 | if !rope_split: 46 | return 47 | rope.split_index = rope_follower.point_index 48 | 49 | -------------------------------------------------------------------------------- /Nodes/RopeLine/RopePosition2D.gd: -------------------------------------------------------------------------------- 1 | extends Node2D 2 | 3 | const QUARTER: float = -PI * .5 4 | 5 | @export var rope:Rope2D 6 | @export var update:bool 7 | @export_range(0.0, 1.0) var position_blend:float = 0.0 : set = set_position_blend 8 | 9 | var point_index:int = 0 10 | var point_next_index:int = 0 11 | var point_index_lerp:float = 0.0 12 | var point_blend:float = 0.0 13 | 14 | func set_position_blend(value:float)->void: 15 | position_blend = value 16 | if rope == null: 17 | return 18 | if !rope.is_initialized: 19 | return 20 | point_index_lerp = lerp(float(0), float(rope.points.size() -2), position_blend) 21 | point_index = int(floor(point_index_lerp)) 22 | point_next_index = min(point_index + 1, rope.points.size() -1) 23 | point_blend = point_index_lerp - point_index 24 | apply_rotation() 25 | apply_position() 26 | 27 | func _process(_delta:float)->void: 28 | apply_rotation() 29 | apply_position() 30 | 31 | func _ready()->void: 32 | if !rope.is_initialized: 33 | await rope.initialized 34 | set_position_blend(position_blend) 35 | set_process(update) 36 | 37 | func apply_rotation(): 38 | var point_from:Vector2 = rope.points[point_index] 39 | var point_to:Vector2 = rope.points[point_next_index] 40 | rotation = point_from.angle_to_point(point_to) 41 | if point_index != point_next_index: 42 | rotation += QUARTER 43 | 44 | 45 | func apply_position(): 46 | var point_pos:Vector2 = rope.points[point_index].lerp(rope.points[point_next_index], point_blend) 47 | global_position = rope.global_position + point_pos 48 | -------------------------------------------------------------------------------- /Nodes/RopeLine/example/rope_example.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=5 format=3 uid="uid://cxlvxysgry5du"] 2 | 3 | [ext_resource type="Script" path="res://addons/Godot_library/Nodes/RopeLine/Rope2D.gd" id="1_2b2te"] 4 | [ext_resource type="Script" path="res://addons/Godot_library/Nodes/RopeLine/RopeFollower2D.gd" id="2_pi7l6"] 5 | [ext_resource type="Texture2D" uid="uid://ddwmicapeu3ix" path="res://icon.svg" id="3_115fe"] 6 | [ext_resource type="Script" path="res://addons/Godot_library/Nodes/RopeLine/RopeMover.gd" id="4_thwqm"] 7 | 8 | [node name="RopeExample" type="Node2D"] 9 | 10 | [node name="Rope2D" type="Node2D" parent="."] 11 | position = Vector2(267, 70) 12 | script = ExtResource("1_2b2te") 13 | split_index = 12 14 | stiffness = 0.578 15 | frequency = 0.01 16 | amplitude = 1.0 17 | max_amplitude = 2.047 18 | 19 | [node name="RopeFollower2D" type="Node2D" parent="." node_paths=PackedStringArray("rope")] 20 | script = ExtResource("2_pi7l6") 21 | rope = NodePath("../Rope2D") 22 | bottom_bound = 50 23 | 24 | [node name="Sprite2D" type="Sprite2D" parent="RopeFollower2D"] 25 | texture = ExtResource("3_115fe") 26 | 27 | [node name="RopeMover" type="Node2D" parent="RopeFollower2D" node_paths=PackedStringArray("rope_follower", "rope")] 28 | script = ExtResource("4_thwqm") 29 | speed = 50.0 30 | rope_split = true 31 | rope_follower = NodePath("..") 32 | rope = NodePath("../../Rope2D") 33 | -------------------------------------------------------------------------------- /Nodes/SceneLoader/SceneLoader.gd: -------------------------------------------------------------------------------- 1 | extends Node 2 | 3 | var callbacks: Dictionary 4 | var paths:Array[String] 5 | 6 | func _ready()->void: 7 | set_process(false) 8 | 9 | func state_check()->void: 10 | set_process(!paths.is_empty()) 11 | 12 | func _process(_delta:float)->void: 13 | for path in paths: 14 | var status: = ResourceLoader.load_threaded_get_status(path) 15 | if status == ResourceLoader.THREAD_LOAD_LOADED: 16 | load_done(path) 17 | elif status != ResourceLoader.THREAD_LOAD_IN_PROGRESS: 18 | load_failed(path) 19 | 20 | func load_start(path:String, callable:Callable)->void: 21 | if ResourceLoader.load_threaded_request(path, "PackedScene", false, ResourceLoader.CACHE_MODE_REUSE): 22 | print("SceneLoader: start load failed") 23 | return 24 | paths.append(path) 25 | callbacks[path] = callable 26 | state_check() 27 | 28 | func load_done(path:String)->void: 29 | var scene:PackedScene = ResourceLoader.load_threaded_get(path) 30 | callbacks[path].call(scene) 31 | paths.erase(path) 32 | callbacks.erase(path) 33 | state_check() 34 | 35 | func load_failed(path:String)->void: 36 | callbacks[path].call(null) 37 | paths.erase(path) 38 | callbacks.erase(path) 39 | print("SceneLoader: Load failed - ", path) 40 | state_check() 41 | 42 | -------------------------------------------------------------------------------- /Nodes/SpriteRandomFrame/SpriteRandomFrame.gd: -------------------------------------------------------------------------------- 1 | class_name SpriteRandomFrame 2 | extends Node 3 | 4 | @export var sprite:Sprite2D 5 | 6 | func _ready()->void: 7 | sprite.frame = randi() % (sprite.hframes * sprite.vframes) 8 | -------------------------------------------------------------------------------- /Nodes/TaskRunner/TaskRunner2D.gd: -------------------------------------------------------------------------------- 1 | extends Node2D 2 | class_name TaskRunner2D 3 | 4 | ## Required for user to send notification when flow to next tasks 5 | signal task_continue # for self awaiting 6 | 7 | 8 | func start(sibilings:Array[Node], my_index)->void: 9 | await run_task() 10 | var children: = get_children() 11 | for i in children.size(): 12 | await children[i].start(children, i) 13 | if my_index +1 >= sibilings.size(): 14 | return 15 | await sibilings[my_index + 1].start(sibilings, my_index + 1) 16 | 17 | 18 | func run_task()->void: 19 | # user sends notification when flow to next tasks 20 | await task_continue 21 | -------------------------------------------------------------------------------- /Nodes/TrailLine2D/Trail.gd: -------------------------------------------------------------------------------- 1 | extends Line2D 2 | 3 | @export var length:int = 5 4 | @export var targetPosPath:NodePath 5 | 6 | @onready var target:Node2D = get_node(targetPosPath) 7 | 8 | 9 | func _ready()->void: 10 | clear_points() 11 | 12 | func _process(_delta:float)->void: 13 | global_position = Vector2.ZERO 14 | 15 | add_point(target.global_position) 16 | if get_point_count() > length: 17 | remove_point(0) 18 | -------------------------------------------------------------------------------- /Nodes/TrailLine2D/Trail.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=4 format=3 uid="uid://b2ehuirbm1e3g"] 2 | 3 | [ext_resource type="Script" path="res://addons/Godot_library/Nodes/TrailLine2D/Trail.gd" id="1"] 4 | 5 | [sub_resource type="Curve" id="36"] 6 | _data = [Vector2(0, 0), 0.0, 3.07562, 0, 0, Vector2(1, 1), 0.0388244, 0.0, 0, 0] 7 | point_count = 2 8 | 9 | [sub_resource type="Gradient" id="2"] 10 | colors = PackedColorArray(1, 0, 0, 1, 1, 0.457031, 0, 1) 11 | 12 | [node name="Trail" type="Line2D"] 13 | width = 2.0 14 | width_curve = SubResource("36") 15 | gradient = SubResource("2") 16 | begin_cap_mode = 1 17 | script = ExtResource("1") 18 | length = 10 19 | -------------------------------------------------------------------------------- /Nodes/TweenControl/TweenControl.gd: -------------------------------------------------------------------------------- 1 | ## Tween animation node. Doesn't work under Container inherited nodes. 2 | class_name TweenControl 3 | extends Control 4 | 5 | @export var tween_mod_list:Array[TweenModResource] 6 | @export var node:Node 7 | 8 | var lerp_value:float = 0.0 9 | 10 | 11 | -------------------------------------------------------------------------------- /Nodes/TweenControl/TweenModResource/RotationTweenModResource.gd: -------------------------------------------------------------------------------- 1 | class_name RotationTweenModResource 2 | extends TweenModResource 3 | 4 | @export var from:float 5 | @export var to:float 6 | 7 | func play_tween(node:Node, current_value:float, target_value:float)->void: 8 | if node == null: 9 | return 10 | if tween_value_resource.value != null: 11 | tween_value_resource.value.kill() 12 | var tween:Tween = node.create_tween() 13 | tween_value_resource.value = tween 14 | 15 | -------------------------------------------------------------------------------- /Nodes/TweenControl/TweenModResource/TweenModResource.gd: -------------------------------------------------------------------------------- 1 | ## Apply tween animations on Control nodes. 2 | class_name TweenModResource 3 | extends Resource 4 | 5 | ## Reference the same tween used on same properties. 6 | @export var tween_value_resource:TweenValueResource 7 | 8 | func play_tween(node:Node, current_value:float, target_value:float)->void: 9 | pass 10 | -------------------------------------------------------------------------------- /Nodes/Weapon/Weapon.gd: -------------------------------------------------------------------------------- 1 | extends Node2D 2 | 3 | @export var input_resource:TopDown2DInputResource 4 | 5 | func _process(_delta:float)->void: 6 | rotation = input_resource.aim_direction.angle() 7 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Godot 4 library 2 | 3 | Collection of utility code that is developing through use case on a production game. Everything that could be reusable in different projects is collected here. 4 | ## Early version and is changing as I find better solutions. 5 | -------------------------------------------------------------------------------- /Resources/ActionEventResource/ActionEventResource.gd: -------------------------------------------------------------------------------- 1 | class_name ActionEventResource 2 | extends Resource 3 | 4 | @export var action:StringName 5 | @export var event_array:Array[InputEvent] 6 | 7 | func add_action()->void: 8 | if !InputMap.has_action(action): 9 | InputMap.add_action(action) 10 | for event in event_array: 11 | if !InputMap.action_has_event(action, event): 12 | InputMap.action_add_event(action, event) 13 | 14 | func remove_action()->void: 15 | if !InputMap.has_action(action): 16 | return 17 | InputMap.erase_action(action) 18 | -------------------------------------------------------------------------------- /Resources/AssetResource/Readme.md: -------------------------------------------------------------------------------- 1 | # AssetResource 2 | 3 | Used to save paths to resources. If `file_path` is set it can be saved in user directory, then using `load_resource(force:bool = false)` load when needed. `force` is here to allow different situations where it's not known when is the first `resource_load` or `initialize` triggered. If in runtime you are not changing the content and resource is from project, then `load_resource` is not required. `initialize` is used to initialize `dictionary` holding filenames as keys. 4 | -------------------------------------------------------------------------------- /Resources/EffectResource/EffectResource.gd: -------------------------------------------------------------------------------- 1 | ## Base class for applying an effect. 2 | class_name EffectResource 3 | extends Resource 4 | 5 | ## Effect ticks that will be triggered. At least 1 tick is guaranteed. 6 | @export var tick_count:int = 0 7 | ## Time until next effect tick 8 | @export var tick_time:float = 0.0 9 | ## Place to fill the description for an effect. 10 | @export var description:String 11 | 12 | ## Assign EffectNode as target to apply an effect. 13 | ## - Do checks if needed EffectNode2D or EffectNode3D 14 | ## - effect_node.append_effect(self) if needed to be updated 15 | ## - Think if it needs to pass self.duplicate() 16 | ## - Considder assigning a Tween to EffectNode instead of a _process callback. 17 | func apply(effect_node:Node, _caster_node:Node = null)->void: 18 | effect_tick(effect_node) 19 | if tick_count -1 < 1: 20 | return 21 | tick_count -= 1 22 | var tween: = effect_node.create_tween() 23 | for i in tick_count: 24 | tween.tween_callback(effect_tick.bind(effect_node)).set_delay(tick_time * (i+1)) 25 | 26 | ## Dedicated place to use effect processing. 27 | func effect_tick(effect_node:Node)->void: 28 | var _node:EffectNode2D = effect_node 29 | for value_resource in _node.value_resource_list: 30 | # Do something with value_resource 31 | pass 32 | 33 | ## Called by EffectNode. It's a place to 34 | ## - Count down a timer for ticks 35 | ## - Interpolate values 36 | func _process(_effect_node:Node, _delta:float)->void: 37 | pass 38 | -------------------------------------------------------------------------------- /Resources/EffectResource/Examples/DamageEffectResource.gd: -------------------------------------------------------------------------------- 1 | class_name DamageEffectResource 2 | extends EffectResource 3 | 4 | ## Emitted after processing. Sending EffectNode on which it was done. 5 | ## It migh be useful for synchronized ticking like visual effects or sound effects 6 | signal tick(effect_node:Node) 7 | signal resisted(effect_node:Node) 8 | 9 | ## HealthValueResource.value will be chacked by this ammount 10 | @export var value:int = 1 11 | 12 | @export var type:GameEnums.DamageType = GameEnums.DamageType.NONE 13 | 14 | ## Checks for resistance values 15 | ## TODO: include damage/resistance types 16 | func effect_tick(effect_node:Node)->void: 17 | var _node:EffectNode2D = effect_node 18 | var resistance_list:Array[ResistanceValueResource] 19 | var health_list:Array[HealthValueResource] 20 | 21 | # collect list of needed types 22 | for value_resource in _node.value_resource_list: 23 | if value_resource is ResistanceValueResource: 24 | resistance_list.append(value_resource) 25 | elif value_resource is HealthValueResource: 26 | health_list.append(value_resource) 27 | 28 | var damage_value: = value 29 | for resistance in resistance_list: 30 | if resistance.type == type: 31 | damage_value -= resistance.value 32 | 33 | if damage_value > 0: 34 | for health in health_list: 35 | health.value -= damage_value 36 | # print("damaged: ", health.value) 37 | else: 38 | resisted.emit(effect_node) 39 | # print("resisted") 40 | return 41 | 42 | tick.emit(effect_node) 43 | -------------------------------------------------------------------------------- /Resources/EffectResource/Examples/HealthEffectResource.gd: -------------------------------------------------------------------------------- 1 | ## Effect for health boost or cut 2 | class_name HealthEffectResource 3 | extends EffectResource 4 | 5 | ## Emitted after processing. Sending EffectNode on which it was done. 6 | ## It migh be useful for synchronized ticking like visual effects or sound effects 7 | signal tick(effect_node:Node) 8 | 9 | ## HealthValueResource.value will be chacked by this ammount 10 | @export var value:int = 1 11 | 12 | 13 | ## Adds value to HealthValueResource 14 | func effect_tick(effect_node:Node)->void: 15 | var _node:EffectNode2D = effect_node 16 | print() 17 | # collect list of needed types 18 | for value_resource in _node.value_resource_list: 19 | if value_resource is HealthValueResource: 20 | value_resource.value += value 21 | 22 | tick.emit(effect_node) 23 | -------------------------------------------------------------------------------- /Resources/EffectResource/README.MD: -------------------------------------------------------------------------------- 1 | # Effect resource 2 | 3 | Currently in experimenting stage. 4 | 5 | Goal is to make a protocol for easy to create effects of differente types: 6 | 7 | - Value manipulation (Healing, damage) ✅ 8 | - Status effect ticks (Healing, Poison) ✅ 9 | 10 | Triggering game feel effects: 11 | 12 | - Sound effect triggers ✅ 13 | - Screen shake ❌ 14 | - Spawning visual effects scenes (particles, sprites) ❌ 15 | - Trigger animation ❌ 16 | -------------------------------------------------------------------------------- /Resources/InputMapResource/InputMapResource.gd: -------------------------------------------------------------------------------- 1 | ## Resource to act as InputMap configuration. 2 | class_name InputMapResource 3 | extends Resource 4 | 5 | ## List of actions 6 | @export var action_resource_list:Array[ActionEventResource] 7 | 8 | ## Additional way to acces needed action. Action resource_name is used as a key. 9 | var actions_dictionary:Dictionary 10 | 11 | ## Adds actions to the InputMap 12 | func init_actions()->void: 13 | for action in action_resource_list: 14 | action.add_action() 15 | actions_dictionary[action.resource_name] = action 16 | 17 | ## Remove all actions from InputMap 18 | func remove_actions()->void: 19 | actions_dictionary.clear() 20 | for action in action_resource_list: 21 | action.remove_action() 22 | 23 | -------------------------------------------------------------------------------- /Resources/ReferenceNodeResource/Readme.md: -------------------------------------------------------------------------------- 1 | # ReferenceNodeResource 2 | 3 | Instead of creating references in global singleton and creating same functionality for every instance you need to reference use this resource. 4 | 5 | Instances that fulfill same functionality, for an example a level camera, should `add(self)` and listeners that are depending on this reference can `listen(self, OnUpdateCallable)` or use `updated` signal, or just check `.node`. 6 | 7 | `add(self)` will remove reference automatically when instance exits the tree, and same for listeneres using `listen(self, OnUpdateCallable)` will be disconnected on exiting tree automatically. 8 | -------------------------------------------------------------------------------- /Resources/ReferenceNodeResource/ReferenceNodeResource.gd: -------------------------------------------------------------------------------- 1 | ## Resource to reference the same Node and receive notification when the reference is changed. 2 | class_name ReferenceNodeResource 3 | extends Resource 4 | 5 | ## Notification signal when reference has been changed 6 | signal updated 7 | 8 | ## Referenced node shared between resource holders 9 | var node:Node 10 | 11 | ## Callback list for change listeners 12 | var listeners:Array[Callable] 13 | 14 | 15 | ## Sets referenced node 16 | func set_reference(value:Node, until_exit:bool = true)->void: 17 | node = value 18 | updated.emit() 19 | for callback in listeners: 20 | callback.call() 21 | if value == null: 22 | return 23 | if !until_exit: 24 | return 25 | value.tree_exited.connect(remove_reference.bind(node), CONNECT_ONE_SHOT) 26 | 27 | 28 | func remove_reference(value:Node)->void: 29 | if node != value: 30 | return 31 | node = null 32 | updated.emit() 33 | for callback in listeners: 34 | callback.call() 35 | 36 | func listen(inst:Node, callback:Callable, until_exit:bool = true)->void: 37 | listeners.append(callback) 38 | callback.call() 39 | if !until_exit: 40 | return 41 | inst.tree_exited.connect(erase_listener.bind(callback), CONNECT_ONE_SHOT) 42 | 43 | func erase_listener(callback:Callable)->void: 44 | if listeners.has(callback): 45 | listeners.erase(callback) 46 | -------------------------------------------------------------------------------- /Resources/ReferenceNodeResource/ReferenceNodeSetter.gd: -------------------------------------------------------------------------------- 1 | ## Node to act as automatic reference assigner for ReferenceNodeResource. 2 | class_name ReferenceNodeSetter 3 | extends Node 4 | 5 | ## Node to be assigned to Reference resource 6 | @export var reference_node:Node 7 | ## Reference resource that will be referencing a Node. If `reference_resource_path` is not empty it will overwrite resource. 8 | @export var reference_resource:ReferenceNodeResource 9 | ## If not empty it will overwrite resource. 10 | @export var reference_resource_path:String 11 | ## Initializes only if node is able to process in a tree 12 | @export var process_only:bool = true 13 | 14 | func _ready()->void: 15 | if process_only && !can_process(): 16 | return 17 | 18 | if !reference_resource_path.is_empty(): 19 | reference_resource = load(reference_resource_path) 20 | 21 | if reference_resource == null: 22 | return 23 | 24 | if !reference_node.is_node_ready(): 25 | reference_node.ready.connect(set_reference_node, CONNECT_ONE_SHOT) 26 | else: 27 | set_reference_node() 28 | 29 | func set_reference_node()->void: 30 | reference_resource.set_reference( reference_node ) 31 | -------------------------------------------------------------------------------- /Resources/SaveableResource/SaveableCollectionResource.gd: -------------------------------------------------------------------------------- 1 | class_name SaveableCollectionResource 2 | extends SaveableResource 3 | 4 | ## A list of all things that is savable with this resource 5 | ## Requires to have a resource_name - used for dictionary lookup 6 | @export var save_list:Array[SaveableResource] 7 | 8 | var name_dictionary:Dictionary 9 | var is_initialized:bool 10 | 11 | ## Override function for resetting to default values 12 | func reset_resource()->void: 13 | if is_initialized: 14 | return 15 | name_dictionary.clear() 16 | for item in save_list: 17 | name_dictionary[item.resource_name] = item 18 | is_initialized = true 19 | 20 | ## Override for creating data Resource that will be saved with the ResourceSaver 21 | func prepare_save()->Resource: 22 | var data:SaveableCollectionResource = self.duplicate() 23 | for i in data.save_list.size(): 24 | data.save_list[i] = data.save_list[i].prepare_save() 25 | return data 26 | 27 | ## Override to ad logic for reading loaded data and applying to current instance of the Resource 28 | func prepare_load(_data:Resource)->void: 29 | reset_resource() 30 | var data:SaveableCollectionResource = _data 31 | for item in data.save_list: 32 | if !name_dictionary.has(item.resource_name): 33 | continue 34 | name_dictionary[item.resource_name].prepare_load(item) 35 | 36 | -------------------------------------------------------------------------------- /Resources/SaveableResource/SaveableResource.gd: -------------------------------------------------------------------------------- 1 | ## Base class to create saveable Resource 2 | class_name SaveableResource 3 | extends Resource 4 | 5 | signal resource_saved 6 | signal resource_loaded 7 | 8 | @export var version:String 9 | 10 | ## Override function for resetting to default values 11 | func reset_resource()->void: 12 | pass 13 | 14 | ## Override for creating data Resource that will be saved with the ResourceSaver 15 | func prepare_save()->Resource: 16 | return self.duplicate() 17 | 18 | ## Override to ad logic for reading loaded data and applying to current instance of the Resource 19 | func prepare_load(_data:Resource)->void: 20 | pass 21 | 22 | func get_save_file_path()->String: 23 | return "user://" + resource_name + ".tres" 24 | 25 | func save_resource()->void: 26 | if ResourceSaver.save(prepare_save(), get_save_file_path()): 27 | print(resource_name, ": failed to save") 28 | return 29 | resource_saved.emit() 30 | 31 | func load_resource()->void: 32 | if !FileAccess.file_exists(get_save_file_path()): 33 | print(resource_name, ": no savefile") 34 | reset_resource() 35 | return 36 | var data:Resource = ResourceLoader.load(get_save_file_path()) 37 | if data == null: 38 | print(resource_name, ": Save file didn't load") 39 | return 40 | 41 | prepare_load(data) 42 | resource_loaded.emit() 43 | 44 | func delete_resource()->void: 45 | if !FileAccess.file_exists(get_save_file_path()): 46 | pass 47 | DirAccess.remove_absolute(get_save_file_path()) 48 | -------------------------------------------------------------------------------- /Resources/ScreenEffectResource/ScreenEffectResource.gd: -------------------------------------------------------------------------------- 1 | ## Uses ScreenEffect singleton as parent for screen effects. 2 | class_name ScreenEffectResource 3 | extends Resource 4 | 5 | ## Signal with a reference to an instance before added as a child. 6 | signal new_instance(inst:Node) 7 | 8 | ## Scene that will be instantiated under ScreenEffect singleton. 9 | @export var screen_effect_scene:PackedScene 10 | 11 | ## Triggers spawning of the screen_effect_scene. 12 | func play(position:Vector2 = Vector2.ZERO)->Node: 13 | assert(screen_effect_scene != null, resource_name + " doesn't contain a screen effect scene") 14 | var screen_effect_manager:Node = Engine.get_main_loop().root.get_node("ScreenEffect") 15 | if screen_effect_manager == null: 16 | print("ERROR: no ScreenEffect singleton detected") 17 | return 18 | 19 | if screen_effect_scene.is_class("Node2D"): 20 | var inst:Node2D = screen_effect_scene.instantiate() 21 | new_instance.emit(inst) 22 | inst.position = position 23 | screen_effect_manager.add_child(inst) 24 | return inst 25 | elif screen_effect_scene.is_class("Control"): 26 | var inst:Control = screen_effect_scene.instantiate() 27 | new_instance.emit(inst) 28 | inst.position = position 29 | screen_effect_manager.add_child(inst) 30 | return inst 31 | else: 32 | return null 33 | -------------------------------------------------------------------------------- /Resources/SharedResource/SharedResource.gd: -------------------------------------------------------------------------------- 1 | ## Resource to reference the same Resource and send notification signal when reference is changed 2 | class_name SharedResource 3 | extends SaveableResource 4 | 5 | ## Signal to notify about changes 6 | signal update 7 | 8 | ## Reference to a Resource 9 | @export var resource:Resource : set = set_resource 10 | 11 | ## List of callback functions 12 | var listeners:Array[Callable] 13 | 14 | ## Setter function 15 | func set_resource(value:Resource)->void: 16 | resource = value 17 | update.emit() 18 | for callback in listeners: 19 | callback.call() 20 | 21 | ## Called to subscribe for changes 22 | func listen(inst:Node, callback:Callable)->void: 23 | listeners.append(callback) 24 | callback.call() 25 | inst.tree_exited.connect(remove_callback.bind(callback), CONNECT_ONE_SHOT) 26 | 27 | ## Unsubscribe from updates 28 | func remove_callback(callback:Callable)->void: 29 | listeners.erase(callback) 30 | 31 | 32 | func prepare_load(data:Resource)->void: 33 | set_resource(data) 34 | 35 | -------------------------------------------------------------------------------- /Resources/SoundResource/ListSoundResource.gd: -------------------------------------------------------------------------------- 1 | extends SoundResource 2 | class_name ListSoundResource 3 | 4 | @export var sound_list:Array[AudioStream] 5 | @export var random_order:bool 6 | 7 | var index:int = 0 8 | 9 | func get_sound()->AudioStream: 10 | if random_order: 11 | return sound_list[randi() % sound_list.size()] 12 | else: 13 | index = (index +1) % sound_list.size() 14 | return sound_list[index] 15 | 16 | -------------------------------------------------------------------------------- /Resources/SoundResource/NestedSoundResource.gd: -------------------------------------------------------------------------------- 1 | extends SoundResource 2 | class_name NestedSoundResource 3 | 4 | @export var sound_resource_list:Array[SoundResource] 5 | @export var random_order:bool 6 | 7 | var index:int = 0 8 | 9 | func play(_sound_player:SoundPlayer)->void: 10 | if random_order: 11 | sound_resource_list[randi() % sound_resource_list.size()].play(_sound_player) 12 | else: 13 | index = (index +1) % sound_resource_list.size() 14 | sound_resource_list[index].play(_sound_player) 15 | -------------------------------------------------------------------------------- /Resources/SoundResource/RoundRobinSoundResource.gd: -------------------------------------------------------------------------------- 1 | extends SoundResource 2 | class_name SoundListResource 3 | 4 | @export var sound_list:Array[AudioStream] 5 | enum ListStyle {ROUND_ROBIN, RANDOM} 6 | @export var list_style:ListStyle 7 | 8 | var index:int = 0 9 | 10 | func get_sound()->AudioStream: 11 | sound = sound_list[index] 12 | if list_style == ListStyle.ROUND_ROBIN: 13 | index = (index + 1) % sound_list.size() 14 | else: 15 | index = randi() % sound_list.size() 16 | return super.get_sound() 17 | -------------------------------------------------------------------------------- /Resources/SpawnResource/SpawnResource.gd: -------------------------------------------------------------------------------- 1 | ## Resource for preconfigured spawning to be triggered from anywhere. 2 | class_name SpawnResource 3 | extends Resource 4 | 5 | ## Sends a reference to a new instance before it's added as a child 6 | signal new_instance(node:Node) 7 | 8 | ## Reference resource to a node that will be used as parent node. 9 | @export var parent_node_reference:ReferenceNodeResource 10 | ## Scene that will be instantiated and added as child. 11 | @export var packed_scene:PackedScene 12 | 13 | ## Spawns an instance of a packed_scene 14 | func spawn()->Node: 15 | if parent_node_reference.node == null: 16 | return 17 | var instance:Node = packed_scene.instantiate() 18 | new_instance.emit(instance) 19 | parent_node_reference.node.add_child(instance) 20 | return instance 21 | -------------------------------------------------------------------------------- /Resources/StateMachineResource/StateResource.gd: -------------------------------------------------------------------------------- 1 | ## Information needed for a state management 2 | class_name StateResource 3 | extends Resource 4 | 5 | ## Should be emited from succesful can_enter callback 6 | signal state_entered 7 | ## Should be emited from succesful can_exit callback 8 | signal state_exited 9 | ## Should be emited from update callback 10 | signal state_updated 11 | 12 | ## Array of resources holding state_id array to set a transition chain 13 | @export var transition_chains:Array[StateTransitionResource] 14 | 15 | ## Only one owner can have a callback. Return bool if is entering. 16 | var can_enter:Callable 17 | ## Only one owner can have a callback. If state needs a callback to exit. 18 | var can_exit:Callable 19 | ## Only one owner can have a callback. If state needs a callback to update. 20 | var update:Callable 21 | 22 | ## Get an int representing state. 23 | ## Extend class to have custom value converted to int 24 | func get_state_id()->int: 25 | return 0 26 | 27 | -------------------------------------------------------------------------------- /Resources/StateMachineResource/StateResourceNode.gd: -------------------------------------------------------------------------------- 1 | ## Node to expose a state resorce to AnimationPlayer or other nodes. 2 | ## Add state type to make it easier to set _next_state from AnimationPlayer 3 | extends Node 4 | 5 | ## Useful method to expose a state resource to AnimationPlayer 6 | @export var state_resource:StateMachineResource 7 | 8 | ## Useful method to expose a state resource to AnimationPlayer 9 | func set_state(_next_state:int)->void: 10 | state_resource.transition(_next_state) 11 | -------------------------------------------------------------------------------- /Resources/StateMachineResource/StateTransitionResource.gd: -------------------------------------------------------------------------------- 1 | ## Holds information of transition chain 2 | class_name StateTransitionResource 3 | extends Resource 4 | 5 | ## If something needs chain specific event 6 | signal chain_used 7 | 8 | ## Return array of state_id for each state to travel 9 | ## Array content will be used to match routes 10 | func get_chain()->Array[int]: 11 | return[] 12 | -------------------------------------------------------------------------------- /Resources/TaskRunner/TaskAwaitResource.gd: -------------------------------------------------------------------------------- 1 | ## Task chain resource executing self, then first child, then next sibiling 2 | ## Implemented using await and curently should be extended and overwriting run_task() 3 | class_name TaskAwaitResource 4 | extends Resource 5 | 6 | ## Required for user to send notification when flow to next tasks 7 | signal task_next # for self awaiting 8 | 9 | ## Result of the task and options to handle errors 10 | enum Result { 11 | SUCCESS, ## Returned if task it self is completed to the end 12 | CANCEL, ## Returned when a task is cancelled by task_cancel() 13 | ERROR, ## Returned when error is hit, like callback_complete isn't assigned 14 | } 15 | 16 | ## Child task array. Chain started with first entry 17 | @export var child_tasks:Array[TaskAwaitResource] 18 | 19 | ## Entry function. Needs to receive of sibiling TaskCallbackResources and index of a runner in that array 20 | func task_start(sibilings:Array[TaskAwaitResource], my_index)->Result: 21 | var result:Result = await run_task() 22 | if result == Result.CANCEL || result == Result.ERROR: 23 | return result 24 | for i in child_tasks.size(): 25 | result = await child_tasks[i].task_start(child_tasks, i) 26 | if result == Result.CANCEL || result == Result.ERROR: 27 | return result 28 | if my_index>= sibilings.size() - 1: 29 | return Result.SUCCESS 30 | result = await sibilings[my_index + 1].task_start(sibilings, my_index + 1) 31 | return result 32 | 33 | 34 | func run_task()->Result: 35 | # user sends notification when flow to next tasks 36 | await task_next 37 | return Result.SUCCESS 38 | -------------------------------------------------------------------------------- /Resources/UndoRedoResource/Readme.md: -------------------------------------------------------------------------------- 1 | # UndoRedoResource 2 | 3 | GDscript implementation of simple single branch undo/redo history. 4 | -------------------------------------------------------------------------------- /Resources/ValueResource/ArrayResource.gd: -------------------------------------------------------------------------------- 1 | class_name ArrayResource 2 | extends Resource 3 | 4 | signal update 5 | 6 | @export var value:Array 7 | @export var default_value:Array 8 | 9 | func append(entry)->void: 10 | value.append(entry) 11 | update.emit() 12 | 13 | ## Override function for resetting to default values 14 | func reset_resource()->void: 15 | value = default_value 16 | 17 | ## Override for creating data Resource that will be saved with the ResourceSaver 18 | func prepare_save()->Resource: 19 | return self.duplicate() 20 | 21 | ## Override to ad logic for reading loaded data and applying to current instance of the Resource 22 | func prepare_load(_data:Resource)->void: 23 | value = _data.value 24 | -------------------------------------------------------------------------------- /Resources/ValueResource/DictionaryResource.gd: -------------------------------------------------------------------------------- 1 | class_name DictionaryResource 2 | extends ValueResource 3 | 4 | @export var value:Dictionary : set = set_value 5 | @export var default_value:Dictionary 6 | 7 | func set_value(_value:Dictionary)->void: 8 | value = _value 9 | updated.emit() 10 | 11 | ## Override function for resetting to default values 12 | func reset_resource()->void: 13 | value = default_value 14 | 15 | ## Override for creating data Resource that will be saved with the ResourceSaver 16 | func prepare_save()->Resource: 17 | return self.duplicate() 18 | 19 | ## Override to ad logic for reading loaded data and applying to current instance of the Resource 20 | func prepare_load(_data:Resource)->void: 21 | value = _data.value 22 | -------------------------------------------------------------------------------- /Resources/ValueResource/FloatResource.gd: -------------------------------------------------------------------------------- 1 | class_name FloatResource 2 | extends ValueResource 3 | 4 | @export var value:float : set = set_value 5 | @export var default_value:float 6 | 7 | func set_value(_value:float)->void: 8 | value = _value 9 | updated.emit() 10 | 11 | ## Override function for resetting to default values 12 | func reset_resource()->void: 13 | value = default_value 14 | 15 | ## Override for creating data Resource that will be saved with the ResourceSaver 16 | func prepare_save()->Resource: 17 | return self.duplicate() 18 | 19 | ## Override to ad logic for reading loaded data and applying to current instance of the Resource 20 | func prepare_load(_data:Resource)->void: 21 | value = _data.value 22 | -------------------------------------------------------------------------------- /Resources/ValueResource/HealthValueResource.gd: -------------------------------------------------------------------------------- 1 | class_name HealthValueResource 2 | extends ValueResource 3 | 4 | @export var value:int : set = set_value 5 | @export var default_value:int 6 | @export var min_value:int = 0 7 | @export var max_value:int = 0 8 | 9 | func set_value(_value:int)->void: 10 | var previous_value: = value 11 | value = clamp(_value, min_value, max_value) 12 | if previous_value == value: 13 | return 14 | updated.emit() 15 | 16 | ## Override function for resetting to default values 17 | func reset_resource()->void: 18 | value = default_value 19 | 20 | ## Override for creating data Resource that will be saved with the ResourceSaver 21 | func prepare_save()->Resource: 22 | return self.duplicate() 23 | 24 | ## Override to ad logic for reading loaded data and applying to current instance of the Resource 25 | func prepare_load(_data:Resource)->void: 26 | value = _data.value 27 | -------------------------------------------------------------------------------- /Resources/ValueResource/IntResource.gd: -------------------------------------------------------------------------------- 1 | class_name IntResource 2 | extends ValueResource 3 | 4 | @export var value:int : set = set_value 5 | @export var default_value:int 6 | 7 | func set_value(_value:int)->void: 8 | # TODO: interupt with validate or override (clamp) 9 | value = _value 10 | updated.emit() 11 | 12 | ## Override function for resetting to default values 13 | func reset_resource()->void: 14 | value = default_value 15 | 16 | ## Override for creating data Resource that will be saved with the ResourceSaver 17 | func prepare_save()->Resource: 18 | return self.duplicate() 19 | 20 | ## Override to ad logic for reading loaded data and applying to current instance of the Resource 21 | func prepare_load(_data:Resource)->void: 22 | value = _data.value 23 | -------------------------------------------------------------------------------- /Resources/ValueResource/ResistanceValueResource.gd: -------------------------------------------------------------------------------- 1 | class_name ResistanceValueResource 2 | extends ValueResource 3 | 4 | @export var value:int : set = set_value 5 | @export var min_value:int = 0 6 | @export var max_value:int = 0 7 | @export var type:GameEnums.DamageType = GameEnums.DamageType.NONE 8 | 9 | func set_value(_value:int)->void: 10 | var previous_value: = value 11 | if max_value > 0: 12 | _value = min(_value, max_value) 13 | value = max(_value, min_value) 14 | if previous_value == value: 15 | return 16 | updated.emit() 17 | -------------------------------------------------------------------------------- /Resources/ValueResource/StringResource.gd: -------------------------------------------------------------------------------- 1 | class_name StringResource 2 | extends ValueResource 3 | 4 | @export var value:String : set = set_value 5 | @export var default_value:String 6 | 7 | func set_value(_value:String)->void: 8 | value = _value 9 | updated.emit() 10 | 11 | ## Override function for resetting to default values 12 | func reset_resource()->void: 13 | value = default_value 14 | 15 | ## Override for creating data Resource that will be saved with the ResourceSaver 16 | func prepare_save()->Resource: 17 | return self.duplicate() 18 | 19 | ## Override to ad logic for reading loaded data and applying to current instance of the Resource 20 | func prepare_load(_data:Resource)->void: 21 | value = _data.value 22 | -------------------------------------------------------------------------------- /Resources/ValueResource/TweenValueResource.gd: -------------------------------------------------------------------------------- 1 | class_name TweenValueResource 2 | extends ValueResource 3 | 4 | var value:Tween : set = set_value 5 | 6 | func set_value(_value:Tween)->void: 7 | # TODO: interupt with validate or override (clamp) 8 | value = _value 9 | updated.emit() 10 | -------------------------------------------------------------------------------- /Resources/ValueResource/ValueResource.gd: -------------------------------------------------------------------------------- 1 | class_name ValueResource 2 | extends SaveableResource 3 | 4 | signal updated 5 | 6 | -------------------------------------------------------------------------------- /Shaders/ColorFlash/color_flash.gdshader: -------------------------------------------------------------------------------- 1 | shader_type canvas_item; 2 | 3 | uniform vec4 overlay:source_color; 4 | uniform float blend:hint_range(0.0, 1.0) = 0.0; 5 | uniform sampler2D SCREEN_TEXTURE:hint_screen_texture; 6 | 7 | void fragment() { 8 | vec4 orig = texture(SCREEN_TEXTURE, SCREEN_UV); 9 | vec4 col = mix(orig, overlay, blend); 10 | // weird alpha look 11 | if (orig.a > 0.0001) { 12 | col.rgb = col.rgb / orig.a; 13 | } 14 | col.a = orig.a; 15 | COLOR *= col; 16 | } 17 | -------------------------------------------------------------------------------- /Shaders/Control/h_separator_line.gdshader: -------------------------------------------------------------------------------- 1 | shader_type canvas_item; 2 | 3 | uniform vec4 tint:source_color; 4 | 5 | void fragment() { 6 | float s = (UV.x - 0.5) * 2.0; 7 | float a = cos(s * (PI * 0.5)); 8 | COLOR = vec4(tint.xyz, a * 2.0 * tint.a); 9 | } 10 | -------------------------------------------------------------------------------- /Shaders/Tranitions/Cutout_transition.gdshader: -------------------------------------------------------------------------------- 1 | shader_type canvas_item; 2 | 3 | uniform float progress : hint_range(0.0, 1.0); 4 | uniform sampler2D mask; 5 | uniform float scale_min; 6 | uniform float scale_max; 7 | uniform vec2 offset; 8 | 9 | 10 | void fragment() { 11 | float scale = mix(scale_min, scale_max, progress); 12 | vec2 aspect = vec2(SCREEN_PIXEL_SIZE.y/SCREEN_PIXEL_SIZE.x, 1); 13 | vec4 mask_color = texture(mask, ((UV - offset) * aspect)/scale + offset); 14 | COLOR.a = 1.0 - mask_color.a; 15 | //COLOR.a = mask_color.a; 16 | } 17 | -------------------------------------------------------------------------------- /Singletons/GameStateManager/game_state_manager.gd: -------------------------------------------------------------------------------- 1 | extends Node 2 | 3 | @export var game_state_resource:StateMachineResource 4 | @export var initial_state_id:GameState.states 5 | 6 | func _ready()->void: 7 | call_deferred("start_state") 8 | 9 | func start_state()->void: 10 | game_state_resource.transition(initial_state_id) 11 | 12 | TaskCallbackResource.test_single_tick_loop() 13 | 14 | 15 | 16 | 17 | 18 | 19 | -------------------------------------------------------------------------------- /Singletons/GameStateManager/scene/game_state_manager.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=2 format=3 uid="uid://c24w3uvx85vu8"] 2 | 3 | [ext_resource type="Script" path="res://addons/Godot_library/Singletons/GameStateManager/game_state_manager.gd" id="1_hwvpv"] 4 | 5 | [node name="GameStateManager" type="Node"] 6 | script = ExtResource("1_hwvpv") 7 | -------------------------------------------------------------------------------- /Singletons/SaveManager/SaveManager.gd: -------------------------------------------------------------------------------- 1 | ## Singleton script for controling save files within SceneTree 2 | extends Node 3 | 4 | ## Resource holding game saveable data 5 | @export var game_save_resource:SaveableResource 6 | ## Saves resources as separate save files and just loads at the start. 7 | ## Usable for settings or stuff that doesn't need to save/load each time with room changes. 8 | @export var global_save_resources:Array[SaveableResource] 9 | 10 | func _ready()->void: 11 | game_save_resource.load_resource() 12 | # Loads each global saveable 13 | for data in global_save_resources: 14 | data.load_resource() 15 | 16 | -------------------------------------------------------------------------------- /Singletons/SaveManager/Scenes/SaveManager.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=2 format=3 uid="uid://va7mo7ehnnrg"] 2 | 3 | [ext_resource type="Script" path="res://addons/Godot_library/Singletons/SaveManager/SaveManager.gd" id="1_a545a"] 4 | 5 | [node name="SaveManager" type="Node"] 6 | script = ExtResource("1_a545a") 7 | -------------------------------------------------------------------------------- /Singletons/SceneManager/Scenes/SceneManager.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=2 format=3 uid="uid://cu02mvnjrxxb7"] 2 | 3 | [ext_resource type="Script" path="res://addons/Godot_library/Singletons/SceneManager/SceneManager.gd" id="1_6wuni"] 4 | 5 | [node name="SceneManager" type="Node"] 6 | script = ExtResource("1_6wuni") 7 | -------------------------------------------------------------------------------- /Singletons/ScreenEffect/README.MD: -------------------------------------------------------------------------------- 1 | Singleton used as parent for 2D screen effects -------------------------------------------------------------------------------- /Singletons/ScreenEffect/Scenes/ScreenEffect.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=2 format=3 uid="uid://bm6wvtmwurthe"] 2 | 3 | [ext_resource type="Script" path="res://addons/Godot_library/Singletons/ScreenEffect/ScreenEffect.gd" id="1_fp5m4"] 4 | 5 | [node name="ScreenEffect" type="CanvasLayer"] 6 | script = ExtResource("1_fp5m4") 7 | -------------------------------------------------------------------------------- /Singletons/ScreenEffect/ScreenEffect.gd: -------------------------------------------------------------------------------- 1 | ## Singleton used as parent for screen effects 2 | extends CanvasLayer 3 | 4 | func _ready()->void: 5 | layer = 128 6 | -------------------------------------------------------------------------------- /Singletons/SoundManager/Nodes/SoundEmitterNode.gd: -------------------------------------------------------------------------------- 1 | class_name SoundEmitterNode 2 | extends Node 3 | 4 | @export var sound:SoundResource 5 | 6 | func play()->void: 7 | sound.play_managed() 8 | -------------------------------------------------------------------------------- /Singletons/SoundManager/Nodes/SoundPlayer.gd: -------------------------------------------------------------------------------- 1 | extends AudioStreamPlayer 2 | class_name SoundPlayer 3 | 4 | @export var sound_resource:SoundResource 5 | 6 | 7 | func play_sound()->void: 8 | if sound_resource == null: 9 | print(owner.name, ": ", name, " doesn't have sound") 10 | return 11 | sound_resource.play(self) 12 | -------------------------------------------------------------------------------- /Singletons/SoundManager/Resources/AudioBussLayout.tres: -------------------------------------------------------------------------------- 1 | [gd_resource type="AudioBusLayout" format=3 uid="uid://jjw1kway6524"] 2 | 3 | [resource] 4 | bus/1/name = &"Sounds" 5 | bus/1/solo = false 6 | bus/1/mute = false 7 | bus/1/bypass_fx = false 8 | bus/1/volume_db = -9.63278 9 | bus/1/send = &"Master" 10 | bus/2/name = &"Music" 11 | bus/2/solo = false 12 | bus/2/mute = false 13 | bus/2/bypass_fx = false 14 | bus/2/volume_db = 0.0 15 | bus/2/send = &"Master" 16 | -------------------------------------------------------------------------------- /Singletons/SoundManager/Scenes/SoundManager.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=2 format=3 uid="uid://b6vqn0vsu3u35"] 2 | 3 | [ext_resource type="Script" path="res://addons/Godot_library/Singletons/SoundManager/SoundManager.gd" id="1_541o6"] 4 | 5 | [node name="SoundManager" type="Node"] 6 | script = ExtResource("1_541o6") 7 | -------------------------------------------------------------------------------- /Singletons/SoundManager/SoundManager.gd: -------------------------------------------------------------------------------- 1 | ## Singleton script for managing SoundPlayers under it instead of instance objects. 2 | extends Node 3 | 4 | ## During _ready will be created new SoundPlayers 5 | @export var start_count:int = 10 6 | @export var bus_name:String = "Sounds" 7 | @export var audio_settings:AudioSettingsResource 8 | 9 | var player_list:Array[SoundPlayer] 10 | 11 | ## Make sure Sounds audio bus exists and create initial sound players 12 | func _ready()->void: 13 | for i in start_count: 14 | create_player() 15 | 16 | ## Pops out one sound player 17 | func get_player()->SoundPlayer: 18 | if player_list.is_empty(): 19 | create_player() 20 | return player_list.pop_back() 21 | 22 | func create_player()->SoundPlayer: 23 | var new_player: = SoundPlayer.new() 24 | new_player.bus = bus_name 25 | add_child(new_player) 26 | player_list.append(new_player) 27 | return new_player 28 | 29 | func play(sound:SoundResource)->void: 30 | if sound.sound_player != null: 31 | sound.play(sound.sound_player) 32 | return 33 | var player: = get_player() 34 | player.finished.connect(return_player.bind(player,sound), CONNECT_ONE_SHOT) 35 | sound.play(player) 36 | 37 | func return_player(player:SoundPlayer, sound:SoundResource)->void: 38 | sound.sound_player = null 39 | player_list.append(player) 40 | -------------------------------------------------------------------------------- /Singletons/WindowFocus/WindowFocus.gd: -------------------------------------------------------------------------------- 1 | extends Node 2 | 3 | signal window_focus_changed 4 | 5 | var in_focus: = false 6 | var temp_focus: = false 7 | 8 | func _ready()->void: 9 | get_tree().auto_accept_quit = false 10 | 11 | func _notification(what:int)->void: 12 | match what: 13 | NOTIFICATION_APPLICATION_FOCUS_OUT: 14 | in_focus = false 15 | temp_focus = in_focus 16 | window_focus_changed.emit() 17 | NOTIFICATION_APPLICATION_FOCUS_IN: 18 | temp_focus = true 19 | await get_tree().process_frame 20 | if !temp_focus: 21 | return 22 | in_focus = true 23 | window_focus_changed.emit() 24 | NOTIFICATION_WM_CLOSE_REQUEST: 25 | get_tree().quit() 26 | -------------------------------------------------------------------------------- /Static/Bitwise/Bitwise.gd: -------------------------------------------------------------------------------- 1 | ## references: 2 | ## - https://www.geeksforgeeks.org/bitwise-operators-in-c-cpp/ 3 | class_name Bitwise 4 | extends Node 5 | 6 | static func combine(a:int, b:int)->int: 7 | return a | b 8 | 9 | static func increment(a:int, value:int)->int: 10 | while value != 0: 11 | var carry:int = a & value 12 | a = a ^ value 13 | value = carry < 1 14 | return a 15 | 16 | static func contain(a:int, mask:int)->bool: 17 | return (a & mask) == mask 18 | 19 | static func common(a:int, b:int)->int: 20 | return a & b 21 | 22 | static func remove(a:int, b:int)->int: 23 | return a ^ b 24 | 25 | static func invert(a:int)->int: 26 | return ~a 27 | 28 | static func shift_left(a:int, steps:int)->int: 29 | return a << steps 30 | 31 | static func shift_right(a:int, steps:int)->int: 32 | return a >> steps 33 | 34 | static func find_odd(value_list:Array[int])->int: 35 | var result:int = 0 36 | for value in value_list: 37 | result ^= value 38 | return result 39 | 40 | ## Is divisible by pow(2, v) 41 | static func is_divisible_pow2_v(a:int, v:int)->bool: 42 | return (a & ((1 << v) - 1)) == 0 43 | -------------------------------------------------------------------------------- /Static/Drawer/Drawer.gd: -------------------------------------------------------------------------------- 1 | extends Node2D 2 | class_name Drawer 3 | 4 | static func draw_ring(node:CanvasItem, radius:float, resolution:int, rotated:float = 0.0, color:Color = Color.WHITE, width:float = -1)->void: 5 | var increments: float = 2*PI / resolution 6 | var rad: = rotated 7 | var to: = Vector2.ZERO 8 | var from: = Vector2(cos(rad)*radius, sin(rad)*radius) 9 | for i in resolution: 10 | rad = rotated + increments * (i+1) 11 | to = Vector2(cos(rad)*radius, sin(rad)*radius) 12 | node.draw_line(from, to, color, width) 13 | from = to 14 | -------------------------------------------------------------------------------- /Static/EnumClasses/GameEnums.gd: -------------------------------------------------------------------------------- 1 | class_name GameEnums 2 | extends RefCounted 3 | 4 | enum DamageType {NONE, FIRE, ICE, WATER, LIGHTNING, EARTH, STEAM, ARCANE, 5 | SHADOW, CURSE, TOXIC, BLUNT, PIERCE, SLASH, COUNT} 6 | 7 | enum GameStates {NONE, TITLE, GAMEPLAY, STORE, LEVEL_EDITOR, PAUSE, CUTSCENE, 8 | COMPLETED, LOST, FADE_IN, FADE_OUT, SWITCH, NEW_SCENE, COUNT} 9 | 10 | ## Bitmasking flags could be used to create animation look-up table or character state managing. 11 | enum CharacterStates{ 12 | GROUNDED = 1, 13 | VELOCITY_RIGHT = 1 << 1, 14 | VELOCITY_LEFT = 1 << 2, 15 | VELOCITY_UP = 1 << 3, 16 | VELOCITY_DOWN = 1 << 4, 17 | INPUT_RIGHT = 1 << 5, 18 | INPUT_LEFT = 1 << 6, 19 | INPUT_UP = 1 << 7, 20 | INPUT_DOWN = 1 << 8, 21 | CROUCHING = 1 << 9, 22 | MOVING = 1 << 10, 23 | RUNNING = 1 << 11, 24 | DASHING = 1 << 12, 25 | WALL_SLIDE = 1 << 13, 26 | JUMPING = 1 << 14, 27 | HANGING = 1 << 15, 28 | LADDER = 1 << 16, # combine with moving 29 | LEDGE = 1 << 17, # Like standing on a ledge 30 | TURNING = 1 << 18, 31 | DYING = 1 << 19, 32 | } 33 | -------------------------------------------------------------------------------- /Static/ObjectManager/ObjectExtension.gd: -------------------------------------------------------------------------------- 1 | class_name ObjectExtension 2 | extends Node 3 | 4 | 5 | static func clone_properties(from:Object, into:Object, property_usage_flags:int = 4102)->void: 6 | var property_list:Array[Dictionary] = from.get_property_list() 7 | for property in property_list: 8 | # be mindfull with Array, Dictionary contents are the same 9 | # possible to create reference loop 10 | if int(property.usage) != property_usage_flags: 11 | continue 12 | #print(property.name, ", ", property.usage) 13 | into.set(property.name, from.get(property.name)) 14 | 15 | -------------------------------------------------------------------------------- /Static/ScenePacker/ScenePacker.gd: -------------------------------------------------------------------------------- 1 | class_name ScenePacker 2 | 3 | static func create_package(_node:Node, makeLocal:bool = false)->PackedScene: 4 | set_owner(_node, _node, makeLocal) 5 | var package: = PackedScene.new() 6 | # warning-ignore:return_value_discarded 7 | package.pack(_node) 8 | return package 9 | 10 | static func set_owner(_node:Node, _owner:Node, makeLocal:bool = false)->void: 11 | for child in _node.get_children(): 12 | if makeLocal: #everything is owned 13 | child.owner = _owner 14 | else: 15 | if child.owner == null: #only null is owned 16 | child.owner = _owner 17 | set_owner(child, _owner, makeLocal) 18 | -------------------------------------------------------------------------------- /Static/VerletIntegration/VerletIntegration.gd: -------------------------------------------------------------------------------- 1 | class_name VerletIntegration 2 | extends Node 3 | 4 | ## Forward And Backwards Reach Inverse Kinematics 5 | ## Provide array with limb length and point array that holds position state (has to be one element bigger size) 6 | static func rope_2d(length_list:PackedFloat32Array, point_list:PackedVector2Array, from:Vector2, to:Vector2, itterations:int = 10, error_margin:float = 0.1)->void: 7 | var joint_count: = length_list.size() 8 | 9 | -------------------------------------------------------------------------------- /StyleBox/flat_animated_properties.gd: -------------------------------------------------------------------------------- 1 | class_name AnimatedStyleBoxFlat 2 | extends StyleBoxFlat 3 | 4 | const default_values:Dictionary = { 5 | content_margin_bottom = 0.0, 6 | content_margin_left = 0.0, 7 | content_margin_right = 0.0, 8 | content_margin_top = 0.0, 9 | anti_aliasing = false, 10 | anti_aliasing_size = 1.0, 11 | bg_color = Color.BLACK, 12 | border_blend = false, 13 | border_color = Color(0.8, 0.8, 0.8, 1), 14 | border_width_bottom = 0, 15 | border_width_left = 0, 16 | border_width_right = 0, 17 | border_width_top = 0, 18 | corner_detail = 8, 19 | corner_radius_bottom_left = 0, 20 | corner_radius_bottom_right = 0, 21 | corner_radius_top_left = 0, 22 | corner_radius_top_right = 0, 23 | draw_center = true, 24 | expand_margin_bottom = 0.0, 25 | expand_margin_left = 0.0, 26 | expand_margin_right = 0.0, 27 | expand_margin_top = 0.0, 28 | shadow_color = Color(0, 0, 0, 0.6), 29 | shadow_offset = Vector2(0, 0), 30 | shadow_size = 0, 31 | skew = Vector2(0, 0) 32 | } 33 | 34 | @export var normal:Dictionary = default_values 35 | @export var pressed:Dictionary = default_values 36 | @export var focus:Dictionary = default_values 37 | @export var hover:Dictionary = default_values 38 | 39 | -------------------------------------------------------------------------------- /plugin.cfg: -------------------------------------------------------------------------------- 1 | [plugin] 2 | 3 | name="GodotLibrary" 4 | description="" 5 | author="" 6 | version="" 7 | script="plugin.gd" 8 | --------------------------------------------------------------------------------