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117241
import {SchematicTestRunner} from '@angular-devkit/schematics/testing'; import {createTestApp, getFileContent} from '@angular/cdk/schematics/testing'; import {COLLECTION_PATH} from '../../paths'; import {Schema} from './schema'; describe('material-table-schematic', () => { let runner: SchematicTestRunner; const b...
117246
import { AfterViewInit, Component, ViewChild<% if(!!viewEncapsulation) { %>, ViewEncapsulation<% }%><% if(changeDetection !== 'Default') { %>, ChangeDetectionStrategy<% }%> } from '@angular/core'; import { <% if(standalone) { %>MatTableModule, <% } %>MatTable } from '@angular/material/table'; import { <% if(standalone)...
117247
import { DataSource } from '@angular/cdk/collections'; import { MatPaginator } from '@angular/material/paginator'; import { MatSort } from '@angular/material/sort'; import { map } from 'rxjs/operators'; import { Observable, of as observableOf, merge } from 'rxjs'; // TODO: Replace this with your own data model type ex...
117248
import {SchematicTestRunner, UnitTestTree} from '@angular-devkit/schematics/testing'; import {createTestApp} from '@angular/cdk/schematics/testing'; import {runfiles} from '@bazel/runfiles'; import {compileString} from 'sass'; import * as path from 'path'; import {createLocalAngularPackageImporter} from '../../../../....
117250
function getTestTheme() { return `// This file was generated by running 'ng generate @angular/material:theme-color'. // Proceed with caution if making changes to this file. @use 'sass:map'; @use '@angular/material' as mat; // Note: Color palettes are generated from primary: #984061 $_palettes: ( primary: ( 0:...
117252
# Material 3 Custom Theme schematic ```shell ng generate @angular/material:theme-color ``` This schematic allows users to create new Material 3 theme palettes based on custom colors by using [Material Color Utilities](https://github.com/material-foundation/material-color-utilities). The generated [color palettes](ht...
117255
/** * @license * Copyright Google LLC All Rights Reserved. * * Use of this source code is governed by an MIT-style license that can be * found in the LICENSE file at https://angular.dev/license */ import {Rule, SchematicContext, Tree} from '@angular-devkit/schematics'; import {Schema} from './schema'; import { ...
117266
/** * @license * Copyright Google LLC All Rights Reserved. * * Use of this source code is governed by an MIT-style license that can be * found in the LICENSE file at https://angular.dev/license */ /** Create custom theme for the given application configuration. */ export function createCustomTheme(name: string =...
117268
/** * @license * Copyright Google LLC All Rights Reserved. * * Use of this source code is governed by an MIT-style license that can be * found in the LICENSE file at https://angular.dev/license */ import {Rule, SchematicsException, Tree} from '@angular-devkit/schematics'; import { appendHtmlElementToHead, ge...
117326
extends VBoxContainer const ROT_SPEED = 0.003 const ZOOM_SPEED = 0.5 const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_MIDDLE | MOUSE_BUTTON_MASK_RIGHT @export var camera: Camera3D @export var camera_holder: Node3D @export var rotation_x: Node3D @export var node_to_move: Node3D @export var rigid_body: R...
117350
# This node converts a 3D position to 2D using a 2.5D transformation matrix. # The transformation of its 2D form is controlled by its 3D child. @tool @icon("res://addons/node25d/icons/node_25d_icon.png") class_name Node25D extends Node2D # SCALE is the number of 2D units in one 3D unit. Ideally, but not necessarily, ...
117366
@tool extends Control var zoom_level := 0 var is_panning = false var pan_center: Vector2 var viewport_center: Vector2 var view_mode_index := 0 var editor_interface: EditorInterface # Set in node25d_plugin.gd var moving = false @onready var viewport_2d = $Viewport2D @onready var viewport_overlay = $ViewportOverlay @...
117403
# Handles Player-specific behavior like moving. We calculate such things with CharacterBody3D. class_name PlayerMath25D # No icon necessary extends CharacterBody3D var vertical_speed := 0.0 var isometric_controls := true @onready var _parent_node25d: Node25D = get_parent() func _physics_process(delta: float) -> vo...
117404
@tool extends Sprite2D const ANIMATION_FRAMERATE = 15 var _direction := 0 var _progress := 0.0 var _parent_node25d: Node25D var _parent_math: PlayerMath25D @onready var _stand: Texture2D = preload("res://assets/player/textures/stand.png") @onready var _jump: Texture2D = preload("res://assets/player/textures/jump.png...
117405
[gd_scene load_steps=6 format=4 uid="uid://bg27d8sfehmr4"] [ext_resource type="Script" path="res://addons/node25d/node_25d.gd" id="1"] [ext_resource type="Script" path="res://assets/player/player_math_25d.gd" id="3"] [ext_resource type="Texture2D" uid="uid://bfdfertqyhf1u" path="res://assets/player/textures/jump.png" ...
117410
func _ready() -> void: # Grab focus so that the list can be scrolled (for keyboard/controller-friendly navigation). rtl.grab_focus() add_header("Audio") add_line("Mix rate", "%d Hz" % AudioServer.get_mix_rate()) add_line("Output latency", "%f ms" % (AudioServer.get_output_latency() * 1000)) add_line("Output devi...
117414
extends Node func _on_open_shell_web_pressed() -> void: OS.shell_open("https://example.com") func _on_open_shell_folder_pressed() -> void: var path := OS.get_environment("HOME") if path == "": # Windows-specific. path = OS.get_environment("USERPROFILE") if OS.get_name() == "macOS": # MacOS-specific. pat...
117492
extends Area3D var taken := false func _on_coin_body_enter(body: Node) -> void: if not taken and body is Player: $Animation.play(&"take") taken = true # We've already checked whether the colliding body is a Player, which has a `coins` property. # As a result, we can safely increment its `coins` property. b...
117587
class_name Player extends CharacterBody3D enum _Anim { FLOOR, AIR, } const SHOOT_TIME = 1.5 const SHOOT_SCALE = 2.0 const CHAR_SCALE = Vector3(0.3, 0.3, 0.3) const MAX_SPEED = 6.0 const TURN_SPEED = 40.0 const JUMP_VELOCITY = 12.5 const BULLET_SPEED = 20.0 const AIR_IDLE_DEACCEL = false const ACCEL = 14.0 const DEA...
117588
extends Camera3D const MAX_HEIGHT = 2.0 const MIN_HEIGHT = 0.0 var collision_exception: Array[RID] = [] @export var min_distance := 0.5 @export var max_distance := 3.5 @export var angle_v_adjust := 0.0 @export var autoturn_ray_aperture := 25.0 @export var autoturn_speed := 50.0 func _ready() -> void: # Find collis...
117614
extends VBoxContainer func _ready() -> void: get_viewport().size_changed.connect(_on_viewport_size_changed) _on_viewport_size_changed() func _process(_delta: float) -> void: $FPS.text = "%d FPS (%.2f mspf)" % [Engine.get_frames_per_second(), 1000.0 / Engine.get_frames_per_second()] func _on_viewport_size_chang...
117619
extends Node const ROT_SPEED = 0.003 const ZOOM_SPEED = 0.125 const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT | MOUSE_BUTTON_MASK_MIDDLE var tester_index := 0 var rot_x := -TAU / 16 # This must be kept in sync with RotationX. var rot_y := TAU / 8 # This must be kept in sync with CameraHolder. ...
117632
# 3D Labels and Texts This project showcases the two main 3D text techniques supported by Godot: Label3D and TextMesh. Both Label3D and TextMesh exist in 3D space and can optionally be occluded by other objects, but they serve different use cases. **Label3D:** The Label3D node is a 3D node like any other. It draws t...
117640
extends Node const ROT_SPEED = 0.003 const ZOOM_SPEED = 0.125 const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT | MOUSE_BUTTON_MASK_MIDDLE var tester_index := 0 var rot_x := -TAU / 16 # This must be kept in sync with RotationX. var rot_y := TAU / 8 # This must be kept in sync with CameraHolder. ...
117651
extends Control # Window project settings: # - Stretch mode is set to `canvas_items` (`2d` in Godot 3.x) # - Stretch aspect is set to `expand` @onready var world_environment := $WorldEnvironment @onready var directional_light := $Node3D/DirectionalLight3D @onready var camera := $Node3D/Camera3D @onready var fps_lab...
117675
extends Camera3D const MOUSE_SENSITIVITY = 0.002 const MOVE_SPEED = 1.5 var rot := Vector3() var velocity := Vector3() func _ready() -> void: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _input(event: InputEvent) -> void: # Mouse look (only if the mouse is captured). if event is InputEventMouseMotion an...
117697
# This acts as a staging scene shown until the main scene is fully loaded. extends Control func _ready() -> void: for i in 2: # Wait 2 frames before starting to change to the main scene, # so that the loading text can be shown instead of the splash screen. await get_tree().process_frame # Do not use `preload(...
117715
# This script creates the ImageTexture and assigns it to an existing material at runtime. # By not having `@tool`, this avoids saving the raw image data in the scene file, # which would make it much larger. extends MeshInstance3D const TEXTURE_SIZE = Vector2i(512, 512) const GRID_SIZE = 32 const GRID_THICKNESS = 4 fu...
117718
extends Camera3D const MOUSE_SENSITIVITY = 0.002 const MOVE_SPEED = 0.65 var rot := Vector3() var velocity := Vector3() func _ready() -> void: Input.mouse_mode = Input.MOUSE_MODE_CAPTURED func _input(event: InputEvent) -> void: # Mouse look (only if the mouse is captured). if event is InputEventMouseMotion and ...
117743
[gd_scene load_steps=3 format=3 uid="uid://3gkujifjokqw"] [sub_resource type="PlaneMesh" id="1"] [sub_resource type="ConcavePolygonShape3D" id="2"] data = PackedVector3Array(-1, 0, 1, 1, 0, -1, 1, 0, 1, -1, 0, 1, -1, 0, -1, 1, 0, -1) [node name="StaticBodyPlane" type="StaticBody3D"] [node name="MeshInstance3D" type...
117744
[gd_scene load_steps=4 format=3 uid="uid://cl2vpuxqgnylc"] [ext_resource type="Shape3D" path="res://assets/robot_head/godot3_robot_head_collision.tres" id="1"] [ext_resource type="ArrayMesh" path="res://assets/robot_head/godot3_robot_head.mesh" id="2"] [ext_resource type="PackedScene" uid="uid://3gkujifjokqw" path="re...
117755
extends Test const OPTION_TEST_CASE_HIT_FROM_INSIDE = "Test case/Hit from inside" var _hit_from_inside := false var _do_raycasts := false @onready var _raycast_visuals := ImmediateMesh.new() @onready var _material := StandardMaterial3D.new() func _ready() -> void: var options: OptionMenu = $Options options.add_...
117757
[gd_scene load_steps=28 format=3 uid="uid://se7gyhmygqul"] [ext_resource type="Script" path="res://utils/rigidbody_ground_check.gd" id="1"] [ext_resource type="PackedScene" uid="uid://b1ihqm3x8jru" path="res://tests/test_options.tscn" id="2"] [ext_resource type="Script" path="res://tests/functional/test_rigidbody_grou...
117758
[node name="RigidBodyConvex" type="RigidBody3D" parent="DynamicShapes/Bodies"] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3, 0.974548, 0) axis_lock_angular_x = true axis_lock_angular_y = true axis_lock_angular_z = true physics_material_override = SubResource("13") script = ExtResource("1") [node name="Collisio...
117762
[gd_scene load_steps=13 format=3 uid="uid://dgh5drb4q81kh"] [ext_resource type="Script" path="res://utils/camera_orbit.gd" id="1"] [ext_resource type="Script" path="res://tests/functional/test_moving_platform.gd" id="2"] [ext_resource type="PackedScene" uid="uid://b1ihqm3x8jru" path="res://tests/test_options.tscn" id=...
117775
extends RigidBody3D var _dir := 1.0 var _distance := 10.0 var _walk_spd := 100.0 var _acceleration := 22.0 var _is_on_floor := false @onready var _forward := -transform.basis.z @onready var _collision_shape := $CollisionShape @onready var _material: StandardMaterial3D = $CollisionShape/MeshInstance3D.get_active_mater...
117783
extends RigidBody3D const MOUSE_DELTA_COEFFICIENT = 0.01 const CAMERA_DISTANCE_COEFFICIENT = 0.2 var _picked := false var _last_mouse_pos := Vector2.ZERO var _mouse_pos := Vector2.ZERO func _ready() -> void: input_ray_pickable = true func _input(event: InputEvent) -> void: if event is InputEventMouseButton: if...
117785
extends Node enum PhysicsEngine { GODOT_PHYSICS, OTHER, } var _engine := PhysicsEngine.OTHER func _enter_tree() -> void: process_mode = Node.PROCESS_MODE_ALWAYS # Always enable visible collision shapes on startup # (same as the Debug > Visible Collision Shapes option). get_tree().debug_collisions_hint = true ...
117788
extends CharacterBody3D @export var _stop_on_slopes := false @export var use_snap := false var _gravity := 20.0 func _physics_process(delta: float) -> void: if is_on_floor(): floor_snap_length = 0.2 else: velocity += Vector3.DOWN * _gravity * delta floor_snap_length = 0.0 floor_stop_on_slope = _stop_on_slo...
117870
extends Node3D const Character = preload("res://character.gd") var _cam_rotation := 0.0 @onready var _camera := $CameraBase/Camera3D as Camera3D @onready var _robot := $RobotBase as Character func _unhandled_input(event: InputEvent) -> void: if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_...
117925
extends Camera3D const MOUSE_SENSITIVITY = 0.002 const MOVE_SPEED = 0.6 var volumetric_fog_volume_size := int(ProjectSettings.get_setting("rendering/environment/volumetric_fog/volume_size")) var volumetric_fog_volume_depth := int(ProjectSettings.get_setting("rendering/environment/volumetric_fog/volume_depth")) var r...
117980
extends Camera3D var collision_exception := [] var max_height := 2.0 var min_height := 0 @export var min_distance := 0.5 @export var max_distance := 3.0 @export var angle_v_adjust := 0.0 @onready var target_node: Node3D = get_parent() func _ready() -> void: collision_exception.append(target_node.get_parent().get_ri...
118015
[gd_scene load_steps=11 format=3 uid="uid://csdy1t6j24awl"] [ext_resource type="Texture2D" uid="uid://c2eorasvxyf5u" path="res://menu/main/title.png" id="1"] [ext_resource type="Script" path="res://menu/main/splash_text.gd" id="2"] [ext_resource type="Script" path="res://menu/main/main_menu.gd" id="3"] [ext_resource t...
118019
extends CharacterBody3D const EYE_HEIGHT_STAND = 1.6 const EYE_HEIGHT_CROUCH = 1.4 const MOVEMENT_SPEED_GROUND = 0.6 const MOVEMENT_SPEED_AIR = 0.11 const MOVEMENT_SPEED_CROUCH_MODIFIER = 0.5 const MOVEMENT_FRICTION_GROUND = 0.9 const MOVEMENT_FRICTION_AIR = 0.98 var _mouse_motion := Vector2() var _selected_block :=...
118029
[node name="TestName" type="Label" parent="."] anchors_preset = 7 anchor_left = 0.5 anchor_top = 1.0 anchor_right = 0.5 anchor_bottom = 1.0 offset_left = -192.0 offset_top = -58.0 offset_right = 192.0 offset_bottom = -24.0 grow_horizontal = 2 grow_vertical = 0 theme_override_colors/font_outline_color = Color(0, 0, 0, 1...
118035
extends WorldEnvironment const ROT_SPEED = 0.003 const ZOOM_SPEED = 0.125 const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT | MOUSE_BUTTON_MASK_MIDDLE var tester_index := 0 var rot_x := deg_to_rad(-22.5) # This must be kept in sync with RotationX. var rot_y := deg_to_rad(90) # This must be kept ...
118072
extends Camera3D # Higher values cause the field of view to increase more at high speeds. const FOV_SPEED_FACTOR = 60 # Higher values cause the field of view to adapt to speed changes faster. const FOV_SMOOTH_FACTOR = 0.2 # Don't change FOV if moving below this speed. This prevents shadows from flickering when drivi...
118110
[gd_scene load_steps=15 format=3 uid="uid://2y3ar4s86yra"] [ext_resource type="Script" path="res://Main.gd" id="1"] [ext_resource type="PackedScene" uid="uid://dp478jyugrn7o" path="res://Player.tscn" id="2"] [ext_resource type="PackedScene" uid="uid://ha0ar5s2c3m4" path="res://Mob.tscn" id="3"] [ext_resource type="The...
118112
[gd_scene load_steps=8 format=3 uid="uid://dp478jyugrn7o"] [ext_resource type="Script" path="res://Player.gd" id="1"] [ext_resource type="PackedScene" uid="uid://d0ypm0v45pwdv" path="res://art/player.glb" id="2"] [sub_resource type="SphereShape3D" id="1"] radius = 0.792278 [sub_resource type="CylinderShape3D" id="2"...
118115
extends CharacterBody3D signal hit ## How fast the player moves in meters per second. @export var speed = 14 ## Vertical impulse applied to the character upon jumping in meters per second. @export var jump_impulse = 20 ## Vertical impulse applied to the character upon bouncing over a mob in meters per second. @export...
118117
extends CharacterBody3D # Emitted when the player jumped on the mob. signal squashed ## Minimum speed of the mob in meters per second. @export var min_speed = 10 ## Maximum speed of the mob in meters per second. @export var max_speed = 18 func _physics_process(_delta): move_and_slide() func initialize(start_posi...
118135
extends Camera3D const MOUSE_SENSITIVITY = 0.002 const MOVE_SPEED = 1.5 var rot := Vector3() var velocity := Vector3() func _ready() -> void: Input.mouse_mode = Input.MOUSE_MODE_CAPTURED func _input(event: InputEvent) -> void: # Mouse look (only if the mouse is captured). if event is InputEventMouseMotion and I...
118217
extends CharacterBody3D const MAX_SPEED = 3.5 const JUMP_SPEED = 6.5 const ACCELERATION = 4 const DECELERATION = 4 @onready var camera: Camera3D = $Target/Camera3D @onready var gravity := float(-ProjectSettings.get_setting("physics/3d/default_gravity")) @onready var start_position := position func _physics_process(d...
118218
extends Camera3D @export var min_distance := 0.5 @export var max_distance := 3.0 @export var angle_v_adjust := 0.0 var collision_exception := [] var max_height := 2.0 var min_height := 0 @onready var target_node: Node3D = get_parent() func _ready() -> void: collision_exception.append(target_node.get_parent().get_r...
118253
extends Button @export_file var scene_to_change_to: String = "" func _ready(): pressed.connect(change_scene) func change_scene(): if not scene_to_change_to.is_empty(): get_tree().change_scene_to_file(scene_to_change_to)
118264
@tool extends Node3D # A FABRIK IK chain with a middle joint helper. # The delta/tolerance for the bone chain (how do the bones need to be before it is considered satisfactory) const CHAIN_TOLERANCE = 0.01 # The amount of interations the bone chain will go through in an attempt to get to the target position const CHA...
118267
@tool extends Node3D @export var skeleton_path: NodePath: set(value): # Assign skeleton_path to whatever value is passed. skeleton_path = value # Because get_node doesn't work in the first call, we just want to assign instead. # This is to get around a issue with NodePaths exposed to the editor. if first_ca...
118278
[gd_scene load_steps=6 format=3 uid="uid://d36uvu4r5qtpi"] [ext_resource type="Script" path="res://fps/simple_bullet.gd" id="1"] [sub_resource type="PhysicsMaterial" id="1"] bounce = 0.5 [sub_resource type="SphereMesh" id="2"] [sub_resource type="StandardMaterial3D" id="3"] albedo_color = Color(0.769531, 0.486969, ...
118282
extends RigidBody3D const DESPAWN_TIME = 5 var timer = 0 func _ready(): set_physics_process(true); func _physics_process(delta): timer += delta if timer > DESPAWN_TIME: queue_free() timer = 0
118286
[node name="Wall4" type="MeshInstance3D" parent="Level/Walls"] transform = Transform3D(1, 0, -4.76837e-07, 0, 4, 0, 1.19209e-07, 0, 4, -19.9997, 8.00032, -21.9995) mesh = SubResource("4") surface_material_override/0 = SubResource("7") [node name="StaticBody3D" type="StaticBody3D" parent="Level/Walls/Wall4"] [node nam...
118350
extends CharacterBody3D # Moves the player @export_range(1, 2) var player_id := 1 @export var walk_speed := 2.0 func _physics_process(_delta: float) -> void: var move_direction := Input.get_vector( &"move_left_player" + str(player_id), &"move_right_player" + str(player_id), &"move_up_player" + str(player_...
118354
extends Node3D # Handle the motion of both player cameras as well as communication with the # SplitScreen shader to achieve the dynamic split screen effet # # Cameras are place on the segment joining the two players, either in the middle # if players are close enough or at a fixed distance if they are not. # In the fir...
118361
[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/Group4/Wall5"] shape = SubResource("9") [node name="MeshInstance3D" type="MeshInstance3D" parent="Walls/Group4/Wall5" groups=["walls"]] material_override = SubResource("33") mesh = SubResource("11") [node name="Wall6" type="StaticBody3D" parent="Wall...
118362
[node name="Wall5" type="StaticBody3D" parent="Walls/Group6"] transform = Transform3D(0.613129, 0, -0.789983, 0, 1, 0, 0.789983, 0, 0.613129, 5.48868, 0.5, -1.27975) [node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/Group6/Wall5"] shape = SubResource("9") [node name="MeshInstance3D" type="MeshInstan...
118364
extends Node2D const PAD_SPEED = 150 const INITIAL_BALL_SPEED = 80.0 var ball_speed := INITIAL_BALL_SPEED var screen_size := Vector2(640, 400) # Default ball direction. var direction := Vector2.LEFT var pad_size := Vector2(8, 32) @onready var ball: Sprite2D = $Ball @onready var left_paddle: Sprite2D = $LeftPaddle @...
118366
# 2D in 3D A demo showing how a 2D scene can be shown within a 3D scene using viewports. Language: GDScript Renderer: Compatibility Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2803 ## How does it work? The Pong game is rendered to a custom [`Viewport`](https://docs.godote...
118377
[gd_scene load_steps=11 format=3 uid="uid://xwkspajfdmd7"] [ext_resource type="Script" path="res://3d_in_2d.gd" id="1"] [ext_resource type="Texture2D" uid="uid://q5bonn8iowbc" path="res://robot_demo.png" id="2"] [ext_resource type="PackedScene" uid="uid://8nlipuu0ceal" path="res://robot_3d.tscn" id="3"] [sub_resource...
118379
# 3D in 2D A demo showing how a 3D scene can be shown within a 2D one using viewports. Language: GDScript Renderer: Compatibility Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2804 ## How does it work? The 3D robot is rendered to a custom [`Viewport`](https://docs.godotengi...
118382
extends Node2D @onready var viewport: SubViewport = $SubViewport @onready var viewport_initial_size: Vector2i = viewport.size @onready var viewport_sprite: Sprite2D = $ViewportSprite func _ready() -> void: $AnimatedSprite2D.play() get_viewport().size_changed.connect(_root_viewport_size_changed) # Called when the...
118391
extends Node3D ## Used for checking if the mouse is inside the Area3D. var is_mouse_inside := false ## The last processed input touch/mouse event. Used to calculate relative movement. var last_event_pos2D := Vector2() ## The time of the last event in seconds since engine start. var last_event_time := -1.0 @onready ...
118421
extends VBoxContainer func _ready() -> void: # Don't allow loading files that don't exist yet. ($SaveLoad/LoadConfigFile as Button).disabled = not FileAccess.file_exists("user://save_config_file.ini") ($SaveLoad/LoadJSON as Button).disabled = not FileAccess.file_exists("user://save_json.json") func _on_open_user...
118429
extends Button # This script shows how to save data using Godot's custom ConfigFile format. # ConfigFile can store any Variant type except Signal or Callable. # It can even store Objects, but be extra careful where you deserialize them # from, because they can include (potentially malicious) scripts. const SAVE_PATH =...
118434
extends Panel func _on_goto_scene_pressed() -> void: # Change the scene to the one located at the given path. get_tree().change_scene_to_file("res://scene_b.tscn")
118436
extends Panel func _on_goto_scene_pressed() -> void: # Change the scene to the given PackedScene. # Though it usually takes more code, this can have advantages, such as letting you load the # scene in another thread, or use a scene that isn't saved to a file. var scene: PackedScene = load("res://scene_a.tscn") ge...
118439
; Engine configuration file. ; It's best edited using the editor UI and not directly, ; since the parameters that go here are not all obvious. ; ; Format: ; [section] ; section goes between [] ; param=value ; assign values to parameters config_version=5 [application] config/name="Scene Changer" config/descriptio...
118454
extends Control var thread: Thread func _on_load_pressed() -> void: if is_instance_valid(thread) and thread.is_started(): # If a thread is already running, let it finish before we start another. thread.wait_to_finish() thread = Thread.new() print_rich("[b]Starting thread.") # Our method needs an argument, so ...
118462
extends Node # Changing scenes is most easily done using the `change_scene_to_file()` and # `change_scene_to_packed()` methods of SceneTree. This script demonstrates # how to change scenes without those helpers. func goto_scene(path: String) -> void: # This function will usually be called from a signal callback, # ...
118498
extends Control @onready var client: Node = $Client @onready var host: LineEdit = $VBoxContainer/Connect/Host @onready var room: LineEdit = $VBoxContainer/Connect/RoomSecret @onready var mesh: CheckBox = $VBoxContainer/Connect/Mesh func _ready() -> void: client.lobby_joined.connect(_lobby_joined) client.lobby_seale...
118511
[gd_scene load_steps=3 format=3 uid="uid://c5m3rogpaglk1"] [ext_resource type="Texture2D" uid="uid://bdomqql6y50po" path="res://brickfloor.png" id="1"] [sub_resource type="RectangleShape2D" id="1"] size = Vector2(48, 48) [node name="TileScene" type="Node2D"] [node name="Wall" type="Sprite2D" parent="."] position = ...
118581
extends CharacterBody3D # Settings to control the character. @export var rotation_speed := 1.0 @export var movement_speed := 5.0 @export var movement_acceleration := 5.0 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity := float(ProjectSettings.get_setting("physics/3d/default_...
118598
extends XROrigin3D # Settings to control the character. @export var rotation_speed := 1.0 @export var movement_speed := 5.0 @export var movement_acceleration := 5.0 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity := float(ProjectSettings.get_setting("physics/3d/default_gravi...
118625
extends RigidBody3D class_name PickupAbleBody3D var highlight_material : Material = preload("res://shaders/highlight_material.tres") var picked_up_by : Area3D var closest_areas : Array var original_parent : Node3D var tween : Tween # Called when this object becomes the closest body in an area func add_is_closest(ar...
118626
[gd_scene load_steps=3 format=3 uid="uid://byif52d1xkl3u"] [ext_resource type="Script" path="res://pickup/pickup_handler.gd" id="1_5qec3"] [sub_resource type="SphereShape3D" id="SphereShape3D_i5on0"] resource_local_to_scene = true margin = 0.001 radius = 0.3 [node name="PickupHandler" type="Area3D"] script = ExtReso...
118627
@tool extends Area3D class_name PickupHandler3D # This area3D class detects all physics bodys based on # PickupAbleBody3D within range and handles the logic # for selecting the closest one and allowing pickup # of that object. # Detect range specifies within what radius we detect # objects we can pick up. @export var...
118629
[gd_resource type="Shader" format=3 uid="uid://cs1jlvgrhd4ac"] [resource] code = "// NOTE: Shader automatically converted from Godot Engine 4.3.beta1's StandardMaterial3D. shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_front, diffuse_burley, specular_schlick_ggx, unshaded; uniform vec4 albedo : ...
118651
[gd_scene load_steps=5 format=3 uid="uid://cenb0bfok13vx"] [ext_resource type="Script" path="res://ui.gd" id="1_wnf2v"] [ext_resource type="Shader" path="res://cursor.gdshader" id="2_hngl5"] [sub_resource type="LabelSettings" id="LabelSettings_cnxo1"] font_size = 64 [sub_resource type="ShaderMaterial" id="ShaderMate...
118725
@tool extends Area3D ############################################################################ # Water ripple effect shader - Bastiaan Olij # # This is an example of how to implement a more complex compute shader # in Godot and making use of the new Custom Texture RD API added to # the RenderingServer. # # If threa...
118727
shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx; uniform vec3 albedo : source_color; uniform float metalic : hint_range(0.0, 1.0, 0.1) = 0.8; uniform float roughness : hint_range(0.0, 1.0, 0.1) = 0.2; uniform sampler2D effect_texture; uniform vec2 effect_t...
118742
[gd_scene load_steps=4 format=3 uid="uid://csyb8ij530w1l"] [sub_resource type="StandardMaterial3D" id="1"] diffuse_mode = 1 albedo_color = Color(0.149414, 0.796875, 0.569252, 1) roughness = 0.0 [sub_resource type="BoxMesh" id="2"] [sub_resource type="Environment" id="Environment_wokxq"] ambient_light_source = 2 ambi...
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[node name="RichTextLabel" type="RichTextLabel" parent="MainPanel/HSplitContainer/BasicControls/VBoxContainer/TabContainer/Tab 4/MarginContainer"] layout_mode = 2 focus_mode = 2 bbcode_enabled = true text = "[center]RichTextLabel: [color=#f88]Tab 4[/color] is selected.[/center]" context_menu_enabled = true selection_en...
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extends ColorPickerButton # Returns the data to pass from an object when you click and drag away from # this object. Also calls `set_drag_preview()` to show the mouse dragging # something so the user knows that the operation is working. func _get_drag_data(_at_position: Vector2) -> Color: # Use another colorpicker as...
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# The root Control node ("Main") and AspectRatioContainer nodes are the most important # pieces of this demo. # Both nodes have their Layout set to Full Rect # (with their rect spread across the whole viewport, and Anchor set to Full Rect). extends Control var base_window_size := Vector2( ProjectSettings.get_setting...
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# Multiple Resolutions and Aspect Ratios **Note:** This demo is intended to showcase what Godot can do in terms of supporting multiple resolutions and aspect ratios. As such, this demo very full-featured but it's also fairly complex to understand. If you're in a hurry and want to implement *decent* support for multip...
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; Engine configuration file. ; It's best edited using the editor UI and not directly, ; since the parameters that go here are not all obvious. ; ; Format: ; [section] ; section goes between [] ; param=value ; assign values to parameters config_version=5 [application] config/name="Multiple Resolutions and Aspect ...
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[gd_scene load_steps=4 format=2] [ext_resource path="res://ball.png" type="Texture2D" id=1] [ext_resource path="res://logic/Ball.cs" type="Script" id=2] [sub_resource type="CircleShape2D" id=1] radius = 4.65663 [node name="Ball" type="Area2D"] script = ExtResource( 2 ) [node name="Sprite2D" type="Sprite2D" parent="...
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[gd_scene load_steps=12 format=3 uid="uid://bufr8nynnqrj"] [ext_resource type="Script" path="res://Logic/Paddle.cs" id="1"] [ext_resource type="Texture2D" uid="uid://cgbjbhglgxf0k" path="res://paddle.png" id="2"] [ext_resource type="Script" path="res://Logic/Ball.cs" id="4"] [ext_resource type="Texture2D" uid="uid://1...
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@tool extends Control var zoom_level := 0 var is_panning = false var pan_center: Vector2 var viewport_center: Vector2 var view_mode_index := 0 var editor_interface: EditorInterface # Set in node25d_plugin.gd var moving = false @onready var viewport_2d = $Viewport2D @onready var viewport_overlay = $ViewportOverlay @o...
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[gd_scene load_steps=7 format=2] [ext_resource path="res://addons/node25d-cs/Node25D.cs" type="Script" id=1] [ext_resource path="res://addons/node25d-cs/icons/node_25d_icon.png" type="Texture2D" id=2] [ext_resource path="res://assets/player/PlayerMath25D.cs" type="Script" id=3] [ext_resource path="res://assets/player/...
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extends Game func _ready() -> void: var player_2 := %Player2 as Player var viewport_1 := %Viewport1 as SubViewport var viewport_2 := %Viewport2 as SubViewport viewport_2.world_2d = viewport_1.world_2d player_2.camera.custom_viewport = viewport_2 player_2.camera.make_current()
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://djwm5nol3d801"] [sub_resource type="Shader" id="1"] code = "// original wind shader from https://github.com/Maujoe/godot-simple-wind-shader-2d/tree/master/assets/maujoe.simple_wind_shader_2d // original script modified by HungryProton so that the asse...