mirror of
https://github.com/Relintai/broken_seals_2d.git
synced 2024-11-11 20:35:10 +01:00
Added in my old 3d spritesheet generator. This can generate isometric spritesheets from 3d models.
This commit is contained in:
parent
64c38ac3a3
commit
aa914f6733
11
game/spritesheet_generator_3d/SSGen.tres
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11
game/spritesheet_generator_3d/SSGen.tres
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File diff suppressed because one or more lines are too long
170
game/spritesheet_generator_3d/SSGen.tscn
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170
game/spritesheet_generator_3d/SSGen.tscn
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[gd_scene load_steps=14 format=2]
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[ext_resource path="res://spritesheet_generator_3d/Spatial.tscn" type="PackedScene" id=1]
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[ext_resource path="res://spritesheet_generator_3d/Spatial.tscn" type="PackedScene" id=2]
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[ext_resource path="res://spritesheet_generator/SheetGen.gd" type="Script" id=3]
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[ext_resource path="res://spritesheet_generator_3d/Spatial.tscn" type="PackedScene" id=4]
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[ext_resource path="res://spritesheet_generator/SpriteMover.gd" type="Script" id=5]
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[ext_resource path="res://spritesheet_generator/Sprite3Ds.tscn" type="PackedScene" id=6]
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[sub_resource type="ProceduralSky" id=1]
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[sub_resource type="Environment" id=2]
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background_mode = 2
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background_sky = SubResource( 1 )
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background_color = Color( 0.364706, 0.364706, 0.364706, 1 )
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background_energy = 0.69
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ambient_light_color = Color( 1, 1, 1, 1 )
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ambient_light_energy = 0.68
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ambient_light_sky_contribution = 0.0
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[sub_resource type="Environment" id=3]
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background_mode = 1
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background_energy = 0.57
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ambient_light_color = Color( 0.113725, 0.113725, 0.113725, 1 )
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ambient_light_energy = 0.68
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ssao_enabled = true
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[sub_resource type="World" id=4]
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environment = SubResource( 3 )
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[sub_resource type="Environment" id=5]
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background_mode = 1
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background_energy = 0.26
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ambient_light_color = Color( 0.113725, 0.113725, 0.113725, 1 )
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ambient_light_energy = 0.58
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ambient_light_sky_contribution = 0.1
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tonemap_exposure = 0.36
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tonemap_white = 0.47
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[sub_resource type="ViewportTexture" id=6]
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viewport_path = NodePath("Viewport")
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[sub_resource type="SpatialMaterial" id=7]
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flags_transparent = true
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params_billboard_mode = 1
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[node name="Node" type="Node"]
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource( 2 )
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[node name="player2" parent="." instance=ExtResource( 1 )]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -34.2601 )
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visible = false
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input_ray_pickable = false
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[node name="player" parent="." instance=ExtResource( 1 )]
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visible = false
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input_ray_pickable = false
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[node name="MicamoChar" parent="." instance=ExtResource( 2 )]
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editor/display_folded = true
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[node name="Viewport" type="Viewport" parent="."]
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size = Vector2( 32, 32 )
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own_world = true
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world = SubResource( 4 )
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transparent_bg = true
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handle_input_locally = false
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hdr = false
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render_target_v_flip = true
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render_target_update_mode = 3
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script = ExtResource( 3 )
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_sprite_size = 32
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_sprite_num = 16
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_directions = 16
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save_texture = true
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_atlas_show_sprite_path = NodePath("../Sprite3")
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_sprite_path = NodePath("../Sprite3D")
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_animation_player_path = NodePath("MicamoChar/AnimationPlayer")
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_player_path = NodePath("MicamoChar")
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[node name="MicamoChar" parent="Viewport" instance=ExtResource( 4 )]
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editor/display_folded = true
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[node name="Skeleton" parent="Viewport/MicamoChar" index="0"]
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bones/0/bound_children = [ ]
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bones/1/bound_children = [ ]
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bones/3/bound_children = [ ]
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bones/4/bound_children = [ ]
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bones/5/bound_children = [ ]
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bones/8/bound_children = [ ]
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bones/9/bound_children = [ ]
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bones/10/bound_children = [ ]
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bones/32/bound_children = [ ]
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bones/33/bound_children = [ ]
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bones/34/bound_children = [ ]
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bones/55/bound_children = [ ]
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bones/56/bound_children = [ ]
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bones/57/bound_children = [ ]
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bones/60/bound_children = [ ]
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bones/61/bound_children = [ ]
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bones/62/bound_children = [ ]
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[node name="Camera" type="Camera" parent="Viewport"]
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transform = Transform( 0.707107, -0.353553, 0.612372, 0, 0.866025, 0.5, -0.707107, -0.353553, 0.612372, 2.95796, 3.39896, 2.92486 )
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environment = SubResource( 5 )
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projection = 1
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current = true
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size = 2.2
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near = 0.01
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far = 240.8
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[node name="OmniLight" type="OmniLight" parent="Viewport"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 3.05496, 1.55159, 3.33238 )
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layers = 3
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light_color = Color( 0.952941, 0.929412, 0.807843, 1 )
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light_energy = 0.74
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light_indirect_energy = 1.27
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light_specular = 0.15
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omni_range = 6.4
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omni_attenuation = 1.1487
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[node name="OmniLight2" type="OmniLight" parent="Viewport"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -1.4893, 3.88558, -2.30035 )
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light_color = Color( 0.898039, 0.898039, 0.729412, 1 )
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light_energy = 0.58
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light_indirect_energy = 2.95
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omni_range = 4.3
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[node name="Sprite" type="Sprite" parent="."]
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position = Vector2( 837.448, 475.588 )
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centered = false
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flip_v = true
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vframes = 16
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hframes = 16
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script = ExtResource( 5 )
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[node name="Camera" type="Camera" parent="."]
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transform = Transform( 0.707107, -0.353553, 0.612372, 0, 0.866026, 0.5, -0.707107, -0.353553, 0.612372, 13.5879, 9.78323, 18.7533 )
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projection = 1
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current = true
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size = 10.0
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[node name="Sprite2" type="Sprite" parent="."]
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position = Vector2( 179.55, 160.55 )
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texture = SubResource( 6 )
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flip_v = true
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[node name="Sprite3" type="Sprite" parent="."]
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position = Vector2( 603.531, 254.594 )
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flip_v = true
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[node name="Sprite3D" type="Sprite3D" parent="."]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 8.18889, 0, 14.9987 )
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material_override = SubResource( 7 )
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cast_shadow = 0
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flip_v = true
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pixel_size = 0.0156
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vframes = 16
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hframes = 16
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script = ExtResource( 5 )
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[node name="Sprite3D2" parent="." instance=ExtResource( 6 )]
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visible = false
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[editable path="Viewport/MicamoChar"]
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129
game/spritesheet_generator_3d/SheetGen.gd
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129
game/spritesheet_generator_3d/SheetGen.gd
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extends Node
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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export (int) var _sprite_size
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export (int) var _sprite_num
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export (int) var _directions
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export (bool) var _show_atlas = false
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export (bool) var save_texture = false
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export (NodePath) var _atlas_show_sprite_path
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export (NodePath) var _sprite_path
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export (NodePath) var _animation_player_path
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export (NodePath) var _player_path
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export (NodePath) var _animation_tree_player_path
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var _viewport
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var _viewport_texture
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var _sprite
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var _animation_player
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var _time = 0
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var _animation_tree_player
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var _frame = 0
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var _rotcount = 0
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var _rotation = 0
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var _atlas
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var _image_texture
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var _running = false
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var _atlas_sprite_show_node
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var _atlas_texture
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var _player
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var _texture
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# Called when the node enters the scene tree for the first time.
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func _ready():
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_viewport = get_node(".")
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#_viewport.set
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_sprite = get_node(_sprite_path)
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_atlas_sprite_show_node = get_node(_atlas_show_sprite_path)
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_animation_player = get_node(_animation_player_path)
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_player = get_node(_player_path)
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_animation_tree_player = get_node(_animation_tree_player_path)
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_viewport_texture = _viewport.get_texture()
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_texture = Image.new()
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var frame = _viewport.get_texture().get_data()
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_texture.create(_sprite_size * _sprite_num, _sprite_size * _directions, false, frame.get_format())
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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_running = true
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#_generated_image = Image.new()
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#_generated_image.
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#_sprite.set_texture(_viewport_texture)
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#_frame_data.clear()
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#_generated_image.create_from_data(64, 64, false, Image.FORMAT_RGBA4444, texture.get_data().get_data())
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#texture = _viewport.get_texture()
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#_sprite.set_texture(texture)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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#if not _running and Input.is_key_pressed(KEY_K):
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# _running = true
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if not _running:
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return
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#_viewport.update_worlds()
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var frame = _viewport.get_texture().get_data()
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#if _frame == 0 and _rotcount == 0:
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_texture.blend_rect(frame, frame.get_used_rect(), Vector2((_frame * _sprite_size), (_rotcount * _sprite_size)))
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#_time += 0.3
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#_animation_player.seek (_time , true )
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_frame += 1
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if _frame > _sprite_num - 1:
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_frame = 0
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_rotcount += 1
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if (_rotcount > _sprite_num - 1):
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_running = false
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create_atlas()
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return
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#var m3 = Basis()
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#m3 = m3.rotated( Vector3(0,1,0), 0.19625 )
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_player.rotate_y((PI*2)/float(_directions))
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_animation_player.play("default")
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#_rotation = _rotcount * 22.5
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#_player.tra
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#return
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#0.83
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_animation_player.seek(_frame * (_animation_player.current_animation_length / (_sprite_num - 1)), true)
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#_animation_tree_player.advance(0.05)
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func create_atlas():
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_image_texture = ImageTexture.new()
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_image_texture.create_from_image(_texture, 0)
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_image_texture.get_data().save_png("res://testsave.png")
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if save_texture:
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_sprite.set_texture(_image_texture)
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if _show_atlas:
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_atlas_sprite_show_node.set_texture(_image_texture)
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pass
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3
game/spritesheet_generator_3d/Spatial.tscn
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game/spritesheet_generator_3d/Spatial.tscn
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[gd_scene format=2]
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[node name="Spatial" type="Spatial"]
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22
game/spritesheet_generator_3d/Sprite3Ds.tscn
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game/spritesheet_generator_3d/Sprite3Ds.tscn
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://testsave.png" type="Texture" id=1]
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[ext_resource path="res://spritesheet_generator/SpriteMover.gd" type="Script" id=2]
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[sub_resource type="SpatialMaterial" id=1]
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flags_transparent = true
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params_billboard_mode = 1
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[node name="Sprite3D" type="Sprite3D"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.39352, 0 )
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material_override = SubResource( 1 )
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cast_shadow = 0
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flip_v = true
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pixel_size = 0.064
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texture = ExtResource( 1 )
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vframes = 16
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hframes = 16
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script = ExtResource( 2 )
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82
game/spritesheet_generator_3d/SpriteMover.gd
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game/spritesheet_generator_3d/SpriteMover.gd
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extends Node
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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var _sprite
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export (bool) var enabled = true
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export(int) var _animset = 0
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export(int) var _animset_size = 16
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export(int) var _animset_count = 16
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var _min_frame = 0
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var _max_frame = 16 * 16
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var x = 0
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var y = 0
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var timer = 0
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var _frame = 1
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# Called when the node enters the scene tree for the first time.
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func _ready():
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_sprite = get_node(".")
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_sprite.set_frame(_min_frame)
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#_sprite.set_position(Vector2(x, y))
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func set_movement_vector(vector):
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var a = Vector2(vector.x, vector.z)
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a = a.normalized()
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var base = Vector2(0, -1)
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var angle = a.angle_to(base) + PI
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var slice = (2*PI) / _animset_count
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var num_slice = int(angle / slice)
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set_animset(num_slice)
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func set_animset(animest_id):
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if (animest_id >= _animset_count):
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_animset = _animset_count - 1
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if (animest_id < 0):
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_animset = 0
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_animset = animest_id
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#_min_frame = _animset * _animset_size
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#_max_frame = _animset * _animset_size + _animset_size
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func _process(delta):
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#set_animset(_animset)
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if not enabled:
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set_process(false)
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return
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timer += delta
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if (timer > 0.05):
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timer -= 0.05
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_frame += 1
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if _frame > _animset_size - 1:
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_frame = 0
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_sprite.set_frame(_frame + (_animset * _animset_size))
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func a_process(delta):
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#x += int(delta * 300)
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y += int(delta * 200)
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if y > 700:
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y = -50
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_sprite.set_position(Vector2(x, y))
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