Added the new godot 4 demos that use the new tile map. They still need to be updated / proted.

This commit is contained in:
Relintai 2024-03-10 12:12:54 +01:00
parent b3a69024f1
commit 8ca423a9ef
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# Dynamic TileMap Layers
Example of how to make a fake wall using TileMap's
`_tile_data_runtime_update()` method. It shows how
to disable collisions per layer.
Language: GDScript
Renderer: OpenGL
## Screenshots
![Screenshot](screenshots/fake_wall.png)

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extends TileMap
var secret_layer: int # You can have multiple layers if you make this an array.
var player_in_secret: bool
var layer_alpha := 1.0
func _init() -> void:
for i in get_layers_count(): # Find the secret layer by name.
if get_layer_name(i) == "Secret":
secret_layer = i
func _ready() -> void:
set_process(false)
func _process(delta: float) -> void:
if player_in_secret:
if layer_alpha > 0.3:
layer_alpha = move_toward(layer_alpha, 0.3, delta) # Animate the layer transparency.
set_layer_modulate(secret_layer, Color(1, 1, 1, layer_alpha))
else:
set_process(false)
else:
if layer_alpha < 1.0:
layer_alpha = move_toward(layer_alpha, 1.0, delta)
set_layer_modulate(secret_layer, Color(1, 1, 1, layer_alpha))
else:
set_process(false)
func _use_tile_data_runtime_update(layer: int, _coords: Vector2i) -> bool:
if layer == secret_layer:
return true
return false
func _tile_data_runtime_update(_layer: int, _coords: Vector2i, tile_data: TileData) -> void:
tile_data.set_collision_polygons_count(0, 0) # Remove collision for secret layer.
func _on_secret_detector_body_entered(body: Node2D) -> void:
if not body is CharacterBody2D: # Detect player only.
return
player_in_secret = true
set_process(true)
func _on_secret_detector_body_exited(body: Node2D) -> void:
if not body is CharacterBody2D:
return
player_in_secret = false
set_process(true)

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extends CharacterBody2D
const WALK_FORCE = 600
const WALK_MAX_SPEED = 200
const STOP_FORCE = 1300
const JUMP_SPEED = 200
@onready var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta):
# Horizontal movement code. First, get the player's input.
var walk = WALK_FORCE * (Input.get_axis(&"move_left", &"move_right"))
# Slow down the player if they're not trying to move.
if abs(walk) < WALK_FORCE * 0.2:
# The velocity, slowed down a bit, and then reassigned.
velocity.x = move_toward(velocity.x, 0, STOP_FORCE * delta)
else:
velocity.x += walk * delta
# Clamp to the maximum horizontal movement speed.
velocity.x = clamp(velocity.x, -WALK_MAX_SPEED, WALK_MAX_SPEED)
# Vertical movement code. Apply gravity.
velocity.y += gravity * delta
# Move based on the velocity and snap to the ground.
# TODO: This information should be set to the CharacterBody properties instead of arguments: snap, Vector2.DOWN, Vector2.UP
# TODO: Rename velocity to linear_velocity in the rest of the script.
move_and_slide()
# Check for jumping. is_on_floor() must be called after movement code.
if is_on_floor() and Input.is_action_just_pressed(&"jump"):
velocity.y = -JUMP_SPEED

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://player/player.gd" type="Script" id=1]
[ext_resource path="res://player/player.png" type="Texture2D" id=2]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2(7, 7)
[node name="Player" type="CharacterBody2D"]
script = ExtResource( 1 )
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(-0.315559, 0.157784)
shape = SubResource( 1 )

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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="Dynamic TileMap Layers"
config/description="Example of how to make a kinematic character controller in 2D using
CharacterBody2D. The character moves around, is affected by moving
platforms, can jump through one-way collision platforms, etc."
run/main_scene="res://world.tscn"
config/features=PackedStringArray("4.2")
config/icon="res://icon.png"
[display]
window/size/viewport_width=530
window/size/viewport_height=495
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[input]
jump={
"deadzone": 0.5,
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.5,
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.5,
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
[physics]
common/physics_ticks_per_second=120
2d/default_gravity=500
[rendering]
renderer/rendering_method="gl_compatibility"
environment/defaults/default_clear_color=Color(0.156863, 0.133333, 0.25098, 1)
anti_aliasing/quality/msaa_2d=2

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[gd_scene load_steps=8 format=3 uid="uid://de7qapkqfycxl"]
[ext_resource type="Texture2D" uid="uid://cs8h2qyuakmko" path="res://level/obstacle.png" id="2"]
[ext_resource type="Script" path="res://level/tile_map.gd" id="2_q8fhk"]
[ext_resource type="PackedScene" path="res://player/player.tscn" id="3"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_on5ov"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_vnjib"]
texture = ExtResource("2")
0:0/0 = 0
0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:0/0/physics_layer_0/angular_velocity = 0.0
0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:0/0 = 0
1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:0/0/physics_layer_0/angular_velocity = 0.0
[sub_resource type="TileSet" id="TileSet_xqlka"]
physics_layer_0/collision_layer = 1
physics_layer_0/physics_material = SubResource("PhysicsMaterial_on5ov")
sources/0 = SubResource("TileSetAtlasSource_vnjib")
[sub_resource type="RectangleShape2D" id="RectangleShape2D_a2gec"]
size = Vector2(112, 48)
[node name="World" type="Node2D"]
[node name="TileMap" type="TileMap" parent="."]
z_index = 1
tile_set = SubResource("TileSet_xqlka")
format = 2
layer_0/name = "Ground"
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layer_1/name = "Secret"
layer_1/enabled = true
layer_1/modulate = Color(1, 1, 1, 1)
layer_1/y_sort_enabled = false
layer_1/y_sort_origin = 0
layer_1/z_index = 0
layer_1/tile_data = PackedInt32Array(1703950, 0, 0, 1769486, 0, 0, 1835022, 0, 0, 1703951, 0, 0, 1769487, 0, 0, 1835023, 0, 0, 1703952, 0, 0, 1769488, 0, 0, 1835024, 0, 0, 1703953, 0, 0, 1769489, 0, 0, 1835025, 0, 0, 1703954, 0, 0, 1769490, 0, 0, 1835026, 0, 0, 1703955, 0, 0, 1769491, 0, 0, 1835027, 0, 0, 1703956, 0, 0, 1769492, 0, 0, 1835028, 0, 0)
script = ExtResource("2_q8fhk")
[node name="Camera2D" type="Camera2D" parent="."]
offset = Vector2(265, 247)
[node name="Player" parent="." instance=ExtResource("3")]
position = Vector2(120, 456)
[node name="SecretDetector" type="Area2D" parent="."]
position = Vector2(280, 440)
[node name="CollisionShape2D" type="CollisionShape2D" parent="SecretDetector"]
shape = SubResource("RectangleShape2D_a2gec")
[connection signal="body_entered" from="SecretDetector" to="TileMap" method="_on_secret_detector_body_entered"]
[connection signal="body_exited" from="SecretDetector" to="TileMap" method="_on_secret_detector_body_exited"]

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# Hexagonal Game
Very simple demo showing a hexagonal TileMap and TileSet.
Language: GDScript
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/111
## Screenshots
![Screenshot](screenshots/hex.png)

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[gd_scene load_steps=3 format=3 uid="uid://bdlxxdkhge6fx"]
[ext_resource type="TileSet" uid="uid://cdqwqnhu3t3wq" path="res://tileset.tres" id="1"]
[ext_resource type="PackedScene" uid="uid://bryfdf2r0lvau" path="res://troll.tscn" id="2"]
[node name="Map" type="Node2D"]
[node name="TileMap" type="TileMap" parent="."]
tile_set = ExtResource("1")
format = 2
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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="Hexagonal Game"
config/description="Very simple demo showing a hexagonal TileMap and TileSet."
config/tags=PackedStringArray("2d", "demo", "official", "tilemap")
run/main_scene="res://map.tscn"
config/features=PackedStringArray("4.2")
config/icon="res://icon.webp"
[display]
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[input]
move_down={
"deadzone": 0.5,
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
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"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
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"deadzone": 0.5,
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null)
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]
}
[physics]
common/physics_ticks_per_second=120
[rendering]
environment/defaults/default_clear_color=Color(0.106667, 0.2, 0.1, 1)

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0:0/6 = 6
0:0/6/flip_v = true
0:0/6/transpose = true
0:0/7 = 7
0:0/7/flip_h = true
0:0/7/flip_v = true
0:0/7/transpose = true
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_hte4l"]
texture = ExtResource("9")
texture_region_size = Vector2i(128, 128)
0:0/next_alternative_id = 8
0:0/0 = 0
0:0/1 = 1
0:0/1/flip_h = true
0:0/2 = 2
0:0/2/flip_v = true
0:0/3 = 3
0:0/3/flip_h = true
0:0/3/flip_v = true
0:0/4 = 4
0:0/4/transpose = true
0:0/5 = 5
0:0/5/flip_h = true
0:0/5/transpose = true
0:0/6 = 6
0:0/6/flip_v = true
0:0/6/transpose = true
0:0/7 = 7
0:0/7/flip_h = true
0:0/7/flip_v = true
0:0/7/transpose = true
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_1o5vu"]
texture = ExtResource("10")
texture_region_size = Vector2i(128, 128)
0:0/next_alternative_id = 8
0:0/0 = 0
0:0/1 = 1
0:0/1/flip_h = true
0:0/2 = 2
0:0/2/flip_v = true
0:0/3 = 3
0:0/3/flip_h = true
0:0/3/flip_v = true
0:0/4 = 4
0:0/4/transpose = true
0:0/5 = 5
0:0/5/flip_h = true
0:0/5/transpose = true
0:0/6 = 6
0:0/6/flip_v = true
0:0/6/transpose = true
0:0/7 = 7
0:0/7/flip_h = true
0:0/7/flip_v = true
0:0/7/transpose = true
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_qxvr3"]
texture = ExtResource("11")
texture_region_size = Vector2i(128, 128)
0:0/next_alternative_id = 8
0:0/0 = 0
0:0/1 = 1
0:0/1/flip_h = true
0:0/2 = 2
0:0/2/flip_v = true
0:0/3 = 3
0:0/3/flip_h = true
0:0/3/flip_v = true
0:0/4 = 4
0:0/4/transpose = true
0:0/5 = 5
0:0/5/flip_h = true
0:0/5/transpose = true
0:0/6 = 6
0:0/6/flip_v = true
0:0/6/transpose = true
0:0/7 = 7
0:0/7/flip_h = true
0:0/7/flip_v = true
0:0/7/transpose = true
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_w48kd"]
texture = ExtResource("12")
texture_region_size = Vector2i(128, 128)
0:0/next_alternative_id = 8
0:0/0 = 0
0:0/1 = 1
0:0/1/flip_h = true
0:0/2 = 2
0:0/2/flip_v = true
0:0/3 = 3
0:0/3/flip_h = true
0:0/3/flip_v = true
0:0/4 = 4
0:0/4/transpose = true
0:0/5 = 5
0:0/5/flip_h = true
0:0/5/transpose = true
0:0/6 = 6
0:0/6/flip_v = true
0:0/6/transpose = true
0:0/7 = 7
0:0/7/flip_h = true
0:0/7/flip_v = true
0:0/7/transpose = true
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_c2r56"]
texture = ExtResource("13")
texture_region_size = Vector2i(128, 128)
0:0/next_alternative_id = 8
0:0/0 = 0
0:0/1 = 1
0:0/1/flip_h = true
0:0/2 = 2
0:0/2/flip_v = true
0:0/3 = 3
0:0/3/flip_h = true
0:0/3/flip_v = true
0:0/4 = 4
0:0/4/transpose = true
0:0/5 = 5
0:0/5/flip_h = true
0:0/5/transpose = true
0:0/6 = 6
0:0/6/flip_v = true
0:0/6/transpose = true
0:0/7 = 7
0:0/7/flip_h = true
0:0/7/flip_v = true
0:0/7/transpose = true
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_ppq3m"]
texture = ExtResource("14")
texture_region_size = Vector2i(128, 128)
0:0/next_alternative_id = 8
0:0/0 = 0
0:0/1 = 1
0:0/1/flip_h = true
0:0/2 = 2
0:0/2/flip_v = true
0:0/3 = 3
0:0/3/flip_h = true
0:0/3/flip_v = true
0:0/4 = 4
0:0/4/transpose = true
0:0/5 = 5
0:0/5/flip_h = true
0:0/5/transpose = true
0:0/6 = 6
0:0/6/flip_v = true
0:0/6/transpose = true
0:0/7 = 7
0:0/7/flip_h = true
0:0/7/flip_v = true
0:0/7/transpose = true
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_2nvyk"]
texture = ExtResource("15")
texture_region_size = Vector2i(128, 128)
0:0/next_alternative_id = 8
0:0/0 = 0
0:0/1 = 1
0:0/1/flip_h = true
0:0/2 = 2
0:0/2/flip_v = true
0:0/3 = 3
0:0/3/flip_h = true
0:0/3/flip_v = true
0:0/4 = 4
0:0/4/transpose = true
0:0/5 = 5
0:0/5/flip_h = true
0:0/5/transpose = true
0:0/6 = 6
0:0/6/flip_v = true
0:0/6/transpose = true
0:0/7 = 7
0:0/7/flip_h = true
0:0/7/flip_v = true
0:0/7/transpose = true
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_rfmnc"]
texture = ExtResource("16")
texture_region_size = Vector2i(128, 128)
0:0/next_alternative_id = 8
0:0/0 = 0
0:0/1 = 1
0:0/1/flip_h = true
0:0/2 = 2
0:0/2/flip_v = true
0:0/3 = 3
0:0/3/flip_h = true
0:0/3/flip_v = true
0:0/4 = 4
0:0/4/transpose = true
0:0/5 = 5
0:0/5/flip_h = true
0:0/5/transpose = true
0:0/6 = 6
0:0/6/flip_v = true
0:0/6/transpose = true
0:0/7 = 7
0:0/7/flip_h = true
0:0/7/flip_v = true
0:0/7/transpose = true
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_25mrk"]
texture = ExtResource("17")
texture_region_size = Vector2i(128, 128)
0:0/next_alternative_id = 8
0:0/0 = 0
0:0/1 = 1
0:0/1/flip_h = true
0:0/2 = 2
0:0/2/flip_v = true
0:0/3 = 3
0:0/3/flip_h = true
0:0/3/flip_v = true
0:0/4 = 4
0:0/4/transpose = true
0:0/5 = 5
0:0/5/flip_h = true
0:0/5/transpose = true
0:0/6 = 6
0:0/6/flip_v = true
0:0/6/transpose = true
0:0/7 = 7
0:0/7/flip_h = true
0:0/7/flip_v = true
0:0/7/transpose = true
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_3l4iw"]
texture = ExtResource("18")
texture_region_size = Vector2i(128, 128)
0:0/next_alternative_id = 8
0:0/0 = 0
0:0/1 = 1
0:0/1/flip_h = true
0:0/2 = 2
0:0/2/flip_v = true
0:0/3 = 3
0:0/3/flip_h = true
0:0/3/flip_v = true
0:0/4 = 4
0:0/4/transpose = true
0:0/5 = 5
0:0/5/flip_h = true
0:0/5/transpose = true
0:0/6 = 6
0:0/6/flip_v = true
0:0/6/transpose = true
0:0/7 = 7
0:0/7/flip_h = true
0:0/7/flip_v = true
0:0/7/transpose = true
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_jm5h0"]
texture = ExtResource("19")
texture_region_size = Vector2i(128, 128)
0:0/next_alternative_id = 8
0:0/0 = 0
0:0/1 = 1
0:0/1/flip_h = true
0:0/2 = 2
0:0/2/flip_v = true
0:0/3 = 3
0:0/3/flip_h = true
0:0/3/flip_v = true
0:0/4 = 4
0:0/4/transpose = true
0:0/5 = 5
0:0/5/flip_h = true
0:0/5/transpose = true
0:0/6 = 6
0:0/6/flip_v = true
0:0/6/transpose = true
0:0/7 = 7
0:0/7/flip_h = true
0:0/7/flip_v = true
0:0/7/transpose = true
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_88jh5"]
texture = ExtResource("20")
texture_region_size = Vector2i(128, 128)
0:0/next_alternative_id = 8
0:0/0 = 0
0:0/1 = 1
0:0/1/flip_h = true
0:0/2 = 2
0:0/2/flip_v = true
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0:0/3/flip_h = true
0:0/3/flip_v = true
0:0/4 = 4
0:0/4/transpose = true
0:0/5 = 5
0:0/5/flip_h = true
0:0/5/transpose = true
0:0/6 = 6
0:0/6/flip_v = true
0:0/6/transpose = true
0:0/7 = 7
0:0/7/flip_h = true
0:0/7/flip_v = true
0:0/7/transpose = true
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_hfv7b"]
texture = ExtResource("21")
texture_region_size = Vector2i(128, 128)
0:0/next_alternative_id = 8
0:0/0 = 0
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0:0/2/flip_v = true
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0:0/3/flip_h = true
0:0/3/flip_v = true
0:0/4 = 4
0:0/4/transpose = true
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0:0/5/flip_h = true
0:0/5/transpose = true
0:0/6 = 6
0:0/6/flip_v = true
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0:0/7 = 7
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texture_region_size = Vector2i(128, 128)
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View File

@ -0,0 +1,159 @@
[gd_scene load_steps=27 format=2]
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[node name="Tile25" type="Sprite2D" parent="."]
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View File

@ -0,0 +1,16 @@
extends CharacterBody2D
const MOTION_SPEED = 30
const FRICTION_FACTOR = 0.89
const TAN30DEG = tan(deg_to_rad(30))
func _physics_process(_delta):
var motion = Vector2()
motion.x = Input.get_axis(&"move_left", &"move_right")
motion.y = Input.get_axis(&"move_up", &"move_down")
# Make diagonal movement fit for hexagonal tiles.
motion.y *= TAN30DEG
velocity += motion.normalized() * MOTION_SPEED
# Apply friction.
velocity *= FRICTION_FACTOR
move_and_slide()

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.9 KiB

View File

@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c125b0x0g8lwk"
path="res://.godot/imported/troll.png-78efc50bfccaa17f54d40cfea3eef5f5.ctex"
metadata={
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# Isometric Game
This demo shows a traditional isometric view with depth sorting.
A character can move around the level and will also slide around objects,
as well as be occluded when standing in front or behind them.
Language: GDScript
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/112
## How does it work?
The level uses a [`TileMap`](https://docs.godotengine.org/en/latest/classes/class_tilemap.html#class-tilemap)
in which the tiles have different vertical offsets.
The walls, doors, and pillars each have
[`StaticBody2D`](https://docs.godotengine.org/en/latest/classes/class_staticbody2d.html)
and [`CollisionPolygon2D`](https://docs.godotengine.org/en/latest/classes/class_collisionpolygon2d.html)
at their base. The player also has a collider at its base,
which makes the player collide with the level.
2D lighting effects are achieved using a mixture of PointLight2D nodes (which provide real-time shadows)
and pre-placed Polygon2Ds with sprites. To provide additional ambient shading, the goblin also has a blob
shadow below its feet (a Sprite2D with a texture).
## Screenshots
![Screenshot](screenshots/isometric.webp)

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